1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
… | |
… | |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #include <algorithm> |
34 | #include <algorithm> |
34 | #include <functional> |
35 | #include <functional> |
35 | |
36 | |
36 | player * |
37 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
|
39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
|
41 | return pl; |
|
|
42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
38 | |
46 | void |
39 | void |
47 | display_motd (const object *op) |
40 | display_motd (const object *op) |
48 | { |
41 | { |
49 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
116 | |
124 | news[0] = '\0'; |
117 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
126 | size = 0; |
119 | size = 0; |
127 | |
120 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
122 | { |
130 | if (*buf == '#') |
123 | if (*buf == '#') |
131 | continue; |
124 | continue; |
132 | |
125 | |
133 | if (*buf == '%') |
126 | if (*buf == '%') |
134 | { /* send one news */ |
127 | { /* send one news */ |
135 | if (size > 0) |
128 | if (size > 0) |
136 | 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 */ |
129 | 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 */ |
|
|
130 | |
137 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
132 | strip_endline (subject); |
139 | size = 0; |
133 | size = 0; |
140 | news[0] = '\0'; |
134 | news[0] = '\0'; |
141 | } |
135 | } |
… | |
… | |
158 | |
152 | |
159 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
160 | static void |
154 | static void |
161 | set_first_map (object *op) |
155 | set_first_map (object *op) |
162 | { |
156 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
158 | op->x = -1; |
165 | op->y = -1; |
159 | op->y = -1; |
|
|
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
166 | enter_exit (op, 0); |
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
|
|
174 | |
|
|
175 | void |
|
|
176 | player::activate () |
|
|
177 | { |
|
|
178 | if (active) |
|
|
179 | return; |
|
|
180 | |
|
|
181 | players.insert (this); |
|
|
182 | ob->remove (); |
|
|
183 | ob->map = 0; |
|
|
184 | ob->activate_recursive (); |
|
|
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
186 | add_friendly_object (ob); |
|
|
187 | enter_map (); |
|
|
188 | } |
|
|
189 | |
|
|
190 | void |
|
|
191 | player::deactivate () |
|
|
192 | { |
|
|
193 | if (!active) |
|
|
194 | return; |
|
|
195 | |
|
|
196 | terminate_all_pets (ob); |
|
|
197 | remove_friendly_object (ob); |
|
|
198 | ob->deactivate_recursive (); |
|
|
199 | maplevel = ob->map->path; |
|
|
200 | ob->remove (); |
|
|
201 | ob->map = 0; |
|
|
202 | party = 0; |
|
|
203 | |
|
|
204 | // for weird reasons, this is often "ob", keeping a circular reference |
|
|
205 | ranges [range_skill] = 0; |
|
|
206 | |
|
|
207 | players.erase (this); |
167 | } |
208 | } |
168 | |
209 | |
169 | // connect the player with a specific client |
210 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
211 | // also changed, rationalises, and fixes some incorrect settings |
171 | void |
212 | void |
172 | player::connect (client *ns) |
213 | player::connect (client *ns) |
173 | { |
214 | { |
174 | this->ns = ns; |
215 | this->ns = ns; |
175 | ns->pl = this; |
216 | ns->pl = this; |
176 | |
217 | |
177 | next = first_player; |
218 | run_on = 0; |
178 | first_player = this; |
219 | fire_on = 0; |
|
|
220 | ob->close_container (); //TODO: client-specific |
179 | |
221 | |
180 | ns->update_look = 0; |
222 | ns->update_look = 0; |
181 | ns->look_position = 0; |
223 | ns->look_position = 0; |
182 | |
224 | |
183 | clear_los (ob); |
225 | clear_los (ob); |
|
|
226 | |
|
|
227 | ns->reset_stats (); |
184 | |
228 | |
185 | /* make sure he's a player -- needed because of class change. */ |
229 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
230 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
231 | ob->race = ob->arch->clone.race; |
188 | |
232 | |
… | |
… | |
191 | |
235 | |
192 | ob->carrying = sum_weight (ob); |
236 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
237 | link_player_skills (ob); |
194 | |
238 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | update_ob_speed (ob); |
|
|
197 | |
240 | |
198 | assign (title, ob->arch->clone.name); |
241 | assign (title, ob->arch->clone.name); |
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
|
203 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
206 | */ |
|
|
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
209 | |
242 | |
210 | /* if it's a dragon player, set the correct title here */ |
243 | /* if it's a dragon player, set the correct title here */ |
211 | if (is_dragon_pl (ob)) |
244 | if (is_dragon_pl (ob)) |
212 | { |
245 | { |
213 | object *tmp, *abil = 0, *skin = 0; |
246 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
223 | skin = tmp; |
256 | skin = tmp; |
224 | |
257 | |
225 | set_dragon_name (ob, abil, skin); |
258 | set_dragon_name (ob, abil, skin); |
226 | } |
259 | } |
227 | |
260 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
229 | add_friendly_object (ob); |
|
|
230 | |
|
|
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
232 | |
|
|
233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
|
235 | |
262 | |
236 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | esrv_new_player (this, ob->weight + ob->carrying); |
237 | |
264 | |
238 | ob->update_stats (); |
265 | ob->update_stats (); |
239 | ns->floorbox_update (); |
266 | ns->floorbox_update (); |
240 | |
267 | |
241 | esrv_send_inventory (ob, ob); |
268 | esrv_send_inventory (ob, ob); |
242 | esrv_add_spells (this, 0); |
269 | esrv_add_spells (this, 0); |
243 | |
270 | |
244 | enter_exit (ob, 0); |
271 | activate (); |
245 | |
272 | |
246 | send_rules (ob); |
273 | send_rules (ob); |
247 | send_news (ob); |
274 | send_news (ob); |
248 | display_motd (ob); |
275 | display_motd (ob); |
|
|
276 | |
|
|
277 | INVOKE_PLAYER (CONNECT, this); |
249 | INVOKE_PLAYER (LOGIN, this); |
278 | INVOKE_PLAYER (LOGIN, this); |
250 | } |
279 | } |
251 | |
280 | |
252 | void |
281 | void |
253 | player::disconnect () |
282 | player::disconnect () |
254 | { |
283 | { |
255 | //TODO: don't be so harsh and destroy :) |
|
|
256 | if (ns) |
284 | if (ns) |
257 | destroy (); |
285 | { |
|
|
286 | if (active) |
|
|
287 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
288 | |
|
|
289 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
290 | |
|
|
291 | ns->reset_stats (); |
|
|
292 | ns->pl = 0; |
|
|
293 | this->ns = 0; |
|
|
294 | } |
|
|
295 | |
|
|
296 | if (ob) |
|
|
297 | ob->close_container (); //TODO: client-specific |
|
|
298 | |
|
|
299 | deactivate (); |
258 | } |
300 | } |
259 | |
301 | |
260 | // the need for this function can be explained |
302 | // the need for this function can be explained |
261 | // by load_object not returning the object |
303 | // by load_object not returning the object |
262 | void |
304 | void |
263 | player::set_object (object *op) |
305 | player::set_object (object *op) |
264 | { |
