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 | #ifndef __CEXTRACT__ |
|
|
27 | # include <sproto.h> |
27 | #include <sproto.h> |
28 | #endif |
|
|
29 | #include <sounds.h> |
28 | #include <sounds.h> |
30 | #include <living.h> |
29 | #include <living.h> |
31 | #include <object.h> |
30 | #include <object.h> |
32 | #include <spells.h> |
31 | #include <spells.h> |
33 | #include <skills.h> |
32 | #include <skills.h> |
34 | #include <newclient.h> |
|
|
35 | |
33 | |
36 | #ifdef COZY_SERVER |
34 | #include <algorithm> |
37 | extern int same_party (partylist *a, partylist *b); |
35 | #include <functional> |
38 | #endif |
|
|
39 | |
36 | |
40 | player * |
37 | playervec players; |
41 | find_player (const char *plname) |
|
|
42 | { |
|
|
43 | player *pl; |
|
|
44 | |
|
|
45 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
46 | { |
|
|
47 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
48 | return pl; |
|
|
49 | }; |
|
|
50 | return NULL; |
|
|
51 | } |
|
|
52 | |
|
|
53 | player * |
|
|
54 | find_player_partial_name (const char *plname) |
|
|
55 | { |
|
|
56 | player *pl; |
|
|
57 | player *found = NULL; |
|
|
58 | size_t namelen = strlen (plname); |
|
|
59 | |
|
|
60 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
61 | { |
|
|
62 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
63 | continue; |
|
|
64 | |
|
|
65 | if (!strcmp (pl->ob->name, plname)) |
|
|
66 | return pl; |
|
|
67 | |
|
|
68 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
69 | { |
|
|
70 | if (found) |
|
|
71 | return NULL; |
|
|
72 | |
|
|
73 | found = pl; |
|
|
74 | } |
|
|
75 | } |
|
|
76 | return found; |
|
|
77 | } |
|
|
78 | |
38 | |
79 | void |
39 | void |
80 | display_motd (const object *op) |
40 | display_motd (const object *op) |
81 | { |
41 | { |
82 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
85 | int comp; |
45 | int comp; |
86 | int size; |
46 | int size; |
87 | |
47 | |
88 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
48 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
89 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
49 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
90 | { |
|
|
91 | return; |
50 | return; |
92 | } |
51 | |
93 | motd[0] = '\0'; |
52 | motd[0] = '\0'; |
94 | size = 0; |
53 | size = 0; |
|
|
54 | |
95 | while (fgets (buf, MAX_BUF, fp) != NULL) |
55 | while (fgets (buf, MAX_BUF, fp)) |
96 | { |
56 | { |
97 | if (*buf == '#') |
57 | if (*buf == '#') |
98 | continue; |
58 | continue; |
|
|
59 | |
99 | strncat (motd + size, buf, HUGE_BUF - size); |
60 | strncat (motd + size, buf, HUGE_BUF - size); |
100 | size += strlen (buf); |
61 | size += strlen (buf); |
101 | } |
62 | } |
|
|
63 | |
102 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
64 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
103 | close_and_delete (fp, comp); |
65 | close_and_delete (fp, comp); |
104 | } |
66 | } |
105 | |
67 | |
106 | void |
68 | void |
… | |
… | |
112 | int comp; |
74 | int comp; |
113 | int size; |
75 | int size; |
114 | |
76 | |
115 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
77 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
116 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
78 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
117 | { |
|
|
118 | return; |
79 | return; |
119 | } |
80 | |
120 | rules[0] = '\0'; |
81 | rules[0] = '\0'; |
121 | size = 0; |
82 | size = 0; |
|
|
83 | |
122 | while (fgets (buf, MAX_BUF, fp) != NULL) |
84 | while (fgets (buf, MAX_BUF, fp)) |
123 | { |
85 | { |
124 | if (*buf == '#') |
86 | if (*buf == '#') |
125 | continue; |
87 | continue; |
|
|
88 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
89 | if (size + strlen (buf) >= HUGE_BUF) |
127 | { |
90 | { |
128 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
91 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
129 | break; |
92 | break; |
130 | } |
93 | } |
|
|
94 | |
131 | strncat (rules + size, buf, HUGE_BUF - size); |
95 | strncat (rules + size, buf, HUGE_BUF - size); |
132 | size += strlen (buf); |
96 | size += strlen (buf); |
133 | } |
97 | } |
|
|
98 | |
134 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
135 | close_and_delete (fp, comp); |
100 | close_and_delete (fp, comp); |
136 | } |
101 | } |
137 | |
102 | |
138 | void |
103 | void |
… | |
… | |
146 | int size; |
111 | int size; |
147 | |
112 | |
148 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
113 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
149 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
150 | return; |
115 | return; |
|
|
116 | |
151 | news[0] = '\0'; |
117 | news[0] = '\0'; |
152 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
153 | size = 0; |
119 | size = 0; |
|
|
120 | |
154 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
155 | { |
122 | { |
156 | if (*buf == '#') |
123 | if (*buf == '#') |
157 | continue; |
124 | continue; |
|
|
125 | |
158 | if (*buf == '%') |
126 | if (*buf == '%') |
159 | { /* send one news */ |
127 | { /* send one news */ |
160 | if (size > 0) |
128 | if (size > 0) |
161 | 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", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
130 | |
162 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
163 | strip_endline (subject); |
132 | strip_endline (subject); |
164 | size = 0; |
133 | size = 0; |
165 | news[0] = '\0'; |
134 | news[0] = '\0'; |
166 | } |
135 | } |
… | |
… | |
175 | size += strlen (buf); |
144 | size += strlen (buf); |
176 | } |
145 | } |
177 | } |
146 | } |
178 | |
147 | |
179 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
180 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
181 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
182 | } |
|
|
183 | |
|
|
184 | int |
|
|
185 | playername_ok (const char *cp) |
|
|
186 | { |
|
|
187 | /* Don't allow - or _ as first character in the name */ |
|
|
188 | if (*cp == '-' || *cp == '_') |
|
|
189 | return 0; |
|
|
190 | |
|
|
191 | for (; *cp != '\0'; cp++) |
|
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192 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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193 | return 0; |
|
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194 | return 1; |
|
|
195 | } |
|
|
196 | |
|
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197 | /* This no longer sets the player map. Also, it now updates |
|
|
198 | * all the pointers so the caller doesn't need to do that. |
|
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199 | * Caller is responsible for setting the correct map. |
|
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200 | */ |
|
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201 | |
|
|
202 | /* Redo this to do both get_player_ob and get_player. |
|
|
203 | * Hopefully this will be less bugfree and simpler. |
|
|
204 | * Returns the player structure. If 'p' is null, |
|
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205 | * we create a new one. Otherwise, we recycle |
|
|
206 | * the one that is passed. |
|
|
207 | */ |
|
|
208 | static player * |
|
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209 | get_player (player *p) |
|
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210 | { |
|
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211 | object *op = arch_to_object (get_player_archetype (NULL)); |
|
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212 | int i; |
|
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213 | |
|
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214 | if (!p) |
|
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215 | { |
|
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216 | p = new player; |
|
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217 | |
|
|
218 | /* This adds the player in the linked list. There is extra |
|
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219 | * complexity here because we want to add the new player at the |
|
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220 | * end of the list - there is in fact no compelling reason that |
|
|
221 | * that needs to be done except for things like output of |
|
|
222 | * 'who'. |
|
|
223 | */ |
|
|
224 | player *tmp = first_player; |
|
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225 | |
|
|
226 | while (tmp != NULL && tmp->next != NULL) |
|
|
227 | tmp = tmp->next; |
|
|
228 | if (tmp != NULL) |
|
|
229 | tmp->next = p; |
|
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230 | else |
|
|
231 | first_player = p; |
|
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232 | |
|
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233 | p->next = NULL; |
|
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234 | } |
|
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235 | |
|
|
236 | /* Clears basically the entire player structure except |
|
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237 | * for next and socket. |
|
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238 | */ |
|
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239 | p->clear (); |
|
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240 | |
|
|
241 | /* There are some elements we want initialized to non zero value - |
|
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242 | * we deal with that below this point. |
|
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243 | */ |
|
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244 | p->party = NULL; |
|
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245 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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246 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
|
247 | p->unapply = unapply_nochoice; |
|
|
248 | p->Swap_First = -1; |
|
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249 | |
|
|
250 | #ifdef AUTOSAVE |
|
|
251 | p->last_save_tick = 9999999; |
|
|
252 | #endif |
|
|
253 | |
|
|
254 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
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255 | |
|
|
256 | op->contr = p; /* this aren't yet in archetype */ |
|
|
257 | p->ob = op; |
|
|
258 | op->speed_left = 0.5; |
|
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259 | op->speed = 1.0; |
|
|
260 | op->direction = 5; /* So player faces south */ |
|
|
261 | op->stats.wc = 2; |
|
|
262 | op->run_away = 25; /* Then we panick... */ |
|
|
263 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
264 | |
|
|
265 | roll_stats (op); |
|
|
266 | p->state = ST_ROLL_STAT; |
|
|
267 | clear_los (op); |
|
|
268 | |
|
|
269 | p->gen_sp_armour = 10; |
|
|
270 | p->last_speed = -1; |
|
|
271 | p->shoottype = range_none; |
|
|
272 | p->bowtype = bow_normal; |
|
|
273 | p->petmode = pet_normal; |
|
|
274 | p->listening = 10; |
|
|
275 | p->usekeys = containers; |
|
|
276 | p->last_weapon_sp = -1; |
|
|
277 | p->peaceful = 1; /* default peaceful */ |
|
|
278 | p->do_los = 1; |
|
|
279 | p->explore = 0; |
|
|
280 | p->no_shout = 0; /* default can shout */ |
|
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281 | |
|
|
282 | assign (p->title, op->arch->clone.name); |
|
|
283 | op->race = op->arch->clone.race; |
|
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284 | |
|
|
285 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
286 | |
|
|
287 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
288 | * if a player quits and starts a new character, we wont |
|
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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 | } |
151 | } |
308 | |
152 | |
309 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
310 | static void |
154 | static void |
311 | set_first_map (object *op) |
155 | set_first_map (object *op) |
312 | { |
156 | { |
313 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
314 | op->x = -1; |
158 | op->x = -1; |
315 | op->y = -1; |
159 | op->y = -1; |
316 | enter_exit (op, NULL); |
|
|
317 | } |
160 | } |
318 | |
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; |
|
|
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 | |
|
|
200 | if (ob->map) |
|
|
201 | maplevel = ob->map->path; |
|
|
202 | |
|
|
203 | ob->remove (); |
|
|
204 | ob->map = 0; |
|
|
205 | party = 0; |
|
|
206 | |
|
|
207 | // for weird reasons, this is often "ob", keeping a circular reference |
|
|
208 | ranges [range_skill] = 0; |
|
|
209 | |
|
|
210 | players.erase (this); |
|
|
211 | } |
|
|
212 | |
|
|
213 | // connect the player with a specific client |
|
|
214 | // also changed, rationalises, and fixes some incorrect settings |
|
|
215 | void |
|
|
216 | player::connect (client *ns) |
|
|
217 | { |
|
|
218 | this->ns = ns; |
|
|
219 | ns->pl = this; |
|
|
220 | |
|
|
221 | run_on = 0; |
|
|
222 | fire_on = 0; |
|
|
223 | ob->close_container (); //TODO: client-specific |
|
|
224 | |
|
|
225 | ns->update_look = 0; |
|
|
226 | ns->look_position = 0; |
|
|
227 | |
|
|
228 | clear_los (ob); |
|
|
229 | |
|
|
230 | ns->reset_stats (); |
|
|
231 | |
|
|
232 | /* make sure he's a player -- needed because of class change. */ |
|
|
233 | ob->type = PLAYER; // we are paranoid |
|
|
234 | ob->race = ob->arch->clone.race; |
|
|
235 | |
|
|
236 | if (!legal_range (ob, shoottype)) |
|
|
237 | shoottype = range_none; |
|
|
238 | |
|
|
239 | ob->carrying = sum_weight (ob); |
|
|
240 | link_player_skills (ob); |
|
|
241 | |
|
|
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
243 | |
|
|
244 | assign (title, ob->arch->clone.name); |
|
|
245 | |
|
|
246 | /* if it's a dragon player, set the correct title here */ |
|
|
247 | if (is_dragon_pl (ob)) |
|
|
248 | { |
|
|
249 | object *tmp, *abil = 0, *skin = 0; |
|
|
250 | |
|
|
251 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
252 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
253 | |
|
|
254 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
255 | if (tmp->type == FORCE) |
|
|
256 | if (tmp->arch->name == dragon_ability_force) |
|
|
257 | abil = tmp; |
|
|
258 | else if (tmp->arch->name == dragon_skin_force) |
|
|
259 | skin = tmp; |
|
|
260 | |
|
|
261 | set_dragon_name (ob, abil, skin); |
|
|
262 | } |
|
|
263 | |
|
|
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
265 | |
|
|
266 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
267 | |
|
|
268 | ob->update_stats (); |
|
|
269 | ns->floorbox_update (); |
|
|
270 | |
|
|
271 | esrv_send_inventory (ob, ob); |
|
|
272 | esrv_add_spells (this, 0); |
|
|
273 | |
|
|
274 | activate (); |
|
|
275 | |
|
|
276 | send_rules (ob); |
|
|
277 | send_news (ob); |
|
|
278 | display_motd (ob); |
|
|
279 | |
|
|
280 | INVOKE_PLAYER (CONNECT, this); |
|
|
281 | INVOKE_PLAYER (LOGIN, this); |
|
|
282 | } |
|
|
283 | |
|
|
284 | void |
|
|
285 | player::disconnect () |
|
|
286 | { |
|
|
287 | if (ns) |
|
|
288 | { |
|
|
289 | if (active) |
|
|
290 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
291 | |
|
|
292 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
293 | |
|
|
294 | ns->reset_stats (); |
|
|
295 | ns->pl = 0; |
|
|
296 | ns = 0; |
|
|
297 | } |
|
|
298 | |
|
|
299 | if (ob) |
|
|
300 | ob->close_container (); //TODO: client-specific |
|
|
301 | |
|
|
302 | deactivate (); |
|
|
303 | } |
|
|
304 | |
|
|
305 | // the need for this function can be explained |
|
|
306 | // by load_object not returning the object |
|
|
307 | void |
|
|
308 | player::set_object (object *op) |
|
|
309 | { |
|
|
310 | ob = op; |
|
|
311 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
312 | |
|
|
313 | ob->speed_left = 0.5; |
|
|
314 | ob->speed = 1.0; |
|
|
315 | ob->direction = 5; /* So player faces south */ |
|
|
316 | } |
|
|
317 | |
|
|
318 | player::player () |
|
|
319 | { |
|
|
320 | /* There are some elements we want initialised to non zero value - |
|
|
321 | * we deal with that below this point. |
|
|
322 | */ |
|
|
323 | outputs_sync = 4; |
|
|
324 | outputs_count = 4; |
|
|
325 | unapply = unapply_nochoice; |
|
|
326 | |
|
|
327 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
328 | |
|
|
329 | gen_sp_armour = 10; |
|
|
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
|
|
332 | petmode = pet_normal; |
|
|
333 | listening = 10; |
|
|
334 | usekeys = containers; |
|
|
335 | peaceful = 1; /* default peaceful */ |
|
|
336 | do_los = 1; |
|
|
337 | } |
|
|
338 | |
|
|
339 | void |
|
|
340 | player::do_destroy () |
|
|
341 | { |
|
|
342 | disconnect (); |
|
|
343 | |
|
|
344 | attachable::do_destroy (); |
|
|
345 | |
|
|
346 | if (ob) |
|
|
347 | { |
|
|
348 | ob->destroy_inv (false); |
|
|
349 | ob->destroy (); |
|
|
350 | } |
|
|
351 | } |
|
|
352 | |
|
|
353 | player::~player () |
|
|
354 | { |
|
|
355 | /* Clear item stack */ |
|
|
356 | free (stack_items); |
|
|
357 | } |
|
|
358 | |
319 | /* Tries to add player on the connection passwd in ns. |
359 | /* Tries to add player on the connection passed in ns. |
320 | * All we can really get in this is some settings like host and display |
360 | * All we can really get in this is some settings like host and display |
321 | * mode. |
361 | * mode. |
322 | */ |
362 | */ |
323 | |
|
|
324 | int |
|
|
325 | add_player (NewSocket * ns) |
|
|
326 | { |
|
|
327 | player *p; |
363 | player * |
|
|
364 | player::create () |
|
|
365 | { |
|
|
366 | player *pl = new player; |
328 | |
367 | |
329 | p = get_player (NULL); |
368 | pl->set_object (arch_to_object (get_player_archetype (0))); |
330 | p->socket = *ns; |
|
|
331 | p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
332 | |
369 | |
333 | if (p->socket.faces_sent == NULL) |
370 | pl->ob->roll_stats (); |
334 | fatal (OUT_OF_MEMORY); |
