1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
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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 |
10 |
(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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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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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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#include <newclient.h> |
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|
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#ifdef COZY_SERVER |
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extern int same_party (partylist *a, partylist *b); |
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#endif |
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|
40 |
player * |
41 |
find_player (const char *plname) |
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{ |
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player *pl; |
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|
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for (pl = first_player; pl != NULL; pl = pl->next) |
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{ |
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if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
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return pl; |
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}; |
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return NULL; |
51 |
} |
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|
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player * |
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find_player_partial_name (const char *plname) |
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{ |
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player *pl; |
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player *found = NULL; |
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size_t namelen = strlen (plname); |
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|
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for (pl = first_player; pl != NULL; pl = pl->next) |
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{ |
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if ((size_t) strlen (pl->ob->name) < namelen) |
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continue; |
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|
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if (!strcmp (pl->ob->name, plname)) |
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return pl; |
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|
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if (!strncasecmp (pl->ob->name, plname, namelen)) |
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{ |
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if (found) |
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return NULL; |
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|
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found = pl; |
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} |
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} |
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return found; |
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} |
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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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{ |
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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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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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strncat (motd + size, buf, HUGE_BUF - size); |
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size += strlen (buf); |
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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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{ |
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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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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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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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strncat (rules + size, buf, HUGE_BUF - size); |
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size += strlen (buf); |
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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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news[0] = '\0'; |
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subject[0] = '\0'; |
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size = 0; |
154 |
while (fgets (buf, MAX_BUF, fp) != NULL) |
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{ |
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if (*buf == '#') |
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continue; |
158 |
if (*buf == '%') |
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{ /* send one news */ |
160 |
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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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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} |
167 |
else |
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{ |
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if (size + strlen (buf) >= HUGE_BUF) |
170 |
{ |
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LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
172 |
break; |
173 |
} |
174 |
strncat (news + size, buf, HUGE_BUF - size); |
175 |
size += strlen (buf); |
176 |
} |
177 |
} |
178 |
|
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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); |
182 |
} |
183 |
|
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int |
185 |
playername_ok (const char *cp) |
186 |
{ |
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/* Don't allow - or _ as first character in the name */ |
188 |
if (*cp == '-' || *cp == '_') |
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return 0; |
190 |
|
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for (; *cp != '\0'; cp++) |
192 |
if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
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return 0; |
194 |
return 1; |
195 |
} |
196 |
|
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/* This no longer sets the player map. Also, it now updates |
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* all the pointers so the caller doesn't need to do that. |
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* Caller is responsible for setting the correct map. |
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*/ |
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|
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/* Redo this to do both get_player_ob and get_player. |
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* Hopefully this will be less bugfree and simpler. |
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* Returns the player structure. If 'p' is null, |
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* we create a new one. Otherwise, we recycle |
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* the one that is passed. |
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*/ |
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static player * |
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get_player (player *p) |
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{ |
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object *op = arch_to_object (get_player_archetype (NULL)); |
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int i; |
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|
214 |
if (!p) |
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{ |
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p = new player; |
217 |
|
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/* This adds the player in the linked list. There is extra |
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* complexity here because we want to add the new player at the |
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* end of the list - there is in fact no compelling reason that |
221 |
* that needs to be done except for things like output of |
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* 'who'. |
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*/ |
224 |
player *tmp = first_player; |
225 |
|
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while (tmp != NULL && tmp->next != NULL) |
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tmp = tmp->next; |
228 |
if (tmp != NULL) |
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tmp->next = p; |
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else |
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first_player = p; |
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|
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p->next = NULL; |
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} |
235 |
|
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/* Clears basically the entire player structure except |
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* for next and socket. |
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*/ |
239 |
p->clear (); |
240 |
|
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/* There are some elements we want initialized to non zero value - |
242 |
* we deal with that below this point. |
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*/ |
244 |
p->party = NULL; |
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p->outputs_sync = 16; /* Every 2 seconds */ |
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p->outputs_count = 8; /* Keeps present behaviour */ |
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p->unapply = unapply_nochoice; |
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p->Swap_First = -1; |
249 |
|
250 |
#ifdef AUTOSAVE |
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p->last_save_tick = 9999999; |
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#endif |
253 |
|
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strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
255 |
|
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op->contr = p; /* this aren't yet in archetype */ |
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p->ob = op; |
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op->speed_left = 0.5; |
259 |
op->speed = 1.0; |
260 |
op->direction = 5; /* So player faces south */ |
261 |
op->stats.wc = 2; |
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op->run_away = 25; /* Then we panick... */ |
263 |
p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
264 |
|
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roll_stats (op); |
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p->state = ST_ROLL_STAT; |
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clear_los (op); |
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|
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p->gen_sp_armour = 10; |
270 |
p->last_speed = -1; |
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p->shoottype = range_none; |
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p->bowtype = bow_normal; |
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p->petmode = pet_normal; |
274 |
p->listening = 10; |
275 |
p->usekeys = containers; |
276 |
p->last_weapon_sp = -1; |
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p->peaceful = 1; /* default peaceful */ |
278 |
p->do_los = 1; |
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p->explore = 0; |
280 |
p->no_shout = 0; /* default can shout */ |
281 |
|
282 |
assign (p->title, op->arch->clone.name); |
283 |
op->race = op->arch->clone.race; |
284 |
|
285 |
CLEAR_FLAG (op, FLAG_READY_SKILL); |
286 |
|
287 |
/* we need to clear these to -1 and not zero - otherwise, |
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* if a player quits and starts a new character, we wont |
289 |
* send new values to the client, as things like exp start |
290 |
* at zero. |
291 |
*/ |
292 |
for (i = 0; i < NUM_SKILLS; i++) |
293 |
{ |
294 |
p->last_skill_exp[i] = -1; |
295 |
p->last_skill_ob[i] = NULL; |
296 |
} |
297 |
for (i = 0; i < NROFATTACKS; i++) |
298 |
{ |
299 |
p->last_resist[i] = -1; |
300 |
} |
301 |
p->last_stats.exp = -1; |
302 |
p->last_weight = (uint32) - 1; |
303 |
|
304 |
p->socket.update_look = 0; |
305 |
p->socket.look_position = 0; |
306 |
return p; |
307 |
} |
308 |
|
309 |
/* This loads the first map an puts the player on it. */ |
310 |
static void |
311 |
set_first_map (object *op) |
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{ |
313 |
strcpy (op->contr->maplevel, first_map_path); |
314 |
op->x = -1; |
315 |
op->y = -1; |
316 |
enter_exit (op, NULL); |
317 |
} |
318 |
|
319 |
/* Tries to add player on the connection passwd in ns. |
320 |
* All we can really get in this is some settings like host and display |
321 |
* mode. |
322 |
*/ |
323 |
|
324 |
int |
325 |
add_player (NewSocket * ns) |
326 |
{ |
327 |
player *p; |
328 |
|
329 |
p = get_player (NULL); |
330 |
p->socket = *ns; |
331 |
p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
332 |
|
333 |
if (p->socket.faces_sent == NULL) |
334 |
fatal (OUT_OF_MEMORY); |
335 |
|
336 |
memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
337 |
/* Needed because the socket we just copied over needs to be cleared. |
338 |
* Note that this can result in a client reset if there is partial data |
339 |
* on the uncoming socket. |
340 |
*/ |
341 |
//TODO socket copying is EVIL, do not do this |
342 |
p->socket.inbuf_len = 0; |
343 |
set_first_map (p->ob); |
344 |
|
345 |
CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
346 |
add_friendly_object (p->ob); |
347 |
send_rules (p->ob); |
348 |
send_news (p->ob); |
349 |
display_motd (p->ob); |
350 |
get_name (p->ob); |
351 |
|
352 |
return 0; |
353 |
} |
354 |
|
355 |
/* |
356 |
* get_player_archetype() return next player archetype from archetype |
357 |
* list. Not very efficient routine, but used only creating new players. |
358 |
* Note: there MUST be at least one player archetype! |
359 |
*/ |
360 |
archetype * |
361 |
get_player_archetype (archetype *at) |
362 |
{ |
363 |
archetype *start = at; |
364 |
|
365 |
for (;;) |
366 |
{ |
367 |
if (at == NULL || at->next == NULL) |
368 |
at = first_archetype; |
369 |
else |
370 |
at = at->next; |
371 |
if (at->clone.type == PLAYER) |
372 |
return at; |
373 |
if (at == start) |
374 |
{ |
375 |
LOG (llevError, "No Player archetypes\n"); |
376 |
exit (-1); |
377 |
} |
378 |
} |
379 |
} |
380 |
|
381 |
|
382 |
object * |
383 |
get_nearest_player (object *mon) |
384 |
{ |
385 |
object *op = NULL; |
386 |
player *pl = NULL; |
387 |
objectlink *ol; |
388 |
unsigned lastdist; |
389 |
rv_vector rv; |
390 |
|
391 |
for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
392 |
{ |
393 |
/* We should not find free objects on this friendly list, but it |
394 |
* does periodically happen. Given that, lets deal with it. |
395 |
* While unlikely, it is possible the next object on the friendly |
396 |
* list is also free, so encapsulate this in a while loop. |
397 |
*/ |
398 |
while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
399 |
{ |
400 |
object *tmp = ol->ob; |
401 |
|
402 |
/* Can't do much more other than log the fact, because the object |
403 |
* itself will have been cleared. |
404 |
*/ |
405 |
LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
406 |
ol = ol->next; |
407 |
remove_friendly_object (tmp); |
408 |
if (!ol) |
409 |