306 | { |
265 | ob = op; |
307 | ob = op; |
266 | ob->contr = this; /* this aren't yet in archetype */ |
308 | ob->contr = this; /* this aren't yet in archetype */ |
267 | |
309 | |
268 | ob->speed_left = 0.5; |
310 | ob->speed_left = 0.5; |
269 | ob->speed = 1.0; |
311 | ob->speed = 1.0; |
270 | ob->direction = 5; /* So player faces south */ |
312 | ob->direction = 5; /* So player faces south */ |
271 | ob->stats.wc = 2; |
|
|
272 | ob->run_away = 25; /* Then we panick... */ |
|
|
273 | |
|
|
274 | set_first_map (ob); |
|
|
275 | |
|
|
276 | ob->roll_stats (); |
|
|
277 | } |
313 | } |
278 | |
314 | |
279 | player::player () |
315 | player::player () |
280 | { |
316 | { |
281 | /* There are some elements we want initialized to non zero value - |
317 | /* There are some elements we want initialised to non zero value - |
282 | * we deal with that below this point. |
318 | * we deal with that below this point. |
283 | */ |
319 | */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
320 | outputs_sync = 16; /* Every 2 seconds */ |
285 | outputs_count = 8; /* Keeps present behaviour */ |
321 | outputs_count = 8; /* Keeps present behaviour */ |
286 | unapply = unapply_nochoice; |
322 | unapply = unapply_nochoice; |
287 | |
323 | |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
324 | savebed_map = first_map_path; /* Init. respawn position */ |
289 | |
325 | |
290 | gen_sp_armour = 10; |
326 | gen_sp_armour = 10; |
291 | last_speed = -1; |
|
|
292 | shoottype = range_none; |
327 | shoottype = range_none; |
293 | bowtype = bow_normal; |
328 | bowtype = bow_normal; |
294 | petmode = pet_normal; |
329 | petmode = pet_normal; |
295 | listening = 10; |
330 | listening = 10; |
296 | usekeys = containers; |
331 | usekeys = containers; |
297 | last_weapon_sp = -1; |
|
|
298 | peaceful = 1; /* default peaceful */ |
332 | peaceful = 1; /* default peaceful */ |
299 | do_los = 1; |
333 | do_los = 1; |
300 | |
|
|
301 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
302 | * if a player quits and starts a new character, we wont |
|
|
303 | * send new values to the client, as things like exp start |
|
|
304 | * at zero. |
|
|
305 | */ |
|
|
306 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
307 | last_skill_exp[i] = -1; |
|
|
308 | |
|
|
309 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
310 | last_resist[i] = -1; |
|
|
311 | |
|
|
312 | last_stats.exp = -1; |
|
|
313 | last_weight = (uint32) - 1; |
|
|
314 | } |
334 | } |
315 | |
335 | |
316 | void |
336 | void |
317 | player::do_destroy () |
337 | player::do_destroy () |
318 | { |
338 | { |
|
|
339 | disconnect (); |
|
|
340 | |
319 | attachable::do_destroy (); |
341 | attachable::do_destroy (); |
320 | |
342 | |
321 | save (false); |
|
|
322 | enable_save = false; |
|
|
323 | |
|
|
324 | disconnect (); |
|
|
325 | |
|
|
326 | terminate_all_pets (ob); |
|
|
327 | |
|
|
328 | if (first_player != this) |
|
|
329 | { |
|
|
330 | player *prev = first_player; |
|
|
331 | |
|
|
332 | while (prev && prev->next && prev->next != this) |
|
|
333 | prev = prev->next; |
|
|
334 | |
|
|
335 | if (prev->next != this) |
|
|
336 | { |
|
|
337 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
338 | abort (); |
|
|
339 | } |
|
|
340 | |
|
|
341 | prev->next = next; |
|
|
342 | } |
|
|
343 | else |
|
|
344 | first_player = next; |
|
|
345 | |
|
|
346 | if (ob) |
343 | if (ob) |
347 | { |
344 | { |
348 | ob->destroy_inv (false); |
345 | ob->destroy_inv (false); |
349 | ob->destroy (true); |
346 | ob->destroy (); |
350 | } |
|
|
351 | |
|
|
352 | if (ns) |
|
|
353 | { |
|
|
354 | client *ns = this->ns; |
|
|
355 | ns->send_packet ("goodbye"); |
|
|
356 | ns->flush (); |
|
|
357 | ns->pl = 0; |
|
|
358 | this->ns = 0; |
|
|
359 | ns->destroy (); |
|
|
360 | } |
347 | } |
361 | } |
348 | } |
362 | |
349 | |
363 | player::~player () |
350 | player::~player () |
364 | { |
351 | { |
… | |
… | |
374 | player::create () |
361 | player::create () |
375 | { |
362 | { |
376 | player *pl = new player; |
363 | player *pl = new player; |
377 | |
364 | |
378 | pl->set_object (arch_to_object (get_player_archetype (0))); |
365 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
366 | |
|
|
367 | pl->ob->roll_stats (); |
|
|
368 | pl->ob->stats.wc = 2; |
|
|
369 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
370 | |
|
|
371 | set_first_map (pl->ob); |
379 | |
372 | |
380 | return pl; |
373 | return pl; |
381 | } |
374 | } |
382 | |
375 | |
383 | /* |
376 | /* |
… | |
… | |
414 | object *op = NULL; |
407 | object *op = NULL; |
415 | objectlink *ol; |
408 | objectlink *ol; |
416 | unsigned lastdist; |
409 | unsigned lastdist; |
417 | rv_vector rv; |
410 | rv_vector rv; |
418 | |
411 | |
419 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
412 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
420 | { |
413 | { |
421 | /* We should not find free objects on this friendly list, but it |
414 | /* We should not find free objects on this friendly list, but it |
422 | * does periodically happen. Given that, lets deal with it. |
415 | * does periodically happen. Given that, lets deal with it. |
423 | * While unlikely, it is possible the next object on the friendly |
416 | * While unlikely, it is possible the next object on the friendly |
424 | * list is also free, so encapsulate this in a while loop. |
417 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
428 | object *tmp = ol->ob; |
421 | object *tmp = ol->ob; |
429 | |
422 | |
430 | /* Can't do much more other than log the fact, because the object |
423 | /* Can't do much more other than log the fact, because the object |
431 | * itself will have been cleared. |
424 | * itself will have been cleared. |
432 | */ |
425 | */ |
433 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
426 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
427 | tmp->debug_desc ()); |
434 | ol = ol->next; |
428 | ol = ol->next; |
435 | remove_friendly_object (tmp); |
429 | remove_friendly_object (tmp); |
436 | if (!ol) |
430 | if (!ol) |
437 | return op; |
431 | return op; |
438 | } |
432 | } |
… | |
… | |
527 | x = mon->x; |
521 | x = mon->x; |
528 | y = mon->y; |
522 | y = mon->y; |
529 | m = mon->map; |
523 | m = mon->map; |
530 | dir = rv.direction; |
524 | dir = rv.direction; |
531 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
532 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
527 | |
533 | /* If we can't solve it within the search distance, return now. */ |
528 | /* If we can't solve it within the search distance, return now. */ |
534 | if (diff > max) |
529 | if (diff > max) |
535 | return 0; |
530 | return 0; |
|
|
531 | |
536 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
537 | { |
533 | { |
538 | lastx = x; |
534 | lastx = x; |
539 | lasty = y; |
535 | lasty = y; |
540 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
622 | max--; |
618 | max--; |
623 | lastdir = dir; |
619 | lastdir = dir; |
624 | if (!firstdir) |
620 | if (!firstdir) |
625 | firstdir = dir; |
621 | firstdir = dir; |