371 | pl->ob->stats.wc = 2; |
|
|
372 | pl->ob->run_away = 25; /* Then we panick... */ |
335 | |
373 | |
336 | memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
337 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
338 | * Note that this can result in a client reset if there is partial data |
|
|
339 | * on the uncoming socket. |
|
|
340 | */ |
|
|
341 | p->socket.inbuf.len = 0; |
|
|
342 | set_first_map (p->ob); |
374 | set_first_map (pl->ob); |
343 | |
375 | |
344 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
345 | add_friendly_object (p->ob); |
|
|
346 | send_rules (p->ob); |
|
|
347 | send_news (p->ob); |
|
|
348 | display_motd (p->ob); |
|
|
349 | get_name (p->ob); |
|
|
350 | |
|
|
351 | return 0; |
376 | return pl; |
352 | } |
377 | } |
353 | |
378 | |
354 | /* |
379 | /* |
355 | * get_player_archetype() return next player archetype from archetype |
380 | * get_player_archetype() return next player archetype from archetype |
356 | * list. Not very efficient routine, but used only creating new players. |
381 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
365 | { |
390 | { |
366 | if (at == NULL || at->next == NULL) |
391 | if (at == NULL || at->next == NULL) |
367 | at = first_archetype; |
392 | at = first_archetype; |
368 | else |
393 | else |
369 | at = at->next; |
394 | at = at->next; |
|
|
395 | |
370 | if (at->clone.type == PLAYER) |
396 | if (at->clone.type == PLAYER) |
371 | return at; |
397 | return at; |
|
|
398 | |
372 | if (at == start) |
399 | if (at == start) |
373 | { |
400 | { |
374 | LOG (llevError, "No Player archetypes\n"); |
401 | LOG (llevError, "No Player archetypes\n"); |
375 | exit (-1); |
402 | exit (-1); |
376 | } |
403 | } |
377 | } |
404 | } |
378 | } |
405 | } |
379 | |
406 | |
380 | |
|
|
381 | object * |
407 | object * |
382 | get_nearest_player (object *mon) |
408 | get_nearest_player (object *mon) |
383 | { |
409 | { |
384 | object *op = NULL; |
410 | object *op = NULL; |
385 | player *pl = NULL; |
|
|
386 | objectlink *ol; |
411 | objectlink *ol; |
387 | unsigned lastdist; |
412 | unsigned lastdist; |
388 | rv_vector rv; |
413 | rv_vector rv; |
389 | |
414 | |
390 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
415 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
391 | { |
416 | { |
392 | /* We should not find free objects on this friendly list, but it |
417 | /* We should not find free objects on this friendly list, but it |
393 | * does periodically happen. Given that, lets deal with it. |
418 | * does periodically happen. Given that, lets deal with it. |
394 | * While unlikely, it is possible the next object on the friendly |
419 | * While unlikely, it is possible the next object on the friendly |
395 | * list is also free, so encapsulate this in a while loop. |
420 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
399 | object *tmp = ol->ob; |
424 | object *tmp = ol->ob; |
400 | |
425 | |
401 | /* Can't do much more other than log the fact, because the object |
426 | /* Can't do much more other than log the fact, because the object |
402 | * itself will have been cleared. |
427 | * itself will have been cleared. |
403 | */ |
428 | */ |
404 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
429 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
430 | tmp->debug_desc ()); |
405 | ol = ol->next; |
431 | ol = ol->next; |
406 | remove_friendly_object (tmp); |
432 | remove_friendly_object (tmp); |
407 | if (!ol) |
433 | if (!ol) |
408 | return op; |
434 | return op; |
409 | } |
435 | } |
… | |
… | |
422 | { |
448 | { |
423 | op = ol->ob; |
449 | op = ol->ob; |
424 | lastdist = rv.distance; |
450 | lastdist = rv.distance; |
425 | } |
451 | } |
426 | } |
452 | } |
427 | for (pl = first_player; pl != NULL; pl = pl->next) |
453 | |
428 | { |
454 | for_all_players (pl) |
429 | if (can_detect_enemy (mon, pl->ob, &rv)) |
455 | if (can_detect_enemy (mon, pl->ob, &rv)) |
430 | { |
|
|
431 | |
|
|
432 | if (lastdist > rv.distance) |
456 | if (lastdist > rv.distance) |
433 | { |
457 | { |
434 | op = pl->ob; |
458 | op = pl->ob; |
435 | lastdist = rv.distance; |
459 | lastdist = rv.distance; |
436 | } |
460 | } |
437 | } |
461 | |
438 | } |
|
|
439 | #if 0 |
462 | #if 0 |
440 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
463 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
441 | #endif |
464 | #endif |
442 | return op; |
465 | return op; |
443 | } |
466 | } |
… | |
… | |
461 | * circling behaviour. Unfortunately, this function is also used to determined |
484 | * circling behaviour. Unfortunately, this function is also used to determined |
462 | * if the creature should cast a spell, so returning a direction in that case |
485 | * if the creature should cast a spell, so returning a direction in that case |
463 | * is probably not a good thing. |
486 | * is probably not a good thing. |
464 | */ |
487 | */ |
465 | #define MAX_SPACES 50 |
488 | #define MAX_SPACES 50 |
466 | |
|
|
467 | |
489 | |
468 | /* |
490 | /* |
469 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
491 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
470 | * modified to verify there is a path to the player. Does this by stepping towards |
492 | * modified to verify there is a path to the player. Does this by stepping towards |
471 | * player and if path is blocked then see if blockage is close enough to player that |
493 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
502 | x = mon->x; |
524 | x = mon->x; |
503 | y = mon->y; |
525 | y = mon->y; |
504 | m = mon->map; |
526 | m = mon->map; |
505 | dir = rv.direction; |
527 | dir = rv.direction; |
506 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
528 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
507 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
529 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
530 | |
508 | /* If we can't solve it within the search distance, return now. */ |
531 | /* If we can't solve it within the search distance, return now. */ |
509 | if (diff > max) |
532 | if (diff > max) |
510 | return 0; |
533 | return 0; |
|
|
534 | |
511 | while (diff > 1 && max > 0) |
535 | while (diff > 1 && max > 0) |
512 | { |
536 | { |
513 | lastx = x; |
537 | lastx = x; |
514 | lasty = y; |
538 | lasty = y; |
515 | lastmap = m; |
539 | lastmap = m; |
… | |
… | |
597 | max--; |
621 | max--; |
598 | lastdir = dir; |
622 | lastdir = dir; |
599 | if (!firstdir) |
623 | if (!firstdir) |
600 | firstdir = dir; |
624 | firstdir = dir; |
601 | } |
625 | } |
|
|
626 | |
602 | if (diff <= 1) |
627 | if (diff <= 1) |
603 | { |
628 | { |
604 | /* Recalculate diff (distance) because we may not have actually |
629 | /* Recalculate diff (distance) because we may not have actually |
605 | * headed toward player for entire distance. |
630 | * headed toward player for entire distance. |
606 | */ |
631 | */ |
607 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
608 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
633 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
609 | } |
634 | } |
|
|
635 | |
610 | if (diff > max) |
636 | if (diff > max) |
611 | return 0; |
637 | return 0; |
612 | } |
638 | } |
|
|
639 | |
613 | /* If we reached the max, didn't find a direction in time */ |
640 | /* If we reached the max, didn't find a direction in time */ |
614 | if (!max) |
641 | if (!max) |
615 | return 0; |
642 | return 0; |
616 | |
643 | |
617 | return firstdir; |
644 | return firstdir; |
… | |
… | |
644 | (op->type == ARMOUR || op->type == BOOTS || |
671 | (op->type == ARMOUR || op->type == BOOTS || |
645 | op->type == CLOAK || op->type == HELMET || |
672 | op->type == CLOAK || op->type == HELMET || |
646 | op->type == SHIELD || op->type == GLOVES || |
673 | op->type == SHIELD || op->type == GLOVES || |
647 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
674 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
648 | { |
675 | { |
649 | op->remove (); |
|
|
650 | op->destroy (0); |
676 | op->destroy (); |
651 | continue; |
677 | continue; |
652 | } |
678 | } |
653 | } |
679 | } |
654 | |
680 | |
655 | /* This really needs to be better - we should really give |
681 | /* This really needs to be better - we should really give |
… | |
… | |
666 | if (tmp->type == op->type && tmp->name == op->name) |
692 | if (tmp->type == op->type && tmp->name == op->name) |
667 | break; |
693 | break; |
668 | |
694 | |
669 | if (tmp) |
695 | if (tmp) |
670 | { |
696 | { |
671 | op->remove (); |
|
|
672 | op->destroy (0); |
697 | op->destroy (); |
673 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
698 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
674 | continue; |
699 | continue; |
675 | } |
700 | } |
|
|
701 | |
676 | if (op->nrof > 1) |
702 | if (op->nrof > 1) |
677 | op->nrof = 1; |
703 | op->nrof = 1; |
678 | } |
704 | } |
679 | |
705 | |
680 | if (op->type == SPELLBOOK && op->inv) |
706 | if (op->type == SPELLBOOK && op->inv) |
… | |
… | |
692 | CLEAR_FLAG (op, FLAG_CURSED); |
718 | CLEAR_FLAG (op, FLAG_CURSED); |
693 | CLEAR_FLAG (op, FLAG_DAMNED); |
719 | CLEAR_FLAG (op, FLAG_DAMNED); |
694 | } |
720 | } |
695 | if (op->type == SPELL) |
721 | if (op->type == SPELL) |
696 | { |
722 | { |
697 | op->remove (); |
|
|
698 | op->destroy (0); |
723 | op->destroy (); |
699 | continue; |
724 | continue; |
700 | } |
725 | } |
701 | else if (op->type == SKILL) |
726 | else if (op->type == SKILL) |
702 | { |
727 | { |
703 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
728 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
… | |
… | |
712 | /* Need to set up the skill pointers */ |
737 | /* Need to set up the skill pointers */ |
713 | link_player_skills (pl); |
738 | link_player_skills (pl); |
714 | } |
739 | } |
715 | |
740 | |
716 | void |
741 | void |
717 | get_name (object *op) |
|
|
718 | { |
|
|
719 | op->contr->write_buf[0] = '\0'; |
|
|
720 | op->contr->state = ST_GET_NAME; |
|
|
721 | send_query (&op->contr->socket, 0, "What is your name?\n:"); |
|
|
722 | } |
|
|
723 | |
|
|
724 | void |
|
|
725 | get_password (object *op) |
|
|
726 | { |
|
|
727 | op->contr->write_buf[0] = '\0'; |
|
|
728 | op->contr->state = ST_GET_PASSWORD; |
|
|
729 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
730 | } |
|
|
731 | |
|
|
732 | void |
|
|
733 | play_again (object *op) |
|
|
734 | { |
|
|
735 | op->contr->state = ST_PLAY_AGAIN; |
|
|
736 | op->chosen_skill = NULL; |
|
|
737 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
738 | /* a bit of a hack, but there are various places early in th |
|
|
739 | * player creation process that a user can quit (eg, roll |
|
|
740 | * stats) that isn't removing the player. Taking a quick |
|
|
741 | * look, there are many places that call play_again without |
|
|
742 | * removing the player - it probably makes more sense |
|
|
743 | * to leave it to play_again to remove the object in all |
|
|
744 | * cases. |
|
|
745 | */ |
|
|
746 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
747 | op->remove (); |
|
|
748 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
749 | * and draw() doesn't check to see if the player is removed, only if |
|
|
750 | * the map is null or not swapped out. |
|
|
751 | */ |
|
|
752 | op->map = NULL; |
|
|
753 | } |
|
|
754 | |
|
|
755 | int |
|
|
756 | receive_play_again (object *op, char key) |
|
|
757 | { |
|
|
758 | if (key == 'q' || key == 'Q') |
|
|
759 | { |
|
|
760 | remove_friendly_object (op); |
|
|
761 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
762 | return 2; |
|
|
763 | } |
|
|
764 | else if (key == 'a' || key == 'A') |
|
|
765 | { |
|
|
766 | player *pl = op->contr; |
|
|
767 | shstr name = op->name; |
|
|
768 | |
|
|
769 | op->contr = 0; |
|
|
770 | op->type = 0; |
|
|
771 | op->destroy (1); |
|
|
772 | pl = get_player (pl); |
|
|
773 | op = pl->ob; |
|
|
774 | add_friendly_object (op); |
|
|
775 | op->contr->password[0] = '~'; |
|
|
776 | op->name = op->name_pl = 0; |
|
|
777 | /* Lets put a space in here */ |
|
|
778 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
779 | get_name (op); |
|
|
780 | op->name = op->name_pl = name; |
|
|
781 | set_first_map (op); |
|
|
782 | } |
|
|
783 | else |
|
|
784 | /* user pressed something else so just ask again... */ |
|
|
785 | play_again (op); |
|
|
786 | |
|
|
787 | return 0; |
|
|
788 | } |
|
|
789 | |
|
|
790 | void |
|
|
791 | confirm_password (object *op) |
|
|
792 | { |
|
|
793 | |
|
|
794 | op->contr->write_buf[0] = '\0'; |
|
|
795 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
796 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
797 | } |
|
|
798 | |
|
|
799 | void |
|
|
800 | get_party_password (object *op, partylist *party) |
742 | get_party_password (object *op, partylist *party) |
801 | { |
743 | { |
802 | if (party == NULL) |
744 | if (party == NULL) |
803 | { |
745 | { |
804 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
746 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
805 | return; |
747 | return; |
806 | } |
748 | } |
|
|
749 | |
807 | op->contr->write_buf[0] = '\0'; |
750 | op->contr->write_buf[0] = '\0'; |
808 | op->contr->state = ST_GET_PARTY_PASSWORD; |
751 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
809 | op->contr->party_to_join = party; |
752 | op->contr->party_to_join = party; |
810 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
753 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
811 | } |
754 | } |
812 | |
|
|
813 | |
755 | |
814 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
756 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
815 | int |
757 | static int |
816 | roll_stat (void) |
758 | roll_stat (void) |
817 | { |
759 | { |
818 | int a[4], i, j, k; |
760 | int a[4], i, j, k; |
819 | |
761 | |
820 | for (i = 0; i < 4; i++) |
762 | for (i = 0; i < 4; i++) |
821 | a[i] = (int) RANDOM () % 6 + 1; |
763 | a[i] = (int) rndm (6) + 1; |
822 | |
764 | |
823 | for (i = 0, j = 0, k = 7; i < 4; i++) |
765 | for (i = 0, j = 0, k = 7; i < 4; i++) |
824 | if (a[i] < k) |
766 | if (a[i] < k) |
825 | k = a[i], j = i; |
767 | k = a[i], j = i; |
826 | |
768 | |
827 | for (i = 0, k = 0; i < 4; i++) |
769 | for (i = 0, k = 0; i < 4; i++) |
828 | { |
|
|
829 | if (i != j) |
770 | if (i != j) |
830 | k += a[i]; |
771 | k += a[i]; |
831 | } |
772 | |
832 | return k; |
773 | return k; |
833 | } |
774 | } |
834 | |
775 | |
835 | void |
776 | void |
836 | roll_stats (object *op) |
777 | object::roll_stats () |
837 | { |
778 | { |
838 | int sum = 0; |
|
|
839 | int i = 0, j = 0; |
|
|
840 | int statsort[7]; |
779 | int statsort [7]; |
841 | |
780 | |
842 | do |
781 | for (;;) |
843 | { |
|
|
844 | op->stats.Str = roll_stat (); |
|
|
845 | op->stats.Dex = roll_stat (); |
|
|
846 | op->stats.Int = roll_stat (); |
|
|
847 | op->stats.Con = roll_stat (); |
|
|
848 | op->stats.Wis = roll_stat (); |
|
|
849 | op->stats.Pow = roll_stat (); |
|
|
850 | op->stats.Cha = roll_stat (); |
|
|
851 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
852 | } |
782 | { |
853 | while (sum < 82 || sum > 116); |
783 | int sum = 0; |
|
|
784 | for (int i = 7; i--; ) |
|
|
785 | sum += statsort [i] = roll_stat (); |
854 | |
786 | |
|
|
787 | if (sum >= 82 && sum <= 116) |
|
|
788 | break; |
|
|
789 | } |
|
|
790 | |
855 | /* Sort the stats so that rerolling is easier... */ |
791 | // Sort the stats so that rerolling is easier... |
856 | statsort[0] = op->stats.Str; |
792 | std::sort (statsort, statsort + 7, std::greater<int>()); |
857 | statsort[1] = op->stats.Dex; |
|
|
858 | statsort[2] = op->stats.Int; |
|
|
859 | statsort[3] = op->stats.Con; |
|
|
860 | statsort[4] = op->stats.Wis; |
|
|
861 | statsort[5] = op->stats.Pow; |
|
|
862 | statsort[6] = op->stats.Cha; |
|
|
863 | |
793 | |
864 | /* a quick and dirty bubblesort? */ |
|
|
865 | do |
|
|
866 | { |
|
|
867 | if (statsort[i] < statsort[i + 1]) |
|
|
868 | { |
|
|
869 | j = statsort[i]; |
|
|
870 | statsort[i] = statsort[i + 1]; |
|
|
871 | statsort[i + 1] = j; |
|
|
872 | i = 0; |
|
|
873 | } |
|
|
874 | else |
|
|
875 | { |
|
|
876 | i++; |
|
|
877 | } |
|
|
878 | } |
|
|
879 | while (i < 6); |
|
|
880 | |
|
|
881 | op->stats.Str = statsort[0]; |
794 | stats.Str = statsort[0]; |
882 | op->stats.Dex = statsort[1]; |
795 | stats.Dex = statsort[1]; |
883 | op->stats.Con = statsort[2]; |
796 | stats.Con = statsort[2]; |
884 | op->stats.Int = statsort[3]; |
797 | stats.Int = statsort[3]; |
885 | op->stats.Wis = statsort[4]; |
798 | stats.Wis = statsort[4]; |
886 | op->stats.Pow = statsort[5]; |
799 | stats.Pow = statsort[5]; |
887 | op->stats.Cha = statsort[6]; |
800 | stats.Cha = statsort[6]; |
888 | |
801 | |
889 | |
|
|
890 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
891 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
892 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
893 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
894 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
895 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
896 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
897 | |
|
|
898 | op->level = 1; |
|
|
899 | op->stats.exp = 0; |
802 | stats.exp = 0; |
900 | op->stats.ac = 0; |
803 | stats.ac = 0; |
901 | |
804 | |
902 | op->contr->levhp[1] = 9; |
|
|
903 | op->contr->levsp[1] = 6; |
|
|
904 | op->contr->levgrace[1] = 3; |
|
|
905 | |
|
|
906 | fix_player (op); |
|
|
907 | op->stats.hp = op->stats.maxhp; |
805 | stats.hp = stats.maxhp; |
908 | op->stats.sp = op->stats.maxsp; |
806 | stats.sp = stats.maxsp; |
909 | op->stats.grace = op->stats.maxgrace; |
807 | stats.grace = stats.maxgrace; |
|
|
808 | |
|
|
809 | if (contr) |
|
|
810 | { |
|
|
811 | contr->levhp[1] = 9; |