return op; |
410 |
} |
411 |
|
412 |
/* Remove special check for player from this. First, it looks to cause |
413 |
* some crashes (ol->ob->contr not set properly?), but secondly, a more |
414 |
* complicated method of state checking would be needed in any case - |
415 |
* as it was, a clever player could type quit, and the function would |
416 |
* skip them over while waiting for confirmation. Remove |
417 |
* on_same_map check, as can_detect_enemy also does this |
418 |
*/ |
419 |
if (!can_detect_enemy (mon, ol->ob, &rv)) |
420 |
continue; |
421 |
|
422 |
if (lastdist > rv.distance) |
423 |
{ |
424 |
op = ol->ob; |
425 |
lastdist = rv.distance; |
426 |
} |
427 |
} |
428 |
for (pl = first_player; pl != NULL; pl = pl->next) |
429 |
{ |
430 |
if (can_detect_enemy (mon, pl->ob, &rv)) |
431 |
{ |
432 |
|
433 |
if (lastdist > rv.distance) |
434 |
{ |
435 |
op = pl->ob; |
436 |
lastdist = rv.distance; |
437 |
} |
438 |
} |
439 |
} |
440 |
#if 0 |
441 |
LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
442 |
#endif |
443 |
return op; |
444 |
} |
445 |
|
446 |
/* I believe this can safely go to 2, 3 is questionable, 4 will likely |
447 |
* result in a monster paths backtracking. It basically determines how large a |
448 |
* detour a monster will take from the direction path when looking |
449 |
* for a path to the player. The values are in the amount of direction |
450 |
* the deviation is |
451 |
*/ |
452 |
#define DETOUR_AMOUNT 2 |
453 |
|
454 |
/* This is used to prevent infinite loops. Consider a case where the |
455 |
* player is in a chamber (with gate closed), and monsters are outside. |
456 |
* with DETOUR_AMOUNT==2, the function will turn each corner, trying to |
457 |
* find a path into the chamber. This is a good thing, but since there |
458 |
* is no real path, it will just keep circling the chamber for |
459 |
* ever (this could be a nice effect for monsters, but not for the function |
460 |
* to get stuck in. I think for the monsters, if max is reached and |
461 |
* we return the first direction the creature could move would result in the |
462 |
* circling behaviour. Unfortunately, this function is also used to determined |
463 |
* if the creature should cast a spell, so returning a direction in that case |
464 |
* is probably not a good thing. |
465 |
*/ |
466 |
#define MAX_SPACES 50 |
467 |
|
468 |
|
469 |
/* |
470 |
* Returns the direction to the player, if valid. Returns 0 otherwise. |
471 |
* modified to verify there is a path to the player. Does this by stepping towards |
472 |
* player and if path is blocked then see if blockage is close enough to player that |
473 |
* direction to player is changed (ie zig or zag). Continue zig zag until either |
474 |
* reach player or path is blocked. Thus, will only return true if there is a free |
475 |
* path to player. Though path may not be a straight line. Note that it will find |
476 |
* player hiding along a corridor at right angles to the corridor with the monster. |
477 |
* |
478 |
* Modified by MSW 2001-08-06 to handle tiled maps. Various notes: |
479 |
* 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding |
480 |
* down corriders. |
481 |
* 2) I think the old code was broken if the first direction the monster |
482 |
* should move was blocked - the code would store the first direction without |
483 |
* verifying that the player can actually move in that direction. The new |
484 |
* code does not store anything in firstdir until we have verified that the |
485 |
* monster can in fact move one space in that direction. |
486 |
* 3) I'm not sure how good this code will be for moving multipart monsters, |
487 |
* since only simple checks to blocked are being called, which could mean the monster |
488 |
* is blocking itself. |
489 |
*/ |
490 |
int |
491 |
path_to_player (object *mon, object *pl, unsigned mindiff) |
492 |
{ |
493 |
rv_vector rv; |
494 |
sint16 x, y; |
495 |
int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
496 |
maptile *m, *lastmap; |
497 |
|
498 |
get_rangevector (mon, pl, &rv, 0); |
499 |
|
500 |
if (rv.distance < mindiff) |
501 |
return 0; |
502 |
|
503 |
x = mon->x; |
504 |
y = mon->y; |
505 |
m = mon->map; |
506 |
dir = rv.direction; |
507 |
lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
508 |
diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
509 |
/* If we can't solve it within the search distance, return now. */ |
510 |
if (diff > max) |
511 |
return 0; |
512 |
while (diff > 1 && max > 0) |
513 |
{ |
514 |
lastx = x; |
515 |
lasty = y; |
516 |
lastmap = m; |
517 |
x = lastx + freearr_x[dir]; |
518 |
y = lasty + freearr_y[dir]; |
519 |
|
520 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
521 |
blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
522 |
|
523 |
/* Space is blocked - try changing direction a little */ |
524 |
if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
525 |
&& (m == mon->map && blocked_link (mon, m, x, y)))) |
526 |
{ |
527 |
/* recalculate direction from last good location. Possible |
528 |
* we were not traversing ideal location before. |
529 |
*/ |
530 |
get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
531 |
if (rv.direction != dir) |
532 |
{ |
533 |
/* OK - says direction should be different - lets reset the |
534 |
* the values so it will try again. |
535 |
*/ |
536 |
x = lastx; |
537 |
y = lasty; |
538 |
m = lastmap; |
539 |
dir = firstdir = rv.direction; |
540 |
} |
541 |
else |
542 |
{ |
543 |
/* direct path is blocked - try taking a side step to |
544 |
* either the left or right. |
545 |
* Note increase the values in the loop below to be |
546 |
* more than -1/1 respectively will mean the monster takes |
547 |
* bigger detour. Have to be careful about these values getting |
548 |
* too big (3 or maybe 4 or higher) as the monster may just try |
549 |
* stepping back and forth |
550 |
*/ |
551 |
for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
552 |
{ |
553 |
if (i == 0) |
554 |
continue; /* already did this, so skip it */ |
555 |
/* Use lastdir here - otherwise, |
556 |
* since the direction that the creature should move in |
557 |
* may change, you could get infinite loops. |
558 |
* ie, player is northwest, but monster can only |
559 |
* move west, so it does that. It goes some distance, |
560 |
* gets blocked, finds that it should move north, |
561 |
* can't do that, but now finds it can move east, and |
562 |
* gets back to its original point. lastdir contains |
563 |
* the last direction the creature has successfully |
564 |
* moved. |
565 |
*/ |
566 |
|
567 |
x = lastx + freearr_x[absdir (lastdir + i)]; |
568 |
y = lasty + freearr_y[absdir (lastdir + i)]; |
569 |
m = lastmap; |
570 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
571 |
if (mflags & P_OUT_OF_MAP) |
572 |
continue; |
573 |
blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
574 |
if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
575 |
continue; |
576 |
if (mflags & P_BLOCKSVIEW) |
577 |
continue; |
578 |
|
579 |
if (m == mon->map && blocked_link (mon, m, x, y)) |
580 |
break; |
581 |
} |
582 |
/* go through entire loop without finding a valid |
583 |
* sidestep to take - thus, no valid path. |
584 |
*/ |
585 |
if (i == (DETOUR_AMOUNT + 1)) |
586 |
return 0; |
587 |
diff--; |
588 |
lastdir = dir; |
589 |
max--; |
590 |
if (!firstdir) |
591 |
firstdir = dir + i; |
592 |
} /* else check alternate directions */ |
593 |
} /* if blocked */ |
594 |
else |
595 |
{ |
596 |
/* we moved towards creature, so diff is less */ |
597 |
diff--; |
598 |
max--; |
599 |
lastdir = dir; |
600 |
if (!firstdir) |
601 |
firstdir = dir; |
602 |
} |
603 |
if (diff <= 1) |
604 |
{ |
605 |
/* Recalculate diff (distance) because we may not have actually |
606 |
* headed toward player for entire distance. |
607 |
*/ |
608 |
get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
609 |
diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
610 |
} |
611 |
if (diff > max) |
612 |
return 0; |
613 |
} |
614 |
/* If we reached the max, didn't find a direction in time */ |
615 |
if (!max) |
616 |
return 0; |
617 |
|
618 |
return firstdir; |
619 |
} |
620 |
|
621 |
void |
622 |
give_initial_items (object *pl, treasurelist * items) |
623 |
{ |
624 |
object *op, *next = NULL; |
625 |
|
626 |
if (pl->randomitems != NULL) |
627 |
create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
628 |
|
629 |
for (op = pl->inv; op; op = next) |
630 |
{ |
631 |
next = op->below; |
632 |
|
633 |
/* Forces get applied per default, unless they have the |
634 |
* flag "neutral" set. Sorry but I can't think of a better way |
635 |
*/ |
636 |
if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
637 |
SET_FLAG (op, FLAG_APPLIED); |
638 |
|
639 |
/* we never give weapons/armour if these cannot be used |
640 |
* by this player due to race restrictions |
641 |
*/ |
642 |
if (pl->type == PLAYER) |
643 |
{ |
644 |
if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
645 |
(op->type == ARMOUR || op->type == BOOTS || |
646 |
op->type == CLOAK || op->type == HELMET || |
647 |
op->type == SHIELD || op->type == GLOVES || |
648 |
op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
649 |
{ |
650 |
op->destroy (); |
651 |
continue; |
652 |
} |
653 |
} |
654 |
|
655 |
/* This really needs to be better - we should really give |
656 |
* a substitute spellbook. The problem is that we don't really |
657 |
* have a good idea what to replace it with (need something like |
658 |
* a first level treasurelist for each skill.) |
659 |
* remove duplicate skills also |
660 |
*/ |
661 |
if (op->type == SPELLBOOK || op->type == SKILL) |
662 |
{ |
663 |
object *tmp; |
664 |
|
665 |
for (tmp = op->below; tmp; tmp = tmp->below) |
666 |
if (tmp->type == op->type && tmp->name == op->name) |
667 |
break; |
668 |
|
669 |
if (tmp) |
670 |
{ |
671 |
op->destroy (); |
672 |
LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
673 |
continue; |
674 |
} |
675 |
|
676 |
if (op->nrof > 1) |
677 |
op->nrof = 1; |
678 |
} |
679 |
|
680 |
if (op->type == SPELLBOOK && op->inv) |
681 |
{ |
682 |
CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
683 |
} |
684 |
|
685 |
/* Give starting characters identified, uncursed, and undamned |
686 |
* items. Just don't identify gold or silver, or it won't be |
687 |
* merged properly. |
688 |
*/ |
689 |
if (need_identify (op)) |
690 |
{ |
691 |
SET_FLAG (op, FLAG_IDENTIFIED); |
692 |
CLEAR_FLAG (op, FLAG_CURSED); |
693 |
CLEAR_FLAG (op, FLAG_DAMNED); |
694 |
} |
695 |
if (op->type == SPELL) |
696 |
{ |
697 |
op->destroy (); |
698 |
continue; |
699 |
} |
700 |
else if (op->type == SKILL) |
701 |
{ |
702 |
SET_FLAG (op, FLAG_CAN_USE_SKILL); |
703 |
op->stats.exp = 0; |
704 |
op->level = 1; |
705 |
} |
706 |
/* lock all 'normal items by default */ |
707 |
else |
708 |
SET_FLAG (op, FLAG_INV_LOCKED); |
709 |
} /* for loop of objects in player inv */ |
710 |
|
711 |
/* Need to set up the skill pointers */ |
712 |
link_player_skills (pl); |
713 |
} |
714 |
|
715 |
void |
716 |
get_name (object *op) |
717 |
{ |
718 |
op->contr->write_buf[0] = '\0'; |
719 |
op->contr->state = ST_GET_NAME; |
720 |
send_query (&op->contr->socket, 0, "What is your name?\n:"); |
721 |
} |
722 |
|
723 |
void |
724 |
get_password (object *op) |
725 |
{ |
726 |
op->contr->write_buf[0] = '\0'; |
727 |
op->contr->state = ST_GET_PASSWORD; |
728 |
send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
729 |
} |
730 |
|
731 |
void |
732 |
play_again (object *op) |
733 |
{ |
734 |
op->contr->state = ST_PLAY_AGAIN; |
735 |
op->chosen_skill = NULL; |
736 |
send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
737 |
/* a bit of a hack, but there are various places early in th |
738 |
* player creation process that a user can quit (eg, roll |
739 |
* stats) that isn't removing the player. Taking a quick |
740 |
* look, there are many places that call play_again without |
741 |
* removing the player - it probably makes more sense |
742 |
* to leave it to play_again to remove the object in all |
743 |
* cases. |
744 |
*/ |
745 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
746 |
op->remove (); |
747 |
/* Need to set this to null - otherwise, it could point to garbage, |
748 |
* and draw() doesn't check to see if the player is removed, only if |
749 |
* the map is null or not swapped out. |
750 |
*/ |
751 |
op->map = NULL; |
752 |
} |
753 |
|
754 |
int |
755 |
receive_play_again (object *op, char key) |
756 |
{ |
757 |
if (key == 'q' || key == 'Q') |
758 |
{ |
759 |
remove_friendly_object (op); |
760 |
leave (op->contr, 0); /* ericserver will draw the message */ |
761 |
return 2; |
762 |
} |
763 |
else if (key == 'a' || key == 'A') |
764 |
{ |
765 |
player *pl = op->contr; |
766 |
shstr name = op->name; |
767 |
|
768 |
op->contr = 0; |
769 |
op->type = 0; |
770 |
op->destroy (1); |
771 |
pl = get_player (pl); |
772 |
op = pl->ob; |
773 |
add_friendly_object (op); |
774 |
op->contr->password[0] = '~'; |
775 |
op->name = op->name_pl = 0; |
776 |
/* Lets put a space in here */ |
777 |
new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
778 |
get_name (op); |
779 |
op->name = op->name_pl = name; |
780 |
set_first_map (op); |
781 |
} |
782 |
else |
783 |
/* user pressed something else so just ask again... */ |
784 |
play_again (op); |
785 |
|
786 |
return 0; |
787 |
} |
788 |
|
789 |
void |
790 |
confirm_password (object *op) |
791 |
{ |
792 |
|
793 |
op->contr->write_buf[0] = '\0'; |
794 |
op->contr->state = ST_CONFIRM_PASSWORD; |
795 |
send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
796 |
} |
797 |
|
798 |
void |
799 |
get_party_password (object *op, partylist *party) |
800 |
{ |
801 |
if (party == NULL) |
802 |
{ |
803 |
LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
804 |
return; |
805 |
} |
806 |
op->contr->write_buf[0] = '\0'; |
807 |
op->contr->state = ST_GET_PARTY_PASSWORD; |
808 |
op->contr->party_to_join = party; |
809 |
send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
810 |
} |
811 |
|
812 |
|
813 |
/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
814 |
int |
815 |
roll_stat (void) |
816 |
{ |
817 |
int a[4], i, j, k; |
818 |
|
819 |
for (i = 0; i < 4; i++) |
820 |
a[i] = (int) RANDOM () % 6 + 1; |
821 |
|
822 |
for (i = 0, j = 0, k = 7; i < 4; i++) |
823 |
if (a[i] < k) |
824 |
k = a[i], j = i; |
825 |
|
826 |
for (i = 0, k = 0; i < 4; i++) |
827 |
{ |
828 |
if (i != j) |
829 |
k += a[i]; |
830 |
} |
831 |
return k; |
832 |
} |
833 |
|
834 |
void |
835 |
roll_stats (object *op) |
836 |
{ |
837 |
int sum = 0; |
838 |
int i = 0, j = 0; |
839 |
int statsort[7]; |
840 |
|
841 |
do |
842 |
{ |
843 |
op->stats.Str = roll_stat (); |
844 |
op->stats.Dex = roll_stat (); |
845 |
op->stats.Int = roll_stat (); |
846 |
op->stats.Con = roll_stat (); |
847 |
op->stats.Wis = roll_stat (); |
848 |
op->stats.Pow = roll_stat (); |
849 |
op->stats.Cha = roll_stat (); |
850 |
sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
851 |
} |
852 |
while (sum < 82 || sum > 116); |
853 |
|
854 |
/* Sort the stats so that rerolling is easier... */ |
855 |
statsort[0] = op->stats.Str; |
856 |
statsort[1] = op->stats.Dex; |
857 |
statsort[2] = op->stats.Int; |
858 |
statsort[3] = op->stats.Con; |
859 |
statsort[4] = op->stats.Wis; |
860 |
statsort[5] = op->stats.Pow; |
861 |
statsort[6] = op->stats.Cha; |
862 |
|
863 |
/* a quick and dirty bubblesort? */ |
864 |
do |
865 |
{ |
866 |
if (statsort[i] < statsort[i + 1]) |
867 |
{ |
868 |
j = statsort[i]; |
869 |
statsort[i] = statsort[i + 1]; |
870 |
statsort[i + 1] = j; |
871 |
i = 0; |
872 |
} |
873 |
else |
874 |
{ |
875 |
i++; |
876 |
} |
877 |
} |
878 |
while (i < 6); |
879 |
|
880 |
op->stats.Str = statsort[0]; |
881 |
op->stats.Dex = statsort[1]; |
882 |
op->stats.Con = statsort[2]; |
883 |
op->stats.Int = statsort[3]; |
884 |
op->stats.Wis = statsort[4]; |
885 |
op->stats.Pow = statsort[5]; |
886 |
op->stats.Cha = statsort[6]; |
887 |
|
888 |
|
889 |
op->contr->orig_stats.Str = op->stats.Str; |
890 |