626 | } |
622 | } |
|
|
623 | |
627 | if (diff <= 1) |
624 | if (diff <= 1) |
628 | { |
625 | { |
629 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
630 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
631 | */ |
628 | */ |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
633 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
634 | } |
631 | } |
|
|
632 | |
635 | if (diff > max) |
633 | if (diff > max) |
636 | return 0; |
634 | return 0; |
637 | } |
635 | } |
|
|
636 | |
638 | /* If we reached the max, didn't find a direction in time */ |
637 | /* If we reached the max, didn't find a direction in time */ |
639 | if (!max) |
638 | if (!max) |
640 | return 0; |
639 | return 0; |
641 | |
640 | |
642 | return firstdir; |
641 | return firstdir; |
… | |
… | |
756 | roll_stat (void) |
755 | roll_stat (void) |
757 | { |
756 | { |
758 | int a[4], i, j, k; |
757 | int a[4], i, j, k; |
759 | |
758 | |
760 | for (i = 0; i < 4; i++) |
759 | for (i = 0; i < 4; i++) |
761 | a[i] = (int) RANDOM () % 6 + 1; |
760 | a[i] = (int) rndm (6) + 1; |
762 | |
761 | |
763 | for (i = 0, j = 0, k = 7; i < 4; i++) |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
764 | if (a[i] < k) |
763 | if (a[i] < k) |
765 | k = a[i], j = i; |
764 | k = a[i], j = i; |
766 | |
765 | |
… | |
… | |
847 | contr->levsp[1] = 6; |
846 | contr->levsp[1] = 6; |
848 | contr->levgrace[1] = 3; |
847 | contr->levgrace[1] = 3; |
849 | |
848 | |
850 | contr->orig_stats = stats; |
849 | contr->orig_stats = stats; |
851 | } |
850 | } |
|
|
851 | } |
|
|
852 | |
|
|
853 | static void |
|
|
854 | start_info (object *op) |
|
|
855 | { |
|
|
856 | char buf[MAX_BUF]; |
|
|
857 | |
|
|
858 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
859 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
860 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
861 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
852 | } |
862 | } |
853 | |
863 | |
854 | /* This function takes the key that is passed, and does the |
864 | /* This function takes the key that is passed, and does the |
855 | * appropriate action with it (change race, or other things). |
865 | * appropriate action with it (change race, or other things). |
856 | * The function name is for historical reasons - now we have |
866 | * The function name is for historical reasons - now we have |
… | |
… | |
885 | * to save here. |
895 | * to save here. |
886 | */ |
896 | */ |
887 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
888 | make_path_to_file (buf); |
898 | make_path_to_file (buf); |
889 | |
899 | |
890 | #ifdef AUTOSAVE |
|
|
891 | op->contr->last_save_tick = pticks; |
|
|
892 | #endif |
|
|
893 | start_info (op); |
900 | start_info (op); |
894 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
895 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (op, op->randomitems); |
896 | link_player_skills (op); |
903 | link_player_skills (op); |
897 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (op, op); |
… | |
… | |
903 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
904 | { |
911 | { |
905 | object *tmp; |
912 | object *tmp; |
906 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
907 | |
914 | |
908 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
909 | tmp = object::create (); |
916 | tmp = object::create (); |
910 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
911 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = op->x; |
912 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = op->y; |
913 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
920 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
914 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
915 | * default initial map */ |
922 | * default initial map */ |
916 | tmp->destroy (); |
923 | tmp->destroy (); |
917 | } |
924 | } |
918 | else |
925 | else |
… | |
… | |
959 | |
966 | |
960 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
967 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
961 | return 0; |
968 | return 0; |
962 | } |
969 | } |
963 | |
970 | |
964 | int |
|
|
965 | key_confirm_quit (object *op, char key) |
|
|
966 | { |
|
|
967 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
968 | { |
|
|
969 | op->contr->ns->state = ST_PLAYING; |
|
|
970 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
971 | return 1; |
|
|
972 | } |
|
|
973 | |
|
|
974 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
975 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
976 | |
|
|
977 | op->contr->enable_save = false; |
|
|
978 | |
|
|
979 | terminate_all_pets (op); |
|
|
980 | leave_map (op); |
|
|
981 | op->direction = 0; |
|
|
982 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
983 | |
|
|
984 | strcpy (op->contr->killer, "quit"); |
|
|
985 | check_score (op); |
|
|
986 | op->contr->party = 0; |
|
|
987 | op->contr->own_title[0] = '\0'; |
|
|
988 | |
|
|
989 | object_ptr ob = op; |
|
|
990 | |
|
|
991 | /* We need to hunt for any per player unique maps in memory and |
|
|
992 | * get rid of them. The trailing slash in the path is intentional, |
|
|
993 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
994 | */ |
|
|
995 | char buf[MAX_BUF]; |
|
|
996 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
997 | |
|
|
998 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
999 | { |
|
|
1000 | next = mp->next; |
|
|
1001 | |
|
|
1002 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1003 | delete_map (mp); |
|
|
1004 | } |
|
|
1005 | |
|
|
1006 | delete_character (ob->name, 1); |
|
|
1007 | ob->contr->destroy (); |
|
|
1008 | |
|
|
1009 | return 1; |
|
|
1010 | } |
|
|
1011 | |
|
|
1012 | void |
971 | void |
1013 | flee_player (object *op) |
972 | flee_player (object *op) |
1014 | { |
973 | { |
1015 | int dir, diff; |
974 | int dir, diff; |
1016 | rv_vector rv; |
975 | rv_vector rv; |
… | |
… | |
1071 | int |
1030 | int |
1072 | check_pick (object *op) |
1031 | check_pick (object *op) |
1073 | { |
1032 | { |
1074 | object *tmp, *next; |
1033 | object *tmp, *next; |
1075 | int stop = 0; |
1034 | int stop = 0; |
1076 | int j, k, wvratio; |
1035 | int wvratio; |
1077 | char putstring[128], tmpstr[16]; |
1036 | char putstring[128]; |
1078 | |
1037 | |
1079 | /* if you're flying, you cna't pick up anything */ |
1038 | /* if you're flying, you cna't pick up anything */ |
1080 | if (op->move_type & MOVE_FLYING) |
1039 | if (op->move_type & MOVE_FLYING) |
1081 | return 1; |
1040 | return 1; |
1082 | |
1041 | |
… | |
… | |
1419 | * found object is returned. |
1378 | * found object is returned. |
1420 | */ |
1379 | */ |
1421 | object * |
1380 | object * |
1422 | find_arrow (object *op, const char *type) |
1381 | find_arrow (object *op, const char *type) |
1423 | { |
1382 | { |
1424 | object *tmp = NULL; |
1383 | object *tmp = 0; |
1425 | |
1384 | |
1426 | for (op = op->inv; op; op = op->below) |
1385 | for (op = op->inv; op; op = op->below) |
1427 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1428 | tmp = find_arrow (op, type); |
