1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
… | |
… | |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #include <algorithm> |
34 | #include <algorithm> |
34 | #include <functional> |
35 | #include <functional> |
35 | |
36 | |
36 | player * |
37 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
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39 | for_all_players (pl) |
|
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40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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41 | return pl; |
|
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42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
38 | |
46 | void |
39 | void |
47 | display_motd (const object *op) |
40 | display_motd (const object *op) |
48 | { |
41 | { |
49 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
116 | |
124 | news[0] = '\0'; |
117 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
126 | size = 0; |
119 | size = 0; |
127 | |
120 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
122 | { |
130 | if (*buf == '#') |
123 | if (*buf == '#') |
131 | continue; |
124 | continue; |
132 | |
125 | |
133 | if (*buf == '%') |
126 | if (*buf == '%') |
134 | { /* send one news */ |
127 | { /* send one news */ |
135 | if (size > 0) |
128 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
130 | |
137 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
132 | strip_endline (subject); |
139 | size = 0; |
133 | size = 0; |
140 | news[0] = '\0'; |
134 | news[0] = '\0'; |
141 | } |
135 | } |
… | |
… | |
150 | size += strlen (buf); |
144 | size += strlen (buf); |
151 | } |
145 | } |
152 | } |
146 | } |
153 | |
147 | |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
155 | 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); |
156 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
157 | } |
151 | } |
158 | |
152 | |
159 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
160 | static void |
154 | static void |
161 | set_first_map (object *op) |
155 | set_first_map (object *op) |
162 | { |
156 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
158 | op->x = -1; |
165 | op->y = -1; |
159 | op->y = -1; |
|
|
160 | } |
|
|
161 | |
|
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162 | void |
|
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163 | player::enter_map () |
|
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164 | { |
|
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165 | object *tmp = object::create (); |
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166 | |
|
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167 | EXIT_PATH (tmp) = maplevel; |
|
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168 | EXIT_X (tmp) = ob->x; |
|
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169 | EXIT_Y (tmp) = ob->y; |
166 | enter_exit (op, 0); |
170 | ob->enter_exit (tmp); |
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171 | |
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172 | tmp->destroy (); |
|
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173 | } |
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174 | |
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175 | void |
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176 | player::activate () |
|
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177 | { |
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178 | if (active) |
|
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179 | return; |
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180 | |
|
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181 | players.insert (this); |
|
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182 | ob->remove (); |
|
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183 | ob->map = 0; |
|
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184 | ob->activate_recursive (); |
|
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185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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186 | add_friendly_object (ob); |
|
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187 | enter_map (); |
|
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188 | } |
|
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189 | |
|
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190 | void |
|
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191 | player::deactivate () |
|
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192 | { |
|
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193 | if (!active) |
|
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194 | return; |
|
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195 | |
|
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196 | terminate_all_pets (ob); |
|
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197 | remove_friendly_object (ob); |
|
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198 | ob->deactivate_recursive (); |
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199 | |
|
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200 | if (ob->map) |
|
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201 | maplevel = ob->map->path; |
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202 | |
|
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203 | ob->remove (); |
|
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204 | ob->map = 0; |
|
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205 | party = 0; |
|
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206 | |
|