op->contr->orig_stats.Dex = op->stats.Dex; |
891 |
op->contr->orig_stats.Int = op->stats.Int; |
892 |
op->contr->orig_stats.Con = op->stats.Con; |
893 |
op->contr->orig_stats.Wis = op->stats.Wis; |
894 |
op->contr->orig_stats.Pow = op->stats.Pow; |
895 |
op->contr->orig_stats.Cha = op->stats.Cha; |
896 |
|
897 |
op->level = 1; |
898 |
op->stats.exp = 0; |
899 |
op->stats.ac = 0; |
900 |
|
901 |
op->contr->levhp[1] = 9; |
902 |
op->contr->levsp[1] = 6; |
903 |
op->contr->levgrace[1] = 3; |
904 |
|
905 |
fix_player (op); |
906 |
op->stats.hp = op->stats.maxhp; |
907 |
op->stats.sp = op->stats.maxsp; |
908 |
op->stats.grace = op->stats.maxgrace; |
909 |
op->contr->orig_stats = op->stats; |
910 |
} |
911 |
|
912 |
void |
913 |
Roll_Again (object *op) |
914 |
{ |
915 |
esrv_new_player (op->contr, 0); |
916 |
send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
917 |
"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
918 |
} |
919 |
|
920 |
void |
921 |
Swap_Stat (object *op, int Swap_Second) |
922 |
{ |
923 |
signed char tmp; |
924 |
char buf[MAX_BUF]; |
925 |
|
926 |
if (op->contr->Swap_First == -1) |
927 |
{ |
928 |
new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
929 |
new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
930 |
new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
931 |
return; |
932 |
} |
933 |
|
934 |
tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
935 |
|
936 |
set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
937 |
|
938 |
set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
939 |
|
940 |
sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
941 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
942 |
op->stats.Str = op->contr->orig_stats.Str; |
943 |
op->stats.Dex = op->contr->orig_stats.Dex; |
944 |
op->stats.Con = op->contr->orig_stats.Con; |
945 |
op->stats.Int = op->contr->orig_stats.Int; |
946 |
op->stats.Wis = op->contr->orig_stats.Wis; |
947 |
op->stats.Pow = op->contr->orig_stats.Pow; |
948 |
op->stats.Cha = op->contr->orig_stats.Cha; |
949 |
op->stats.ac = 0; |
950 |
|
951 |
op->level = 1; |
952 |
op->stats.exp = 0; |
953 |
op->stats.ac = 0; |
954 |
|
955 |
op->contr->levhp[1] = 9; |
956 |
op->contr->levsp[1] = 6; |
957 |
op->contr->levgrace[1] = 3; |
958 |
|
959 |
fix_player (op); |
960 |
op->stats.hp = op->stats.maxhp; |
961 |
op->stats.sp = op->stats.maxsp; |
962 |
op->stats.grace = op->stats.maxgrace; |
963 |
op->contr->orig_stats = op->stats; |
964 |
op->contr->Swap_First = -1; |
965 |
} |
966 |
|
967 |
|
968 |
/* This code has been greatly reduced, because with set_attr_value |
969 |
* and get_attr_value, the stats can be accessed just numeric |
970 |
* ids. stat_trans is a table that translate the number entered |
971 |
* into the actual stat. It is needed because the order the stats |
972 |
* are displayed in the stat window is not the same as how |
973 |
* the number's access that stat. The table does that translation. |
974 |
*/ |
975 |
int |
976 |
key_roll_stat (object *op, char key) |
977 |
{ |
978 |
int keynum = key - '0'; |
979 |
char buf[MAX_BUF]; |
980 |
static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
981 |
|
982 |
if (keynum > 0 && keynum <= 7) |
983 |
{ |
984 |
if (op->contr->Swap_First == -1) |
985 |
{ |
986 |
op->contr->Swap_First = stat_trans[keynum]; |
987 |
sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
988 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
989 |
} |
990 |
else |
991 |
Swap_Stat (op, stat_trans[keynum]); |
992 |
|
993 |
send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
994 |
return 1; |
995 |
} |
996 |
switch (key) |
997 |
{ |
998 |
case 'n': |
999 |
case 'N': |
1000 |
{ |
1001 |
SET_FLAG (op, FLAG_WIZ); |
1002 |
if (op->map == NULL) |
1003 |
{ |
1004 |
LOG (llevError, "Map == NULL in state 2\n"); |
1005 |
break; |
1006 |
} |
1007 |
|
1008 |
#if 0 |
1009 |
/* So that enter_exit will put us at startx/starty */ |
1010 |
op->x = -1; |
1011 |
|
1012 |
enter_exit (op, NULL); |
1013 |
#endif |
1014 |
SET_ANIMATION (op, 2); /* So player faces south */ |
1015 |
/* Enter exit adds a player otherwise */ |
1016 |
add_statbonus (op); |
1017 |
send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
1018 |
"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
1019 |
op->contr->state = ST_CHANGE_CLASS; |
1020 |
if (op->msg) |
1021 |
new_draw_info (NDI_BLUE, 0, op, op->msg); |
1022 |
return 0; |
1023 |
} |
1024 |
case 'y': |
1025 |
case 'Y': |
1026 |
roll_stats (op); |
1027 |
send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
1028 |
return 1; |
1029 |
|
1030 |
case 'q': |
1031 |
case 'Q': |
1032 |
play_again (op); |
1033 |
return 1; |
1034 |
|
1035 |
default: |
1036 |
send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
1037 |
return 0; |
1038 |
} |
1039 |
return 0; |
1040 |
} |
1041 |
|
1042 |
/* This function takes the key that is passed, and does the |
1043 |
* appropriate action with it (change race, or other things). |
1044 |
* The function name is for historical reasons - now we have |
1045 |
* separate race and class; this actually changes the RACE, |
1046 |
* not the class. |
1047 |
*/ |
1048 |
|
1049 |
int |
1050 |
key_change_class (object *op, char key) |
1051 |
{ |
1052 |
int tmp_loop; |
1053 |
|
1054 |
if (key == 'q' || key == 'Q') |
1055 |
{ |
1056 |
op->remove (); |
1057 |
play_again (op); |
1058 |
return 0; |
1059 |
} |
1060 |
if (key == 'd' || key == 'D') |
1061 |
{ |
1062 |
char buf[MAX_BUF]; |
1063 |
|
1064 |
/* this must before then initial items are given */ |
1065 |
esrv_new_player (op->contr, op->weight + op->carrying); |
1066 |
create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); |
1067 |
|
1068 |
INVOKE_PLAYER (BIRTH, op->contr); |
1069 |
INVOKE_PLAYER (LOGIN, op->contr); |
1070 |
|
1071 |
op->contr->state = ST_PLAYING; |
1072 |
|
1073 |
if (op->msg) |
1074 |
op->msg = NULL; |
1075 |
|
1076 |
/* We create this now because some of the unique maps will need it |
1077 |
* to save here. |
1078 |
*/ |
1079 |
sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
1080 |
make_path_to_file (buf); |
1081 |
|
1082 |
#ifdef AUTOSAVE |
1083 |
op->contr->last_save_tick = pticks; |
1084 |
#endif |
1085 |
start_info (op); |
1086 |
CLEAR_FLAG (op, FLAG_WIZ); |
1087 |
give_initial_items (op, op->randomitems); |
1088 |
link_player_skills (op); |
1089 |
esrv_send_inventory (op, op); |
1090 |
fix_player (op); |
1091 |
|
1092 |
/* This moves the player to a different start map, if there |
1093 |
* is one for this race |
1094 |
*/ |
1095 |
if (*first_map_ext_path) |
1096 |
{ |
1097 |
object *tmp; |
1098 |
char mapname[MAX_BUF]; |
1099 |
|
1100 |
snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
1101 |
tmp = object::create (); |
1102 |
EXIT_PATH (tmp) = mapname; |
1103 |
EXIT_X (tmp) = op->x; |
1104 |
EXIT_Y (tmp) = op->y; |
1105 |
enter_exit (op, tmp); /* we don't really care if it succeeded; |
1106 |
* if the map isn't there, then stay on the |
1107 |
* default initial map */ |
1108 |
tmp->destroy (); |
1109 |
} |
1110 |
else |
1111 |
{ |
1112 |
LOG (llevDebug, "first_map_ext_path not set\n"); |
1113 |
} |
1114 |
return 0; |
1115 |
} |
1116 |
|
1117 |
/* Following actually changes the race - this is the default command |
1118 |
* if we don't match with one of the options above. |
1119 |
*/ |
1120 |
|
1121 |
tmp_loop = 0; |
1122 |
while (!tmp_loop) |
1123 |
{ |
1124 |
shstr name = op->name; |
1125 |
int x = op->x, y = op->y; |
1126 |
|
1127 |
remove_statbonus (op); |
1128 |
op->remove (); |
1129 |
op->arch = get_player_archetype (op->arch); |
1130 |
op->arch->clone.copy_to (op); |
1131 |
op->instantiate (); |
1132 |
op->stats = op->contr->orig_stats; |
1133 |
op->name = op->name_pl = name; |
1134 |
op->x = x; |
1135 |
op->y = y; |
1136 |
SET_ANIMATION (op, 2); /* So player faces south */ |
1137 |
insert_ob_in_map (op, op->map, op, 0); |
1138 |
assign (op->contr->title, op->arch->clone.name); |
1139 |
add_statbonus (op); |
1140 |
tmp_loop = allowed_class (op); |
1141 |
} |
1142 |
|
1143 |
update_object (op, UP_OBJ_FACE); |
1144 |
esrv_update_item (UPD_FACE, op, op); |
1145 |
fix_player (op); |
1146 |
op->stats.hp = op->stats.maxhp; |
1147 |
op->stats.sp = op->stats.maxsp; |
1148 |
op->stats.grace = 0; |
1149 |
|
1150 |
if (op->msg) |
1151 |
new_draw_info (NDI_BLUE, 0, op, op->msg); |
1152 |
|
1153 |
send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1154 |
return 0; |
1155 |
} |
1156 |
|
1157 |
int |
1158 |
key_confirm_quit (object *op, char key) |
1159 |
{ |
1160 |
char buf[MAX_BUF]; |
1161 |
|
1162 |
if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
1163 |
{ |
1164 |
op->contr->state = ST_PLAYING; |
1165 |
new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
1166 |
return 1; |
1167 |
} |
1168 |
|
1169 |
INVOKE_PLAYER (LOGOUT, op->contr); |
1170 |
INVOKE_PLAYER (QUIT, op->contr); |
1171 |
|
1172 |
terminate_all_pets (op); |
1173 |
leave_map (op); |
1174 |
op->direction = 0; |
1175 |
new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
1176 |
|
1177 |
strcpy (op->contr->killer, "quit"); |
1178 |
check_score (op); |
1179 |
op->contr->party = NULL; |
1180 |
if (settings.set_title == TRUE) |
1181 |
op->contr->own_title[0] = '\0'; |
1182 |
|
1183 |
if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1184 |
{ |
1185 |
maptile *mp, *next; |
1186 |
|
1187 |
/* We need to hunt for any per player unique maps in memory and |
1188 |
* get rid of them. The trailing slash in the path is intentional, |
1189 |
* so that players named 'Ab' won't match against players 'Abe' pathname |
1190 |
*/ |
1191 |
sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1192 |
for (mp = first_map; mp != NULL; mp = next) |
1193 |
{ |
1194 |
next = mp->next; |
1195 |
if (!strncmp (mp->path, buf, strlen (buf))) |
1196 |
delete_map (mp); |
1197 |
} |
1198 |
|
1199 |
delete_character (op->name, 1); |
1200 |
} |
1201 |
|
1202 |
play_again (op); |
1203 |
return 1; |
1204 |
} |
1205 |
|
1206 |
void |
1207 |
flee_player (object *op) |
1208 |
{ |
1209 |
int dir, diff; |
1210 |
rv_vector rv; |
1211 |
|
1212 |
if (op->stats.hp < 0) |
1213 |
{ |
1214 |
LOG (llevDebug, "Fleeing player is dead.\n"); |
1215 |
CLEAR_FLAG (op, FLAG_SCARED); |
1216 |
return; |
1217 |
} |
1218 |
|
1219 |
if (op->enemy == NULL) |
1220 |
{ |
1221 |
LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1222 |
CLEAR_FLAG (op, FLAG_SCARED); |
1223 |
return; |
1224 |
} |
1225 |
|
1226 |
/* Seen some crashes here. Since we don't store an |
1227 |
* op->enemy_count, it is possible that something destroys the |
1228 |
* actual enemy, and the object is recycled. |
1229 |
*/ |
1230 |
if (op->enemy->map == NULL) |
1231 |
{ |
1232 |
CLEAR_FLAG (op, FLAG_SCARED); |
1233 |
op->enemy = NULL; |
1234 |
return; |
1235 |
} |
1236 |
|
1237 |
if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1238 |
{ |
1239 |
op->enemy = NULL; |
1240 |
CLEAR_FLAG (op, FLAG_SCARED); |
1241 |
return; |
1242 |
} |
1243 |
get_rangevector (op, op->enemy, &rv, 0); |
1244 |
|
1245 |
dir = absdir (4 + rv.direction); |
1246 |
for (diff = 0; diff < 3; diff++) |
1247 |
{ |
1248 |
int m = 1 - (RANDOM () & 2); |
1249 |
|
1250 |
if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1251 |
{ |
1252 |
return; |
1253 |
} |
1254 |
} |
1255 |
/* Cornered, get rid of scared */ |
1256 |
CLEAR_FLAG (op, FLAG_SCARED); |
1257 |
op->enemy = NULL; |
1258 |
} |
1259 |
|
1260 |
|
1261 |
/* check_pick sees if there is stuff to be picked up/picks up stuff. |
1262 |
* IT returns 1 if the player should keep on moving, 0 if he should |
1263 |
* stop. |
1264 |
*/ |
1265 |
int |
1266 |
check_pick (object *op) |
1267 |
{ |
1268 |
object *tmp, *next; |
1269 |
int stop = 0; |
1270 |
int j, k, wvratio; |
1271 |
char putstring[128], tmpstr[16]; |
1272 |
|
1273 |
/* if you're flying, you cna't pick up anything */ |
1274 |
if (op->move_type & MOVE_FLYING) |
1275 |
return 1; |
1276 |
|
1277 |
next = op->below; |
1278 |
|
1279 |
/* loop while there are items on the floor that are not marked as |
1280 |
* destroyed */ |
1281 |
while (next && !next->destroyed ()) |
1282 |
{ |
1283 |
tmp = next; |
1284 |
next = tmp->below; |
1285 |
|
1286 |
if (op->destroyed ()) |
1287 |
return 0; |
1288 |
|
1289 |
if (!can_pick (op, tmp)) |
1290 |
continue; |
1291 |
|
1292 |
if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1293 |
{ |
1294 |
if (item_matched_string (op, tmp, op->contr->search_str)) |
1295 |
pick_up (op, tmp); |
1296 |
continue; |
1297 |
} |
1298 |
|
1299 |
/* high not bit set? We're using the old autopickup model */ |
1300 |
if (!(op->contr->mode & PU_NEWMODE)) |
1301 |
{ |
1302 |
switch (op->contr->mode) |
1303 |
{ |
1304 |
case 0: |
1305 |
return 1; /* don't pick up */ |
1306 |
case 1: |
1307 |
pick_up (op, tmp); |
1308 |
return 1; |
1309 |
case 2: |
1310 |
pick_up (op, tmp); |
1311 |
return 0; |
1312 |
case 3: |
1313 |
return 0; /* stop before pickup */ |
1314 |
case 4: |
1315 |
pick_up (op, tmp); |
1316 |
break; |
1317 |
case 5: |
1318 |
pick_up (op, tmp); |
1319 |
stop = 1; |
1320 |
break; |
1321 |
case 6: |
1322 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1323 |
pick_up (op, tmp); |
1324 |
break; |
1325 |
|
1326 |
case 7: |
1327 |
if (tmp->type == MONEY || tmp->type == GEM) |
1328 |
pick_up (op, tmp); |
1329 |
break; |
1330 |
|
1331 |
default: |
1332 |
/* use value density */ |
1333 |
if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1334 |
&& (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1335 |
pick_up (op, tmp); |
1336 |
} |
1337 |
} |
1338 |
else |
1339 |
{ /* old model */ |
1340 |
/* NEW pickup handling */ |
1341 |
if (op->contr->mode & PU_DEBUG) |
1342 |
{ |
1343 |
/* some debugging code to figure out item information */ |
1344 |
if (tmp->name != NULL) |
1345 |
sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1346 |
&tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1347 |
else |
1348 |
sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1349 |
&tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1350 |
new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1351 |
|
1352 |
sprintf (putstring, "...flags: "); |
1353 |
for (k = 0; k < 4; k++) |
1354 |
{ |
1355 |
for (j = 0; j < 32; j++) |
1356 |
{ |
1357 |
if ((tmp->flags[k] >> j) & 0x01) |
1358 |
{ |
1359 |
sprintf (tmpstr, "%d ", k * 32 + j); |
1360 |
strcat (putstring, tmpstr); |
1361 |
} |
1362 |
} |
1363 |
} |
1364 |
new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1365 |
|
1366 |
#if 0 |
1367 |
/* print the flags too */ |
1368 |
for (k = 0; k < 4; k++) |
1369 |
{ |
1370 |
fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
1371 |
for (j = 0; j < 32; j++) |
1372 |
{ |
1373 |
fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
1374 |
if (!((j + 1) % 4)) |
1375 |
fprintf (stderr, " "); |
1376 |
} |
1377 |
fprintf (stderr, " [%d]\n", k * 32); |
1378 |
} |
1379 |
#endif |
1380 |
} |
1381 |
/* philosophy: |
1382 |
* It's easy to grab an item type from a pile, as long as it's |
1383 |
* generic. This takes no game-time. For more detailed pickups |
1384 |
* and selections, select-items shoul dbe used. This is a |
1385 |
* grab-as-you-run type mode that's really useful for arrows for |
1386 |
* example. |
1387 |
* The drawback: right now it has no frontend, so you need to |
1388 |
* stick the bits you want into a calculator in hex mode and then |
1389 |
* convert to decimal and then 'pickup <#> |
1390 |
*/ |
1391 |
|
1392 |
/* the first two modes are exclusive: if NOTHING we return, if |
1393 |
* STOP then we stop. All the rest are applied sequentially, |
1394 |
* meaning if any test passes, the item gets picked up. */ |
1395 |
|
1396 |
/* if mode is set to pick nothing up, return */ |
1397 |
|
1398 |
if (op->contr->mode & PU_NOTHING) |
1399 |
return 1; |
1400 |
|
1401 |
/* if mode is set to stop when encountering objects, return */ |
1402 |
/* take STOP before INHIBIT since it doesn't actually pick |
1403 |
* anything up */ |
1404 |
|
1405 |
if (op->contr->mode & PU_STOP) |
1406 |
return 0; |
1407 |
|
1408 |