1387 | tmp = find_arrow (op, type); |
1429 | else if (op->type == ARROW && op->race == type) |
1388 | else if (op->type == ARROW && op->race == type) |
1430 | return op; |
1389 | return op; |
|
|
1390 | |
1431 | return tmp; |
1391 | return tmp; |
1432 | } |
1392 | } |
1433 | |
1393 | |
1434 | /* |
1394 | /* |
1435 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1395 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1436 | * against the target. A full test is not performed, simply a basic test |
1396 | * against the target. A full test is not performed, simply a basic test |
1437 | * of resistances. The archer is making a quick guess at what he sees down |
1397 | * of resistances. The archer is making a quick guess at what he sees down |
1438 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1439 | */ |
1399 | */ |
1440 | |
|
|
1441 | object * |
1400 | object * |
1442 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1443 | { |
1402 | { |
1444 | object *tmp = NULL, *arrow, *ntmp; |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1445 | int attacknum, attacktype, betterby = 0, i; |
1404 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1668 | return 0; |
1627 | return 0; |
1669 | } |
1628 | } |
1670 | |
1629 | |
1671 | arrow->set_owner (op); |
1630 | arrow->set_owner (op); |
1672 | arrow->skill = bow->skill; |
1631 | arrow->skill = bow->skill; |
1673 | |
|
|
1674 | arrow->direction = dir; |
1632 | arrow->direction = dir; |
1675 | arrow->x = sx; |
|
|
1676 | arrow->y = sy; |
|
|
1677 | |
1633 | |
1678 | if (op->type == PLAYER) |
1634 | if (op->type == PLAYER) |
1679 | { |
1635 | { |
1680 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1636 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1681 | op->update_stats (); |
1637 | op->update_stats (); |
… | |
… | |
1696 | |
1652 | |
1697 | /* update the speed */ |
1653 | /* update the speed */ |
1698 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1654 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1699 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1655 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1700 | |
1656 | |
1701 | if (arrow->speed < 1.0) |
1657 | arrow->set_speed (max (arrow->speed, 1.0)); |
1702 | arrow->speed = 1.0; |
|
|
1703 | update_ob_speed (arrow); |
|
|
1704 | arrow->speed_left = 0; |
1658 | arrow->speed_left = 0; |
1705 | |
1659 | |
1706 | if (op->type == PLAYER) |
1660 | if (op->type == PLAYER) |
1707 | { |
1661 | { |
1708 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1662 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1721 | arrow->attacktype |= bow->attacktype; |
1675 | arrow->attacktype |= bow->attacktype; |
1722 | |
1676 | |
1723 | if (bow->slaying) |
1677 | if (bow->slaying) |
1724 | arrow->slaying = bow->slaying; |
1678 | arrow->slaying = bow->slaying; |
1725 | |
1679 | |
1726 | arrow->map = m; |
|
|
1727 | arrow->move_type = MOVE_FLY_LOW; |
1680 | arrow->move_type = MOVE_FLY_LOW; |
1728 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1681 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1729 | |
1682 | |
1730 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1683 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1731 | insert_ob_in_map (arrow, m, op, 0); |
1684 | m->insert (arrow, sx, sy, op); |
1732 | |
1685 | |
1733 | if (!arrow->destroyed ()) |
1686 | if (!arrow->destroyed ()) |
1734 | move_arrow (arrow); |
1687 | move_arrow (arrow); |
1735 | |
1688 | |
1736 | if (op->type == PLAYER) |
1689 | if (op->type == PLAYER) |
… | |
… | |
1762 | } |
1715 | } |
1763 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1716 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1764 | { |
1717 | { |
1765 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1718 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1766 | wcmod = -1; |
1719 | wcmod = -1; |
|
|
1720 | |
1767 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1721 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1768 | } |
1722 | } |
1769 | else if (op->contr->bowtype == bow_threewide) |
1723 | else if (op->contr->bowtype == bow_threewide) |
1770 | { |
1724 | { |
1771 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1725 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
1841 | |
1795 | |
1842 | if (item->arch) |
1796 | if (item->arch) |
1843 | { |
1797 | { |
1844 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1798 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1845 | item->face = item->arch->clone.face; |
1799 | item->face = item->arch->clone.face; |
1846 | item->speed = 0; |
1800 | item->set_speed (0); |
1847 | update_ob_speed (item); |
|
|
1848 | } |
1801 | } |
|
|
1802 | |
1849 | if ((tmp = item->in_player ())) |
1803 | if ((tmp = item->in_player ())) |
1850 | esrv_update_item (UPD_ANIM, tmp, item); |
1804 | esrv_update_item (UPD_ANIM, tmp, item); |
1851 | } |
1805 | } |
1852 | } |
1806 | } |
1853 | else if (item->type == ROD || item->type == HORN) |
1807 | else if (item->type == ROD || item->type == HORN) |
1854 | { |
|
|
1855 | drain_rod_charge (item); |
1808 | drain_rod_charge (item); |
1856 | } |
|
|
1857 | } |
1809 | } |
1858 | } |
1810 | } |
1859 | |
1811 | |
1860 | /* Received a fire command for the player - go and do it. |
1812 | /* Received a fire command for the player - go and do it. |
1861 | */ |
1813 | */ |
… | |
… | |
1900 | { |
1852 | { |
1901 | if (op->type == PLAYER) |
1853 | if (op->type == PLAYER) |
1902 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1903 | return; |
1855 | return; |
1904 | } |
1856 | } |
|
|
1857 | |
1905 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1906 | return; |
1859 | return; |
1907 | case range_builder: |
1860 | case range_builder: |
1908 | apply_map_builder (op, dir); |
1861 | apply_map_builder (op, dir); |
1909 | return; |
1862 | return; |
1910 | default: |
1863 | default: |
1911 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1912 | return; |
1865 | return; |
1913 | } |
1866 | } |
1914 | } |
1867 | } |
1915 | |
|
|
1916 | |
|
|
1917 | |
1868 | |
1918 | /* find_key |
1869 | /* find_key |
1919 | * We try to find a key for the door as passed. If we find a key |
1870 | * We try to find a key for the door as passed. If we find a key |
1920 | * and successfully use it, we return the key, otherwise NULL |
1871 | * and successfully use it, we return the key, otherwise NULL |
1921 | * This function merges both normal and locked door, since the logic |
1872 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1923 | * pl is the player, |
1874 | * pl is the player, |
1924 | * inv is the objects inventory to searched |
1875 | * inv is the objects inventory to searched |
1925 | * door is the door we are trying to match against. |
1876 | * door is the door we are trying to match against. |
1926 | * This function can be called recursively to search containers. |
1877 | * This function can be called recursively to search containers. |
1927 | */ |
1878 | */ |
1928 | |
|
|
1929 | object * |
1879 | object * |