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207 | // for weird reasons, this is often "ob", keeping a circular reference |
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208 | ranges [range_skill] = 0; |
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209 | |
|
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210 | players.erase (this); |
167 | } |
211 | } |
168 | |
212 | |
169 | // connect the player with a specific client |
213 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
214 | // also changed, rationalises, and fixes some incorrect settings |
171 | void |
215 | void |
172 | player::connect (client *ns) |
216 | player::connect (client *ns) |
173 | { |
217 | { |
174 | this->ns = ns; |
218 | this->ns = ns; |
175 | ns->pl = this; |
219 | ns->pl = this; |
176 | |
220 | |
177 | next = first_player; |
221 | run_on = 0; |
178 | first_player = this; |
222 | fire_on = 0; |
|
|
223 | ob->close_container (); //TODO: client-specific |
179 | |
224 | |
180 | ns->update_look = 0; |
225 | ns->update_look = 0; |
181 | ns->look_position = 0; |
226 | ns->look_position = 0; |
182 | |
227 | |
183 | clear_los (ob); |
228 | clear_los (ob); |
|
|
229 | |
|
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230 | ns->reset_stats (); |
184 | |
231 | |
185 | /* make sure he's a player -- needed because of class change. */ |
232 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
233 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
234 | ob->race = ob->arch->clone.race; |
188 | |
235 | |
… | |
… | |
191 | |
238 | |
192 | ob->carrying = sum_weight (ob); |
239 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
240 | link_player_skills (ob); |
194 | |
241 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | ob->set_speed (ob->speed); |
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197 | |
243 | |
198 | assign (title, ob->arch->clone.name); |
244 | assign (title, ob->arch->clone.name); |
199 | |
|
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200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
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201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
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203 | * that can use armour should be able to use a shield. What this may 'break' |
|
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204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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206 | */ |
|
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207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
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208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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209 | |
245 | |
210 | /* if it's a dragon player, set the correct title here */ |
246 | /* if it's a dragon player, set the correct title here */ |
211 | if (is_dragon_pl (ob)) |
247 | if (is_dragon_pl (ob)) |
212 | { |
248 | { |
213 | object *tmp, *abil = 0, *skin = 0; |
249 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
223 | skin = tmp; |
259 | skin = tmp; |
224 | |
260 | |
225 | set_dragon_name (ob, abil, skin); |
261 | set_dragon_name (ob, abil, skin); |
226 | } |
262 | } |
227 | |
263 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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229 | add_friendly_object (ob); |
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230 | |
|
|
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
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233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | |
265 | |
235 | esrv_new_player (this, ob->weight + ob->carrying); |
266 | esrv_new_player (this, ob->weight + ob->carrying); |
236 | |
267 | |
237 | ob->update_stats (); |
268 | ob->update_stats (); |
238 | ns->floorbox_update (); |
269 | ns->floorbox_update (); |
239 | |
270 | |
240 | esrv_send_inventory (ob, ob); |
271 | esrv_send_inventory (ob, ob); |
241 | esrv_add_spells (this, 0); |
272 | esrv_add_spells (this, 0); |
242 | |
273 | |
243 | enter_exit (ob, 0); |
274 | activate (); |
244 | |
275 | |
245 | send_rules (ob); |
276 | send_rules (ob); |
246 | send_news (ob); |
277 | send_news (ob); |
247 | display_motd (ob); |
278 | display_motd (ob); |
|
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279 | |
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280 | INVOKE_PLAYER (CONNECT, this); |
248 | INVOKE_PLAYER (LOGIN, this); |
281 | INVOKE_PLAYER (LOGIN, this); |
249 | } |
282 | } |
250 | |
283 | |
251 | void |
284 | void |
252 | player::disconnect () |
285 | player::disconnect () |
253 | { |
286 | { |
254 | //TODO: don't be so harsh and destroy :) |
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255 | if (ns) |
287 | if (ns) |
256 | { |
288 | { |
257 | if (enable_save) |
289 | if (active) |
258 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
290 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
259 | |
291 | |
260 | client *ns = this->ns; |
292 | INVOKE_PLAYER (DISCONNECT, this); |
261 | ns->send_packet ("goodbye"); |
293 | |
262 | ns->flush (); |
294 | ns->reset_stats (); |
263 | ns->pl = 0; |
295 | ns->pl = 0; |
264 | this->ns = 0; |
296 | ns = 0; |
265 | |
|
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266 | ns->destroy (); |
|
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267 | destroy (); |
|
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268 | } |
297 | } |
|
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298 | |
|
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299 | if (ob) |
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300 | ob->close_container (); //TODO: client-specific |