/* useful for going into stores and not losing your settings... */ |
1409 |
/* and for battles wher you don't want to get loaded down while |
1410 |
* fighting */ |
1411 |
if (op->contr->mode & PU_INHIBIT) |
1412 |
return 1; |
1413 |
|
1414 |
/* prevent us from turning into auto-thieves :) */ |
1415 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1416 |
continue; |
1417 |
|
1418 |
/* ignore known cursed objects */ |
1419 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1420 |
continue; |
1421 |
|
1422 |
/* all food and drink if desired */ |
1423 |
/* question: don't pick up known-poisonous stuff? */ |
1424 |
if (op->contr->mode & PU_FOOD) |
1425 |
if (tmp->type == FOOD) |
1426 |
{ |
1427 |
pick_up (op, tmp); |
1428 |
continue; |
1429 |
} |
1430 |
|
1431 |
if (op->contr->mode & PU_DRINK) |
1432 |
if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1433 |
{ |
1434 |
pick_up (op, tmp); |
1435 |
continue; |
1436 |
} |
1437 |
|
1438 |
if (op->contr->mode & PU_POTION) |
1439 |
if (tmp->type == POTION) |
1440 |
{ |
1441 |
pick_up (op, tmp); |
1442 |
continue; |
1443 |
} |
1444 |
|
1445 |
/* spellbooks, skillscrolls and normal books/scrolls */ |
1446 |
if (op->contr->mode & PU_SPELLBOOK) |
1447 |
if (tmp->type == SPELLBOOK) |
1448 |
{ |
1449 |
pick_up (op, tmp); |
1450 |
continue; |
1451 |
} |
1452 |
|
1453 |
if (op->contr->mode & PU_SKILLSCROLL) |
1454 |
if (tmp->type == SKILLSCROLL) |
1455 |
{ |
1456 |
pick_up (op, tmp); |
1457 |
continue; |
1458 |
} |
1459 |
|
1460 |
if (op->contr->mode & PU_READABLES) |
1461 |
if (tmp->type == BOOK || tmp->type == SCROLL) |
1462 |
{ |
1463 |
pick_up (op, tmp); |
1464 |
continue; |
1465 |
} |
1466 |
|
1467 |
/* wands/staves/rods/horns */ |
1468 |
if (op->contr->mode & PU_MAGIC_DEVICE) |
1469 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1470 |
{ |
1471 |
pick_up (op, tmp); |
1472 |
continue; |
1473 |
} |
1474 |
|
1475 |
/* pick up all magical items */ |
1476 |
if (op->contr->mode & PU_MAGICAL) |
1477 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1478 |
{ |
1479 |
pick_up (op, tmp); |
1480 |
continue; |
1481 |
} |
1482 |
|
1483 |
if (op->contr->mode & PU_VALUABLES) |
1484 |
{ |
1485 |
if (tmp->type == MONEY || tmp->type == GEM) |
1486 |
{ |
1487 |
pick_up (op, tmp); |
1488 |
continue; |
1489 |
} |
1490 |
} |
1491 |
|
1492 |
/* rings & amulets - talismans seems to be typed AMULET */ |
1493 |
if (op->contr->mode & PU_JEWELS) |
1494 |
if (tmp->type == RING || tmp->type == AMULET) |
1495 |
{ |
1496 |
pick_up (op, tmp); |
1497 |
continue; |
1498 |
} |
1499 |
|
1500 |
/* we don't forget dragon food */ |
1501 |
if (op->contr->mode & PU_FLESH) |
1502 |
if (tmp->type == FLESH) |
1503 |
{ |
1504 |
pick_up (op, tmp); |
1505 |
continue; |
1506 |
} |
1507 |
|
1508 |
/* bows and arrows. Bows are good for selling! */ |
1509 |
if (op->contr->mode & PU_BOW) |
1510 |
if (tmp->type == BOW) |
1511 |
{ |
1512 |
pick_up (op, tmp); |
1513 |
continue; |
1514 |
} |
1515 |
|
1516 |
if (op->contr->mode & PU_ARROW) |
1517 |
if (tmp->type == ARROW) |
1518 |
{ |
1519 |
pick_up (op, tmp); |
1520 |
continue; |
1521 |
} |
1522 |
|
1523 |
/* all kinds of armor etc. */ |
1524 |
if (op->contr->mode & PU_ARMOUR) |
1525 |
if (tmp->type == ARMOUR) |
1526 |
{ |
1527 |
pick_up (op, tmp); |
1528 |
continue; |
1529 |
} |
1530 |
|
1531 |
if (op->contr->mode & PU_HELMET) |
1532 |
if (tmp->type == HELMET) |
1533 |
{ |
1534 |
pick_up (op, tmp); |
1535 |
continue; |
1536 |
} |
1537 |
|
1538 |
if (op->contr->mode & PU_SHIELD) |
1539 |
if (tmp->type == SHIELD) |
1540 |
{ |
1541 |
pick_up (op, tmp); |
1542 |
continue; |
1543 |
} |
1544 |
|
1545 |
if (op->contr->mode & PU_BOOTS) |
1546 |
if (tmp->type == BOOTS) |
1547 |
{ |
1548 |
pick_up (op, tmp); |
1549 |
continue; |
1550 |
} |
1551 |
|
1552 |
if (op->contr->mode & PU_GLOVES) |
1553 |
if (tmp->type == GLOVES) |
1554 |
{ |
1555 |
pick_up (op, tmp); |
1556 |
continue; |
1557 |
} |
1558 |
|
1559 |
if (op->contr->mode & PU_CLOAK) |
1560 |
if (tmp->type == CLOAK) |
1561 |
{ |
1562 |
pick_up (op, tmp); |
1563 |
continue; |
1564 |
} |
1565 |
|
1566 |
/* hoping to catch throwing daggers here */ |
1567 |
if (op->contr->mode & PU_MISSILEWEAPON) |
1568 |
if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1569 |
{ |
1570 |
pick_up (op, tmp); |
1571 |
continue; |
1572 |
} |
1573 |
|
1574 |
/* careful: chairs and tables are weapons! */ |
1575 |
if (op->contr->mode & PU_ALLWEAPON) |
1576 |
{ |
1577 |
if (tmp->type == WEAPON && tmp->name != NULL) |
1578 |
{ |
1579 |
if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1580 |
strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1581 |
{ |
1582 |
pick_up (op, tmp); |
1583 |
continue; |
1584 |
} |
1585 |
} |
1586 |
|
1587 |
if (tmp->type == WEAPON && tmp->name == NULL) |
1588 |
{ |
1589 |
if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1590 |
{ |
1591 |
pick_up (op, tmp); |
1592 |
continue; |
1593 |
} |
1594 |
} |
1595 |
} |
1596 |
|
1597 |
/* misc stuff that's useful */ |
1598 |
if (op->contr->mode & PU_KEY) |
1599 |
if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1600 |
{ |
1601 |
pick_up (op, tmp); |
1602 |
continue; |
1603 |
} |
1604 |
|
1605 |
/* any of the last 4 bits set means we use the ratio for value |
1606 |
* pickups */ |
1607 |
if (op->contr->mode & PU_RATIO) |
1608 |
{ |
1609 |
/* use value density to decide what else to grab */ |
1610 |
/* >=7 was >= op->contr->mode */ |
1611 |
/* >=7 is the old standard setting. Now we take the last 4 bits |
1612 |
* and multiply them by 5, giving 0..15*5== 5..75 */ |
1613 |
wvratio = (op->contr->mode & PU_RATIO) * 5; |
1614 |
if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1615 |
{ |
1616 |
pick_up (op, tmp); |
1617 |
#if 0 |
1618 |
fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1619 |
if (tmp->name != NULL) |
1620 |
{ |
1621 |
fprintf (stderr, "%s", tmp->name); |
1622 |
} |
1623 |
else |
1624 |
fprintf (stderr, "%s", tmp->arch->name); |
1625 |
fprintf (stderr, ",%d] = ", tmp->type); |
1626 |
fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1627 |
#endif |
1628 |
continue; |
1629 |
} |
1630 |
} |
1631 |
} /* the new pickup model */ |
1632 |
} |
1633 |
|
1634 |
return !stop; |
1635 |
} |
1636 |
|
1637 |
/* |
1638 |
* Find an arrow in the inventory and after that |
1639 |
* in the right type container (quiver). Pointer to the |
1640 |
* found object is returned. |
1641 |
*/ |
1642 |
object * |
1643 |
find_arrow (object *op, const char *type) |
1644 |
{ |
1645 |
object *tmp = NULL; |
1646 |
|
1647 |
for (op = op->inv; op; op = op->below) |
1648 |
if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1649 |
tmp = find_arrow (op, type); |
1650 |
else if (op->type == ARROW && op->race == type) |
1651 |
return op; |
1652 |
return tmp; |
1653 |
} |
1654 |
|
1655 |
/* |
1656 |
* Similar to find_arrow, but looks for (roughly) the best arrow to use |
1657 |
* against the target. A full test is not performed, simply a basic test |
1658 |
* of resistances. The archer is making a quick guess at what he sees down |
1659 |
* the hall. Failing that it does it's best to pick the highest plus arrow. |
1660 |
*/ |
1661 |
|
1662 |
object * |
1663 |
find_better_arrow (object *op, object *target, const char *type, int *better) |
1664 |
{ |
1665 |
object *tmp = NULL, *arrow, *ntmp; |
1666 |
int attacknum, attacktype, betterby = 0, i; |
1667 |
|
1668 |
if (!type) |
1669 |
return NULL; |
1670 |
|
1671 |
for (arrow = op->inv; arrow; arrow = arrow->below) |
1672 |
{ |
1673 |
if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1674 |
{ |
1675 |
i = 0; |
1676 |
ntmp = find_better_arrow (arrow, target, type, &i); |
1677 |
if (i > betterby) |
1678 |
{ |
1679 |
tmp = ntmp; |
1680 |
betterby = i; |
1681 |
} |
1682 |
} |
1683 |
else if (arrow->type == ARROW && arrow->race == type) |
1684 |
{ |
1685 |
/* allways prefer assasination/slaying */ |
1686 |
if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1687 |
{ |
1688 |
if (arrow->attacktype & AT_DEATH) |
1689 |
{ |
1690 |
*better = 100; |
1691 |
return arrow; |
1692 |
} |
1693 |
else |
1694 |
{ |
1695 |
tmp = arrow; |
1696 |
betterby = (arrow->magic + arrow->stats.dam) * 2; |
1697 |
} |
1698 |
} |
1699 |
else |
1700 |
{ |
1701 |
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1702 |
{ |
1703 |
attacktype = 1 << attacknum; |
1704 |
if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1705 |
if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1706 |
{ |
1707 |
tmp = arrow; |
1708 |
betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1709 |
} |
1710 |
} |
1711 |
if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1712 |
{ |
1713 |
tmp = arrow; |
1714 |
betterby = 2 + arrow->magic + arrow->stats.dam; |
1715 |
} |
1716 |
if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1717 |
{ |
1718 |
tmp = arrow; |
1719 |
betterby = 1 + arrow->magic + arrow->stats.dam; |
1720 |
} |
1721 |
} |
1722 |
} |
1723 |
} |
1724 |
if (tmp == NULL && arrow == NULL) |
1725 |
return find_arrow (op, type); |
1726 |
|
1727 |
*better = betterby; |
1728 |
return tmp; |
1729 |
} |
1730 |
|
1731 |
/* looks in a given direction, finds the first valid target, and calls |
1732 |
* find_better_arrow to find a decent arrow to use. |
1733 |
* op = the shooter |
1734 |
* type = bow->race |
1735 |
* dir = fire direction |
1736 |
*/ |
1737 |
|
1738 |
object * |
1739 |
pick_arrow_target (object *op, const char *type, int dir) |
1740 |
{ |
1741 |
object *tmp = NULL; |
1742 |
maptile *m; |
1743 |
int i, mflags, found, number; |
1744 |
sint16 x, y; |
1745 |
|
1746 |
if (op->map == NULL) |
1747 |
return find_arrow (op, type); |
1748 |
|
1749 |
/* do a dex check */ |
1750 |
number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1751 |
if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1752 |
return find_arrow (op, type); |
1753 |
|
1754 |
m = op->map; |
1755 |
x = op->x; |
1756 |
y = op->y; |
1757 |
|
1758 |
/* find the first target */ |
1759 |
for (i = 0, found = 0; i < 20; i++) |
1760 |
{ |
1761 |
x += freearr_x[dir]; |
1762 |
y += freearr_y[dir]; |
1763 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1764 |
if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1765 |
{ |
1766 |
tmp = NULL; |
1767 |
break; |
1768 |
} |
1769 |
else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1770 |
{ |
1771 |
/* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1772 |
* perhaps a bad assumption. |
1773 |
*/ |
1774 |
tmp = NULL; |
1775 |
break; |
1776 |
} |
1777 |
if (mflags & P_IS_ALIVE) |
1778 |
{ |
1779 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1780 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1781 |
{ |
1782 |
found++; |
1783 |
break; |
1784 |
} |
1785 |
if (found) |
1786 |
break; |
1787 |
} |
1788 |
} |
1789 |
if (tmp == NULL) |
1790 |
return find_arrow (op, type); |
1791 |
|
1792 |
if (tmp->head) |
1793 |
tmp = tmp->head; |
1794 |
|
1795 |
return find_better_arrow (op, tmp, type, &i); |
1796 |
} |
1797 |
|
1798 |
/* |
1799 |
* Creature fires a bow - op can be monster or player. Returns |
1800 |
* 1 if bow was actually fired, 0 otherwise. |
1801 |
* op is the object firing the bow. |
1802 |
* part is for multipart creatures - the part firing the bow. |
1803 |
* dir is the direction of fire. |
1804 |
* wc_mod is any special modifier to give (used in special player fire modes) |
1805 |
* sx, sy are coordinates to fire arrow from - also used in some of the special |
1806 |
* player fire modes. |
1807 |
*/ |
1808 |
int |
1809 |
fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1810 |
{ |
1811 |
object *left, *bow; |
1812 |
int bowspeed, mflags; |
1813 |
maptile *m; |
1814 |
|
1815 |
if (!dir) |
1816 |
{ |
1817 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1818 |
return 0; |
1819 |
} |
1820 |
if (op->type == PLAYER) |
1821 |
bow = op->contr->ranges[range_bow]; |
1822 |
else |
1823 |
{ |
1824 |
for (bow = op->inv; bow; bow = bow->below) |
1825 |
/* Don't check for applied - monsters don't apply bows - in that way, they |
1826 |
* don't need to switch back and forth between bows and weapons. |
1827 |
*/ |
1828 |
if (bow->type == BOW) |
1829 |
break; |
1830 |
|
1831 |
if (!bow) |
1832 |
{ |
1833 |
LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1834 |
return 0; |
1835 |
} |
1836 |
} |
1837 |
if (!bow->race || !bow->skill) |
1838 |
{ |
1839 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1840 |
return 0; |
1841 |
} |
1842 |
|
1843 |
bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1844 |
|
1845 |
/* penalize ROF for bestarrow */ |
1846 |
if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1847 |
bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1848 |
if (bowspeed < 1) |
1849 |
bowspeed = 1; |
1850 |
|
1851 |
if (arrow == NULL) |
1852 |
{ |
1853 |
if ((arrow = find_arrow (op, bow->race)) == NULL) |
1854 |
{ |
1855 |
if (op->type == PLAYER) |
1856 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1857 |
/* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1858 |
else |
1859 |
CLEAR_FLAG (op, FLAG_READY_BOW); |
1860 |
return 0; |
1861 |
} |
1862 |
} |
1863 |
mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1864 |
if (mflags & P_OUT_OF_MAP) |
1865 |
{ |
1866 |
return 0; |
1867 |
} |
1868 |
if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1869 |
{ |
1870 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1871 |
return 0; |
1872 |
} |
1873 |
|
1874 |
/* this should not happen, but sometimes does */ |
1875 |
if (arrow->nrof == 0) |
1876 |
{ |
1877 |
arrow->destroy (); |
1878 |
return 0; |
1879 |
} |
1880 |
|
1881 |
left = arrow; /* these are arrows left to the player */ |
1882 |
arrow = get_split_ob (arrow, 1); |
1883 |
if (arrow == NULL) |
1884 |
{ |
1885 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1886 |
return 0; |
1887 |
} |
1888 |
arrow->set_owner (op); |
1889 |
arrow->skill = bow->skill; |
1890 |
|
1891 |
arrow->direction = dir; |
1892 |
arrow->x = sx; |
1893 |
arrow->y = sy; |
1894 |
|
1895 |
if (op->type == PLAYER) |
1896 |
{ |
1897 |
op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1898 |
fix_player (op); |
1899 |
} |
1900 |
|
1901 |
SET_ANIMATION (arrow, arrow->direction); |
1902 |
arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1903 |
arrow->stats.hp = arrow->stats.dam; |
1904 |
arrow->stats.grace = arrow->attacktype; |
1905 |
if (arrow->slaying != NULL) |
1906 |
arrow->spellarg = strdup_local (arrow->slaying); |
1907 |
|
1908 |
/* Note that this was different for monsters - they got their level |
1909 |
* added to the damage. I think the strength bonus is more proper. |
1910 |
*/ |
1911 |
|
1912 |
arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
1913 |
|
1914 |
/* update the speed */ |
1915 |
arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1916 |
0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1917 |
|
1918 |
if (arrow->speed < 1.0) |
1919 |
arrow->speed = 1.0; |
1920 |
update_ob_speed (arrow); |
1921 |
arrow->speed_left = 0; |
1922 |
|
1923 |
if (op->type == PLAYER) |
1924 |
{ |
1925 |
arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1926 |
(op->chosen_skill ? op->chosen_skill->level : op->level) - |
1927 |
dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
1928 |
|
1929 |
arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1930 |
} |
1931 |
else |
1932 |
{ |
1933 |
arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
1934 |
arrow->level = op->level; |
1935 |
} |
1936 |
|
1937 |
if (arrow->attacktype == AT_PHYSICAL) |
1938 |
arrow->attacktype |= bow->attacktype; |
1939 |
|
1940 |
if (bow->slaying != NULL) |
1941 |
arrow->slaying = bow->slaying; |
1942 |
|
1943 |
arrow->map = m; |
1944 |
arrow->move_type = MOVE_FLY_LOW; |
1945 |
arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1946 |
|
1947 |
play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1948 |
insert_ob_in_map (arrow, m, op, 0); |
1949 |
|
1950 |
if (!arrow->destroyed ()) |
1951 |
move_arrow (arrow); |
1952 |
|
1953 |
if (op->type == PLAYER) |
1954 |
{ |
1955 |
if (left->destroyed ()) |
1956 |