1930 | find_key (object *pl, object *container, object *door) |
1880 | find_key (object *pl, object *container, object *door) |
1931 | { |
1881 | { |
1932 | object *tmp, *key; |
1882 | object *tmp, *key; |
1933 | |
1883 | |
1934 | /* Should not happen, but sanity checking is never bad */ |
1884 | /* Should not happen, but sanity checking is never bad */ |
1935 | if (container->inv == NULL) |
1885 | if (!container->inv) |
1936 | return NULL; |
1886 | return 0; |
1937 | |
1887 | |
1938 | /* First, lets try to find a key in the top level inventory */ |
1888 | /* First, lets try to find a key in the top level inventory */ |
1939 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1889 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1940 | { |
1890 | { |
1941 | if (door->type == DOOR && tmp->type == KEY) |
1891 | if (door->type == DOOR && tmp->type == KEY) |
1942 | break; |
1892 | break; |
1943 | /* For sanity, we should really check door type, but other stuff |
1893 | /* For sanity, we should really check door type, but other stuff |
1944 | * (like containers) can be locked with special keys |
1894 | * (like containers) can be locked with special keys |
1945 | */ |
1895 | */ |
1946 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1896 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1947 | break; |
1897 | break; |
1948 | } |
1898 | } |
|
|
1899 | |
1949 | /* No key found - lets search inventories now */ |
1900 | /* No key found - lets search inventories now */ |
1950 | /* If we find and use a key in an inventory, return at that time. |
1901 | /* If we find and use a key in an inventory, return at that time. |
1951 | * otherwise, if we search all the inventories and still don't find |
1902 | * otherwise, if we search all the inventories and still don't find |
1952 | * a key, return |
1903 | * a key, return |
1953 | */ |
1904 | */ |
1954 | if (!tmp) |
1905 | if (!tmp) |
1955 | { |
1906 | { |
1956 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1907 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1957 | { |
1908 | { |
1958 | /* No reason to search empty containers */ |
1909 | /* No reason to search empty containers */ |
1959 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | if (tmp->type == CONTAINER && tmp->inv) |
1960 | { |
1911 | { |
1961 | if ((key = find_key (pl, tmp, door)) != NULL) |
1912 | if ((key = find_key (pl, tmp, door))) |
1962 | return key; |
1913 | return key; |
1963 | } |
1914 | } |
1964 | } |
1915 | } |
|
|
1916 | |
1965 | if (!tmp) |
1917 | if (!tmp) |
1966 | return NULL; |
1918 | return NULL; |
1967 | } |
1919 | } |
|
|
1920 | |
1968 | /* We get down here if we have found a key. Now if its in a container, |
1921 | /* We get down here if we have found a key. Now if its in a container, |
1969 | * see if we actually want to use it |
1922 | * see if we actually want to use it |
1970 | */ |
1923 | */ |
1971 | if (pl != container) |
1924 | if (pl != container) |
1972 | { |
1925 | { |
… | |
… | |
1993 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1994 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1947 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1995 | return NULL; |
1948 | return NULL; |
1996 | } |
1949 | } |
1997 | } |
1950 | } |
|
|
1951 | |
1998 | return tmp; |
1952 | return tmp; |
1999 | } |
1953 | } |
2000 | |
1954 | |
2001 | /* moved door processing out of move_player_attack. |
1955 | /* moved door processing out of move_player_attack. |
2002 | * returns 1 if player has opened the door with a key |
1956 | * returns 1 if player has opened the door with a key |
… | |
… | |
2020 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
2021 | if (action_makes_visible (op)) |
1975 | if (action_makes_visible (op)) |
2022 | make_visible (op); |
1976 | make_visible (op); |
2023 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2024 | spring_trap (door->inv, op); |
1978 | spring_trap (door->inv, op); |
|
|
1979 | |
2025 | if (door->type == DOOR) |
1980 | if (door->type == DOOR) |
2026 | { |
|
|
2027 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2028 | } |
|
|
2029 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
2030 | { |
1983 | { |
2031 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2032 | remove_door2 (door); /* remove door without violence ;-) */ |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
2033 | } |
1986 | } |
|
|
1987 | |
2034 | /* Do this after we print the message */ |
1988 | /* Do this after we print the message */ |
2035 | decrease_ob (key); /* Use up one of the keys */ |
1989 | decrease_ob (key); /* Use up one of the keys */ |
2036 | /* Need to update the weight the container the key was in */ |
1990 | /* Need to update the weight the container the key was in */ |
2037 | if (container != op) |
1991 | if (container != op) |
2038 | esrv_update_item (UPD_WEIGHT, op, container); |
1992 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1993 | |
2039 | return 1; /* Nothing more to do below */ |
1994 | return 1; /* Nothing more to do below */ |
2040 | } |
1995 | } |
2041 | else if (door->type == LOCKED_DOOR) |
1996 | else if (door->type == LOCKED_DOOR) |
2042 | { |
1997 | { |
2043 | /* Might as well return now - no other way to open this */ |
1998 | /* Might as well return now - no other way to open this */ |
2044 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1999 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2045 | return 1; |
2000 | return 1; |
2046 | } |
2001 | } |
|
|
2002 | |
2047 | return 0; |
2003 | return 0; |
2048 | } |
2004 | } |
2049 | |
2005 | |
2050 | /* This function is just part of a breakup from move_player. |
2006 | /* This function is just part of a breakup from move_player. |
2051 | * It should keep the code cleaner. |
2007 | * It should keep the code cleaner. |
… | |
… | |
2077 | */ |
2033 | */ |
2078 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2034 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2079 | { |
2035 | { |
2080 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2036 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2081 | { |
2037 | { |
2082 | m = get_map_from_coord (op->map, &nx, &ny); |
2038 | m = op->map->xy_find (nx, ny); |
2083 | if (!m) |
2039 | if (!m) |
2084 | return; /* Don't think this should happen */ |
2040 | return; /* Don't think this should happen */ |
2085 | } |
2041 | } |
2086 | else |
2042 | else |
2087 | m = op->map; |
2043 | m = op->map; |
2088 | |
2044 | |
2089 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2045 | if (!(tmp = m->at (nx, ny).bot)) |
2090 | { |
|
|
2091 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2092 | return; |
2046 | return; |
2093 | } |
|
|
2094 | |
2047 | |
2095 | mon = 0; |
2048 | mon = 0; |
2096 | /* Go through all the objects, and find ones of interest. Only stop if |
2049 | /* Go through all the objects, and find ones of interest. Only stop if |
2097 | * we find a monster - that is something we know we want to attack. |
2050 | * we find a monster - that is something we know we want to attack. |