|
|
812 | contr->levsp[1] = 6; |
|
|
813 | contr->levgrace[1] = 3; |
|
|
814 | |
910 | op->contr->orig_stats = op->stats; |
815 | contr->orig_stats = stats; |
|
|
816 | } |
911 | } |
817 | } |
912 | |
818 | |
913 | void |
819 | void |
914 | Roll_Again (object *op) |
820 | object::swap_stats (int a, int b) |
915 | { |
821 | { |
916 | esrv_new_player (op->contr, 0); |
822 | int tmp = get_attr_value (&contr->orig_stats, a); |
917 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
823 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
918 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
824 | set_attr_value (&contr->orig_stats, b, tmp); |
919 | } |
|
|
920 | |
825 | |
921 | void |
826 | stats.Str = contr->orig_stats.Str; |
922 | Swap_Stat (object *op, int Swap_Second) |
827 | stats.Dex = contr->orig_stats.Dex; |
|
|
828 | stats.Con = contr->orig_stats.Con; |
|
|
829 | stats.Int = contr->orig_stats.Int; |
|
|
830 | stats.Wis = contr->orig_stats.Wis; |
|
|
831 | stats.Pow = contr->orig_stats.Pow; |
|
|
832 | stats.Cha = contr->orig_stats.Cha; |
|
|
833 | |
|
|
834 | //TODO: the following code looks so borked and should, at the very least, |
|
|
835 | // be merged with the similar code in roll_stats |
|
|
836 | stats.ac = 0; |
|
|
837 | |
|
|
838 | level = 1; |
|
|
839 | stats.exp = 0; |
|
|
840 | stats.ac = 0; |
|
|
841 | |
|
|
842 | stats.hp = stats.maxhp; |
|
|
843 | stats.sp = stats.maxsp; |
|
|
844 | stats.grace = stats.maxgrace; |
|
|
845 | |
|
|
846 | if (contr) |
|
|
847 | { |
|
|
848 | contr->levhp[1] = 9; |
|
|
849 | contr->levsp[1] = 6; |
|
|
850 | contr->levgrace[1] = 3; |
|
|
851 | |
|
|
852 | contr->orig_stats = stats; |
|
|
853 | } |
|
|
854 | } |
|
|
855 | |
|
|
856 | static void |
|
|
857 | start_info (object *op) |
923 | { |
858 | { |
924 | signed char tmp; |
|
|
925 | char buf[MAX_BUF]; |
859 | char buf[MAX_BUF]; |
926 | |
860 | |
927 | if (op->contr->Swap_First == -1) |
861 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
928 | { |
|
|
929 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
930 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
931 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
932 | return; |
|
|
933 | } |
|
|
934 | |
|
|
935 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
936 | |
|
|
937 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
938 | |
|
|
939 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
940 | |
|
|
941 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
942 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
862 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
943 | op->stats.Str = op->contr->orig_stats.Str; |
863 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
944 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
945 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
946 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
947 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
948 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
949 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
950 | op->stats.ac = 0; |
|
|
951 | |
|
|
952 | op->level = 1; |
|
|
953 | op->stats.exp = 0; |
|
|
954 | op->stats.ac = 0; |
|
|
955 | |
|
|
956 | op->contr->levhp[1] = 9; |
|
|
957 | op->contr->levsp[1] = 6; |
|
|
958 | op->contr->levgrace[1] = 3; |
|
|
959 | |
|
|
960 | fix_player (op); |
|
|
961 | op->stats.hp = op->stats.maxhp; |
|
|
962 | op->stats.sp = op->stats.maxsp; |
|
|
963 | op->stats.grace = op->stats.maxgrace; |
|
|
964 | op->contr->orig_stats = op->stats; |
|
|
965 | op->contr->Swap_First = -1; |
|
|
966 | } |
|
|
967 | |
|
|
968 | |
|
|
969 | /* This code has been greatly reduced, because with set_attr_value |
|
|
970 | * and get_attr_value, the stats can be accessed just numeric |
|
|
971 | * ids. stat_trans is a table that translate the number entered |
|
|
972 | * into the actual stat. It is needed because the order the stats |
|
|
973 | * are displayed in the stat window is not the same as how |
|
|
974 | * the number's access that stat. The table does that translation. |
|
|
975 | */ |
|
|
976 | int |
|
|
977 | key_roll_stat (object *op, char key) |
|
|
978 | { |
|
|
979 | int keynum = key - '0'; |
|
|
980 | char buf[MAX_BUF]; |
|
|
981 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
982 | |
|
|
983 | if (keynum > 0 && keynum <= 7) |
|
|
984 | { |
|
|
985 | if (op->contr->Swap_First == -1) |
|
|
986 | { |
|
|
987 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
988 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
989 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
864 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
990 | } |
|
|
991 | else |
|
|
992 | Swap_Stat (op, stat_trans[keynum]); |
|
|
993 | |
|
|
994 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
995 | return 1; |
|
|
996 | } |
|
|
997 | switch (key) |
|
|
998 | { |
|
|
999 | case 'n': |
|
|
1000 | case 'N': |
|
|
1001 | { |
|
|
1002 | SET_FLAG (op, FLAG_WIZ); |
|
|
1003 | if (op->map == NULL) |
|
|
1004 | { |
|
|
1005 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
1006 | break; |
|
|
1007 | } |
|
|
1008 | |
|
|
1009 | #if 0 |
|
|
1010 | /* So that enter_exit will put us at startx/starty */ |
|
|
1011 | op->x = -1; |
|
|
1012 | |
|
|
1013 | enter_exit (op, NULL); |
|
|
1014 | #endif |
|
|
1015 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1016 | /* Enter exit adds a player otherwise */ |
|
|
1017 | add_statbonus (op); |
|
|
1018 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1019 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1020 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1021 | if (op->msg) |
|
|
1022 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1023 | return 0; |
|
|
1024 | } |
|
|
1025 | case 'y': |
|
|
1026 | case 'Y': |
|
|
1027 | roll_stats (op); |
|
|
1028 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1029 | return 1; |
|
|
1030 | |
|
|
1031 | case 'q': |
|
|
1032 | case 'Q': |
|
|
1033 | play_again (op); |
|
|
1034 | return 1; |
|
|
1035 | |
|
|
1036 | default: |
|
|
1037 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1038 | return 0; |
|
|
1039 | } |
|
|
1040 | return 0; |
|
|
1041 | } |
865 | } |
1042 | |
866 | |
1043 | /* This function takes the key that is passed, and does the |
867 | /* This function takes the key that is passed, and does the |
1044 | * appropriate action with it (change race, or other things). |
868 | * appropriate action with it (change race, or other things). |
1045 | * The function name is for historical reasons - now we have |
869 | * The function name is for historical reasons - now we have |
1046 | * separate race and class; this actually changes the RACE, |
870 | * separate race and class; this actually changes the RACE, |
1047 | * not the class. |
871 | * not the class. |
1048 | */ |
872 | */ |
1049 | |
873 | void |
1050 | int |
874 | player::chargen_race_done () |
1051 | key_change_class (object *op, char key) |
|
|
1052 | { |
875 | { |
1053 | int tmp_loop; |
|
|
1054 | |
|
|
1055 | if (key == 'q' || key == 'Q') |
|
|
1056 | { |
|
|
1057 | op->remove (); |
|
|
1058 | play_again (op); |
|
|
1059 | return 0; |
|
|
1060 | } |
|
|
1061 | if (key == 'd' || key == 'D') |
|
|
1062 | { |
|
|
1063 | char buf[MAX_BUF]; |
|
|
1064 | |
|
|
1065 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
1066 | esrv_new_player (op->contr, op->weight + op->carrying); |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
1067 | create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); |
|
|
1068 | |
878 | |
|
|
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
|
|
880 | if (tl) |
|
|
881 | create_treasure (tl, ob, 0, 0, 0); |
|
|
882 | |
1069 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
1070 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
1071 | |
885 | |
1072 | op->contr->state = ST_PLAYING; |
886 | ob->contr->ns->state = ST_PLAYING; |
1073 | |
887 | |
1074 | if (op->msg) |
888 | if (ob->msg) |
1075 | op->msg = NULL; |
889 | ob->msg = 0; |
1076 | |
890 | |
1077 | /* We create this now because some of the unique maps will need it |
891 | /* We create this now because some of the unique maps will need it |
1078 | * to save here. |
892 | * to save here. |
1079 | */ |
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
1080 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1081 | make_path_to_file (buf); |
897 | make_path_to_file (buf); |
|
|
898 | } |
1082 | |
899 | |
1083 | #ifdef AUTOSAVE |
|
|
1084 | op->contr->last_save_tick = pticks; |
|
|
1085 | #endif |
|
|
1086 | start_info (op); |
900 | start_info (ob); |
1087 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
1088 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (ob, ob->randomitems); |
1089 | link_player_skills (op); |
903 | link_player_skills (ob); |
1090 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (ob, ob); |
1091 | fix_player (op); |
905 | ob->update_stats (); |
1092 | |
906 | |
1093 | /* This moves the player to a different start map, if there |
907 | /* This moves the player to a different start map, if there |
1094 | * is one for this race |
908 | * is one for this race |
1095 | */ |
909 | */ |
1096 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
1097 | { |
911 | { |
1098 | object *tmp; |
912 | object *tmp; |
1099 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
1100 | |
914 | |
1101 | 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, &ob->arch->name); |
1102 | tmp = get_object (); |
916 | tmp = object::create (); |
1103 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
1104 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = ob->x; |
1105 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = ob->y; |
1106 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
1107 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
1108 | * default initial map */ |
922 | * default initial map */ |
1109 | tmp->destroy (0); |
923 | tmp->destroy (); |
1110 | } |
924 | } |
1111 | else |
925 | else |
1112 | { |
|
|
1113 | LOG (llevDebug, "first_map_ext_path not set\n"); |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1114 | } |
927 | } |
1115 | return 0; |
|
|
1116 | } |
|
|
1117 | |
928 | |
|
|
929 | void |
|
|
930 | player::chargen_race_next () |
|
|
931 | { |
1118 | /* Following actually changes the race - this is the default command |
932 | /* Following actually changes the race - this is the default command |
1119 | * if we don't match with one of the options above. |
933 | * if we don't match with one of the options above. |
1120 | */ |
934 | */ |
1121 | |
935 | |
1122 | tmp_loop = 0; |
936 | do |
1123 | while (!tmp_loop) |
|
|
1124 | { |
937 | { |
1125 | shstr name = op->name; |
938 | shstr name = ob->name; |
1126 | int x = op->x, y = op->y; |
939 | int x = ob->x, y = ob->y; |
1127 | |
940 | |
1128 | remove_statbonus (op); |
941 | ob->remove_statbonus (); |
1129 | op->remove (); |
942 | ob->remove (); |
1130 | op->arch = get_player_archetype (op->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
1131 | copy_object (&op->arch->clone, op); |
944 | ob->arch->clone.copy_to (ob); |
1132 | op->instantiate (); |
945 | ob->instantiate (); |
1133 | op->stats = op->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
1134 | op->name = op->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
1135 | op->x = x; |
948 | ob->x = x; |
1136 | op->y = y; |
949 | ob->y = y; |
1137 | SET_ANIMATION (op, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1138 | insert_ob_in_map (op, op->map, op, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
1139 | assign (op->contr->title, op->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
1140 | add_statbonus (op); |
953 | ob->add_statbonus (); |
1141 | tmp_loop = allowed_class (op); |
|
|
1142 | } |
954 | } |
|
|
955 | while (!allowed_class (ob)); |
1143 | |
956 | |
1144 | update_object (op, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
1145 | esrv_update_item (UPD_FACE, op, op); |
958 | esrv_update_item (UPD_FACE, ob, ob); |
1146 | fix_player (op); |
959 | ob->update_stats (); |
1147 | op->stats.hp = op->stats.maxhp; |
960 | ob->stats.hp = ob->stats.maxhp; |
1148 | op->stats.sp = op->stats.maxsp; |
961 | ob->stats.sp = ob->stats.maxsp; |
1149 | op->stats.grace = 0; |
962 | ob->stats.grace = 0; |
1150 | |
|
|
1151 | if (op->msg) |
|
|
1152 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1153 | |
|
|
1154 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1155 | return 0; |
|
|
1156 | } |
|
|
1157 | |
|
|
1158 | int |
|
|
1159 | key_confirm_quit (object *op, char key) |
|
|
1160 | { |
|
|
1161 | char buf[MAX_BUF]; |
|
|
1162 | |
|
|
1163 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1164 | { |
|
|
1165 | op->contr->state = ST_PLAYING; |
|
|
1166 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1167 | return 1; |
|
|
1168 | } |
|
|
1169 | |
|
|
1170 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1171 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1172 | |
|
|
1173 | terminate_all_pets (op); |
|
|
1174 | leave_map (op); |
|
|
1175 | op->direction = 0; |
|
|
1176 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1177 | |
|
|
1178 | strcpy (op->contr->killer, "quit"); |
|
|
1179 | check_score (op); |
|
|
1180 | op->contr->party = NULL; |
|
|
1181 | if (settings.set_title == TRUE) |
|
|
1182 | op->contr->own_title[0] = '\0'; |
|
|
1183 | |
|
|
1184 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1185 | { |
|
|
1186 | maptile *mp, *next; |
|
|
1187 | |
|
|
1188 | /* We need to hunt for any per player unique maps in memory and |
|
|
1189 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1190 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1191 | */ |
|
|
1192 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1193 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1194 | { |
|
|
1195 | next = mp->next; |
|
|
1196 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1197 | delete_map (mp); |
|
|
1198 | } |
|
|
1199 | |
|
|
1200 | delete_character (op->name, 1); |
|
|
1201 | } |
|
|
1202 | |
|
|
1203 | play_again (op); |
|
|
1204 | return 1; |
|
|
1205 | } |
963 | } |
1206 | |
964 | |
1207 | void |
965 | void |
1208 | flee_player (object *op) |
966 | flee_player (object *op) |
1209 | { |
967 | { |
… | |
… | |
1239 | { |
997 | { |
1240 | op->enemy = NULL; |
998 | op->enemy = NULL; |
1241 | CLEAR_FLAG (op, FLAG_SCARED); |
999 | CLEAR_FLAG (op, FLAG_SCARED); |
1242 | return; |
1000 | return; |
1243 | } |
1001 | } |
|
|
1002 | |
1244 | get_rangevector (op, op->enemy, &rv, 0); |
1003 | get_rangevector (op, op->enemy, &rv, 0); |
1245 | |
1004 | |
1246 | dir = absdir (4 + rv.direction); |
1005 | dir = absdir (4 + rv.direction); |
1247 | for (diff = 0; diff < 3; diff++) |
1006 | for (diff = 0; diff < 3; diff++) |
1248 | { |
1007 | { |
1249 | int m = 1 - (RANDOM () & 2); |
1008 | int m = 1 - (RANDOM () & 2); |
1250 | |
1009 | |
1251 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1010 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1252 | { |
|
|
1253 | return; |
1011 | return; |
1254 | } |
|
|
1255 | } |
1012 | } |
|
|
1013 | |
1256 | /* Cornered, get rid of scared */ |
1014 | /* Cornered, get rid of scared */ |
1257 | CLEAR_FLAG (op, FLAG_SCARED); |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
1258 | op->enemy = NULL; |
1016 | op->enemy = NULL; |
1259 | } |
1017 | } |
1260 | |
1018 | |
… | |
… | |
1266 | int |
1024 | int |
1267 | check_pick (object *op) |
1025 | check_pick (object *op) |
1268 | { |
1026 | { |
1269 | object *tmp, *next; |
1027 | object *tmp, *next; |
1270 | int stop = 0; |
1028 | int stop = 0; |
1271 | int j, k, wvratio; |
1029 | int wvratio; |
1272 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1273 | |
1031 | |
1274 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1275 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1276 | return 1; |
1034 | return 1; |
1277 | |
1035 | |
… | |
… | |
1346 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1347 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1105 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1348 | else |
1106 | else |
1349 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1350 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1108 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1109 | |
1351 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1352 | |
|
|
1353 | sprintf (putstring, "...flags: "); |
|
|
1354 | for (k = 0; k < 4; k++) |
|
|
1355 | { |
|
|
1356 | for (j = 0; j < 32; j++) |
|
|
1357 | { |
|
|
1358 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1359 | { |
|
|
1360 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1361 | strcat (putstring, tmpstr); |
|
|
1362 | } |
|
|
1363 | } |
|
|
1364 | } |
|
|
1365 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1366 | |
|
|
1367 | #if 0 |
|
|
1368 | /* print the flags too */ |
|
|
1369 | for (k = 0; k < 4; k++) |
|
|
1370 | { |
|
|
1371 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1372 | for (j = 0; j < 32; j++) |
|
|
1373 | { |
|
|
1374 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1375 | if (!((j + 1) % 4)) |
|
|
1376 | fprintf (stderr, " "); |
|
|
1377 | } |
|
|
1378 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1379 | } |
|
|
1380 | #endif |
|
|
1381 | } |
1111 | } |
|
|
1112 | |
1382 | /* philosophy: |
1113 | /* philosophy: |
1383 | * It's easy to grab an item type from a pile, as long as it's |
1114 | * It's easy to grab an item type from a pile, as long as it's |
1384 | * generic. This takes no game-time. For more detailed pickups |
1115 | * generic. This takes no game-time. For more detailed pickups |