esrv_del_item (op->contr, left->count); |
1957 |
else |
1958 |
esrv_send_item (op, left); |
1959 |
} |
1960 |
|
1961 |
return 1; |
1962 |
} |
1963 |
|
1964 |
/* Special fire code for players - this takes into |
1965 |
* account the special fire modes players can have |
1966 |
* but monsters can't. Putting that code here |
1967 |
* makes the fire_bow code much cleaner. |
1968 |
* this function should only be called if 'op' is a player, |
1969 |
* hence the function name. |
1970 |
*/ |
1971 |
int |
1972 |
player_fire_bow (object *op, int dir) |
1973 |
{ |
1974 |
int ret = 0, wcmod = 0; |
1975 |
|
1976 |
if (op->contr->bowtype == bow_bestarrow) |
1977 |
{ |
1978 |
ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1979 |
} |
1980 |
else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1981 |
{ |
1982 |
if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1983 |
wcmod = -1; |
1984 |
ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1985 |
} |
1986 |
else if (op->contr->bowtype == bow_threewide) |
1987 |
{ |
1988 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1989 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1990 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1991 |
} |
1992 |
else if (op->contr->bowtype == bow_spreadshot) |
1993 |
{ |
1994 |
ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1995 |
ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1996 |
ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1997 |
|
1998 |
} |
1999 |
else |
2000 |
{ |
2001 |
/* Simple case */ |
2002 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
2003 |
} |
2004 |
return ret; |
2005 |
} |
2006 |
|
2007 |
|
2008 |
/* Fires a misc (wand/rod/horn) object in 'dir'. |
2009 |
* Broken apart from 'fire' to keep it more readable. |
2010 |
*/ |
2011 |
void |
2012 |
fire_misc_object (object *op, int dir) |
2013 |
{ |
2014 |
object *item; |
2015 |
|
2016 |
if (!op->contr->ranges[range_misc]) |
2017 |
{ |
2018 |
new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2019 |
return; |
2020 |
} |
2021 |
|
2022 |
item = op->contr->ranges[range_misc]; |
2023 |
if (!item->inv) |
2024 |
{ |
2025 |
LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2026 |
return; |
2027 |
} |
2028 |
if (item->type == WAND) |
2029 |
{ |
2030 |
if (item->stats.food <= 0) |
2031 |
{ |
2032 |
play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
2033 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
2034 |
return; |
2035 |
} |
2036 |
} |
2037 |
else if (item->type == ROD || item->type == HORN) |
2038 |
{ |
2039 |
if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
2040 |
{ |
2041 |
play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
2042 |
if (item->type == ROD) |
2043 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2044 |
else |
2045 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
2046 |
return; |
2047 |
} |
2048 |
} |
2049 |
|
2050 |
if (cast_spell (op, item, dir, item->inv, NULL)) |
2051 |
{ |
2052 |
SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
2053 |
if (item->type == WAND) |
2054 |
{ |
2055 |
if (!(--item->stats.food)) |
2056 |
{ |
2057 |
object *tmp; |
2058 |
|
2059 |
if (item->arch) |
2060 |
{ |
2061 |
CLEAR_FLAG (item, FLAG_ANIMATE); |
2062 |
item->face = item->arch->clone.face; |
2063 |
item->speed = 0; |
2064 |
update_ob_speed (item); |
2065 |
} |
2066 |
if ((tmp = is_player_inv (item))) |
2067 |
esrv_update_item (UPD_ANIM, tmp, item); |
2068 |
} |
2069 |
} |
2070 |
else if (item->type == ROD || item->type == HORN) |
2071 |
{ |
2072 |
drain_rod_charge (item); |
2073 |
} |
2074 |
} |
2075 |
} |
2076 |
|
2077 |
/* Received a fire command for the player - go and do it. |
2078 |
*/ |
2079 |
void |
2080 |
fire (object *op, int dir) |
2081 |
{ |
2082 |
int spellcost = 0; |
2083 |
|
2084 |
/* check for loss of invisiblity/hide */ |
2085 |
if (action_makes_visible (op)) |
2086 |
make_visible (op); |
2087 |
|
2088 |
switch (op->contr->shoottype) |
2089 |
{ |
2090 |
case range_none: |
2091 |
return; |
2092 |
|
2093 |
case range_bow: |
2094 |
player_fire_bow (op, dir); |
2095 |
return; |
2096 |
|
2097 |
case range_magic: /* Casting spells */ |
2098 |
spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
2099 |
return; |
2100 |
|
2101 |
case range_misc: |
2102 |
fire_misc_object (op, dir); |
2103 |
return; |
2104 |
|
2105 |
case range_golem: /* Control summoned monsters from scrolls */ |
2106 |
if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
2107 |
{ |
2108 |
op->contr->ranges[range_golem] = 0; |
2109 |
op->contr->shoottype = range_none; |
2110 |
} |
2111 |
else |
2112 |
control_golem (op->contr->ranges[range_golem], dir); |
2113 |
return; |
2114 |
|
2115 |
case range_skill: |
2116 |
if (!op->chosen_skill) |
2117 |
{ |
2118 |
if (op->type == PLAYER) |
2119 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
2120 |
return; |
2121 |
} |
2122 |
(void) do_skill (op, op, op->chosen_skill, dir, NULL); |
2123 |
return; |
2124 |
case range_builder: |
2125 |
apply_map_builder (op, dir); |
2126 |
return; |
2127 |
default: |
2128 |
new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
2129 |
return; |
2130 |
} |
2131 |
} |
2132 |
|
2133 |
|
2134 |
|
2135 |
/* find_key |
2136 |
* We try to find a key for the door as passed. If we find a key |
2137 |
* and successfully use it, we return the key, otherwise NULL |
2138 |
* This function merges both normal and locked door, since the logic |
2139 |
* for both is the same - just the specific key is different. |
2140 |
* pl is the player, |
2141 |
* inv is the objects inventory to searched |
2142 |
* door is the door we are trying to match against. |
2143 |
* This function can be called recursively to search containers. |
2144 |
*/ |
2145 |
|
2146 |
object * |
2147 |
find_key (object *pl, object *container, object *door) |
2148 |
{ |
2149 |
object *tmp, *key; |
2150 |
|
2151 |
/* Should not happen, but sanity checking is never bad */ |
2152 |
if (container->inv == NULL) |
2153 |
return NULL; |
2154 |
|
2155 |
/* First, lets try to find a key in the top level inventory */ |
2156 |
for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
2157 |
{ |
2158 |
if (door->type == DOOR && tmp->type == KEY) |
2159 |
break; |
2160 |
/* For sanity, we should really check door type, but other stuff |
2161 |
* (like containers) can be locked with special keys |
2162 |
*/ |
2163 |
if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2164 |
break; |
2165 |
} |
2166 |
/* No key found - lets search inventories now */ |
2167 |
/* If we find and use a key in an inventory, return at that time. |
2168 |
* otherwise, if we search all the inventories and still don't find |
2169 |
* a key, return |
2170 |
*/ |
2171 |
if (!tmp) |
2172 |
{ |
2173 |
for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
2174 |
{ |
2175 |
/* No reason to search empty containers */ |
2176 |
if (tmp->type == CONTAINER && tmp->inv) |
2177 |
{ |
2178 |
if ((key = find_key (pl, tmp, door)) != NULL) |
2179 |
return key; |
2180 |
} |
2181 |
} |
2182 |
if (!tmp) |
2183 |
return NULL; |
2184 |
} |
2185 |
/* We get down here if we have found a key. Now if its in a container, |
2186 |
* see if we actually want to use it |
2187 |
*/ |
2188 |
if (pl != container) |
2189 |
{ |
2190 |
/* Only let players use keys in containers */ |
2191 |
if (!pl->contr) |
2192 |
return NULL; |
2193 |
/* cases where this fails: |
2194 |
* If we only search the player inventory, return now since we |
2195 |
* are not in the players inventory. |
2196 |
* If the container is not active, return now since only active |
2197 |
* containers can be used. |
2198 |
* If we only search keyrings and the container does not have |
2199 |
* a race/isn't a keyring. |
2200 |
* No checking for all containers - to fall through past here, |
2201 |
* inv must have been an container and must have been active. |
2202 |
* |
2203 |
* Change the color so that the message doesn't disappear with |
2204 |
* all the others. |
2205 |
*/ |
2206 |
if (pl->contr->usekeys == key_inventory || |
2207 |
!QUERY_FLAG (container, FLAG_APPLIED) || |
2208 |
(pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
2209 |
{ |
2210 |
new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2211 |
"The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2212 |
return NULL; |
2213 |
} |
2214 |
} |
2215 |
return tmp; |
2216 |
} |
2217 |
|
2218 |
/* moved door processing out of move_player_attack. |
2219 |
* returns 1 if player has opened the door with a key |
2220 |
* such that the caller should not do anything more, |
2221 |
* 0 otherwise |
2222 |
*/ |
2223 |
static int |
2224 |
player_attack_door (object *op, object *door) |
2225 |
{ |
2226 |
|
2227 |
/* If its a door, try to find a use a key. If we do destroy the door, |
2228 |
* might as well return immediately as there is nothing more to do - |
2229 |
* otherwise, we fall through to the rest of the code. |
2230 |
*/ |
2231 |
object *key = find_key (op, op, door); |
2232 |
|
2233 |
/* IF we found a key, do some extra work */ |
2234 |
if (key) |
2235 |
{ |
2236 |
object *container = key->env; |
2237 |
|
2238 |
play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
2239 |
if (action_makes_visible (op)) |
2240 |
make_visible (op); |
2241 |
if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2242 |
spring_trap (door->inv, op); |
2243 |
if (door->type == DOOR) |
2244 |
{ |
2245 |
hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2246 |
} |
2247 |
else if (door->type == LOCKED_DOOR) |
2248 |
{ |
2249 |
new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2250 |
remove_door2 (door); /* remove door without violence ;-) */ |
2251 |
} |
2252 |
/* Do this after we print the message */ |
2253 |
decrease_ob (key); /* Use up one of the keys */ |
2254 |
/* Need to update the weight the container the key was in */ |
2255 |
if (container != op) |
2256 |
esrv_update_item (UPD_WEIGHT, op, container); |
2257 |
return 1; /* Nothing more to do below */ |
2258 |
} |
2259 |
else if (door->type == LOCKED_DOOR) |
2260 |
{ |
2261 |
/* Might as well return now - no other way to open this */ |
2262 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2263 |
return 1; |
2264 |
} |
2265 |
return 0; |
2266 |
} |
2267 |
|
2268 |
/* This function is just part of a breakup from move_player. |
2269 |
* It should keep the code cleaner. |
2270 |
* When this is called, the players direction has been updated |
2271 |
* (taking into account confusion.) The player is also actually |
2272 |
* going to try and move (not fire weapons). |
2273 |
*/ |
2274 |
|
2275 |
void |
2276 |
move_player_attack (object *op, int dir) |
2277 |
{ |
2278 |
object *tmp, *mon; |
2279 |
sint16 nx, ny; |
2280 |
int on_battleground; |
2281 |
maptile *m; |
2282 |
|
2283 |
nx = freearr_x[dir] + op->x; |
2284 |
ny = freearr_y[dir] + op->y; |
2285 |
|
2286 |
on_battleground = op_on_battleground (op, NULL, NULL); |
2287 |
|
2288 |
/* If braced, or can't move to the square, and it is not out of the |
2289 |
* map, attack it. Note order of if statement is important - don't |
2290 |
* want to be calling move_ob if braced, because move_ob will move the |
2291 |
* player. This is a pretty nasty hack, because if we could |
2292 |
* move to some space, it then means that if we are braced, we should |
2293 |
* do nothing at all. As it is, if we are braced, we go through |
2294 |
* quite a bit of processing. However, it probably is less than what |
2295 |
* move_ob uses. |
2296 |
*/ |
2297 |
if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2298 |
{ |
2299 |
if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2300 |
{ |
2301 |
m = get_map_from_coord (op->map, &nx, &ny); |
2302 |
if (!m) |
2303 |
return; /* Don't think this should happen */ |
2304 |
} |
2305 |
else |
2306 |
m = op->map; |
2307 |
|
2308 |
if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2309 |
{ |
2310 |
/* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
2311 |
return; |
2312 |
} |
2313 |
|
2314 |
mon = NULL; |
2315 |
/* Go through all the objects, and find ones of interest. Only stop if |
2316 |
* we find a monster - that is something we know we want to attack. |
2317 |
* if its a door or barrel (can roll) see if there may be monsters |
2318 |
* on the space |
2319 |
*/ |
2320 |
while (tmp != NULL) |
2321 |
{ |
2322 |
if (tmp == op) |
2323 |
{ |
2324 |
tmp = tmp->above; |
2325 |
continue; |
2326 |
} |
2327 |
|
2328 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2329 |
{ |
2330 |
mon = tmp; |
2331 |
break; |
2332 |
} |
2333 |
|
2334 |
if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
2335 |
mon = tmp; |
2336 |
|
2337 |
tmp = tmp->above; |
2338 |
} |
2339 |
|
2340 |
if (mon == NULL) /* This happens anytime the player tries to move */ |
2341 |
return; /* into a wall */ |
2342 |
|
2343 |
if (mon->head != NULL) |
2344 |
mon = mon->head; |
2345 |
|
2346 |
if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2347 |
if (player_attack_door (op, mon)) |
2348 |
return; |
2349 |
|
2350 |
/* The following deals with possibly attacking peaceful |
2351 |
* or frienddly creatures. Basically, all players are considered |
2352 |
* unaggressive. If the moving player has peaceful set, then the |
2353 |
* object should be pushed instead of attacked. It is assumed that |
2354 |
* if you are braced, you will not attack friends accidently, |
2355 |
* and thus will not push them. |
2356 |
*/ |
2357 |
|
2358 |
/* If the creature is a pet, push it even if the player is not |
2359 |
* peaceful. Our assumption is the creature is a pet if the |
2360 |
* player owns it and it is either friendly or unagressive. |
2361 |
*/ |
2362 |
if ((op->type == PLAYER) |
2363 |
#if COZY_SERVER |
2364 |
&& |
2365 |
((mon->owner && mon->owner->contr |
2366 |
&& same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2367 |
#else |
2368 |
&& mon->owner == op |
2369 |
#endif |
2370 |
&& (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2371 |
{ |
2372 |
/* If we're braced, we don't want to switch places with it */ |
2373 |
if (op->contr->braced) |
2374 |
return; |
2375 |
play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2376 |
(void) push_ob (mon, dir, op); |
2377 |
if (op->contr->tmp_invis || op->hide) |
2378 |
make_visible (op); |
2379 |
return; |
2380 |
} |
2381 |
|
2382 |
/* in certain circumstances, you shouldn't attack friendly |
2383 |
* creatures. Note that if you are braced, you can't push |
2384 |
* someone, but put it inside this loop so that you won't |
2385 |
* attack them either. |
2386 |
*/ |
2387 |
if ((mon->type == PLAYER || mon->enemy != op) && |
2388 |
(mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2389 |
#ifdef PROHIBIT_PLAYERKILL |
2390 |
(op->contr->peaceful |
2391 |
|| (mon->type == PLAYER |
2392 |
&& mon->contr-> |
2393 |
peaceful)) && |
2394 |
#else |
2395 |
op->contr->peaceful && |
2396 |
#endif |
2397 |
!on_battleground)) |
2398 |
{ |
2399 |
if (!op->contr->braced) |
2400 |
{ |
2401 |
play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2402 |
(void) push_ob (mon, dir, op); |
2403 |
} |
2404 |
else |
2405 |
{ |
2406 |
new_draw_info (0, 0, op, "You withhold your attack"); |
2407 |
} |
2408 |
if (op->contr->tmp_invis || op->hide) |
2409 |
make_visible (op); |
2410 |
} |
2411 |
|
2412 |
/* If the object is a boulder or other rollable object, then |
2413 |
* roll it if not braced. You can't roll it if you are braced. |
2414 |
*/ |
2415 |
else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2416 |
{ |
2417 |
recursive_roll (mon, dir, op); |
2418 |
if (action_makes_visible (op)) |
2419 |
make_visible (op); |
2420 |
} |
2421 |
|
2422 |
/* Any generic living creature. Including things like doors. |
2423 |
* Way it works is like this: First, it must have some hit points |
2424 |
* and be living. Then, it must be one of the following: |
2425 |
* 1) Not a player, 2) A player, but of a different party. Note |
2426 |
* that party_number -1 is no party, so attacks can still happen. |
2427 |
*/ |
2428 |
|
2429 |
else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2430 |