2098 | * if its a door or barrel (can roll) see if there may be monsters |
2051 | * if its a door or barrel (can roll) see if there may be monsters |
… | |
… | |
2151 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2104 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2152 | { |
2105 | { |
2153 | /* If we're braced, we don't want to switch places with it */ |
2106 | /* If we're braced, we don't want to switch places with it */ |
2154 | if (op->contr->braced) |
2107 | if (op->contr->braced) |
2155 | return; |
2108 | return; |
|
|
2109 | |
2156 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2110 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2157 | (void) push_ob (mon, dir, op); |
2111 | (void) push_ob (mon, dir, op); |
2158 | if (op->contr->tmp_invis || op->hide) |
2112 | if (op->contr->tmp_invis || op->hide) |
2159 | make_visible (op); |
2113 | make_visible (op); |
|
|
2114 | |
2160 | return; |
2115 | return; |
2161 | } |
2116 | } |
2162 | |
2117 | |
2163 | /* in certain circumstances, you shouldn't attack friendly |
2118 | /* in certain circumstances, you shouldn't attack friendly |
2164 | * creatures. Note that if you are braced, you can't push |
2119 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2178 | !on_battleground)) |
2133 | !on_battleground)) |
2179 | { |
2134 | { |
2180 | if (!op->contr->braced) |
2135 | if (!op->contr->braced) |
2181 | { |
2136 | { |
2182 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2137 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2183 | (void) push_ob (mon, dir, op); |
2138 | push_ob (mon, dir, op); |
2184 | } |
2139 | } |
2185 | else |
2140 | else |
2186 | new_draw_info (0, 0, op, "You withhold your attack"); |
2141 | new_draw_info (0, 0, op, "You withhold your attack"); |
2187 | |
2142 | |
2188 | if (op->contr->tmp_invis || op->hide) |
2143 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2203 | * Way it works is like this: First, it must have some hit points |
2158 | * Way it works is like this: First, it must have some hit points |
2204 | * and be living. Then, it must be one of the following: |
2159 | * and be living. Then, it must be one of the following: |
2205 | * 1) Not a player, 2) A player, but of a different party. Note |
2160 | * 1) Not a player, 2) A player, but of a different party. Note |
2206 | * that party_number -1 is no party, so attacks can still happen. |
2161 | * that party_number -1 is no party, so attacks can still happen. |
2207 | */ |
2162 | */ |
2208 | |
|
|
2209 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2163 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2210 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2164 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2211 | { |
2165 | { |
2212 | |
2166 | |
2213 | /* If the player hasn't hit something this tick, and does |
2167 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2247 | int |
2201 | int |
2248 | move_player (object *op, int dir) |
2202 | move_player (object *op, int dir) |
2249 | { |
2203 | { |
2250 | int pick; |
2204 | int pick; |
2251 | |
2205 | |
2252 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2206 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2253 | return 0; |
2207 | return 0; |
2254 | |
2208 | |
2255 | /* Sanity check: make sure dir is valid */ |
2209 | /* Sanity check: make sure dir is valid */ |
2256 | if ((dir < 0) || (dir >= 9)) |
2210 | if ((dir < 0) || (dir >= 9)) |
2257 | { |
2211 | { |
2258 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2212 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2259 | return 0; |
2213 | return 0; |
2260 | } |
2214 | } |
2261 | |
2215 | |
2262 | /* peterm: added following line */ |
2216 | /* peterm: added following line */ |
2263 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2217 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2264 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2218 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2265 | |
2219 | |
2266 | op->facing = dir; |
2220 | op->facing = dir; |
2267 | |
2221 | |
2268 | if (op->hide) |
2222 | if (op->hide) |
2269 | do_hidden_move (op); |
2223 | do_hidden_move (op); |
… | |
… | |
2345 | |
2299 | |
2346 | /* call this here - we also will call this in do_ericserver, but |
2300 | /* call this here - we also will call this in do_ericserver, but |
2347 | * the players time has been increased when doericserver has been |
2301 | * the players time has been increased when doericserver has been |
2348 | * called, so we recheck it here. |
2302 | * called, so we recheck it here. |
2349 | */ |
2303 | */ |
2350 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2304 | if (op->contr->ns->handle_command ()) |
2351 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2305 | return 1; |
2352 | ; |
|
|
2353 | |
2306 | |
2354 | if (op->speed_left < 0) |
2307 | if (op->speed_left > 0) |
2355 | return 0; |
2308 | { |
2356 | |
|
|
2357 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2309 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2358 | { |
2310 | { |
2359 | /* All move commands take 1 tick, at least for now */ |
2311 | /* All move commands take 1 tick, at least for now */ |
2360 | op->speed_left--; |
2312 | op->speed_left--; |
2361 | |
2313 | |
2362 | /* Instead of all the stuff below, let move_player take care |
2314 | /* Instead of all the stuff below, let move_player take care |
2363 | * of it. Also, some of the skill stuff is only put in |
2315 | * of it. Also, some of the skill stuff is only put in |
2364 | * there, as well as the confusion stuff. |
2316 | * there, as well as the confusion stuff. |
2365 | */ |
2317 | */ |
2366 | move_player (op, op->direction); |
2318 | move_player (op, op->direction); |
2367 | if (op->speed_left > 0) |
2319 | |
2368 | return 1; |
2320 | return op->speed_left > 0; |
2369 | else |
2321 | } |
2370 | return 0; |
|
|
2371 | } |
2322 | } |
2372 | |
2323 | |
2373 | return 0; |
2324 | return 0; |
2374 | } |
2325 | } |
2375 | |
2326 | |
… | |
… | |
2413 | * from. |
2364 | * from. |
2414 | */ |
2365 | */ |
2415 | void |
2366 | void |
2416 | remove_unpaid_objects (object *op, object *env) |
2367 | remove_unpaid_objects (object *op, object *env) |
2417 | { |
2368 | { |
2418 | object *next; |
|
|
2419 | |
|
|
2420 | while (op) |
2369 | while (op) |
2421 | { |
2370 | { |
2422 | next = op->below; /* Make sure we have a good value, in case |
2371 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2423 | * we remove object 'op' |
2372 | |
2424 | */ |
|
|
2425 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2373 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2426 | { |
2374 | { |
2427 | op->remove (); |
|
|
2428 | op->x = env->x; |
|
|
2429 | op->y = env->y; |
|
|
2430 | if (env->type == PLAYER) |
2375 | if (env->type == PLAYER) |
2431 | esrv_del_item (env->contr, op->count); |
2376 | esrv_del_item (env->contr, op->count); |
2432 | insert_ob_in_map (op, env->map, NULL, 0); |
2377 | |
|
|
2378 | op->insert_at (env); |
2433 | } |