1385 | * and selections, select-items shoul dbe used. This is a |
1116 | * and selections, select-items should be used. This is a |
1386 | * grab-as-you-run type mode that's really useful for arrows for |
1117 | * grab-as-you-run type mode that's really useful for arrows for |
1387 | * example. |
1118 | * example. |
1388 | * The drawback: right now it has no frontend, so you need to |
1119 | * The drawback: right now it has no frontend, so you need to |
1389 | * stick the bits you want into a calculator in hex mode and then |
1120 | * stick the bits you want into a calculator in hex mode and then |
1390 | * convert to decimal and then 'pickup <#> |
1121 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1641 | * found object is returned. |
1372 | * found object is returned. |
1642 | */ |
1373 | */ |
1643 | object * |
1374 | object * |
1644 | find_arrow (object *op, const char *type) |
1375 | find_arrow (object *op, const char *type) |
1645 | { |
1376 | { |
1646 | object *tmp = NULL; |
1377 | object *tmp = 0; |
1647 | |
1378 | |
1648 | for (op = op->inv; op; op = op->below) |
1379 | for (op = op->inv; op; op = op->below) |
1649 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1380 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1650 | tmp = find_arrow (op, type); |
1381 | tmp = find_arrow (op, type); |
1651 | else if (op->type == ARROW && op->race == type) |
1382 | else if (op->type == ARROW && op->race == type) |
1652 | return op; |
1383 | return op; |
|
|
1384 | |
1653 | return tmp; |
1385 | return tmp; |
1654 | } |
1386 | } |
1655 | |
1387 | |
1656 | /* |
1388 | /* |
1657 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1389 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1658 | * against the target. A full test is not performed, simply a basic test |
1390 | * against the target. A full test is not performed, simply a basic test |
1659 | * of resistances. The archer is making a quick guess at what he sees down |
1391 | * of resistances. The archer is making a quick guess at what he sees down |
1660 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1392 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1661 | */ |
1393 | */ |
1662 | |
|
|
1663 | object * |
1394 | object * |
1664 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1395 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1665 | { |
1396 | { |
1666 | object *tmp = NULL, *arrow, *ntmp; |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1667 | int attacknum, attacktype, betterby = 0, i; |
1398 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1816 | if (!dir) |
1547 | if (!dir) |
1817 | { |
1548 | { |
1818 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1819 | return 0; |
1550 | return 0; |
1820 | } |
1551 | } |
|
|
1552 | |
1821 | if (op->type == PLAYER) |
1553 | if (op->type == PLAYER) |
1822 | bow = op->contr->ranges[range_bow]; |
1554 | bow = op->contr->ranges[range_bow]; |
1823 | else |
1555 | else |
1824 | { |
1556 | { |
1825 | for (bow = op->inv; bow; bow = bow->below) |
1557 | for (bow = op->inv; bow; bow = bow->below) |
… | |
… | |
1833 | { |
1565 | { |
1834 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1835 | return 0; |
1567 | return 0; |
1836 | } |
1568 | } |
1837 | } |
1569 | } |
|
|
1570 | |
1838 | if (!bow->race || !bow->skill) |
1571 | if (!bow->race || !bow->skill) |
1839 | { |
1572 | { |
1840 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1841 | return 0; |
1574 | return 0; |
1842 | } |
1575 | } |
… | |
… | |
1844 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1577 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1845 | |
1578 | |
1846 | /* penalize ROF for bestarrow */ |
1579 | /* penalize ROF for bestarrow */ |
1847 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1580 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1848 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1581 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1582 | |
1849 | if (bowspeed < 1) |
1583 | if (bowspeed < 1) |
1850 | bowspeed = 1; |
1584 | bowspeed = 1; |
1851 | |
1585 | |
1852 | if (arrow == NULL) |
1586 | if (arrow == NULL) |
1853 | { |
1587 | { |
… | |
… | |
1859 | else |
1593 | else |
1860 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1861 | return 0; |
1595 | return 0; |
1862 | } |
1596 | } |
1863 | } |
1597 | } |
|
|
1598 | |
1864 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1865 | if (mflags & P_OUT_OF_MAP) |
1600 | if (mflags & P_OUT_OF_MAP) |
1866 | { |
|
|
1867 | return 0; |
1601 | return 0; |
1868 | } |
1602 | |
1869 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1603 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1870 | { |
1604 | { |
1871 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1605 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1872 | return 0; |
1606 | return 0; |
1873 | } |
1607 | } |
1874 | |
1608 | |
1875 | /* this should not happen, but sometimes does */ |
1609 | /* this should not happen, but sometimes does */ |
1876 | if (arrow->nrof == 0) |
1610 | if (arrow->nrof == 0) |
1877 | { |
1611 | { |
1878 | arrow->remove (); |
|
|
1879 | arrow->destroy (0); |
1612 | arrow->destroy (); |
1880 | return 0; |
1613 | return 0; |
1881 | } |
1614 | } |
1882 | |
1615 | |
1883 | left = arrow; /* these are arrows left to the player */ |
1616 | left = arrow; /* these are arrows left to the player */ |
1884 | arrow = get_split_ob (arrow, 1); |
1617 | arrow = get_split_ob (arrow, 1); |
1885 | if (arrow == NULL) |
1618 | if (!arrow) |
1886 | { |
1619 | { |
1887 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1620 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1888 | return 0; |
1621 | return 0; |
1889 | } |
1622 | } |
1890 | set_owner (arrow, op); |
1623 | |
|
|
1624 | arrow->set_owner (op); |
1891 | arrow->skill = bow->skill; |
1625 | arrow->skill = bow->skill; |
1892 | |
|
|
1893 | arrow->direction = dir; |
1626 | arrow->direction = dir; |
1894 | arrow->x = sx; |
|
|
1895 | arrow->y = sy; |
|
|
1896 | |
1627 | |
1897 | if (op->type == PLAYER) |
1628 | if (op->type == PLAYER) |
1898 | { |
1629 | { |
1899 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1630 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1900 | fix_player (op); |
1631 | op->update_stats (); |
1901 | } |
1632 | } |
1902 | |
1633 | |
1903 | SET_ANIMATION (arrow, arrow->direction); |
1634 | SET_ANIMATION (arrow, arrow->direction); |
1904 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1635 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1905 | arrow->stats.hp = arrow->stats.dam; |
1636 | arrow->stats.hp = arrow->stats.dam; |
1906 | arrow->stats.grace = arrow->attacktype; |
1637 | arrow->stats.grace = arrow->attacktype; |
1907 | if (arrow->slaying != NULL) |
1638 | if (arrow->slaying != NULL) |
1908 | arrow->spellarg = strdup_local (arrow->slaying); |
1639 | arrow->spellarg = strdup (arrow->slaying); |
1909 | |
1640 | |
1910 | /* Note that this was different for monsters - they got their level |
1641 | /* Note that this was different for monsters - they got their level |
1911 | * added to the damage. I think the strength bonus is more proper. |
1642 | * added to the damage. I think the strength bonus is more proper. |
1912 | */ |
1643 | */ |
1913 | |
1644 | |
… | |
… | |
1915 | |
1646 | |
1916 | /* update the speed */ |
1647 | /* update the speed */ |
1917 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1648 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1918 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1649 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1919 | |
1650 | |
1920 | if (arrow->speed < 1.0) |
1651 | arrow->set_speed (max (arrow->speed, 1.0)); |
1921 | arrow->speed = 1.0; |
|
|
1922 | update_ob_speed (arrow); |
|
|
1923 | arrow->speed_left = 0; |
1652 | arrow->speed_left = 0; |
1924 | |
1653 | |
1925 | if (op->type == PLAYER) |
1654 | if (op->type == PLAYER) |
1926 | { |
1655 | { |
1927 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1656 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1937 | } |
1666 | } |
1938 | |
1667 | |
1939 | if (arrow->attacktype == AT_PHYSICAL) |
1668 | if (arrow->attacktype == AT_PHYSICAL) |
1940 | arrow->attacktype |= bow->attacktype; |
1669 | arrow->attacktype |= bow->attacktype; |
1941 | |
1670 | |
1942 | if (bow->slaying != NULL) |
1671 | if (bow->slaying) |
1943 | arrow->slaying = bow->slaying; |
1672 | arrow->slaying = bow->slaying; |
1944 | |
1673 | |
1945 | arrow->map = m; |
|
|
1946 | arrow->move_type = MOVE_FLY_LOW; |
1674 | arrow->move_type = MOVE_FLY_LOW; |
1947 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1675 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1948 | |
1676 | |
1949 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1677 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1950 | insert_ob_in_map (arrow, m, op, 0); |
1678 | m->insert (arrow, sx, sy, op); |
1951 | |
1679 | |
1952 | if (!arrow->destroyed ()) |
1680 | if (!arrow->destroyed ()) |
1953 | move_arrow (arrow); |
1681 | move_arrow (arrow); |
1954 | |
1682 | |
1955 | if (op->type == PLAYER) |
1683 | if (op->type == PLAYER) |
… | |
… | |
1981 | } |
1709 | } |
1982 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1710 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1983 | { |
1711 | { |
1984 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1712 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1985 | wcmod = -1; |
1713 | wcmod = -1; |
|
|
1714 | |
1986 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1715 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1987 | } |
1716 | } |
1988 | else if (op->contr->bowtype == bow_threewide) |
1717 | else if (op->contr->bowtype == bow_threewide) |
1989 | { |
1718 | { |
1990 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1719 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2060 | |
1789 | |
2061 | if (item->arch) |
1790 | if (item->arch) |
2062 | { |
1791 | { |
2063 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1792 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2064 | item->face = item->arch->clone.face; |
1793 | item->face = item->arch->clone.face; |
2065 | item->speed = 0; |
1794 | item->set_speed (0); |
2066 | update_ob_speed (item); |
|
|
2067 | } |
1795 | } |
|
|
1796 | |
2068 | if ((tmp = is_player_inv (item))) |
1797 | if ((tmp = item->in_player ())) |
2069 | esrv_update_item (UPD_ANIM, tmp, item); |
1798 | esrv_update_item (UPD_ANIM, tmp, item); |
2070 | } |
1799 | } |
2071 | } |
1800 | } |
2072 | else if (item->type == ROD || item->type == HORN) |
1801 | else if (item->type == ROD || item->type == HORN) |
2073 | { |
|
|
2074 | drain_rod_charge (item); |
1802 | drain_rod_charge (item); |
2075 | } |
|
|
2076 | } |
1803 | } |
2077 | } |
1804 | } |
2078 | |
1805 | |
2079 | /* Received a fire command for the player - go and do it. |
1806 | /* Received a fire command for the player - go and do it. |
2080 | */ |
1807 | */ |
… | |
… | |
2103 | case range_misc: |
1830 | case range_misc: |
2104 | fire_misc_object (op, dir); |
1831 | fire_misc_object (op, dir); |
2105 | return; |
1832 | return; |
2106 | |
1833 | |
2107 | case range_golem: /* Control summoned monsters from scrolls */ |
1834 | case range_golem: /* Control summoned monsters from scrolls */ |
2108 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2109 | { |
|
|
2110 | op->contr->ranges[range_golem] = 0; |
|
|
2111 | op->contr->shoottype = range_none; |
|
|
2112 | } |
|
|
2113 | else |
|
|
2114 | control_golem (op->contr->ranges[range_golem], dir); |
1835 | control_golem (op->contr->ranges[range_golem], dir); |
2115 | return; |
1836 | return; |
2116 | |
1837 | |
2117 | case range_skill: |
1838 | case range_skill: |
2118 | if (!op->chosen_skill) |
1839 | if (!op->chosen_skill) |
2119 | { |
1840 | { |
2120 | if (op->type == PLAYER) |
1841 | if (op->type == PLAYER) |
2121 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1842 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1843 | |
2122 | return; |
1844 | return; |
2123 | } |
1845 | } |
|
|
1846 | |
2124 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1847 | do_skill (op, op, op->chosen_skill, dir, NULL); |
2125 | return; |
1848 | return; |
2126 | case range_builder: |
1849 | case range_builder: |
2127 | apply_map_builder (op, dir); |
1850 | apply_map_builder (op, dir); |
2128 | return; |
1851 | return; |
2129 | default: |
1852 | default: |
2130 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1853 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
2131 | return; |
1854 | return; |
2132 | } |
1855 | } |
2133 | } |
1856 | } |
2134 | |
|
|
2135 | |
|
|
2136 | |
1857 | |
2137 | /* find_key |
1858 | /* find_key |
2138 | * We try to find a key for the door as passed. If we find a key |
1859 | * We try to find a key for the door as passed. If we find a key |
2139 | * and successfully use it, we return the key, otherwise NULL |
1860 | * and successfully use it, we return the key, otherwise NULL |
2140 | * This function merges both normal and locked door, since the logic |
1861 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2142 | * pl is the player, |
1863 | * pl is the player, |
2143 | * inv is the objects inventory to searched |
1864 | * inv is the objects inventory to searched |
2144 | * door is the door we are trying to match against. |
1865 | * door is the door we are trying to match against. |
2145 | * This function can be called recursively to search containers. |
1866 | * This function can be called recursively to search containers. |
2146 | */ |
1867 | */ |
2147 | |
|
|
2148 | object * |
1868 | object * |
2149 | find_key (object *pl, object *container, object *door) |
1869 | find_key (object *pl, object *container, object *door) |
2150 | { |
1870 | { |
2151 | object *tmp, *key; |
1871 | object *tmp, *key; |
2152 | |
1872 | |
2153 | /* Should not happen, but sanity checking is never bad */ |
1873 | /* Should not happen, but sanity checking is never bad */ |
2154 | if (container->inv == NULL) |
1874 | if (!container->inv) |
2155 | return NULL; |
1875 | return 0; |
2156 | |
1876 | |
2157 | /* First, lets try to find a key in the top level inventory */ |
1877 | /* First, lets try to find a key in the top level inventory */ |
2158 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1878 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2159 | { |
1879 | { |
2160 | if (door->type == DOOR && tmp->type == KEY) |
1880 | if (door->type == DOOR && tmp->type == KEY) |
2161 | break; |
1881 | break; |
2162 | /* For sanity, we should really check door type, but other stuff |
1882 | /* For sanity, we should really check door type, but other stuff |
2163 | * (like containers) can be locked with special keys |
1883 | * (like containers) can be locked with special keys |
2164 | */ |
1884 | */ |
2165 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1885 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2166 | break; |
1886 | break; |
2167 | } |
1887 | } |
|
|
1888 | |
2168 | /* No key found - lets search inventories now */ |
1889 | /* No key found - lets search inventories now */ |
2169 | /* If we find and use a key in an inventory, return at that time. |
1890 | /* If we find and use a key in an inventory, return at that time. |
2170 | * otherwise, if we search all the inventories and still don't find |
1891 | * otherwise, if we search all the inventories and still don't find |
2171 | * a key, return |
1892 | * a key, return |
2172 | */ |
1893 | */ |
2173 | if (!tmp) |
1894 | if (!tmp) |
2174 | { |
1895 | { |
2175 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1896 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2176 | { |
1897 | { |
2177 | /* No reason to search empty containers */ |
1898 | /* No reason to search empty containers */ |
2178 | if (tmp->type == CONTAINER && tmp->inv) |
1899 | if (tmp->type == CONTAINER && tmp->inv) |
2179 | { |
1900 | { |
2180 | if ((key = find_key (pl, tmp, door)) != NULL) |
1901 | if ((key = find_key (pl, tmp, door))) |
2181 | return key; |
1902 | return key; |
2182 | } |
1903 | } |
2183 | } |
1904 | } |
|
|
1905 | |
2184 | if (!tmp) |
1906 | if (!tmp) |
2185 | return NULL; |
1907 | return NULL; |
2186 | } |
1908 | } |
|
|
1909 | |
2187 | /* We get down here if we have found a key. Now if its in a container, |
1910 | /* We get down here if we have found a key. Now if its in a container, |
2188 | * see if we actually want to use it |
1911 | * see if we actually want to use it |
2189 | */ |
1912 | */ |
2190 | if (pl != container) |
1913 | if (pl != container) |
2191 | { |
1914 | { |
… | |
… | |
2212 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1935 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2213 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1936 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2214 | return NULL; |
1937 | return NULL; |
2215 | } |
1938 | } |
2216 | } |
1939 | } |
|
|
1940 | |
2217 | return tmp; |
1941 | return tmp; |
2218 | } |
1942 | } |
2219 | |
1943 | |
2220 | /* moved door processing out of move_player_attack. |
1944 | /* moved door processing out of move_player_attack. |
2221 | * returns 1 if player has opened the door with a key |
1945 | * returns 1 if player has opened the door with a key |
… | |
… | |
2223 | * 0 otherwise |
1947 | * 0 otherwise |
2224 | */ |
1948 | */ |
2225 | static int |
1949 | static int |
2226 | player_attack_door (object *op, object *door) |
1950 | player_attack_door (object *op, object *door) |
2227 | { |
1951 | { |
2228 | |
|
|
2229 | /* If its a door, try to find a use a key. If we do destroy the door, |