((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2431 |
{ |
2432 |
|
2433 |
/* If the player hasn't hit something this tick, and does |
2434 |
* so, give them speed boost based on weapon speed. Doing |
2435 |
* it here is better than process_players2, which basically |
2436 |
* incurred a 1 tick offset. |
2437 |
*/ |
2438 |
if (!op->contr->has_hit) |
2439 |
{ |
2440 |
op->speed_left += op->speed / op->contr->weapon_sp; |
2441 |
|
2442 |
op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2443 |
} |
2444 |
|
2445 |
skill_attack (mon, op, 0, NULL, NULL); |
2446 |
|
2447 |
/* If attacking another player, that player gets automatic |
2448 |
* hitback, and doesn't loose luck either. |
2449 |
* Disable hitback on the battleground or if the target is |
2450 |
* the wiz. |
2451 |
*/ |
2452 |
if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2453 |
{ |
2454 |
short luck = mon->stats.luck; |
2455 |
|
2456 |
mon->contr->has_hit = 1; |
2457 |
skill_attack (op, mon, 0, NULL, NULL); |
2458 |
mon->stats.luck = luck; |
2459 |
} |
2460 |
if (action_makes_visible (op)) |
2461 |
make_visible (op); |
2462 |
} |
2463 |
} /* if player should attack something */ |
2464 |
} |
2465 |
|
2466 |
int |
2467 |
move_player (object *op, int dir) |
2468 |
{ |
2469 |
int pick; |
2470 |
|
2471 |
if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2472 |
return 0; |
2473 |
|
2474 |
/* Sanity check: make sure dir is valid */ |
2475 |
if ((dir < 0) || (dir >= 9)) |
2476 |
{ |
2477 |
LOG (llevError, "move_player: invalid direction %d\n", dir); |
2478 |
return 0; |
2479 |
} |
2480 |
|
2481 |
/* peterm: added following line */ |
2482 |
if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2483 |
dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2484 |
|
2485 |
op->facing = dir; |
2486 |
|
2487 |
if (op->hide) |
2488 |
do_hidden_move (op); |
2489 |
|
2490 |
if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2491 |
/*nop */ ; |
2492 |
else if (op->contr->fire_on) |
2493 |
fire (op, dir); |
2494 |
else |
2495 |
{ |
2496 |
move_player_attack (op, dir); |
2497 |
pick = check_pick (op); |
2498 |
} |
2499 |
|
2500 |
/* Add special check for newcs players and fire on - this way, the |
2501 |
* server can handle repeat firing. |
2502 |
*/ |
2503 |
if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2504 |
{ |
2505 |
op->direction = dir; |
2506 |
} |
2507 |
else |
2508 |
{ |
2509 |
op->direction = 0; |
2510 |
} |
2511 |
/* Update how the player looks. Use the facing, so direction may |
2512 |
* get reset to zero. This allows for full animation capabilities |
2513 |
* for players. |
2514 |
*/ |
2515 |
animate_object (op, op->facing); |
2516 |
return 0; |
2517 |
} |
2518 |
|
2519 |
/* This is similar to handle_player, below, but is only used by the |
2520 |
* new client/server stuff. |
2521 |
* This is sort of special, in that the new client/server actually uses |
2522 |
* the new speed values for commands. |
2523 |
* |
2524 |
* Returns true if there are more actions we can do. |
2525 |
*/ |
2526 |
int |
2527 |
handle_newcs_player (object *op) |
2528 |
{ |
2529 |
if (op->contr->hidden) |
2530 |
{ |
2531 |
op->invisible = 1000; |
2532 |
/* the socket code flashes the player visible/invisible |
2533 |
* depending on the value of invisible, so we need to |
2534 |
* alternate it here for it to work correctly. |
2535 |
*/ |
2536 |
if (pticks & 2) |
2537 |
op->invisible--; |
2538 |
} |
2539 |
else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2540 |
{ |
2541 |
op->invisible--; |
2542 |
if (!op->invisible) |
2543 |
{ |
2544 |
make_visible (op); |
2545 |
new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2546 |
} |
2547 |
} |
2548 |
|
2549 |
if (QUERY_FLAG (op, FLAG_SCARED)) |
2550 |
{ |
2551 |
flee_player (op); |
2552 |
/* If player is still scared, that is his action for this tick */ |
2553 |
if (QUERY_FLAG (op, FLAG_SCARED)) |
2554 |
{ |
2555 |
op->speed_left--; |
2556 |
return 0; |
2557 |
} |
2558 |
} |
2559 |
|
2560 |
/* I've been seeing crashes where the golem has been destroyed, but |
2561 |
* the player object still points to the defunct golem. The code that |
2562 |
* destroys the golem looks correct, and it doesn't always happen, so |
2563 |
* put this in a a workaround to clean up the golem pointer. |
2564 |
*/ |
2565 |
if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
2566 |
op->contr->ranges[range_golem] = 0; |
2567 |
|
2568 |
/* call this here - we also will call this in do_ericserver, but |
2569 |
* the players time has been increased when doericserver has been |
2570 |
* called, so we recheck it here. |
2571 |
*/ |
2572 |
HandleClient (&op->contr->socket, op->contr); |
2573 |
if (op->speed_left < 0) |
2574 |
return 0; |
2575 |
|
2576 |
if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2577 |
{ |
2578 |
/* All move commands take 1 tick, at least for now */ |
2579 |
op->speed_left--; |
2580 |
|
2581 |
/* Instead of all the stuff below, let move_player take care |
2582 |
* of it. Also, some of the skill stuff is only put in |
2583 |
* there, as well as the confusion stuff. |
2584 |
*/ |
2585 |
move_player (op, op->direction); |
2586 |
if (op->speed_left > 0) |
2587 |
return 1; |
2588 |
else |
2589 |
return 0; |
2590 |
} |
2591 |
return 0; |
2592 |
} |
2593 |
|
2594 |
int |
2595 |
save_life (object *op) |
2596 |
{ |
2597 |
object *tmp; |
2598 |
|
2599 |
if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2600 |
return 0; |
2601 |
|
2602 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2603 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2604 |
{ |
2605 |
play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2606 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2607 |
|
2608 |
if (op->contr) |
2609 |
esrv_del_item (op->contr, tmp->count); |
2610 |
|
2611 |
tmp->destroy (); |
2612 |
CLEAR_FLAG (op, FLAG_LIFESAVE); |
2613 |
|
2614 |
if (op->stats.hp < 0) |
2615 |
op->stats.hp = op->stats.maxhp; |
2616 |
|
2617 |
if (op->stats.food < 0) |
2618 |
op->stats.food = 999; |
2619 |
|
2620 |
fix_player (op); |
2621 |
return 1; |
2622 |
} |
2623 |
LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2624 |
CLEAR_FLAG (op, FLAG_LIFESAVE); |
2625 |
enter_player_savebed (op); /* bring him home. */ |
2626 |
return 0; |
2627 |
} |
2628 |
|
2629 |
/* This goes throws the inventory and removes unpaid objects, and puts them |
2630 |
* back in the map (location and map determined by values of env). This |
2631 |
* function will descend into containers. op is the object to start the search |
2632 |
* from. |
2633 |
*/ |
2634 |
void |
2635 |
remove_unpaid_objects (object *op, object *env) |
2636 |
{ |
2637 |
object *next; |
2638 |
|
2639 |
while (op) |
2640 |
{ |
2641 |
next = op->below; /* Make sure we have a good value, in case |
2642 |
* we remove object 'op' |
2643 |
*/ |
2644 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
2645 |
{ |
2646 |
op->remove (); |
2647 |
op->x = env->x; |
2648 |
op->y = env->y; |
2649 |
if (env->type == PLAYER) |
2650 |
esrv_del_item (env->contr, op->count); |
2651 |
insert_ob_in_map (op, env->map, NULL, 0); |
2652 |
} |
2653 |
else if (op->inv) |
2654 |
remove_unpaid_objects (op->inv, env); |
2655 |
op = next; |
2656 |
} |
2657 |
} |
2658 |
|
2659 |
|
2660 |
/* |
2661 |
* Returns pointer a static string containing gravestone text |
2662 |
* Moved from apply.c to player.c - player.c is what |
2663 |
* actually uses this function. player.c may not be quite the |
2664 |
* best, a misc file for object actions is probably better, |
2665 |
* but there isn't one in the server directory. |
2666 |
*/ |
2667 |
char * |
2668 |
gravestone_text (object *op) |
2669 |
{ |
2670 |
static char buf2[MAX_BUF]; |
2671 |
char buf[MAX_BUF]; |
2672 |
time_t now = time (NULL); |
2673 |
|
2674 |
strcpy (buf2, " R.I.P.\n\n"); |
2675 |
if (op->type == PLAYER) |
2676 |
sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2677 |
else |
2678 |
sprintf (buf, "%s\n", &op->name); |
2679 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2680 |
strcat (buf2, buf); |
2681 |
if (op->type == PLAYER) |
2682 |
sprintf (buf, "who was in level %d when killed\n", op->level); |
2683 |
else |
2684 |
sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2685 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2686 |
strcat (buf2, buf); |
2687 |
if (op->type == PLAYER) |
2688 |
{ |
2689 |
sprintf (buf, "by %s.\n\n", op->contr->killer); |
2690 |
strncat (buf2, " ", 21 - strlen (buf) / 2); |
2691 |
strcat (buf2, buf); |
2692 |
} |
2693 |
strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2694 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2695 |
strcat (buf2, buf); |
2696 |
return buf2; |
2697 |
} |
2698 |
|
2699 |
|
2700 |
|
2701 |
void |
2702 |
do_some_living (object *op) |
2703 |
{ |
2704 |
int last_food = op->stats.food; |
2705 |
int gen_hp, gen_sp, gen_grace; |
2706 |
int over_hp, over_sp, over_grace; |
2707 |
int i; |
2708 |
int rate_hp = 1200; |
2709 |
int rate_sp = 2500; |
2710 |
int rate_grace = 2000; |
2711 |
const int max_hp = 1; |
2712 |
const int max_sp = 1; |
2713 |
const int max_grace = 1; |
2714 |
|
2715 |
if (op->contr->outputs_sync) |
2716 |
{ |
2717 |
for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2718 |
if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2719 |
flush_output_element (op, &op->contr->outputs[i]); |
2720 |
} |
2721 |
|
2722 |
if (op->contr->state == ST_PLAYING) |
2723 |
{ |
2724 |
|
2725 |
/* these next three if clauses make it possible to SLOW DOWN |
2726 |
hp/grace/spellpoint regeneration. */ |
2727 |
if (op->contr->gen_hp >= 0) |
2728 |
gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2729 |
else |
2730 |
{ |
2731 |
gen_hp = op->stats.maxhp; |
2732 |
rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2733 |
} |
2734 |
if (op->contr->gen_sp >= 0) |
2735 |
gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2736 |
else |
2737 |
{ |
2738 |
gen_sp = op->stats.maxsp; |
2739 |
rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2740 |
} |
2741 |
if (op->contr->gen_grace >= 0) |
2742 |
gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2743 |
else |
2744 |
{ |
2745 |
gen_grace = op->stats.maxgrace; |
2746 |
rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2747 |
} |
2748 |
|
2749 |
/* Regenerate Spell Points */ |
2750 |
if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2751 |
{ |
2752 |
gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2753 |
if (op->stats.sp < op->stats.maxsp) |
2754 |
{ |
2755 |
op->stats.sp++; |
2756 |
/* dms do not consume food */ |
2757 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
2758 |
{ |
2759 |
op->stats.food--; |
2760 |
if (op->contr->digestion < 0) |
2761 |
op->stats.food += op->contr->digestion; |
2762 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2763 |
op->stats.food = last_food; |
2764 |
} |
2765 |
} |
2766 |
if (max_sp > 1) |
2767 |
{ |
2768 |
over_sp = (gen_sp + 10) / rate_sp; |
2769 |
if (over_sp > 0) |
2770 |
{ |
2771 |
if (op->stats.sp < op->stats.maxsp) |
2772 |
{ |
2773 |
op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2774 |
if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2775 |
op->stats.sp--; |
2776 |
if (op->stats.sp > op->stats.maxsp) |
2777 |
op->stats.sp = op->stats.maxsp; |
2778 |
} |
2779 |
op->last_sp = 0; |
2780 |
} |
2781 |
else |
2782 |
{ |
2783 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2784 |
} |
2785 |
} |
2786 |
else |
2787 |
{ |
2788 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2789 |
} |
2790 |
} |
2791 |
|
2792 |
/* Regenerate Grace */ |
2793 |
/* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2794 |
if (--op->last_grace < 0) |
2795 |
{ |
2796 |
if (op->stats.grace < op->stats.maxgrace / 2) |
2797 |
op->stats.grace++; /* no penalty in food for regaining grace */ |
2798 |
if (max_grace > 1) |
2799 |
{ |
2800 |
over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2801 |
if (over_grace > 0) |
2802 |
{ |
2803 |
op->stats.sp += over_grace |
2804 |
+ (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
2805 |
op->last_grace = 0; |
2806 |
} |
2807 |
else |
2808 |
{ |
2809 |
op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2810 |
} |
2811 |
} |
2812 |
else |
2813 |
{ |
2814 |
op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2815 |
} |
2816 |
/* wearing stuff doesn't detract from grace generation. */ |
2817 |
} |
2818 |
|
2819 |
/* Regenerate Hit Points */ |
2820 |
if (--op->last_heal < 0) |
2821 |
{ |
2822 |
if (op->stats.hp < op->stats.maxhp) |
2823 |
{ |
2824 |
op->stats.hp++; |
2825 |
/* dms do not consume food */ |
2826 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
2827 |
{ |
2828 |
op->stats.food--; |
2829 |
if (op->contr->digestion < 0) |
2830 |
op->stats.food += op->contr->digestion; |
2831 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2832 |
op->stats.food = last_food; |
2833 |
} |
2834 |
} |
2835 |
if (max_hp > 1) |
2836 |
{ |
2837 |
over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2838 |
if (over_hp > 0) |
2839 |
{ |
2840 |
op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2841 |
op->last_heal = 0; |
2842 |
} |
2843 |
else |
2844 |
{ |
2845 |
op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2846 |
} |
2847 |
} |
2848 |
else |
2849 |
{ |
2850 |
op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2851 |
} |
2852 |
} |
2853 |
|
2854 |
/* Digestion */ |
2855 |
if (--op->last_eat < 0) |
2856 |
{ |
2857 |
#ifdef COZY_SERVER |
2858 |
int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2859 |
int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
2860 |
#else |
2861 |
int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2862 |
#endif |
2863 |
|
2864 |
if (op->contr->gen_hp > 0) |
2865 |
op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2866 |
else |
2867 |
op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2868 |
/* dms do not consume food */ |
2869 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
2870 |
op->stats.food--; |
2871 |
} |
2872 |
} |
2873 |
|
2874 |
if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2875 |
{ |
2876 |
object *tmp, *flesh = NULL; |
2877 |
|
2878 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2879 |
{ |
2880 |
if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2881 |
{ |
2882 |
if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2883 |
{ |
2884 |
new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2885 |
manual_apply (op, tmp, 0); |
2886 |
if (op->stats.food >= 0 || op->stats.hp < 0) |
2887 |
break; |
2888 |
} |
2889 |
else if (tmp->type == FLESH) |
2890 |
flesh = tmp; |
2891 |
} /* End if paid for object */ |
2892 |
} /* end of for loop */ |
2893 |
/* If player is still starving, it means they don't have any food, so |
2894 |
* eat flesh instead. |
2895 |
*/ |
2896 |
if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2897 |
{ |
2898 |
new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2899 |
manual_apply (op, flesh, 0); |
2900 |
} |
2901 |
} /* end if player is starving */ |
2902 |
|
2903 |
while (op->stats.food < 0 && op->stats.hp > 0) |
2904 |
op->stats.food++, op->stats.hp--; |
2905 |
|
2906 |
if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2907 |
kill_player (op); |
2908 |
} |
2909 |
|
2910 |
|
2911 |
|
2912 |
/* If the player should die (lack of hp, food, etc), we call this. |
2913 |
* op is the player in jeopardy. If the player can not be saved (not |
2914 |
* permadeath, no lifesave), this will take care of removing the player |
2915 |
* file. |
2916 |
*/ |
2917 |
void |
2918 |
kill_player (object *op) |
2919 |
{ |
2920 |
char buf[MAX_BUF]; |
2921 |
int x, y; |
2922 |
|
2923 |
//int i; |
2924 |
maptile *map; /* this is for resurrection */ |
2925 |
|
2926 |
/* int z; |
2927 |
int num_stats_lose; |
2928 |
int lost_a_stat; |
2929 |
int lose_this_stat; |
2930 |
int this_stat; */ |
2931 |
int will_kill_again; |
2932 |
archetype *at; |
2933 |
object *tmp; |
2934 |
|
2935 |
if (save_life (op)) |
2936 |
return; |