2379 | } |
2434 | else if (op->inv) |
2380 | else if (op->inv) |
2435 | remove_unpaid_objects (op->inv, env); |
2381 | remove_unpaid_objects (op->inv, env); |
2436 | |
2382 | |
2437 | op = next; |
2383 | op = next; |
… | |
… | |
2730 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2676 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2731 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2677 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2732 | |
2678 | |
2733 | /* restore player */ |
2679 | /* restore player */ |
2734 | at = archetype::find ("poisoning"); |
2680 | at = archetype::find ("poisoning"); |
2735 | tmp = present_arch_in_ob (at, op); |
2681 | if (object *tmp = present_arch_in_ob (at, op)) |
2736 | if (tmp) |
|
|
2737 | { |
2682 | { |
2738 | tmp->destroy (); |
2683 | tmp->destroy (); |
2739 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2684 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2740 | } |
2685 | } |
2741 | |
2686 | |
2742 | at = archetype::find ("confusion"); |
2687 | at = archetype::find ("confusion"); |
2743 | tmp = present_arch_in_ob (at, op); |
2688 | if (object *tmp = present_arch_in_ob (at, op)) |
2744 | if (tmp) |
|
|
2745 | { |
2689 | { |
2746 | tmp->destroy (); |
2690 | tmp->destroy (); |
2747 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2691 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2748 | } |
2692 | } |
2749 | |
2693 | |
… | |
… | |
2751 | op->stats.hp = op->stats.maxhp; |
2695 | op->stats.hp = op->stats.maxhp; |
2752 | if (op->stats.food <= 0) |
2696 | if (op->stats.food <= 0) |
2753 | op->stats.food = 999; |
2697 | op->stats.food = 999; |
2754 | |
2698 | |
2755 | /* create a bodypart-trophy to make the winner happy */ |
2699 | /* create a bodypart-trophy to make the winner happy */ |
2756 | tmp = arch_to_object (archetype::find ("finger")); |
2700 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2757 | if (tmp != NULL) |
|
|
2758 | { |
2701 | { |
2759 | sprintf (buf, "%s's finger", &op->name); |
2702 | sprintf (buf, "%s's finger", &op->name); |
2760 | tmp->name = buf; |
2703 | tmp->name = buf; |
2761 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2762 | " the %s, when he was defeated at\n level %d by %s.\n", |
2705 | " the %s, when he was defeated at\n level %d by %s.\n", |
2763 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2764 | tmp->msg = buf; |
2707 | tmp->msg = buf; |
2765 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2708 | tmp->value = 0, tmp->type = 0; |
2766 | tmp->materialname = NULL; |
2709 | tmp->materialname = "organics"; |
2767 | tmp->x = op->x, tmp->y = op->y; |
2710 | tmp->insert_at (op, tmp); |
2768 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2769 | } |
2711 | } |
2770 | |
2712 | |
2771 | /* teleport defeated player to new destination */ |
2713 | /* teleport defeated player to new destination */ |
2772 | transfer_ob (op, x, y, 0, NULL); |
2714 | transfer_ob (op, x, y, 0, NULL); |
2773 | op->contr->braced = 0; |
2715 | op->contr->braced = 0; |
… | |
… | |
2778 | |
2720 | |
2779 | command_kill_pets (op, 0); |
2721 | command_kill_pets (op, 0); |
2780 | |
2722 | |
2781 | if (op->stats.food < 0) |
2723 | if (op->stats.food < 0) |
2782 | { |
2724 | { |
2783 | if (op->contr->explore) |
|
|
2784 | { |
|
|
2785 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2786 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2787 | op->stats.food = 999; |
|
|
2788 | return; |
|
|
2789 | } |
|
|
2790 | sprintf (buf, "%s starved to death.", &op->name); |
2725 | sprintf (buf, "%s starved to death.", &op->name); |
2791 | strcpy (op->contr->killer, "starvation"); |
2726 | strcpy (op->contr->killer, "starvation"); |
2792 | } |
2727 | } |
2793 | else |
2728 | else |
2794 | { |
|
|
2795 | if (op->contr->explore) |
|
|
2796 | { |
|
|
2797 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2798 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2799 | op->stats.hp = op->stats.maxhp; |
|
|
2800 | return; |
|
|
2801 | } |
|
|
2802 | sprintf (buf, "%s died.", &op->name); |
2729 | sprintf (buf, "%s died.", &op->name); |
2803 | } |
2730 | |
2804 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2731 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2805 | |
2732 | |
2806 | /* save the map location for corpse, gravestone */ |
2733 | /* save the map location for corpse, gravestone */ |
2807 | x = op->x; |
2734 | x = op->x; |
2808 | y = op->y; |
2735 | y = op->y; |
2809 | map = op->map; |
2736 | map = op->map; |
2810 | |
|
|
2811 | |
2737 | |
2812 | /* NOT_PERMADEATH code. This basically brings the character back to |
2738 | /* NOT_PERMADEATH code. This basically brings the character back to |
2813 | * life if they are dead - it takes some exp and a random stat. |
2739 | * life if they are dead - it takes some exp and a random stat. |
2814 | * See the config.h file for a little more in depth detail about this. |
2740 | * See the config.h file for a little more in depth detail about this. |
2815 | */ |
2741 | */ |
… | |
… | |
2832 | num_stats_lose = 1; |
2758 | num_stats_lose = 1; |
2833 | else |
2759 | else |
2834 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2760 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2835 | } |
2761 | } |
2836 | else |
2762 | else |
2837 | { |
|
|
2838 | num_stats_lose = 1; |
2763 | num_stats_lose = 1; |
2839 | } |
2764 | |
2840 | lost_a_stat = 0; |
2765 | lost_a_stat = 0; |
2841 | |
2766 | |
2842 | for (z = 0; z < num_stats_lose; z++) |
2767 | for (z = 0; z < num_stats_lose; z++) |
2843 | { |
2768 | { |
2844 | i = RANDOM () % NUM_STATS; |
2769 | i = RANDOM () % NUM_STATS; |
… | |
… | |
3002 | /* */ |
2927 | /* */ |
3003 | /****************************************/ |
2928 | /****************************************/ |
3004 | |
2929 | |
3005 | enter_player_savebed (op); |
2930 | enter_player_savebed (op); |
3006 | |
2931 | |
3007 | /* Save the player before inserting the force to reduce |
|
|
3008 | * chance of abuse. |
|
|
3009 | */ |
|
|
3010 | op->contr->braced = 0; |
2932 | op->contr->braced = 0; |
3011 | op->contr->save (); |
|
|
3012 | |
2933 | |
3013 | /* it is possible that the player has blown something up |
2934 | /* it is possible that the player has blown something up |
3014 | * at his savebed location, and that can have long lasting |
2935 | * at his savebed location, and that can have long lasting |
3015 | * spell effects. So first see if there is a spell effect |
2936 | * spell effects. So first see if there is a spell effect |
3016 | * on the space that might harm the player. |
2937 | * on the space that might harm the player. |
… | |
… | |
3045 | void |
2966 | void |
3046 | loot_object (object *op) |
2967 | loot_object (object *op) |
3047 | { /* Grab and destroy some treasure */ |
2968 | { /* Grab and destroy some treasure */ |
3048 | object *tmp, *tmp2, *next; |
2969 | object *tmp, *tmp2, *next; |
3049 | |
2970 | |
3050 | if (op->container) |
2971 | op->close_container (); /* close open sack first */ |