1952 | /* If its a door, try to find a use a key. If we do destroy the door, |
2230 | * might as well return immediately as there is nothing more to do - |
1953 | * might as well return immediately as there is nothing more to do - |
2231 | * otherwise, we fall through to the rest of the code. |
1954 | * otherwise, we fall through to the rest of the code. |
2232 | */ |
1955 | */ |
2233 | object *key = find_key (op, op, door); |
1956 | object *key = find_key (op, op, door); |
… | |
… | |
2240 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1963 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
2241 | if (action_makes_visible (op)) |
1964 | if (action_makes_visible (op)) |
2242 | make_visible (op); |
1965 | make_visible (op); |
2243 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1966 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2244 | spring_trap (door->inv, op); |
1967 | spring_trap (door->inv, op); |
|
|
1968 | |
2245 | if (door->type == DOOR) |
1969 | if (door->type == DOOR) |
2246 | { |
|
|
2247 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1970 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2248 | } |
|
|
2249 | else if (door->type == LOCKED_DOOR) |
1971 | else if (door->type == LOCKED_DOOR) |
2250 | { |
1972 | { |
2251 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1973 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2252 | remove_door2 (door); /* remove door without violence ;-) */ |
1974 | remove_door2 (door); /* remove door without violence ;-) */ |
2253 | } |
1975 | } |
|
|
1976 | |
2254 | /* Do this after we print the message */ |
1977 | /* Do this after we print the message */ |
2255 | decrease_ob (key); /* Use up one of the keys */ |
1978 | decrease_ob (key); /* Use up one of the keys */ |
2256 | /* Need to update the weight the container the key was in */ |
1979 | /* Need to update the weight the container the key was in */ |
2257 | if (container != op) |
1980 | if (container != op) |
2258 | esrv_update_item (UPD_WEIGHT, op, container); |
1981 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1982 | |
2259 | return 1; /* Nothing more to do below */ |
1983 | return 1; /* Nothing more to do below */ |
2260 | } |
1984 | } |
2261 | else if (door->type == LOCKED_DOOR) |
1985 | else if (door->type == LOCKED_DOOR) |
2262 | { |
1986 | { |
2263 | /* Might as well return now - no other way to open this */ |
1987 | /* Might as well return now - no other way to open this */ |
2264 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1988 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2265 | return 1; |
1989 | return 1; |
2266 | } |
1990 | } |
|
|
1991 | |
2267 | return 0; |
1992 | return 0; |
2268 | } |
1993 | } |
2269 | |
1994 | |
2270 | /* This function is just part of a breakup from move_player. |
1995 | /* This function is just part of a breakup from move_player. |
2271 | * It should keep the code cleaner. |
1996 | * It should keep the code cleaner. |
2272 | * When this is called, the players direction has been updated |
1997 | * When this is called, the players direction has been updated |
2273 | * (taking into account confusion.) The player is also actually |
1998 | * (taking into account confusion.) The player is also actually |
2274 | * going to try and move (not fire weapons). |
1999 | * going to try and move (not fire weapons). |
2275 | */ |
2000 | */ |
2276 | |
|
|
2277 | void |
2001 | void |
2278 | move_player_attack (object *op, int dir) |
2002 | move_player_attack (object *op, int dir) |
2279 | { |
2003 | { |
2280 | object *tmp, *mon; |
2004 | object *tmp, *mon; |
2281 | sint16 nx, ny; |
2005 | sint16 nx, ny; |
… | |
… | |
2283 | maptile *m; |
2007 | maptile *m; |
2284 | |
2008 | |
2285 | nx = freearr_x[dir] + op->x; |
2009 | nx = freearr_x[dir] + op->x; |
2286 | ny = freearr_y[dir] + op->y; |
2010 | ny = freearr_y[dir] + op->y; |
2287 | |
2011 | |
2288 | on_battleground = op_on_battleground (op, NULL, NULL); |
2012 | on_battleground = op_on_battleground (op, 0, 0); |
2289 | |
2013 | |
2290 | /* If braced, or can't move to the square, and it is not out of the |
2014 | /* If braced, or can't move to the square, and it is not out of the |
2291 | * map, attack it. Note order of if statement is important - don't |
2015 | * map, attack it. Note order of if statement is important - don't |
2292 | * want to be calling move_ob if braced, because move_ob will move the |
2016 | * want to be calling move_ob if braced, because move_ob will move the |
2293 | * player. This is a pretty nasty hack, because if we could |
2017 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2298 | */ |
2022 | */ |
2299 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2023 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2300 | { |
2024 | { |
2301 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2025 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2302 | { |
2026 | { |
2303 | m = get_map_from_coord (op->map, &nx, &ny); |
2027 | m = op->map->xy_find (nx, ny); |
2304 | if (!m) |
2028 | if (!m) |
2305 | return; /* Don't think this should happen */ |
2029 | return; /* Don't think this should happen */ |
2306 | } |
2030 | } |
2307 | else |
2031 | else |
2308 | m = op->map; |
2032 | m = op->map; |
2309 | |
2033 | |
2310 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2034 | if (!(tmp = m->at (nx, ny).bot)) |
2311 | { |
|
|
2312 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2313 | return; |
2035 | return; |
2314 | } |
|
|
2315 | |
2036 | |
2316 | mon = NULL; |
2037 | mon = 0; |
2317 | /* Go through all the objects, and find ones of interest. Only stop if |
2038 | /* Go through all the objects, and find ones of interest. Only stop if |
2318 | * we find a monster - that is something we know we want to attack. |
2039 | * we find a monster - that is something we know we want to attack. |
2319 | * if its a door or barrel (can roll) see if there may be monsters |
2040 | * if its a door or barrel (can roll) see if there may be monsters |
2320 | * on the space |
2041 | * on the space |
2321 | */ |
2042 | */ |
2322 | while (tmp != NULL) |
2043 | while (tmp) |
2323 | { |
2044 | { |
2324 | if (tmp == op) |
2045 | if (tmp == op) |
2325 | { |
2046 | { |
2326 | tmp = tmp->above; |
2047 | tmp = tmp->above; |
2327 | continue; |
2048 | continue; |
… | |
… | |
2337 | mon = tmp; |
2058 | mon = tmp; |
2338 | |
2059 | |
2339 | tmp = tmp->above; |
2060 | tmp = tmp->above; |
2340 | } |
2061 | } |
2341 | |
2062 | |
2342 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2063 | if (!mon) /* This happens anytime the player tries to move */ |
2343 | return; /* into a wall */ |
2064 | return; /* into a wall */ |
2344 | |
2065 | |
2345 | if (mon->head != NULL) |
2066 | if (mon->head) |
2346 | mon = mon->head; |
2067 | mon = mon->head; |
2347 | |
2068 | |
2348 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2069 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2349 | if (player_attack_door (op, mon)) |
2070 | if (player_attack_door (op, mon)) |
2350 | return; |
2071 | return; |
… | |
… | |
2362 | * player owns it and it is either friendly or unagressive. |
2083 | * player owns it and it is either friendly or unagressive. |
2363 | */ |
2084 | */ |
2364 | if ((op->type == PLAYER) |
2085 | if ((op->type == PLAYER) |
2365 | #if COZY_SERVER |
2086 | #if COZY_SERVER |
2366 | && |
2087 | && |
2367 | ((get_owner (mon) && get_owner (mon)->contr |
2088 | ((mon->owner && mon->owner->contr |
2368 | && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) |
2089 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2369 | #else |
2090 | #else |
2370 | && get_owner (mon) == op |
2091 | && mon->owner == op |
2371 | #endif |
2092 | #endif |
2372 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2093 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2373 | { |
2094 | { |
2374 | /* If we're braced, we don't want to switch places with it */ |
2095 | /* If we're braced, we don't want to switch places with it */ |
2375 | if (op->contr->braced) |
2096 | if (op->contr->braced) |
2376 | return; |
2097 | return; |
|
|
2098 | |
2377 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2099 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2378 | (void) push_ob (mon, dir, op); |
2100 | (void) push_ob (mon, dir, op); |
2379 | if (op->contr->tmp_invis || op->hide) |
2101 | if (op->contr->tmp_invis || op->hide) |
2380 | make_visible (op); |
2102 | make_visible (op); |
|
|
2103 | |
2381 | return; |
2104 | return; |
2382 | } |
2105 | } |
2383 | |
2106 | |
2384 | /* in certain circumstances, you shouldn't attack friendly |
2107 | /* in certain circumstances, you shouldn't attack friendly |
2385 | * creatures. Note that if you are braced, you can't push |
2108 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2387 | * attack them either. |
2110 | * attack them either. |
2388 | */ |
2111 | */ |
2389 | if ((mon->type == PLAYER || mon->enemy != op) && |
2112 | if ((mon->type == PLAYER || mon->enemy != op) && |
2390 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2113 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2391 | #ifdef PROHIBIT_PLAYERKILL |
2114 | #ifdef PROHIBIT_PLAYERKILL |
2392 | (op->contr->peaceful |
2115 | (op->contr->peaceful |
2393 | || (mon->type == PLAYER |
2116 | || (mon->type == PLAYER |
2394 | && mon->contr-> |
2117 | && mon->contr-> |
2395 | peaceful)) && |
2118 | peaceful)) && |
2396 | #else |
2119 | #else |
2397 | op->contr->peaceful && |
2120 | op->contr->peaceful && |
2398 | #endif |
2121 | #endif |
2399 | !on_battleground)) |
2122 | !on_battleground)) |
2400 | { |
2123 | { |
2401 | if (!op->contr->braced) |
2124 | if (!op->contr->braced) |
2402 | { |
2125 | { |
2403 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2126 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2404 | (void) push_ob (mon, dir, op); |
2127 | push_ob (mon, dir, op); |
2405 | } |
2128 | } |
2406 | else |
2129 | else |
2407 | { |
|
|
2408 | new_draw_info (0, 0, op, "You withhold your attack"); |
2130 | new_draw_info (0, 0, op, "You withhold your attack"); |
2409 | } |
2131 | |
2410 | if (op->contr->tmp_invis || op->hide) |
2132 | if (op->contr->tmp_invis || op->hide) |
2411 | make_visible (op); |
2133 | make_visible (op); |
2412 | } |
2134 | } |
2413 | |
2135 | |
2414 | /* If the object is a boulder or other rollable object, then |
2136 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2425 | * Way it works is like this: First, it must have some hit points |
2147 | * Way it works is like this: First, it must have some hit points |
2426 | * and be living. Then, it must be one of the following: |
2148 | * and be living. Then, it must be one of the following: |
2427 | * 1) Not a player, 2) A player, but of a different party. Note |
2149 | * 1) Not a player, 2) A player, but of a different party. Note |
2428 | * that party_number -1 is no party, so attacks can still happen. |
2150 | * that party_number -1 is no party, so attacks can still happen. |
2429 | */ |
2151 | */ |
2430 | |
|
|
2431 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2152 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2432 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2153 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2433 | { |
2154 | { |
2434 | |
2155 | |
2435 | /* If the player hasn't hit something this tick, and does |
2156 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2442 | op->speed_left += op->speed / op->contr->weapon_sp; |
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
2443 | |
2164 | |
2444 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2445 | } |
2166 | } |
2446 | |
2167 | |
2447 | skill_attack (mon, op, 0, NULL, NULL); |
2168 | skill_attack (mon, op, 0, 0, 0); |
2448 | |
2169 | |
2449 | /* If attacking another player, that player gets automatic |
2170 | /* If attacking another player, that player gets automatic |
2450 | * hitback, and doesn't loose luck either. |
2171 | * hitback, and doesn't loose luck either. |
2451 | * Disable hitback on the battleground or if the target is |
2172 | * Disable hitback on the battleground or if the target is |
2452 | * the wiz. |
2173 | * the wiz. |
… | |
… | |
2454 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2175 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2455 | { |
2176 | { |
2456 | short luck = mon->stats.luck; |
2177 | short luck = mon->stats.luck; |
2457 | |
2178 | |
2458 | mon->contr->has_hit = 1; |
2179 | mon->contr->has_hit = 1; |
2459 | skill_attack (op, mon, 0, NULL, NULL); |
2180 | skill_attack (op, mon, 0, 0, 0); |
2460 | mon->stats.luck = luck; |
2181 | mon->stats.luck = luck; |
2461 | } |
2182 | } |
|
|
2183 | |
2462 | if (action_makes_visible (op)) |
2184 | if (action_makes_visible (op)) |
2463 | make_visible (op); |
2185 | make_visible (op); |
2464 | } |
2186 | } |
2465 | } /* if player should attack something */ |
2187 | } /* if player should attack something */ |
2466 | } |
2188 | } |
… | |
… | |
2468 | int |
2190 | int |
2469 | move_player (object *op, int dir) |
2191 | move_player (object *op, int dir) |
2470 | { |
2192 | { |
2471 | int pick; |
2193 | int pick; |
2472 | |
2194 | |
2473 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2474 | return 0; |
2196 | return 0; |
2475 | |
2197 | |
2476 | /* Sanity check: make sure dir is valid */ |
2198 | /* Sanity check: make sure dir is valid */ |
2477 | if ((dir < 0) || (dir >= 9)) |
2199 | if ((dir < 0) || (dir >= 9)) |
2478 | { |
2200 | { |
2479 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2201 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2480 | return 0; |
2202 | return 0; |
2481 | } |
2203 | } |
2482 | |
2204 | |
2483 | /* peterm: added following line */ |
2205 | /* peterm: added following line */ |
2484 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2206 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2485 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2207 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2486 | |
2208 | |
2487 | op->facing = dir; |
2209 | op->facing = dir; |
2488 | |
2210 | |
2489 | if (op->hide) |
2211 | if (op->hide) |
2490 | do_hidden_move (op); |
2212 | do_hidden_move (op); |
… | |
… | |
2501 | |
2223 | |
2502 | /* Add special check for newcs players and fire on - this way, the |
2224 | /* Add special check for newcs players and fire on - this way, the |
2503 | * server can handle repeat firing. |
2225 | * server can handle repeat firing. |
2504 | */ |
2226 | */ |
2505 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2227 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2506 | { |
|
|
2507 | op->direction = dir; |
2228 | op->direction = dir; |
2508 | } |
|
|
2509 | else |
2229 | else |
2510 | { |
|
|
2511 | op->direction = 0; |
2230 | op->direction = 0; |
2512 | } |
2231 | |
2513 | /* Update how the player looks. Use the facing, so direction may |
2232 | /* Update how the player looks. Use the facing, so direction may |
2514 | * get reset to zero. This allows for full animation capabilities |
2233 | * get reset to zero. This allows for full animation capabilities |
2515 | * for players. |
2234 | * for players. |
2516 | */ |
2235 | */ |
2517 | animate_object (op, op->facing); |
2236 | animate_object (op, op->facing); |
… | |
… | |
2526 | * Returns true if there are more actions we can do. |
2245 | * Returns true if there are more actions we can do. |
2527 | */ |
2246 | */ |
2528 | int |
2247 | int |
2529 | handle_newcs_player (object *op) |
2248 | handle_newcs_player (object *op) |
2530 | { |
2249 | { |
2531 | if (op->contr->hidden) |
|
|
2532 | { |
|
|
2533 | op->invisible = 1000; |
|
|
2534 | /* the socket code flashes the player visible/invisible |
|
|
2535 | * depending on the value of invisible, so we need to |
|
|
2536 | * alternate it here for it to work correctly. |
|
|
2537 | */ |
|
|
2538 | if (pticks & 2) |
|
|
2539 | op->invisible--; |
|
|
2540 | } |
|
|
2541 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2542 | { |
|
|
2543 | op->invisible--; |
|
|
2544 | if (!op->invisible) |
|
|
2545 | { |
|
|
2546 | make_visible (op); |
|
|
2547 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2548 | } |
|
|
2549 | } |
|
|
2550 | |
|
|
2551 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2250 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2552 | { |
2251 | { |
2553 | flee_player (op); |
2252 | flee_player (op); |
2554 | /* If player is still scared, that is his action for this tick */ |
2253 | /* If player is still scared, that is his action for this tick */ |
2555 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2556 | { |
2255 | { |
2557 | op->speed_left--; |
2256 | op->speed_left--; |
2558 | return 0; |
2257 | return 0; |
2559 | } |
2258 | } |
2560 | } |
2259 | } |
2561 | |
|
|
2562 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2563 | * the player object still points to the defunct golem. The code that |
|
|
2564 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2565 | * put this in a a workaround to clean up the golem pointer. |
|
|
2566 | */ |
|
|
2567 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2568 | op->contr->ranges[range_golem] = 0; |
|
|
2569 | |
2260 | |
2570 | /* call this here - we also will call this in do_ericserver, but |
2261 | /* call this here - we also will call this in do_ericserver, but |
2571 | * the players time has been increased when doericserver has been |
2262 | * the players time has been increased when doericserver has been |
2572 | * called, so we recheck it here. |
2263 | * called, so we recheck it here. |
2573 | */ |
2264 | */ |
2574 | HandleClient (&op->contr->socket, op->contr); |