2937 |
|
2938 |
|
2939 |
/* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2940 |
* in cities ONLY!!! It is very important that this doesn't get abused. |
2941 |
* Look at op_on_battleground() for more info --AndreasV |
2942 |
*/ |
2943 |
if (op_on_battleground (op, &x, &y)) |
2944 |
{ |
2945 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2946 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2947 |
|
2948 |
/* restore player */ |
2949 |
at = archetype::find ("poisoning"); |
2950 |
tmp = present_arch_in_ob (at, op); |
2951 |
if (tmp) |
2952 |
{ |
2953 |
tmp->destroy (); |
2954 |
new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2955 |
} |
2956 |
|
2957 |
at = archetype::find ("confusion"); |
2958 |
tmp = present_arch_in_ob (at, op); |
2959 |
if (tmp) |
2960 |
{ |
2961 |
tmp->destroy (); |
2962 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2963 |
} |
2964 |
|
2965 |
cure_disease (op, 0); /* remove any disease */ |
2966 |
op->stats.hp = op->stats.maxhp; |
2967 |
if (op->stats.food <= 0) |
2968 |
op->stats.food = 999; |
2969 |
|
2970 |
/* create a bodypart-trophy to make the winner happy */ |
2971 |
tmp = arch_to_object (archetype::find ("finger")); |
2972 |
if (tmp != NULL) |
2973 |
{ |
2974 |
sprintf (buf, "%s's finger", &op->name); |
2975 |
tmp->name = buf; |
2976 |
sprintf (buf, " This finger has been cut off %s\n" |
2977 |
" the %s, when he was defeated at\n level %d by %s.\n", |
2978 |
&op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2979 |
tmp->msg = buf; |
2980 |
tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2981 |
tmp->materialname = NULL; |
2982 |
tmp->x = op->x, tmp->y = op->y; |
2983 |
insert_ob_in_map (tmp, op->map, op, 0); |
2984 |
} |
2985 |
|
2986 |
/* teleport defeated player to new destination */ |
2987 |
transfer_ob (op, x, y, 0, NULL); |
2988 |
op->contr->braced = 0; |
2989 |
return; |
2990 |
} |
2991 |
|
2992 |
INVOKE_PLAYER (DEATH, op->contr); |
2993 |
|
2994 |
command_kill_pets (op, 0); |
2995 |
|
2996 |
if (op->stats.food < 0) |
2997 |
{ |
2998 |
if (op->contr->explore) |
2999 |
{ |
3000 |
new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
3001 |
new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
3002 |
op->stats.food = 999; |
3003 |
return; |
3004 |
} |
3005 |
sprintf (buf, "%s starved to death.", &op->name); |
3006 |
strcpy (op->contr->killer, "starvation"); |
3007 |
} |
3008 |
else |
3009 |
{ |
3010 |
if (op->contr->explore) |
3011 |
{ |
3012 |
new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
3013 |
new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
3014 |
op->stats.hp = op->stats.maxhp; |
3015 |
return; |
3016 |
} |
3017 |
sprintf (buf, "%s died.", &op->name); |
3018 |
} |
3019 |
play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3020 |
|
3021 |
/* save the map location for corpse, gravestone */ |
3022 |
x = op->x; |
3023 |
y = op->y; |
3024 |
map = op->map; |
3025 |
|
3026 |
|
3027 |
if (settings.not_permadeth == TRUE) |
3028 |
{ |
3029 |
/* NOT_PERMADEATH code. This basically brings the character back to |
3030 |
* life if they are dead - it takes some exp and a random stat. |
3031 |
* See the config.h file for a little more in depth detail about this. |
3032 |
*/ |
3033 |
|
3034 |
/* Basically two ways to go - remove a stat permanently, or just |
3035 |
* make it depletion. This bunch of code deals with that aspect |
3036 |
* of death. |
3037 |
*/ |
3038 |
#ifndef COZY_SERVER |
3039 |
if (settings.balanced_stat_loss) |
3040 |
{ |
3041 |
/* If stat loss is permanent, lose one stat only. */ |
3042 |
/* Lower level chars don't lose as many stats because they suffer |
3043 |
more if they do. */ |
3044 |
/* Higher level characters can afford things such as potions of |
3045 |
restoration, or better, stat potions. So we slug them that |
3046 |
little bit harder. */ |
3047 |
/* GD */ |
3048 |
if (settings.stat_loss_on_death) |
3049 |
num_stats_lose = 1; |
3050 |
else |
3051 |
num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
3052 |
} |
3053 |
else |
3054 |
{ |
3055 |
num_stats_lose = 1; |
3056 |
} |
3057 |
lost_a_stat = 0; |
3058 |
|
3059 |
for (z = 0; z < num_stats_lose; z++) |
3060 |
{ |
3061 |
i = RANDOM () % NUM_STATS; |
3062 |
|
3063 |
if (settings.stat_loss_on_death) |
3064 |
{ |
3065 |
/* Pick a random stat and take a point off it. Tell the player |
3066 |
* what he lost. |
3067 |
*/ |
3068 |
change_attr_value (&(op->stats), i, -1); |
3069 |
check_stat_bounds (&(op->stats)); |
3070 |
change_attr_value (&(op->contr->orig_stats), i, -1); |
3071 |
check_stat_bounds (&(op->contr->orig_stats)); |
3072 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3073 |
lost_a_stat = 1; |
3074 |
} |
3075 |
else |
3076 |
{ |
3077 |
/* deplete a stat */ |
3078 |
archetype *deparch = archetype::find ("depletion"); |
3079 |
object *dep; |
3080 |
|
3081 |
dep = present_arch_in_ob (deparch, op); |
3082 |
if (!dep) |
3083 |
{ |
3084 |
dep = arch_to_object (deparch); |
3085 |
insert_ob_in_ob (dep, op); |
3086 |
} |
3087 |
lose_this_stat = 1; |
3088 |
if (settings.balanced_stat_loss) |
3089 |
{ |
3090 |
/* GD */ |
3091 |
/* Get the stat that we're about to deplete. */ |
3092 |
this_stat = get_attr_value (&(dep->stats), i); |
3093 |
if (this_stat < 0) |
3094 |
{ |
3095 |
int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3096 |
int keep_chance = this_stat * this_stat; |
3097 |
|
3098 |
/* Yes, I am paranoid. Sue me. */ |
3099 |
if (keep_chance < 1) |
3100 |
keep_chance = 1; |
3101 |
|
3102 |
/* There is a maximum depletion total per level. */ |
3103 |
if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3104 |
{ |
3105 |
lose_this_stat = 0; |
3106 |
/* Take loss chance vs keep chance to see if we |
3107 |
retain the stat. */ |
3108 |
} |
3109 |
else |
3110 |
{ |
3111 |
if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3112 |
lose_this_stat = 0; |
3113 |
/* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
3114 |
this_stat, keep_chance, loss_chance, |
3115 |
lose_this_stat?"LOSE":"KEEP"); */ |
3116 |
} |
3117 |
} |
3118 |
} |
3119 |
|
3120 |
if (lose_this_stat) |
3121 |
{ |
3122 |
this_stat = get_attr_value (&(dep->stats), i); |
3123 |
/* We could try to do something clever like find another |
3124 |
* stat to reduce if this fails. But chances are, if |
3125 |
* stats have been depleted to -50, all are pretty low |
3126 |
* and should be roughly the same, so it shouldn't make a |
3127 |
* difference. |
3128 |
*/ |
3129 |
if (this_stat >= -50) |
3130 |
{ |
3131 |
change_attr_value (&(dep->stats), i, -1); |
3132 |
SET_FLAG (dep, FLAG_APPLIED); |
3133 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3134 |
fix_player (op); |
3135 |
lost_a_stat = 1; |
3136 |
} |
3137 |
} |
3138 |
} |
3139 |
} |
3140 |
/* If no stat lost, tell the player. */ |
3141 |
if (!lost_a_stat) |
3142 |
{ |
3143 |
/* determine_god() seems to not work sometimes... why is this? |
3144 |
Should I be using something else? GD */ |
3145 |
const char *god = determine_god (op); |
3146 |
|
3147 |
if (god && (strcmp (god, "none"))) |
3148 |
new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3149 |
else |
3150 |
new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3151 |
} |
3152 |
#else |
3153 |
new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3154 |
#endif |
3155 |
|
3156 |
/* Put a gravestone up where the character 'almost' died. List the |
3157 |
* exp loss on the stone. |
3158 |
*/ |
3159 |
tmp = arch_to_object (archetype::find ("gravestone")); |
3160 |
sprintf (buf, "%s's gravestone", &op->name); |
3161 |
tmp->name = buf; |
3162 |
sprintf (buf, "%s's gravestones", &op->name); |
3163 |
tmp->name_pl = buf; |
3164 |
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); |
3165 |
tmp->msg = buf; |
3166 |
tmp->x = op->x, tmp->y = op->y; |
3167 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
3168 |
|
3169 |
/**************************************/ |
3170 |
/* */ |
3171 |
/* Subtract the experience points, */ |
3172 |
/* if we died cause of food, give us */ |
3173 |
/* food, and reset HP's... */ |
3174 |
/* */ |
3175 |
/**************************************/ |
3176 |
|
3177 |
/* remove any poisoning and confusion the character may be suffering. */ |
3178 |
/* restore player */ |
3179 |
at = archetype::find ("poisoning"); |
3180 |
tmp = present_arch_in_ob (at, op); |
3181 |
|
3182 |
if (tmp) |
3183 |
{ |
3184 |
tmp->destroy (); |
3185 |
new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3186 |
} |
3187 |
|
3188 |
at = archetype::find ("confusion"); |
3189 |
tmp = present_arch_in_ob (at, op); |
3190 |
if (tmp) |
3191 |
{ |
3192 |
tmp->destroy (); |
3193 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3194 |
} |
3195 |
|
3196 |
cure_disease (op, 0); /* remove any disease */ |
3197 |
|
3198 |
/*add_exp(op, (op->stats.exp * -0.20)); */ |
3199 |
apply_death_exp_penalty (op); |
3200 |
if (op->stats.food < 100) |
3201 |
op->stats.food = 900; |
3202 |
op->stats.hp = op->stats.maxhp; |
3203 |
op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3204 |
op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3205 |
|
3206 |
/* |
3207 |
* Check to see if the player is in a shop. IF so, then check to see if |
3208 |
* the player has any unpaid items. If so, remove them and put them back |
3209 |
* in the map. |
3210 |
*/ |
3211 |
|
3212 |
if (is_in_shop (op)) |
3213 |
remove_unpaid_objects (op->inv, op); |
3214 |
|
3215 |
/****************************************/ |
3216 |
/* */ |
3217 |
/* Move player to his current respawn- */ |
3218 |
/* position (usually last savebed) */ |
3219 |
/* */ |
3220 |
/****************************************/ |
3221 |
|
3222 |
enter_player_savebed (op); |
3223 |
|
3224 |
/* Save the player before inserting the force to reduce |
3225 |
* chance of abuse. |
3226 |
*/ |
3227 |
op->contr->braced = 0; |
3228 |
save_player (op, 1); |
3229 |
|
3230 |
/* it is possible that the player has blown something up |
3231 |
* at his savebed location, and that can have long lasting |
3232 |
* spell effects. So first see if there is a spell effect |
3233 |
* on the space that might harm the player. |
3234 |
*/ |
3235 |
will_kill_again = 0; |
3236 |
for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3237 |
if (tmp->type == SPELL_EFFECT) |
3238 |
will_kill_again |= tmp->attacktype; |
3239 |
|
3240 |
if (will_kill_again) |
3241 |
{ |
3242 |
object *force; |
3243 |
int at; |
3244 |
|
3245 |
force = get_archetype (FORCE_NAME); |
3246 |
/* 50 ticks should be enough time for the spell to abate */ |
3247 |
force->speed = 0.1; |
3248 |
force->speed_left = -5.0; |
3249 |
SET_FLAG (force, FLAG_APPLIED); |
3250 |
for (at = 0; at < NROFATTACKS; at++) |
3251 |
if (will_kill_again & (1 << at)) |
3252 |
force->resist[at] = 100; |
3253 |
|
3254 |
insert_ob_in_ob (force, op); |
3255 |
fix_player (op); |
3256 |
|
3257 |
} |
3258 |
|
3259 |
new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3260 |
return; |
3261 |
} /* NOT_PERMADETH */ |
3262 |
else |
3263 |
{ |
3264 |
/* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
3265 |
* should probably be embedded in an else statement. |
3266 |
*/ |
3267 |
|
3268 |
op->contr->party = NULL; |
3269 |
if (settings.set_title == TRUE) |
3270 |
op->contr->own_title[0] = '\0'; |
3271 |
new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
3272 |
check_score (op); |
3273 |
|
3274 |
if (op->contr->ranges[range_golem]) |
3275 |
{ |
3276 |
remove_friendly_object (op->contr->ranges[range_golem]); |
3277 |
op->contr->ranges[range_golem]->destroy (); |
3278 |
op->contr->ranges[range_golem] = 0; |
3279 |
} |
3280 |
|
3281 |
loot_object (op); /* Remove some of the items for good */ |
3282 |
op->remove (); |
3283 |
op->direction = 0; |
3284 |
|
3285 |
if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
3286 |
{ |
3287 |
delete_character (op->name, 0); |
3288 |
if (settings.resurrection == TRUE) |
3289 |
{ |
3290 |
/* save playerfile sans equipment when player dies |
3291 |
** then save it as player.pl.dead so that future resurrection |
3292 |
** type spells will work on them nicely |
3293 |
*/ |
3294 |
delete_character (op->name, 0); |
3295 |
op->stats.hp = op->stats.maxhp; |
3296 |
op->stats.food = 999; |
3297 |
|
3298 |
/* set the location of where the person will reappear when */ |
3299 |
/* maybe resurrection code should fix map also */ |
3300 |
strcpy (op->contr->maplevel, settings.emergency_mapname); |
3301 |
if (op->map != NULL) |
3302 |
op->map = NULL; |
3303 |
op->x = settings.emergency_x; |
3304 |
op->y = settings.emergency_y; |
3305 |
save_player (op, 0); |
3306 |
op->map = map; |
3307 |
/* please see resurrection.c: peterm */ |
3308 |
dead_player (op); |
3309 |
} |
3310 |
else |
3311 |
delete_character (op->name, 1); |
3312 |
} |
3313 |
|
3314 |
play_again (op); |
3315 |
|
3316 |
/* peterm: added to create a corpse at deathsite. */ |
3317 |
tmp = arch_to_object (archetype::find ("corpse_pl")); |
3318 |
sprintf (buf, "%s", &op->name); |
3319 |
tmp->name = tmp->name_pl = buf; |
3320 |
tmp->level = op->level; |
3321 |
tmp->x = x; |
3322 |
tmp->y = y; |
3323 |
tmp->msg = gravestone_text (op); |
3324 |
SET_FLAG (tmp, FLAG_UNIQUE); |
3325 |
insert_ob_in_map (tmp, map, NULL, 0); |
3326 |
} |
3327 |
} |
3328 |
|
3329 |
|
3330 |
void |
3331 |
loot_object (object *op) |
3332 |
{ /* Grab and destroy some treasure */ |
3333 |
object *tmp, *tmp2, *next; |
3334 |
|
3335 |
if (op->container) |
3336 |
{ /* close open sack first */ |
3337 |
esrv_apply_container (op, op->container); |
3338 |
} |
3339 |
|
3340 |
for (tmp = op->inv; tmp != NULL; tmp = next) |
3341 |
{ |
3342 |
next = tmp->below; |
3343 |
if (tmp->type == EXPERIENCE || tmp->invisible) |
3344 |
continue; |
3345 |
tmp->remove (); |
3346 |
tmp->x = op->x, tmp->y = op->y; |
3347 |
if (tmp->type == CONTAINER) |
3348 |
{ /* empty container to ground */ |
3349 |
loot_object (tmp); |
3350 |
} |
3351 |
if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
3352 |
{ |
3353 |
if (tmp->nrof > 1) |
3354 |
{ |
3355 |
tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3356 |
tmp2->destroy (); |
3357 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
3358 |
} |
3359 |
else |
3360 |
tmp->destroy (); |
3361 |
} |
3362 |
else |
3363 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
3364 |
} |
3365 |
} |
3366 |
|
3367 |
/* |
3368 |
* fix_weight(): Check recursively the weight of all players, and fix |
3369 |
* what needs to be fixed. Refresh windows and fix speed if anything |
3370 |
* was changed. |
3371 |
*/ |
3372 |
|
3373 |
void |
3374 |
fix_weight (void) |
3375 |
{ |
3376 |
player *pl; |
3377 |
|
3378 |
for (pl = first_player; pl != NULL; pl = pl->next) |
3379 |
{ |
3380 |
int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3381 |
|
3382 |
if (old == sum) |
3383 |
continue; |
3384 |
fix_player (pl->ob); |
3385 |
LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3386 |
} |
3387 |
} |
3388 |
|
3389 |
void |
3390 |
fix_luck (void) |
3391 |
{ |
3392 |
player *pl; |
3393 |
|
3394 |
for (pl = first_player; pl != NULL; pl = pl->next) |
3395 |
if (!pl->ob->contr->state) |
3396 |
change_luck (pl->ob, 0); |
3397 |
} |
3398 |
|
3399 |
|
3400 |
/* cast_dust() - handles op throwing objects of type 'DUST'. |
3401 |
* This is much simpler in the new spell code - we basically |
3402 |
* just treat this as any other spell casting object. |
3403 |
*/ |
3404 |
|
3405 |
void |
3406 |
cast_dust (object *op, object *throw_ob, int dir) |
3407 |
{ |
3408 |
object *skop, *spob; |
3409 |
|
3410 |
skop = find_skill_by_name (op, throw_ob->skill); |
3411 |
|
3412 |
/* casting POTION 'dusts' is really a use_magic_item skill */ |
3413 |
if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3414 |
{ |
3415 |
LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
3416 |
return; |
3417 |
} |
3418 |
|
3419 |
spob = throw_ob->inv; |
3420 |
|
3421 |
// elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3422 |
// not pass NULL to cast_spell (which did indeed check itself, but |
3423 |
// errors should be reported as early as possible IMHO) |