3051 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3052 | |
2972 | |
3053 | for (tmp = op->inv; tmp; tmp = next) |
2973 | for (tmp = op->inv; tmp; tmp = next) |
3054 | { |
2974 | { |
3055 | next = tmp->below; |
2975 | next = tmp->below; |
3056 | |
2976 | |
3057 | if (tmp->invisible) |
2977 | if (tmp->invisible) |
3058 | continue; |
2978 | continue; |
3059 | |
2979 | |
3060 | tmp->remove (); |
2980 | tmp->remove (); |
3061 | tmp->x = op->x, tmp->y = op->y; |
2981 | tmp->x = op->x, tmp->y = op->y; |
|
|
2982 | |
3062 | if (tmp->type == CONTAINER) |
2983 | if (tmp->type == CONTAINER) |
3063 | { /* empty container to ground */ |
2984 | loot_object (tmp); /* empty container to ground */ |
3064 | loot_object (tmp); |
2985 | |
3065 | } |
|
|
3066 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2986 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3067 | { |
2987 | { |
3068 | if (tmp->nrof > 1) |
2988 | if (tmp->nrof > 1) |
3069 | { |
2989 | { |
3070 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2990 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3071 | tmp2->destroy (); |
2991 | tmp2->destroy (); |
… | |
… | |
3082 | /* |
3002 | /* |
3083 | * fix_weight(): Check recursively the weight of all players, and fix |
3003 | * fix_weight(): Check recursively the weight of all players, and fix |
3084 | * what needs to be fixed. Refresh windows and fix speed if anything |
3004 | * what needs to be fixed. Refresh windows and fix speed if anything |
3085 | * was changed. |
3005 | * was changed. |
3086 | */ |
3006 | */ |
3087 | |
|
|
3088 | void |
3007 | void |
3089 | fix_weight (void) |
3008 | fix_weight (void) |
3090 | { |
3009 | { |
3091 | for_all_players (pl) |
3010 | for_all_players (pl) |
3092 | { |
3011 | { |
… | |
… | |
3158 | } |
3077 | } |
3159 | |
3078 | |
3160 | int |
3079 | int |
3161 | is_true_undead (object *op) |
3080 | is_true_undead (object *op) |
3162 | { |
3081 | { |
3163 | object *tmp = NULL; |
|
|
3164 | |
|
|
3165 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3082 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3166 | return 1; |
3083 | return 1; |
3167 | |
3084 | |
3168 | return 0; |
3085 | return 0; |
3169 | } |
3086 | } |
… | |
… | |
3228 | |
3145 | |
3229 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3146 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3230 | |
3147 | |
3231 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3148 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3232 | if (op->type == PLAYER && op->contr->run_on) |
3149 | if (op->type == PLAYER && op->contr->run_on) |
3233 | { |
|
|
3234 | if (!skop || num >= skop->level) |
3150 | if (!skop || num >= skop->level) |
3235 | { |
3151 | { |
3236 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3152 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3237 | make_visible (op); |
3153 | make_visible (op); |
3238 | return; |
3154 | return; |
3239 | } |
3155 | } |
3240 | else |
3156 | else |
3241 | num += 20; |
3157 | num += 20; |
3242 | } |
3158 | |
3243 | num += op->map->difficulty; |
3159 | num += op->map->difficulty; |
3244 | hide = hideability (op); /* modify by terrain hidden level */ |
3160 | hide = hideability (op); /* modify by terrain hidden level */ |
3245 | num -= hide; |
3161 | num -= hide; |
|
|
3162 | |
3246 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3163 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3247 | { |
3164 | { |
3248 | make_visible (op); |
3165 | make_visible (op); |
3249 | if (op->type == PLAYER) |
3166 | if (op->type == PLAYER) |
3250 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3167 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3251 | } |
3168 | } |
3252 | else if (op->type == PLAYER && skop) |
3169 | else if (op->type == PLAYER && skop) |
3253 | { |
|
|
3254 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3170 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3255 | } |
|
|
3256 | } |
3171 | } |
3257 | |
3172 | |
3258 | /* determine if who is standing near a hostile creature. */ |
3173 | /* determine if who is standing near a hostile creature. */ |
3259 | |
3174 | |
3260 | int |
3175 | int |
… | |
… | |
3327 | if (pl->type != PLAYER) |
3242 | if (pl->type != PLAYER) |
3328 | { |
3243 | { |
3329 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3244 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3330 | return -1; |
3245 | return -1; |
3331 | } |
3246 | } |
|
|
3247 | |
3332 | if (!pl || !op) |
3248 | if (!pl || !op) |
3333 | return 0; |
3249 | return 0; |
3334 | |
3250 | |
3335 | if (op->head) |
|
|
3336 | { |
|
|
3337 | op = op->head; |
3251 | op = op->head_ (); |
3338 | } |
3252 | |
3339 | get_rangevector (pl, op, &rv, 0x1); |
3253 | get_rangevector (pl, op, &rv, 0x1); |
3340 | |
3254 | |
3341 | /* starting with the 'head' part, lets loop |
3255 | /* starting with the 'head' part, lets loop |
3342 | * through the object and find if it has any |
3256 | * through the object and find if it has any |
3343 | * part that is in the los array but isnt on |
3257 | * part that is in the los array but isnt on |
… | |
… | |
3473 | if (trlist == NULL || who->type != PLAYER) |
3387 | if (trlist == NULL || who->type != PLAYER) |
3474 | return; |
3388 | return; |
3475 | |
3389 | |
3476 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3390 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3477 | |
3391 | |
3478 | if (tr == NULL || tr->item == NULL) |
3392 | if (!tr || !tr->item) |
3479 | { |
3393 | { |
3480 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3394 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3481 | return; |
3395 | return; |
3482 | } |
3396 | } |
3483 | |
3397 | |
… | |
… | |
3608 | * not readied. |
3522 | * not readied. |
3609 | */ |
3523 | */ |
3610 | void |
3524 | void |
3611 | player_unready_range_ob (player *pl, object *ob) |
3525 | player_unready_range_ob (player *pl, object *ob) |
3612 | { |
3526 | { |
3613 | rangetype i; |
|
|
3614 | |
|
|
3615 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3527 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3616 | { |
|
|
3617 | if (pl->ranges[i] == ob) |
3528 | if (pl->ranges[i] == ob) |
3618 | { |
3529 | { |
3619 | pl->ranges[i] = NULL; |
3530 | pl->ranges[i] = 0; |
3620 | if (pl->shoottype == i) |
3531 | if (pl->shoottype == i) |
3621 | { |
|
|
3622 | pl->shoottype = range_none; |
3532 | pl->shoottype = range_none; |
3623 | } |
|
|
3624 | } |
3533 | } |
3625 | } |
|
|
3626 | } |
3534 | } |
|
|
3535 | |
|
|
3536 | sint8 |
|
|
3537 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3538 | { |
|
|
3539 | if (!ns) |
|
|
3540 | return 0; |
|
|
3541 | |
|
|
3542 | int dx, dy; |
|
|
3543 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3544 | return 0; |
|
|
3545 | |
|
|
3546 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3547 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3548 | |
|
|
3549 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3550 | return 0; |
|
|
3551 | |
|
|
3552 | return 100 - blocked_los [x][y]; |
|
|
3553 | } |