2265 | if (op->contr->ns->handle_command ()) |
|
|
2266 | return 1; |
|
|
2267 | |
2575 | if (op->speed_left < 0) |
2268 | if (op->speed_left > 0) |
2576 | return 0; |
2269 | { |
2577 | |
|
|
2578 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2270 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2579 | { |
2271 | { |
2580 | /* All move commands take 1 tick, at least for now */ |
2272 | /* All move commands take 1 tick, at least for now */ |
2581 | op->speed_left--; |
2273 | op->speed_left--; |
2582 | |
2274 | |
2583 | /* Instead of all the stuff below, let move_player take care |
2275 | /* Instead of all the stuff below, let move_player take care |
2584 | * of it. Also, some of the skill stuff is only put in |
2276 | * of it. Also, some of the skill stuff is only put in |
2585 | * there, as well as the confusion stuff. |
2277 | * there, as well as the confusion stuff. |
2586 | */ |
2278 | */ |
2587 | move_player (op, op->direction); |
2279 | move_player (op, op->direction); |
2588 | if (op->speed_left > 0) |
2280 | |
2589 | return 1; |
2281 | return op->speed_left > 0; |
2590 | else |
2282 | } |
2591 | return 0; |
|
|
2592 | } |
2283 | } |
|
|
2284 | |
2593 | return 0; |
2285 | return 0; |
2594 | } |
2286 | } |
2595 | |
2287 | |
2596 | int |
2288 | int |
2597 | save_life (object *op) |
2289 | save_life (object *op) |
2598 | { |
2290 | { |
2599 | object *tmp; |
|
|
2600 | |
|
|
2601 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2291 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2602 | return 0; |
2292 | return 0; |
2603 | |
2293 | |
2604 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2294 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2605 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2295 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2606 | { |
2296 | { |
2607 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2297 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2608 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2298 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2299 | |
2609 | if (op->contr) |
2300 | if (op->contr) |
2610 | esrv_del_item (op->contr, tmp->count); |
2301 | esrv_del_item (op->contr, tmp->count); |
2611 | tmp->remove (); |
2302 | |
2612 | tmp->destroy (0); |
2303 | tmp->destroy (); |
2613 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2304 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2305 | |
2614 | if (op->stats.hp < 0) |
2306 | if (op->stats.hp < 0) |
2615 | op->stats.hp = op->stats.maxhp; |
2307 | op->stats.hp = op->stats.maxhp; |
|
|
2308 | |
2616 | if (op->stats.food < 0) |
2309 | if (op->stats.food < 0) |
2617 | op->stats.food = 999; |
2310 | op->stats.food = 999; |
2618 | fix_player (op); |
2311 | |
|
|
2312 | op->update_stats (); |
2619 | return 1; |
2313 | return 1; |
2620 | } |
2314 | } |
|
|
2315 | |
2621 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2316 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2622 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2317 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2623 | enter_player_savebed (op); /* bring him home. */ |
2318 | enter_player_savebed (op); /* bring him home. */ |
2624 | return 0; |
2319 | return 0; |
2625 | } |
2320 | } |
… | |
… | |
2630 | * from. |
2325 | * from. |
2631 | */ |
2326 | */ |
2632 | void |
2327 | void |
2633 | remove_unpaid_objects (object *op, object *env) |
2328 | remove_unpaid_objects (object *op, object *env) |
2634 | { |
2329 | { |
2635 | object *next; |
|
|
2636 | |
|
|
2637 | while (op) |
2330 | while (op) |
2638 | { |
2331 | { |
2639 | next = op->below; /* Make sure we have a good value, in case |
2332 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2640 | * we remove object 'op' |
2333 | |
2641 | */ |
|
|
2642 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2334 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2643 | { |
2335 | { |
2644 | op->remove (); |
|
|
2645 | op->x = env->x; |
|
|
2646 | op->y = env->y; |
|
|
2647 | if (env->type == PLAYER) |
2336 | if (env->type == PLAYER) |
2648 | esrv_del_item (env->contr, op->count); |
2337 | esrv_del_item (env->contr, op->count); |
2649 | insert_ob_in_map (op, env->map, NULL, 0); |
2338 | |
|
|
2339 | op->insert_at (env); |
2650 | } |
2340 | } |
2651 | else if (op->inv) |
2341 | else if (op->inv) |
2652 | remove_unpaid_objects (op->inv, env); |
2342 | remove_unpaid_objects (op->inv, env); |
|
|
2343 | |
2653 | op = next; |
2344 | op = next; |
2654 | } |
2345 | } |
2655 | } |
2346 | } |
2656 | |
|
|
2657 | |
2347 | |
2658 | /* |
2348 | /* |
2659 | * Returns pointer a static string containing gravestone text |
2349 | * Returns pointer a static string containing gravestone text |
2660 | * Moved from apply.c to player.c - player.c is what |
2350 | * Moved from apply.c to player.c - player.c is what |
2661 | * actually uses this function. player.c may not be quite the |
2351 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2672 | strcpy (buf2, " R.I.P.\n\n"); |
2362 | strcpy (buf2, " R.I.P.\n\n"); |
2673 | if (op->type == PLAYER) |
2363 | if (op->type == PLAYER) |
2674 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2364 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2675 | else |
2365 | else |
2676 | sprintf (buf, "%s\n", &op->name); |
2366 | sprintf (buf, "%s\n", &op->name); |
|
|
2367 | |
2677 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2368 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2678 | strcat (buf2, buf); |
2369 | strcat (buf2, buf); |
2679 | if (op->type == PLAYER) |
2370 | if (op->type == PLAYER) |
2680 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2371 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2681 | else |
2372 | else |
2682 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2373 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2374 | |
2683 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2375 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2684 | strcat (buf2, buf); |
2376 | strcat (buf2, buf); |
2685 | if (op->type == PLAYER) |
2377 | if (op->type == PLAYER) |
2686 | { |
2378 | { |
2687 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2379 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2688 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2380 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2689 | strcat (buf2, buf); |
2381 | strcat (buf2, buf); |
2690 | } |
2382 | } |
|
|
2383 | |
2691 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2384 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2692 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2385 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2693 | strcat (buf2, buf); |
2386 | strcat (buf2, buf); |
|
|
2387 | |
2694 | return buf2; |
2388 | return buf2; |
2695 | } |
2389 | } |
2696 | |
|
|
2697 | |
|
|
2698 | |
2390 | |
2699 | void |
2391 | void |
2700 | do_some_living (object *op) |
2392 | do_some_living (object *op) |
2701 | { |
2393 | { |
2702 | int last_food = op->stats.food; |
2394 | int last_food = op->stats.food; |
… | |
… | |
2708 | int rate_grace = 2000; |
2400 | int rate_grace = 2000; |
2709 | const int max_hp = 1; |
2401 | const int max_hp = 1; |
2710 | const int max_sp = 1; |
2402 | const int max_sp = 1; |
2711 | const int max_grace = 1; |
2403 | const int max_grace = 1; |
2712 | |
2404 | |
2713 | if (op->contr->outputs_sync) |
2405 | if (op->contr->hidden) |
2714 | { |
|
|
2715 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2716 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2717 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2718 | } |
2406 | { |
|
|
2407 | op->invisible = 1000; |
|
|
2408 | /* the socket code flashes the player visible/invisible |
|
|
2409 | * depending on the value of invisible, so we need to |
|
|
2410 | * alternate it here for it to work correctly. |
|
|
2411 | */ |
|
|
2412 | if (pticks & 2) |
|
|
2413 | op->invisible--; |
|
|
2414 | } |
|
|
2415 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2416 | { |
|
|
2417 | if (!op->invisible--) |
|
|
2418 | { |
|
|
2419 | make_visible (op); |
|
|
2420 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2421 | } |
|
|
2422 | } |
2719 | |
2423 | |
2720 | if (op->contr->state == ST_PLAYING) |
2424 | if (op->contr->ns->state == ST_PLAYING) |
2721 | { |
2425 | { |
2722 | |
|
|
2723 | /* these next three if clauses make it possible to SLOW DOWN |
2426 | /* these next three if clauses make it possible to SLOW DOWN |
2724 | hp/grace/spellpoint regeneration. */ |
2427 | hp/grace/spellpoint regeneration. */ |
2725 | if (op->contr->gen_hp >= 0) |
2428 | if (op->contr->gen_hp >= 0) |
2726 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2429 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2727 | else |
2430 | else |
2728 | { |
2431 | { |
2729 | gen_hp = op->stats.maxhp; |
2432 | gen_hp = op->stats.maxhp; |
2730 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2433 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2731 | } |
2434 | } |
|
|
2435 | |
2732 | if (op->contr->gen_sp >= 0) |
2436 | if (op->contr->gen_sp >= 0) |
2733 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2437 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2734 | else |
2438 | else |
2735 | { |
2439 | { |
2736 | gen_sp = op->stats.maxsp; |
2440 | gen_sp = op->stats.maxsp; |
2737 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2441 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2738 | } |
2442 | } |
|
|
2443 | |
2739 | if (op->contr->gen_grace >= 0) |
2444 | if (op->contr->gen_grace >= 0) |
2740 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2445 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2741 | else |
2446 | else |
2742 | { |
2447 | { |
2743 | gen_grace = op->stats.maxgrace; |
2448 | gen_grace = op->stats.maxgrace; |
2744 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2449 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2745 | } |
2450 | } |
2746 | |
2451 | |
2747 | /* Regenerate Spell Points */ |
2452 | /* Regenerate Spell Points */ |
2748 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2453 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2749 | { |
2454 | { |
2750 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2455 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2751 | if (op->stats.sp < op->stats.maxsp) |
2456 | if (op->stats.sp < op->stats.maxsp) |
2752 | { |
2457 | { |
2753 | op->stats.sp++; |
2458 | op->stats.sp++; |
… | |
… | |
2759 | op->stats.food += op->contr->digestion; |
2464 | op->stats.food += op->contr->digestion; |
2760 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2465 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2761 | op->stats.food = last_food; |
2466 | op->stats.food = last_food; |
2762 | } |
2467 | } |
2763 | } |
2468 | } |
|
|
2469 | |
2764 | if (max_sp > 1) |
2470 | if (max_sp > 1) |
2765 | { |
2471 | { |
2766 | over_sp = (gen_sp + 10) / rate_sp; |
2472 | over_sp = (gen_sp + 10) / rate_sp; |
2767 | if (over_sp > 0) |
2473 | if (over_sp > 0) |
2768 | { |
2474 | { |
2769 | if (op->stats.sp < op->stats.maxsp) |
2475 | if (op->stats.sp < op->stats.maxsp) |
2770 | { |
2476 | { |
2771 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2477 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2478 | |
2772 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2479 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2773 | op->stats.sp--; |
2480 | op->stats.sp--; |
|
|
2481 | |
2774 | if (op->stats.sp > op->stats.maxsp) |
2482 | if (op->stats.sp > op->stats.maxsp) |
2775 | op->stats.sp = op->stats.maxsp; |
2483 | op->stats.sp = op->stats.maxsp; |
2776 | } |
2484 | } |
2777 | op->last_sp = 0; |
2485 | op->last_sp = 0; |
2778 | } |
2486 | } |
2779 | else |
2487 | else |
2780 | { |
|
|
2781 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2488 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2782 | } |
|
|
2783 | } |
2489 | } |
2784 | else |
2490 | else |
2785 | { |
|
|
2786 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2491 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2787 | } |
|
|
2788 | } |
2492 | } |
2789 | |
2493 | |
2790 | /* Regenerate Grace */ |
2494 | /* Regenerate Grace */ |
2791 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2495 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2792 | if (--op->last_grace < 0) |
2496 | if (--op->last_grace < 0) |
2793 | { |
2497 | { |
2794 | if (op->stats.grace < op->stats.maxgrace / 2) |
2498 | if (op->stats.grace < op->stats.maxgrace / 2) |
2795 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2499 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2500 | |
2796 | if (max_grace > 1) |
2501 | if (max_grace > 1) |
2797 | { |
2502 | { |
2798 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2503 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2799 | if (over_grace > 0) |
2504 | if (over_grace > 0) |
2800 | { |
2505 | { |
… | |
… | |
2828 | op->stats.food += op->contr->digestion; |
2533 | op->stats.food += op->contr->digestion; |
2829 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2534 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2830 | op->stats.food = last_food; |
2535 | op->stats.food = last_food; |
2831 | } |
2536 | } |
2832 | } |
2537 | } |
|
|
2538 | |
2833 | if (max_hp > 1) |
2539 | if (max_hp > 1) |
2834 | { |
2540 | { |
2835 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2541 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2836 | if (over_hp > 0) |
2542 | if (over_hp > 0) |
2837 | { |
2543 | { |
… | |
… | |
2861 | |
2567 | |
2862 | if (op->contr->gen_hp > 0) |
2568 | if (op->contr->gen_hp > 0) |
2863 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2569 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2864 | else |
2570 | else |
2865 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2571 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2572 | |
2866 | /* dms do not consume food */ |
2573 | /* dms do not consume food */ |
2867 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2574 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2868 | op->stats.food--; |
2575 | op->stats.food--; |
2869 | } |
2576 | } |
2870 | } |
|
|
2871 | |
2577 | |
2872 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2578 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2873 | { |
2579 | { |
2874 | object *tmp, *flesh = NULL; |
2580 | object *tmp, *flesh = 0; |
2875 | |
2581 | |
2876 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2582 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2877 | { |
2583 | { |
2878 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2584 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2879 | { |
|
|
2880 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2881 | { |
2585 | { |
|
|
2586 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2587 | { |
2882 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2588 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2883 | manual_apply (op, tmp, 0); |
2589 | manual_apply (op, tmp, 0); |
2884 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2590 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2885 | break; |
2591 | break; |
2886 | } |
2592 | } |
2887 | else if (tmp->type == FLESH) |
2593 | else if (tmp->type == FLESH) |
2888 | flesh = tmp; |
2594 | flesh = tmp; |
2889 | } /* End if paid for object */ |
2595 | } /* End if paid for object */ |
2890 | } /* end of for loop */ |
2596 | } /* end of for loop */ |
|
|
2597 | |
2891 | /* If player is still starving, it means they don't have any food, so |
2598 | /* If player is still starving, it means they don't have any food, so |
2892 | * eat flesh instead. |
2599 | * eat flesh instead. |
2893 | */ |
2600 | */ |
2894 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2601 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2895 | { |
2602 | { |
2896 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2603 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2897 | manual_apply (op, flesh, 0); |
2604 | manual_apply (op, flesh, 0); |
2898 | } |
2605 | } |
2899 | } /* end if player is starving */ |
2606 | } |
2900 | |
2607 | |
2901 | while (op->stats.food < 0 && op->stats.hp > 0) |
2608 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2902 | op->stats.food++, op->stats.hp--; |
2609 | op->stats.food++, op->stats.hp--; |
2903 | |
2610 | |
2904 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2611 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2905 | kill_player (op); |
2612 | kill_player (op); |
|
|
2613 | } |
2906 | } |
2614 | } |
2907 | |
|
|
2908 | |
|
|
2909 | |
2615 | |
2910 | /* If the player should die (lack of hp, food, etc), we call this. |
2616 | /* If the player should die (lack of hp, food, etc), we call this. |
2911 | * op is the player in jeopardy. If the player can not be saved (not |
2617 | * op is the player in jeopardy. If the player can not be saved (not |
2912 | * permadeath, no lifesave), this will take care of removing the player |
2618 | * permadeath, no lifesave), this will take care of removing the player |
2913 | * file. |
2619 | * file. |
… | |
… | |
2943 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2649 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2944 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2650 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2945 | |
2651 | |
2946 | /* restore player */ |
2652 | /* restore player */ |
2947 | at = archetype::find ("poisoning"); |
2653 | at = archetype::find ("poisoning"); |
2948 | tmp = present_arch_in_ob (at, op); |