3424 |
if (!spob) |
3425 |
{ |
3426 |
LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
3427 |
return; |
3428 |
} |
3429 |
|
3430 |
if (op->type == PLAYER) |
3431 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3432 |
|
3433 |
cast_spell (op, throw_ob, dir, spob, NULL); |
3434 |
|
3435 |
throw_ob->destroy (); |
3436 |
} |
3437 |
|
3438 |
void |
3439 |
make_visible (object *op) |
3440 |
{ |
3441 |
op->hide = 0; |
3442 |
op->invisible = 0; |
3443 |
if (op->type == PLAYER) |
3444 |
{ |
3445 |
op->contr->tmp_invis = 0; |
3446 |
op->contr->invis_race = 0; |
3447 |
} |
3448 |
update_object (op, UP_OBJ_FACE); |
3449 |
} |
3450 |
|
3451 |
int |
3452 |
is_true_undead (object *op) |
3453 |
{ |
3454 |
object *tmp = NULL; |
3455 |
|
3456 |
if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3457 |
return 1; |
3458 |
|
3459 |
if (op->type == PLAYER) |
3460 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
3461 |
if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
3462 |
if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
3463 |
return 1; |
3464 |
return 0; |
3465 |
} |
3466 |
|
3467 |
/* look at the surrounding terrain to determine |
3468 |
* the hideability of this object. Positive levels |
3469 |
* indicate greater hideability. |
3470 |
*/ |
3471 |
|
3472 |
int |
3473 |
hideability (object *ob) |
3474 |
{ |
3475 |
int i, level = 0, mflag; |
3476 |
sint16 x, y; |
3477 |
|
3478 |
if (!ob || !ob->map) |
3479 |
return 0; |
3480 |
|
3481 |
/* so, on normal lighted maps, its hard to hide */ |
3482 |
level = ob->map->darkness - 2; |
3483 |
|
3484 |
/* this also picks up whether the object is glowing. |
3485 |
* If you carry a light on a non-dark map, its not |
3486 |
* as bad as carrying a light on a pitch dark map */ |
3487 |
if (has_carried_lights (ob)) |
3488 |
level = -(10 + (2 * ob->map->darkness)); |
3489 |
|
3490 |
/* scan through all nearby squares for terrain to hide in */ |
3491 |
for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3492 |
{ |
3493 |
mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3494 |
if (mflag & P_OUT_OF_MAP) |
3495 |
{ |
3496 |
continue; |
3497 |
} |
3498 |
if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3499 |
level += 2; |
3500 |
else /* open terrain! */ |
3501 |
level -= 1; |
3502 |
} |
3503 |
|
3504 |
#if 0 |
3505 |
LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
3506 |
#endif |
3507 |
return level; |
3508 |
} |
3509 |
|
3510 |
/* For Hidden creatures - a chance of becoming 'unhidden' |
3511 |
* every time they move - as we subtract off 'invisibility' |
3512 |
* AND, for players, if they move into a ridiculously unhideable |
3513 |
* spot (surrounded by clear terrain in broad daylight). -b.t. |
3514 |
*/ |
3515 |
|
3516 |
void |
3517 |
do_hidden_move (object *op) |
3518 |
{ |
3519 |
int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3520 |
object *skop; |
3521 |
|
3522 |
if (!op || !op->map) |
3523 |
return; |
3524 |
|
3525 |
skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3526 |
|
3527 |
/* its *extremely* hard to run and sneak/hide at the same time! */ |
3528 |
if (op->type == PLAYER && op->contr->run_on) |
3529 |
{ |
3530 |
if (!skop || num >= skop->level) |
3531 |
{ |
3532 |
new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3533 |
make_visible (op); |
3534 |
return; |
3535 |
} |
3536 |
else |
3537 |
num += 20; |
3538 |
} |
3539 |
num += op->map->difficulty; |
3540 |
hide = hideability (op); /* modify by terrain hidden level */ |
3541 |
num -= hide; |
3542 |
if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3543 |
{ |
3544 |
make_visible (op); |
3545 |
if (op->type == PLAYER) |
3546 |
new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3547 |
} |
3548 |
else if (op->type == PLAYER && skop) |
3549 |
{ |
3550 |
change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3551 |
} |
3552 |
} |
3553 |
|
3554 |
/* determine if who is standing near a hostile creature. */ |
3555 |
|
3556 |
int |
3557 |
stand_near_hostile (object *who) |
3558 |
{ |
3559 |
object *tmp = NULL; |
3560 |
int i, friendly = 0, player = 0, mflags; |
3561 |
maptile *m; |
3562 |
sint16 x, y; |
3563 |
|
3564 |
if (!who) |
3565 |
return 0; |
3566 |
|
3567 |
if (who->type == PLAYER) |
3568 |
player = 1; |
3569 |
|
3570 |
else |
3571 |
friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
3572 |
|
3573 |
/* search adjacent squares */ |
3574 |
for (i = 1; i < 9; i++) |
3575 |
{ |
3576 |
x = who->x + freearr_x[i]; |
3577 |
y = who->y + freearr_y[i]; |
3578 |
m = who->map; |
3579 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
3580 |
/* space must be blocked if there is a monster. If not |
3581 |
* blocked, don't need to check this space. |
3582 |
*/ |
3583 |
if (mflags & P_OUT_OF_MAP) |
3584 |
continue; |
3585 |
if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3586 |
continue; |
3587 |
|
3588 |
for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3589 |
{ |
3590 |
if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3591 |
return 1; |
3592 |
else if (tmp->type == PLAYER) |
3593 |
{ |
3594 |
/*don't let a hidden DM prevent you from hiding */ |
3595 |
if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3596 |
return 1; |
3597 |
} |
3598 |
} |
3599 |
} |
3600 |
return 0; |
3601 |
} |
3602 |
|
3603 |
/* check the player los field for viewability of the |
3604 |
* object op. This function works fine for monsters, |
3605 |
* but we dont worry if the object isnt the top one in |
3606 |
* a pile (say a coin under a table would return "viewable" |
3607 |
* by this routine). Another question, should we be |
3608 |
* concerned with the direction the player is looking |
3609 |
* in? Realistically, most of use cant see stuff behind |
3610 |
* our backs...on the other hand, does the "facing" direction |
3611 |
* imply the way your head, or body is facing? Its possible |
3612 |
* for them to differ. Sigh, this fctn could get a bit more complex. |
3613 |
* -b.t. |
3614 |
* This function is now map tiling safe. |
3615 |
*/ |
3616 |
|
3617 |
int |
3618 |
player_can_view (object *pl, object *op) |
3619 |
{ |
3620 |
rv_vector rv; |
3621 |
int dx, dy; |
3622 |
|
3623 |
if (pl->type != PLAYER) |
3624 |
{ |
3625 |
LOG (llevError, "player_can_view() called for non-player object\n"); |
3626 |
return -1; |
3627 |
} |
3628 |
if (!pl || !op) |
3629 |
return 0; |
3630 |
|
3631 |
if (op->head) |
3632 |
{ |
3633 |
op = op->head; |
3634 |
} |
3635 |
get_rangevector (pl, op, &rv, 0x1); |
3636 |
|
3637 |
/* starting with the 'head' part, lets loop |
3638 |
* through the object and find if it has any |
3639 |
* part that is in the los array but isnt on |
3640 |
* a blocked los square. |
3641 |
* we use the archetype to figure out offsets. |
3642 |
*/ |
3643 |
while (op) |
3644 |
{ |
3645 |
dx = rv.distance_x + op->arch->clone.x; |
3646 |
dy = rv.distance_y + op->arch->clone.y; |
3647 |
|
3648 |
/* only the viewable area the player sees is updated by LOS |
3649 |
* code, so we need to restrict ourselves to that range of values |
3650 |
* for any meaningful values. |
3651 |
*/ |
3652 |
if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3653 |
FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3654 |
!pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3655 |
return 1; |
3656 |
op = op->more; |
3657 |
} |
3658 |
return 0; |
3659 |
} |
3660 |
|
3661 |
/* routine for both players and monsters. We call this when |
3662 |
* there is a possibility for our action distrubing our hiding |
3663 |
* place or invisiblity spell. Artefact invisiblity is not |
3664 |
* effected by this. If we arent invisible to begin with, we |
3665 |
* return 0. |
3666 |
*/ |
3667 |
int |
3668 |
action_makes_visible (object *op) |
3669 |
{ |
3670 |
|
3671 |
if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3672 |
{ |
3673 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3674 |
return 0; |
3675 |
|
3676 |
if (op->contr && op->contr->tmp_invis == 0) |
3677 |
return 0; |
3678 |
|
3679 |
/* If monsters, they should become visible */ |
3680 |
if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3681 |
{ |
3682 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3683 |
return 1; |
3684 |
} |
3685 |
} |
3686 |
return 0; |
3687 |
} |
3688 |
|
3689 |
/* op_on_battleground - checks if the given object op (usually |
3690 |
* a player) is standing on a valid battleground-tile, |
3691 |
* function returns TRUE/FALSE. If true x, y returns the battleground |
3692 |
* -exit-coord. (and if x, y not NULL) |
3693 |
* 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3694 |
* and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3695 |
* Default is to do the same as before, so only people wanting to have different points need worry about this |
3696 |
*/ |
3697 |
int |
3698 |
op_on_battleground (object *op, int *x, int *y) |
3699 |
{ |
3700 |
object *tmp; |
3701 |
|
3702 |
/* A battleground-tile needs the following attributes to be valid: |
3703 |
* is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3704 |
* name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3705 |
* and the exit-coordinates sp/hp must both be > 0. |
3706 |
* => The intention here is to prevent abuse of the battleground- |
3707 |
* feature (like pickable or hidden battleground tiles). */ |
3708 |
for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3709 |
{ |
3710 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3711 |
{ |
3712 |
if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3713 |
strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3714 |
{ |
3715 |
/*before we assign the exit, check if this is a teambattle */ |
3716 |
if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3717 |
{ |
3718 |
object *invtmp; |
3719 |
|
3720 |
for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3721 |
{ |
3722 |
if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3723 |
{ |
3724 |
if (x != NULL && y != NULL) |
3725 |
*x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3726 |
return 1; |
3727 |
} |
3728 |
} |
3729 |
} |
3730 |
if (x != NULL && y != NULL) |
3731 |
*x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3732 |
return 1; |
3733 |
} |
3734 |
} |
3735 |
} |
3736 |
/* If we got here, did not find a battleground */ |
3737 |
return 0; |
3738 |
} |
3739 |
|
3740 |
/* |
3741 |
* When a dragon-player gains a new stage of evolution, |
3742 |
* he gets some treasure |
3743 |
* |
3744 |
* attributes: |
3745 |
* object *who the dragon player |
3746 |
* int atnr the attack-number of the ability focus |
3747 |
* int level ability level |
3748 |
*/ |
3749 |
void |
3750 |
dragon_ability_gain (object *who, int atnr, int level) |
3751 |
{ |
3752 |
treasurelist *trlist = NULL; /* treasurelist */ |
3753 |
treasure *tr; /* treasure */ |
3754 |
object *tmp, *skop; /* tmp. object */ |
3755 |
object *item; /* treasure object */ |
3756 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
3757 |
int i = 0, j = 0; |
3758 |
|
3759 |
/* get the appropriate treasurelist */ |
3760 |
if (atnr == ATNR_FIRE) |
3761 |
trlist = find_treasurelist ("dragon_ability_fire"); |
3762 |
else if (atnr == ATNR_COLD) |
3763 |
trlist = find_treasurelist ("dragon_ability_cold"); |
3764 |
else if (atnr == ATNR_ELECTRICITY) |
3765 |
trlist = find_treasurelist ("dragon_ability_elec"); |
3766 |
else if (atnr == ATNR_POISON) |
3767 |
trlist = find_treasurelist ("dragon_ability_poison"); |
3768 |
|
3769 |
if (trlist == NULL || who->type != PLAYER) |
3770 |
return; |
3771 |
|
3772 |
for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3773 |
|
3774 |
if (tr == NULL || tr->item == NULL) |
3775 |
{ |
3776 |
/* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3777 |
return; |
3778 |
} |
3779 |
|
3780 |
/* everything seems okay - now bring on the gift: */ |
3781 |
item = &(tr->item->clone); |
3782 |
|
3783 |
if (item->type == SPELL) |
3784 |
{ |
3785 |
if (check_spell_known (who, item->name)) |
3786 |
return; |
3787 |
|
3788 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3789 |
do_learn_spell (who, item, 0); |
3790 |
return; |
3791 |
} |
3792 |
|
3793 |
/* grant direct spell */ |
3794 |
if (item->type == SPELLBOOK) |
3795 |
{ |
3796 |
if (!item->inv) |
3797 |
{ |
3798 |
LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
3799 |
return; |
3800 |
} |
3801 |
if (check_spell_known (who, item->inv->name)) |
3802 |
return; |
3803 |
if (item->invisible) |
3804 |
{ |
3805 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3806 |
do_learn_spell (who, item->inv, 0); |
3807 |
return; |
3808 |
} |
3809 |
} |
3810 |
else if (item->type == SKILL_TOOL && item->invisible) |
3811 |
{ |
3812 |
if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
3813 |
{ |
3814 |
|
3815 |
/* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3816 |
* in this way, if the player is missing any of the attacktypes, he gets |
3817 |
* them. As it is now, if the player has any that match the granted skill, |
3818 |
* but not all of them, he gets nothing. |
3819 |
*/ |
3820 |
if (!(skop->attacktype & item->attacktype)) |
3821 |
{ |
3822 |
/* Give new attacktype */ |
3823 |
skop->attacktype |= item->attacktype; |
3824 |
|
3825 |
/* always add physical if there's none */ |
3826 |
skop->attacktype |= AT_PHYSICAL; |
3827 |
|
3828 |
if (item->msg != NULL) |
3829 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3830 |
|
3831 |
/* Give player new face */ |
3832 |
if (item->animation_id) |
3833 |
{ |
3834 |
who->face = skop->face; |
3835 |
who->animation_id = item->animation_id; |
3836 |
who->anim_speed = item->anim_speed; |
3837 |
who->last_anim = 0; |
3838 |
who->state = 0; |
3839 |
animate_object (who, who->direction); |
3840 |
} |
3841 |
} |
3842 |
} |
3843 |
} |
3844 |
else if (item->type == FORCE) |
3845 |
{ |
3846 |
/* forces in the treasurelist can alter the player's stats */ |
3847 |
object *skin; |
3848 |
|
3849 |
/* first get the dragon skin force */ |
3850 |
for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3851 |
if (skin == NULL) |
3852 |
return; |
3853 |
|
3854 |
/* adding new spellpath attunements */ |
3855 |
if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3856 |
{ |
3857 |
skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3858 |
|
3859 |
/* print message */ |
3860 |
sprintf (buf, "You feel attuned to "); |
3861 |
for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
3862 |
{ |
3863 |
if (item->path_attuned & (1 << i)) |
3864 |
{ |
3865 |
if (j) |
3866 |
strcat (buf, " and "); |
3867 |
else |
3868 |
j = 1; |
3869 |
strcat (buf, spellpathnames[i]); |
3870 |
} |
3871 |
} |
3872 |
strcat (buf, "."); |
3873 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3874 |
} |
3875 |
|
3876 |
/* evtl. adding flags: */ |
3877 |
if (QUERY_FLAG (item, FLAG_XRAYS)) |
3878 |
SET_FLAG (skin, FLAG_XRAYS); |
3879 |
if (QUERY_FLAG (item, FLAG_STEALTH)) |
3880 |
SET_FLAG (skin, FLAG_STEALTH); |
3881 |
if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3882 |
SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3883 |
|
3884 |
/* print message if there is one */ |
3885 |
if (item->msg != NULL) |
3886 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3887 |
} |
3888 |
else |
3889 |
{ |
3890 |
/* generate misc. treasure */ |
3891 |
tmp = arch_to_object (tr->item); |
3892 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3893 |
tmp = insert_ob_in_ob (tmp, who); |
3894 |
if (who->type == PLAYER) |
3895 |
esrv_send_item (who, tmp); |
3896 |
} |
3897 |
} |
3898 |
|
3899 |
/** |
3900 |
* Unready an object for a player. This function does nothing if the object was |
3901 |
* not readied. |
3902 |
*/ |
3903 |
void |
3904 |
player_unready_range_ob (player *pl, object *ob) |
3905 |
{ |
3906 |
rangetype i; |
3907 |
|
3908 |
for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3909 |
{ |
3910 |
if (pl->ranges[i] == ob) |
3911 |
{ |
3912 |
pl->ranges[i] = NULL; |
3913 |
if (pl->shoottype == i) |
3914 |
{ |
3915 |
pl->shoottype = range_none; |
3916 |
} |
3917 |
} |
3918 |
} |
3919 |
} |