2654 | if (object *tmp = present_arch_in_ob (at, op)) |
2949 | if (tmp) |
|
|
2950 | { |
2655 | { |
2951 | tmp->remove (); |
|
|
2952 | tmp->destroy (0); |
2656 | tmp->destroy (); |
2953 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2657 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2954 | } |
2658 | } |
2955 | |
2659 | |
2956 | at = archetype::find ("confusion"); |
2660 | at = archetype::find ("confusion"); |
2957 | tmp = present_arch_in_ob (at, op); |
2661 | if (object *tmp = present_arch_in_ob (at, op)) |
2958 | if (tmp) |
|
|
2959 | { |
2662 | { |
2960 | tmp->remove (); |
|
|
2961 | tmp->destroy (0); |
2663 | tmp->destroy (); |
2962 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2664 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2963 | } |
2665 | } |
2964 | |
2666 | |
2965 | cure_disease (op, 0); /* remove any disease */ |
2667 | cure_disease (op, 0); /* remove any disease */ |
2966 | op->stats.hp = op->stats.maxhp; |
2668 | op->stats.hp = op->stats.maxhp; |
2967 | if (op->stats.food <= 0) |
2669 | if (op->stats.food <= 0) |
2968 | op->stats.food = 999; |
2670 | op->stats.food = 999; |
2969 | |
2671 | |
2970 | /* create a bodypart-trophy to make the winner happy */ |
2672 | /* create a bodypart-trophy to make the winner happy */ |
2971 | tmp = arch_to_object (archetype::find ("finger")); |
2673 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2972 | if (tmp != NULL) |
|
|
2973 | { |
2674 | { |
2974 | sprintf (buf, "%s's finger", &op->name); |
2675 | sprintf (buf, "%s's finger", &op->name); |
2975 | tmp->name = buf; |
2676 | tmp->name = buf; |
2976 | sprintf (buf, " This finger has been cut off %s\n" |
2677 | sprintf (buf, " This finger has been cut off %s\n" |
2977 | " the %s, when he was defeated at\n level %d by %s.\n", |
2678 | " 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); |
2679 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2979 | tmp->msg = buf; |
2680 | tmp->msg = buf; |
2980 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2681 | tmp->value = 0, tmp->type = 0; |
2981 | tmp->materialname = NULL; |
2682 | tmp->materialname = "organics"; |
2982 | tmp->x = op->x, tmp->y = op->y; |
2683 | tmp->insert_at (op, tmp); |
2983 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2984 | } |
2684 | } |
2985 | |
2685 | |
2986 | /* teleport defeated player to new destination */ |
2686 | /* teleport defeated player to new destination */ |
2987 | transfer_ob (op, x, y, 0, NULL); |
2687 | transfer_ob (op, x, y, 0, NULL); |
2988 | op->contr->braced = 0; |
2688 | op->contr->braced = 0; |
… | |
… | |
2993 | |
2693 | |
2994 | command_kill_pets (op, 0); |
2694 | command_kill_pets (op, 0); |
2995 | |
2695 | |
2996 | if (op->stats.food < 0) |
2696 | if (op->stats.food < 0) |
2997 | { |
2697 | { |
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); |
2698 | sprintf (buf, "%s starved to death.", &op->name); |
3006 | strcpy (op->contr->killer, "starvation"); |
2699 | strcpy (op->contr->killer, "starvation"); |
3007 | } |
2700 | } |
3008 | else |
2701 | 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); |
2702 | sprintf (buf, "%s died.", &op->name); |
3018 | } |
2703 | |
3019 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2704 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3020 | |
2705 | |
3021 | /* save the map location for corpse, gravestone */ |
2706 | /* save the map location for corpse, gravestone */ |
3022 | x = op->x; |
2707 | x = op->x; |
3023 | y = op->y; |
2708 | y = op->y; |
3024 | map = op->map; |
2709 | map = op->map; |
3025 | |
2710 | |
3026 | |
|
|
3027 | if (settings.not_permadeth == TRUE) |
|
|
3028 | { |
|
|
3029 | /* NOT_PERMADEATH code. This basically brings the character back to |
2711 | /* NOT_PERMADEATH code. This basically brings the character back to |
3030 | * life if they are dead - it takes some exp and a random stat. |
2712 | * 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. |
2713 | * See the config.h file for a little more in depth detail about this. |
3032 | */ |
2714 | */ |
3033 | |
2715 | |
3034 | /* Basically two ways to go - remove a stat permanently, or just |
2716 | /* Basically two ways to go - remove a stat permanently, or just |
3035 | * make it depletion. This bunch of code deals with that aspect |
2717 | * make it depletion. This bunch of code deals with that aspect |
3036 | * of death. |
2718 | * of death. |
3037 | */ |
2719 | */ |
3038 | #ifndef COZY_SERVER |
2720 | #ifndef COZY_SERVER |
3039 | if (settings.balanced_stat_loss) |
2721 | if (settings.balanced_stat_loss) |
3040 | { |
2722 | { |
3041 | /* If stat loss is permanent, lose one stat only. */ |
2723 | /* If stat loss is permanent, lose one stat only. */ |
3042 | /* Lower level chars don't lose as many stats because they suffer |
2724 | /* Lower level chars don't lose as many stats because they suffer |
3043 | more if they do. */ |
2725 | more if they do. */ |
3044 | /* Higher level characters can afford things such as potions of |
2726 | /* Higher level characters can afford things such as potions of |
3045 | restoration, or better, stat potions. So we slug them that |
2727 | restoration, or better, stat potions. So we slug them that |
3046 | little bit harder. */ |
2728 | little bit harder. */ |
3047 | /* GD */ |
2729 | /* GD */ |
3048 | if (settings.stat_loss_on_death) |
2730 | if (settings.stat_loss_on_death) |
3049 | num_stats_lose = 1; |
2731 | num_stats_lose = 1; |
3050 | else |
|
|
3051 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3052 | } |
|
|
3053 | else |
2732 | else |
3054 | { |
2733 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2734 | } |
|
|
2735 | else |
3055 | num_stats_lose = 1; |
2736 | num_stats_lose = 1; |
3056 | } |
2737 | |
3057 | lost_a_stat = 0; |
2738 | lost_a_stat = 0; |
3058 | |
2739 | |
3059 | for (z = 0; z < num_stats_lose; z++) |
2740 | for (z = 0; z < num_stats_lose; z++) |
3060 | { |
2741 | { |
3061 | i = RANDOM () % NUM_STATS; |
2742 | i = RANDOM () % NUM_STATS; |
3062 | |
2743 | |
3063 | if (settings.stat_loss_on_death) |
2744 | if (settings.stat_loss_on_death) |
3064 | { |
2745 | { |
3065 | /* Pick a random stat and take a point off it. Tell the player |
2746 | /* Pick a random stat and take a point off it. Tell the player |
3066 | * what he lost. |
2747 | * what he lost. |
3067 | */ |
2748 | */ |
3068 | change_attr_value (&(op->stats), i, -1); |
2749 | change_attr_value (&(op->stats), i, -1); |
3069 | check_stat_bounds (&(op->stats)); |
2750 | check_stat_bounds (&(op->stats)); |
3070 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2751 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3071 | check_stat_bounds (&(op->contr->orig_stats)); |
2752 | check_stat_bounds (&(op->contr->orig_stats)); |
3072 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2753 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3073 | lost_a_stat = 1; |
2754 | lost_a_stat = 1; |
|
|
2755 | } |
|
|
2756 | else |
|
|
2757 | { |
|
|
2758 | /* deplete a stat */ |
|
|
2759 | archetype *deparch = archetype::find ("depletion"); |
|
|
2760 | object *dep; |
|
|
2761 | |
|
|
2762 | dep = present_arch_in_ob (deparch, op); |
|
|
2763 | if (!dep) |
|
|
2764 | { |
|
|
2765 | dep = arch_to_object (deparch); |
|
|
2766 | insert_ob_in_ob (dep, op); |
3074 | } |
2767 | } |
3075 | else |
2768 | lose_this_stat = 1; |
|
|
2769 | if (settings.balanced_stat_loss) |
3076 | { |
2770 | { |
3077 | /* deplete a stat */ |
2771 | /* GD */ |
3078 | archetype *deparch = archetype::find ("depletion"); |
2772 | /* Get the stat that we're about to deplete. */ |
3079 | object *dep; |
2773 | this_stat = get_attr_value (&(dep->stats), i); |
3080 | |
2774 | if (this_stat < 0) |
3081 | dep = present_arch_in_ob (deparch, op); |
|
|
3082 | if (!dep) |
|
|
3083 | { |
2775 | { |
3084 | dep = arch_to_object (deparch); |
2776 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3085 | insert_ob_in_ob (dep, op); |
2777 | int keep_chance = this_stat * this_stat; |
3086 | } |
2778 | |
3087 | lose_this_stat = 1; |
2779 | /* Yes, I am paranoid. Sue me. */ |
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) |
2780 | if (keep_chance < 1) |
|
|
2781 | keep_chance = 1; |
|
|
2782 | |
|
|
2783 | /* There is a maximum depletion total per level. */ |
|
|
2784 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3094 | { |
2785 | { |
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; |
2786 | lose_this_stat = 0; |
3106 | /* Take loss chance vs keep chance to see if we |
2787 | /* Take loss chance vs keep chance to see if we |
3107 | retain the stat. */ |
2788 | 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 | } |
2789 | } |
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 | */ |
2790 | else |
3129 | if (this_stat >= -50) |
|
|
3130 | { |
2791 | { |
3131 | change_attr_value (&(dep->stats), i, -1); |
2792 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
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; |
2793 | lose_this_stat = 0; |
|
|
2794 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2795 | this_stat, keep_chance, loss_chance, |
|
|
2796 | lose_this_stat?"LOSE":"KEEP"); */ |
3136 | } |
2797 | } |
3137 | } |
2798 | } |
3138 | } |
2799 | } |
|
|
2800 | |
|
|
2801 | if (lose_this_stat) |
|
|
2802 | { |
|
|
2803 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2804 | /* We could try to do something clever like find another |
|
|
2805 | * stat to reduce if this fails. But chances are, if |
|
|
2806 | * stats have been depleted to -50, all are pretty low |
|
|
2807 | * and should be roughly the same, so it shouldn't make a |
|
|
2808 | * difference. |
|
|
2809 | */ |
|
|
2810 | if (this_stat >= -50) |
|
|
2811 | { |
|
|
2812 | change_attr_value (&(dep->stats), i, -1); |
|
|
2813 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2814 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2815 | op->update_stats (); |
|
|
2816 | lost_a_stat = 1; |
|
|
2817 | } |
3139 | } |
2818 | } |
|
|
2819 | } |
|
|
2820 | } |
3140 | /* If no stat lost, tell the player. */ |
2821 | /* If no stat lost, tell the player. */ |
3141 | if (!lost_a_stat) |
2822 | if (!lost_a_stat) |
3142 | { |
2823 | { |
3143 | /* determine_god() seems to not work sometimes... why is this? |
2824 | /* determine_god() seems to not work sometimes... why is this? |
3144 | Should I be using something else? GD */ |
2825 | Should I be using something else? GD */ |
3145 | const char *god = determine_god (op); |
2826 | const char *god = determine_god (op); |
3146 | |
2827 | |
3147 | if (god && (strcmp (god, "none"))) |
2828 | 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); |
2829 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3149 | else |
2830 | else |
3150 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2831 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3151 | } |
2832 | } |
3152 | #else |
2833 | #else |
3153 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2834 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3154 | #endif |
2835 | #endif |
3155 | |
2836 | |
3156 | /* Put a gravestone up where the character 'almost' died. List the |
2837 | /* Put a gravestone up where the character 'almost' died. List the |
3157 | * exp loss on the stone. |
2838 | * exp loss on the stone. |
3158 | */ |
2839 | */ |
3159 | tmp = arch_to_object (archetype::find ("gravestone")); |
2840 | tmp = arch_to_object (archetype::find ("gravestone")); |
3160 | sprintf (buf, "%s's gravestone", &op->name); |
2841 | sprintf (buf, "%s's gravestone", &op->name); |
3161 | tmp->name = buf; |
2842 | tmp->name = buf; |
3162 | sprintf (buf, "%s's gravestones", &op->name); |
2843 | sprintf (buf, "%s's gravestones", &op->name); |
3163 | tmp->name_pl = buf; |
2844 | 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); |
2845 | 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; |
2846 | tmp->msg = buf; |
3166 | tmp->x = op->x, tmp->y = op->y; |
2847 | tmp->x = op->x, tmp->y = op->y; |
3167 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2848 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3168 | |
2849 | |
3169 | /**************************************/ |
2850 | /**************************************/ |
3170 | /* */ |
2851 | /* */ |
3171 | /* Subtract the experience points, */ |
2852 | /* Subtract the experience points, */ |
3172 | /* if we died cause of food, give us */ |
2853 | /* if we died cause of food, give us */ |
3173 | /* food, and reset HP's... */ |
2854 | /* food, and reset HP's... */ |
3174 | /* */ |
2855 | /* */ |
3175 | /**************************************/ |
2856 | /**************************************/ |
3176 | |
2857 | |
3177 | /* remove any poisoning and confusion the character may be suffering. */ |
2858 | /* remove any poisoning and confusion the character may be suffering. */ |
3178 | /* restore player */ |
2859 | /* restore player */ |
3179 | at = archetype::find ("poisoning"); |
2860 | at = archetype::find ("poisoning"); |
3180 | tmp = present_arch_in_ob (at, op); |
2861 | tmp = present_arch_in_ob (at, op); |
|
|
2862 | |
3181 | if (tmp) |
2863 | if (tmp) |
3182 | { |
2864 | { |
3183 | tmp->remove (); |
|
|
3184 | tmp->destroy (0); |
2865 | tmp->destroy (); |
3185 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2866 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3186 | } |
2867 | } |
3187 | |
2868 | |
3188 | at = archetype::find ("confusion"); |
2869 | at = archetype::find ("confusion"); |
3189 | tmp = present_arch_in_ob (at, op); |
2870 | tmp = present_arch_in_ob (at, op); |
3190 | if (tmp) |
2871 | if (tmp) |
3191 | { |
2872 | { |
3192 | tmp->remove (); |
|
|
3193 | tmp->destroy (0); |
2873 | tmp->destroy (); |
3194 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2874 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3195 | } |
2875 | } |
3196 | |
2876 | |
3197 | cure_disease (op, 0); /* remove any disease */ |
2877 | cure_disease (op, 0); /* remove any disease */ |
3198 | |
2878 | |
3199 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2879 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3200 | apply_death_exp_penalty (op); |
2880 | apply_death_exp_penalty (op); |
3201 | if (op->stats.food < 100) |
2881 | if (op->stats.food < 100) |
3202 | op->stats.food = 900; |
2882 | op->stats.food = 900; |
3203 | op->stats.hp = op->stats.maxhp; |
2883 | op->stats.hp = op->stats.maxhp; |
3204 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2884 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3205 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2885 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3206 | |
2886 | |
3207 | /* |
2887 | /* |
3208 | * Check to see if the player is in a shop. IF so, then check to see if |
2888 | * Check to see if the player has any unpaid items. If so, remove them |
3209 | * the player has any unpaid items. If so, remove them and put them back |
2889 | * and put them back in the map. |
3210 | * in the map. |
2890 | */ |
3211 | */ |
|
|
3212 | |
|
|
3213 | if (is_in_shop (op)) |
|
|
3214 | remove_unpaid_objects (op->inv, op); |
2891 | remove_unpaid_objects (op->inv, op); |
3215 | |
2892 | |
3216 | /****************************************/ |
2893 | /****************************************/ |
3217 | /* */ |
2894 | /* */ |
3218 | /* Move player to his current respawn- */ |
2895 | /* Move player to his current respawn- */ |
3219 | /* position (usually last savebed) */ |
2896 | /* position (usually last savebed) */ |
3220 | /* */ |
2897 | /* */ |
3221 | /****************************************/ |
2898 | /****************************************/ |
3222 | |
2899 | |
3223 | enter_player_savebed (op); |
2900 | enter_player_savebed (op); |
3224 | |
2901 | |
3225 | /* Save the player before inserting the force to reduce |
|
|
3226 | * chance of abuse. |
|
|
3227 | */ |
|
|
3228 | op->contr->braced = 0; |
2902 | op->contr->braced = 0; |
3229 | save_player (op, 1); |
|
|
3230 | |
2903 | |
3231 | /* it is possible that the player has blown something up |
2904 | /* it is possible that the player has blown something up |
3232 | * at his savebed location, and that can have long lasting |
2905 | * at his savebed location, and that can have long lasting |
3233 | * spell effects. So first see if there is a spell effect |
2906 | * spell effects. So first see if there is a spell effect |
3234 | * on the space that might harm the player. |
2907 | * on the space that might harm the player. |
3235 | */ |
2908 | */ |
3236 | will_kill_again = 0; |
2909 | will_kill_again = 0; |
3237 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2910 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3238 | if (tmp->type == SPELL_EFFECT) |
2911 | if (tmp->type == SPELL_EFFECT) |
3239 | will_kill_again |= tmp->attacktype; |
2912 | will_kill_again |= tmp->attacktype; |
3240 | |
2913 | |
3241 | if (will_kill_again) |
2914 | if (will_kill_again) |
3242 | { |
2915 | { |
3243 | object *force; |
2916 | object *force; |
3244 | int at; |
2917 | int at; |
3245 | |
2918 | |
3246 | force = get_archetype (FORCE_NAME); |
2919 | force = get_archetype (FORCE_NAME); |
3247 | /* 50 ticks should be enough time for the spell to abate */ |
2920 | /* 50 ticks should be enough time for the spell to abate */ |
3248 | force->speed = 0.1; |
2921 | force->speed = 0.1; |
3249 | force->speed_left = -5.0; |
2922 | force->speed_left = -5.0; |
3250 | SET_FLAG (force, FLAG_APPLIED); |
2923 | SET_FLAG (force, FLAG_APPLIED); |
3251 | for (at = 0; at < NROFATTACKS; at++) |
2924 | for (at = 0; at < NROFATTACKS; at++) |
3252 | if (will_kill_again & (1 << at)) |
2925 | if (will_kill_again & (1 << at)) |
3253 | force->resist[at] = 100; |
2926 | force->resist[at] = 100; |
3254 | |
2927 | |
3255 | insert_ob_in_ob (force, op); |
2928 | insert_ob_in_ob (force, op); |
3256 | fix_player (op); |
2929 | op->update_stats (); |
3257 | |
2930 | |
3258 | } |
2931 | } |
3259 | |
2932 | |
3260 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2933 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3261 | return; |
|
|
3262 | } /* NOT_PERMADETH */ |
|
|
3263 | else |
|
|
3264 | { |
|
|
3265 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3266 | * should probably be embedded in an else statement. |
|
|
3267 | */ |
|
|
3268 | |
|
|
3269 | op->contr->party = NULL; |
|
|
3270 | if (settings.set_title == TRUE) |
|
|
3271 | op->contr->own_title[0] = '\0'; |
|
|
3272 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3273 | check_score (op); |
|
|
3274 | |
|
|
3275 | if (op->contr->ranges[range_golem]) |
|
|
3276 | { |
|
|
3277 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3278 | op->contr->ranges[range_golem]->remove (); |
|
|
3279 | op->contr->ranges[range_golem]->destroy (0); |
|
|
3280 | op->contr->ranges[range_golem] = 0; |
|
|
3281 | } |
|
|
3282 | |
|
|
3283 | loot_object (op); /* Remove some of the items for good */ |
|
|
3284 | op->remove (); |
|
|
3285 | op->direction = 0; |
|
|
3286 | |
|
|
3287 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3288 | { |
|
|
3289 | delete_character (op->name, 0); |
|
|
3290 | if (settings.resurrection == TRUE) |
|
|
3291 | { |
|
|
3292 | /* save playerfile sans equipment when player dies |
|
|
3293 | ** then save it as player.pl.dead so that future resurrection |
|
|
3294 | ** type spells will work on them nicely |
|
|
3295 | */ |
|
|
3296 | delete_character (op->name, 0); |
|
|
3297 | op->stats.hp = op->stats.maxhp; |
|
|
3298 | op->stats.food = 999; |
|
|
3299 | |
|
|
3300 | /* set the location of where the person will reappear when */ |
|
|
3301 | /* maybe resurrection code should fix map also */ |
|
|
3302 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3303 | if (op->map != NULL) |
|
|
3304 | op->map = NULL; |
|
|
3305 | op->x = settings.emergency_x; |
|
|
3306 | op->y = settings.emergency_y; |
|
|
3307 | save_player (op, 0); |
|
|
3308 | op->map = map; |
|
|
3309 | /* please see resurrection.c: peterm */ |
|
|
3310 | dead_player (op); |
|
|
3311 | } |
|
|
3312 | else |
|
|
3313 | delete_character (op->name, 1); |
|
|
3314 | } |
|
|
3315 | |
|
|
3316 | play_again (op); |
|
|
3317 | |
|
|
3318 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3319 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3320 | sprintf (buf, "%s", &op->name); |
|
|
3321 | tmp->name = tmp->name_pl = buf; |
|
|
3322 | tmp->level = op->level; |
|
|
3323 | tmp->x = x; |
|
|
3324 | tmp->y = y; |
|
|
3325 | tmp->msg = gravestone_text (op); |
|
|
3326 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3327 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3328 | } |
|
|
3329 | } |
2934 | } |
3330 | |
|
|
3331 | |
2935 | |
3332 | void |
2936 | void |
3333 | loot_object (object *op) |
2937 | loot_object (object *op) |
3334 | { /* Grab and destroy some treasure */ |
2938 | { /* Grab and destroy some treasure */ |
3335 | object *tmp, *tmp2, *next; |
2939 | object *tmp, *tmp2, *next; |
3336 | |
2940 | |
3337 | if (op->container) |
2941 | op->close_container (); /* close open sack first */ |
3338 | { /* close open sack first */ |
|
|
3339 | esrv_apply_container (op, op->container); |
|
|
3340 | } |
|
|
3341 | |
2942 | |
3342 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2943 | for (tmp = op->inv; tmp; tmp = next) |
3343 | { |
2944 | { |
3344 | next = tmp->below; |
2945 | next = tmp->below; |
3345 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2946 | |
|
|
2947 | if (tmp->invisible) |
3346 | continue; |
2948 | continue; |
|
|
2949 | |
3347 | tmp->remove (); |
2950 | tmp->remove (); |
3348 | tmp->x = op->x, tmp->y = op->y; |
2951 | tmp->x = op->x, tmp->y = op->y; |
|
|
2952 | |
3349 | if (tmp->type == CONTAINER) |
2953 | if (tmp->type == CONTAINER) |
3350 | { /* empty container to ground */ |
2954 | loot_object (tmp); /* empty container to ground */ |
3351 | loot_object (tmp); |
2955 | |
3352 | } |
|
|
3353 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2956 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3354 | { |
2957 | { |
3355 | if (tmp->nrof > 1) |
2958 | if (tmp->nrof > 1) |
3356 | { |
2959 | { |
3357 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2960 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3358 | tmp2->destroy (0); |
2961 | tmp2->destroy (); |
3359 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2962 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3360 | } |
2963 | } |
3361 | else |
2964 | else |
3362 | tmp->destroy (0); |
2965 | tmp->destroy (); |
3363 | } |
2966 | } |
3364 | else |
2967 | else |
3365 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2968 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3366 | } |
2969 | } |
3367 | } |
2970 | } |
… | |
… | |
3369 | /* |
2972 | /* |
3370 | * fix_weight(): Check recursively the weight of all players, and fix |
2973 | * fix_weight(): Check recursively the weight of all players, and fix |
3371 | * what needs to be fixed. Refresh windows and fix speed if anything |
2974 | * what needs to be fixed. Refresh windows and fix speed if anything |
3372 | * was changed. |
2975 | * was changed. |
3373 | */ |
2976 | */ |
3374 | |
|
|
3375 | void |
2977 | void |
3376 | fix_weight (void) |
2978 | fix_weight (void) |
3377 | { |
2979 | { |
3378 | player *pl; |
2980 | for_all_players (pl) |
3379 | |
|
|
3380 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3381 | { |
2981 | { |
3382 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2982 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3383 | |
2983 | |
3384 | if (old == sum) |
2984 | if (old == sum) |
3385 | continue; |
2985 | continue; |
3386 | fix_player (pl->ob); |
2986 | pl->ob->update_stats (); |
3387 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2987 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3388 | } |
2988 | } |
3389 | } |
2989 | } |
3390 | |
2990 | |
3391 | void |
2991 | void |
3392 | fix_luck (void) |
2992 | fix_luck (void) |
3393 | { |
2993 | { |
3394 | player *pl; |
2994 | for_all_players (pl) |
3395 | |
|
|
3396 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3397 | if (!pl->ob->contr->state) |
2995 | if (!pl->ob->contr->ns->state) |
3398 | change_luck (pl->ob, 0); |
2996 | pl->ob->change_luck (0); |
3399 | } |
2997 | } |
3400 | |
|
|
3401 | |
2998 | |
3402 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2999 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3403 | * This is much simpler in the new spell code - we basically |
3000 | * This is much simpler in the new spell code - we basically |
3404 | * just treat this as any other spell casting object. |
3001 | * just treat this as any other spell casting object. |
3405 | */ |
3002 | */ |
3406 | |
|
|
3407 | void |
3003 | void |
3408 | cast_dust (object *op, object *throw_ob, int dir) |
3004 | cast_dust (object *op, object *throw_ob, int dir) |
3409 | { |
3005 | { |
3410 | object *skop, *spob; |
3006 | object *skop, *spob; |
3411 | |
3007 | |
… | |
… | |
3432 | if (op->type == PLAYER) |
3028 | if (op->type == PLAYER) |
3433 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3029 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3434 | |
3030 | |
3435 | cast_spell (op, throw_ob, dir, spob, NULL); |
3031 | cast_spell (op, throw_ob, dir, spob, NULL); |
3436 | |
3032 | |
3437 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
|
|
3438 | throw_ob->remove (); |
|
|
3439 | throw_ob->destroy (0); |
3033 | throw_ob->destroy (); |
3440 | } |
3034 | } |
3441 | |
3035 | |
3442 | void |
3036 | void |
3443 | make_visible (object *op) |
3037 | make_visible (object *op) |
3444 | { |
3038 | { |
… | |
… | |
3447 | if (op->type == PLAYER) |
3041 | if (op->type == PLAYER) |
3448 | { |
3042 | { |
3449 | op->contr->tmp_invis = 0; |
3043 | op->contr->tmp_invis = 0; |
3450 | op->contr->invis_race = 0; |
3044 | op->contr->invis_race = 0; |
3451 | } |
3045 | } |
|
|
3046 | |
3452 | update_object (op, UP_OBJ_FACE); |
3047 | update_object (op, UP_OBJ_CHANGE); |
3453 | } |
3048 | } |
3454 | |
3049 | |
3455 | int |
3050 | int |
3456 | is_true_undead (object *op) |
3051 | is_true_undead (object *op) |
3457 | { |
3052 | { |
3458 | object *tmp = NULL; |
|
|
3459 | |
|
|
3460 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3053 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3461 | return 1; |
3054 | return 1; |
3462 | |
3055 | |
3463 | if (op->type == PLAYER) |
|
|
3464 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3465 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3466 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3467 | return 1; |
|
|
3468 | return 0; |
3056 | return 0; |
3469 | } |
3057 | } |
3470 | |
3058 | |
3471 | /* look at the surrounding terrain to determine |
3059 | /* look at the surrounding terrain to determine |
3472 | * the hideability of this object. Positive levels |
3060 | * the hideability of this object. Positive levels |
… | |
… | |
3528 | |
3116 | |
3529 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3117 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3530 | |
3118 | |
3531 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3119 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3532 | if (op->type == PLAYER && op->contr->run_on) |
3120 | if (op->type == PLAYER && op->contr->run_on) |
3533 | { |
|
|
3534 | if (!skop || num >= skop->level) |
3121 | if (!skop || num >= skop->level) |
3535 | { |
3122 | { |
3536 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3123 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3537 | make_visible (op); |
3124 | make_visible (op); |
3538 | return; |
3125 | return; |
3539 | } |
3126 | } |
3540 | else |
3127 | else |
3541 | num += 20; |
3128 | num += 20; |
3542 | } |
3129 | |
3543 | num += op->map->difficulty; |
3130 | num += op->map->difficulty; |
3544 | hide = hideability (op); /* modify by terrain hidden level */ |
3131 | hide = hideability (op); /* modify by terrain hidden level */ |
3545 | num -= hide; |
3132 | num -= hide; |
|
|
3133 | |
3546 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3134 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3547 | { |
3135 | { |
3548 | make_visible (op); |
3136 | make_visible (op); |
3549 | if (op->type == PLAYER) |
3137 | if (op->type == PLAYER) |
3550 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3138 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3551 | } |
3139 | } |
3552 | else if (op->type == PLAYER && skop) |
3140 | else if (op->type == PLAYER && skop) |
3553 | { |
|
|
3554 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3141 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3555 | } |
|
|
3556 | } |
3142 | } |
3557 | |
3143 | |
3558 | /* determine if who is standing near a hostile creature. */ |
3144 | /* determine if who is standing near a hostile creature. */ |
3559 | |
3145 | |
3560 | int |
3146 | int |
… | |
… | |
3587 | if (mflags & P_OUT_OF_MAP) |
3173 | if (mflags & P_OUT_OF_MAP) |
3588 | continue; |
3174 | continue; |
3589 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3175 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3590 | continue; |
3176 | continue; |
3591 | |
3177 | |
3592 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3178 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3593 | { |
3179 | { |
3594 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3180 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3595 | return 1; |
3181 | return 1; |
3596 | else if (tmp->type == PLAYER) |
3182 | else if (tmp->type == PLAYER) |
3597 | { |
3183 | { |
… | |
… | |
3627 | if (pl->type != PLAYER) |
3213 | if (pl->type != PLAYER) |
3628 | { |
3214 | { |
3629 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3215 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3630 | return -1; |
3216 | return -1; |
3631 | } |
3217 | } |
|
|
3218 | |
3632 | if (!pl || !op) |
3219 | if (!pl || !op) |
3633 | return 0; |
3220 | return 0; |
3634 | |
3221 | |
3635 | if (op->head) |
|
|
3636 | { |
|
|
3637 | op = op->head; |
3222 | op = op->head_ (); |
3638 | } |
3223 | |
3639 | get_rangevector (pl, op, &rv, 0x1); |
3224 | get_rangevector (pl, op, &rv, 0x1); |
3640 | |
3225 | |
3641 | /* starting with the 'head' part, lets loop |
3226 | /* starting with the 'head' part, lets loop |
3642 | * through the object and find if it has any |
3227 | * through the object and find if it has any |
3643 | * part that is in the los array but isnt on |
3228 | * part that is in the los array but isnt on |
… | |
… | |
3651 | |
3236 | |
3652 | /* only the viewable area the player sees is updated by LOS |
3237 | /* only the viewable area the player sees is updated by LOS |
3653 | * code, so we need to restrict ourselves to that range of values |
3238 | * code, so we need to restrict ourselves to that range of values |
3654 | * for any meaningful values. |
3239 | * for any meaningful values. |
3655 | */ |
3240 | */ |
3656 | if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3241 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3657 | FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3242 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3658 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3243 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3659 | return 1; |
3244 | return 1; |
3660 | op = op->more; |
3245 | op = op->more; |
3661 | } |
3246 | } |
3662 | return 0; |
3247 | return 0; |
3663 | } |
3248 | } |
… | |
… | |
3760 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3345 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3761 | int i = 0, j = 0; |
3346 | int i = 0, j = 0; |
3762 | |
3347 | |
3763 | /* get the appropriate treasurelist */ |
3348 | /* get the appropriate treasurelist */ |
3764 | if (atnr == ATNR_FIRE) |
3349 | if (atnr == ATNR_FIRE) |
3765 | trlist = find_treasurelist ("dragon_ability_fire"); |
3350 | trlist = treasurelist::find ("dragon_ability_fire"); |
3766 | else if (atnr == ATNR_COLD) |
3351 | else if (atnr == ATNR_COLD) |
3767 | trlist = find_treasurelist ("dragon_ability_cold"); |
3352 | trlist = treasurelist::find ("dragon_ability_cold"); |
3768 | else if (atnr == ATNR_ELECTRICITY) |
3353 | else if (atnr == ATNR_ELECTRICITY) |
3769 | trlist = find_treasurelist ("dragon_ability_elec"); |
3354 | trlist = treasurelist::find ("dragon_ability_elec"); |
3770 | else if (atnr == ATNR_POISON) |
3355 | else if (atnr == ATNR_POISON) |
3771 | trlist = find_treasurelist ("dragon_ability_poison"); |
3356 | trlist = treasurelist::find ("dragon_ability_poison"); |
3772 | |
3357 | |
3773 | if (trlist == NULL || who->type != PLAYER) |
3358 | if (trlist == NULL || who->type != PLAYER) |
3774 | return; |
3359 | return; |
3775 | |
3360 | |
3776 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3361 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3777 | |
3362 | |
3778 | if (tr == NULL || tr->item == NULL) |
3363 | if (!tr || !tr->item) |
3779 | { |
3364 | { |
3780 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3365 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3781 | return; |
3366 | return; |
3782 | } |
3367 | } |
3783 | |
3368 | |
… | |
… | |
3849 | { |
3434 | { |
3850 | /* forces in the treasurelist can alter the player's stats */ |
3435 | /* forces in the treasurelist can alter the player's stats */ |
3851 | object *skin; |
3436 | object *skin; |
3852 | |
3437 | |
3853 | /* first get the dragon skin force */ |
3438 | /* first get the dragon skin force */ |
|
|
3439 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3854 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3440 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3441 | ; |
|
|
3442 | |
3855 | if (skin == NULL) |
3443 | if (!skin) |
3856 | return; |
3444 | return; |
3857 | |
3445 | |
3858 | /* adding new spellpath attunements */ |
3446 | /* adding new spellpath attunements */ |
3859 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3447 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3860 | { |
3448 | { |
… | |
… | |
3905 | * not readied. |
3493 | * not readied. |
3906 | */ |
3494 | */ |
3907 | void |
3495 | void |
3908 | player_unready_range_ob (player *pl, object *ob) |
3496 | player_unready_range_ob (player *pl, object *ob) |
3909 | { |
3497 | { |
3910 | rangetype i; |
|
|
3911 | |
|
|
3912 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3498 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3913 | { |
|
|
3914 | if (pl->ranges[i] == ob) |
3499 | if (pl->ranges[i] == ob) |
3915 | { |
3500 | { |
3916 | pl->ranges[i] = NULL; |
3501 | pl->ranges[i] = 0; |
3917 | if (pl->shoottype == i) |
3502 | if (pl->shoottype == i) |
3918 | { |
|
|
3919 | pl->shoottype = range_none; |
3503 | pl->shoottype = range_none; |
3920 | } |
|
|
3921 | } |
3504 | } |
3922 | } |
|
|
3923 | } |
3505 | } |
|
|
3506 | |
|
|
3507 | sint8 |
|
|
3508 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3509 | { |
|
|
3510 | if (!ns) |
|
|
3511 | return 0; |
|
|
3512 | |
|
|
3513 | int dx, dy; |
|
|
3514 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3515 | return 0; |
|
|
3516 | |
|
|
3517 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3518 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3519 | |
|
|
3520 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3521 | return 0; |
|
|
3522 | |
|
|
3523 | return 100 - blocked_los [x][y]; |
|
|
3524 | } |