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301 | |
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302 | deactivate (); |
269 | } |
303 | } |
270 | |
304 | |
271 | // the need for this function can be explained |
305 | // the need for this function can be explained |
272 | // by load_object not returning the object |
306 | // by load_object not returning the object |
273 | void |
307 | void |
274 | player::set_object (object *op) |
308 | player::set_object (object *op) |
275 | { |
309 | { |
276 | ob = op; |
310 | ob = op; |
277 | ob->contr = this; /* this aren't yet in archetype */ |
311 | ob->contr = this; /* this aren't yet in archetype */ |
278 | |
312 | |
279 | ob->speed_left = 0.5; |
313 | ob->speed_left = 0.5; |
280 | ob->speed = 1.0; |
314 | ob->speed = 1.0; |
281 | ob->direction = 5; /* So player faces south */ |
315 | ob->direction = 5; /* So player faces south */ |
282 | ob->stats.wc = 2; |
|
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283 | ob->run_away = 25; /* Then we panick... */ |
|
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284 | |
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285 | set_first_map (ob); |
|
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286 | |
|
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287 | ob->roll_stats (); |
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288 | } |
316 | } |
289 | |
317 | |
290 | player::player () |
318 | player::player () |
291 | { |
319 | { |
292 | /* There are some elements we want initialized to non zero value - |
320 | /* There are some elements we want initialised to non zero value - |
293 | * we deal with that below this point. |
321 | * we deal with that below this point. |
294 | */ |
322 | */ |
295 | outputs_sync = 16; /* Every 2 seconds */ |
323 | outputs_sync = 4; |
296 | outputs_count = 8; /* Keeps present behaviour */ |
324 | outputs_count = 4; |
297 | unapply = unapply_nochoice; |
325 | unapply = unapply_nochoice; |
298 | |
326 | |
299 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
300 | |
328 | |
301 | gen_sp_armour = 10; |
329 | gen_sp_armour = 10; |
302 | last_speed = -1; |
|
|
303 | shoottype = range_none; |
330 | shoottype = range_none; |
304 | bowtype = bow_normal; |
331 | bowtype = bow_normal; |
305 | petmode = pet_normal; |
332 | petmode = pet_normal; |
306 | listening = 10; |
333 | listening = 10; |
307 | usekeys = containers; |
334 | usekeys = containers; |
308 | last_weapon_sp = -1; |
|
|
309 | peaceful = 1; /* default peaceful */ |
335 | peaceful = 1; /* default peaceful */ |
310 | do_los = 1; |
336 | do_los = 1; |
311 | |
|
|
312 | /* we need to clear these to -1 and not zero - otherwise, |
|
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313 | * if a player quits and starts a new character, we wont |
|
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314 | * send new values to the client, as things like exp start |
|
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315 | * at zero. |
|
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316 | */ |
|
|
317 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
318 | last_skill_exp[i] = -1; |
|
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319 | |
|
|
320 | for (int i = 0; i < NROFATTACKS; i++) |
|
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321 | last_resist[i] = -1; |
|
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322 | |
|
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323 | last_stats.exp = -1; |
|
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324 | last_weight = (uint32) - 1; |
|
|
325 | } |
337 | } |
326 | |
338 | |
327 | void |
339 | void |
328 | player::do_destroy () |
340 | player::do_destroy () |
329 | { |
341 | { |
330 | disconnect (); |
342 | disconnect (); |
331 | |
343 | |
332 | save (false); |
|
|
333 | enable_save = false; |
|
|
334 | |
|
|
335 | attachable::do_destroy (); |
344 | attachable::do_destroy (); |
336 | |
|
|
337 | terminate_all_pets (ob); |
|
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338 | |
|
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339 | if (first_player != this) |
|
|
340 | { |
|
|
341 | player *prev = first_player; |
|
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342 | |
|
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343 | while (prev && prev->next && prev->next != this) |
|
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344 | prev = prev->next; |
|
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345 | |
|
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346 | if (prev->next != this) |
|
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347 | { |
|
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348 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
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349 | abort (); |
|
|
350 | } |
|
|
351 | |
|
|
352 | prev->next = next; |
|
|
353 | } |
|
|
354 | else |
|
|
355 | first_player = next; |
|
|
356 | |
345 | |
357 | if (ob) |
346 | if (ob) |
358 | { |
347 | { |
359 | ob->destroy_inv (false); |
348 | ob->destroy_inv (false); |
360 | ob->destroy (); |
349 | ob->destroy (); |
… | |
… | |
375 | player::create () |
364 | player::create () |
376 | { |
365 | { |
377 | player *pl = new player; |
366 | player *pl = new player; |
378 | |
367 | |
379 | pl->set_object (arch_to_object (get_player_archetype (0))); |
368 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
369 | |
|
|
370 | pl->ob->roll_stats (); |
|
|
371 | pl->ob->stats.wc = 2; |
|
|
372 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
373 | |
|
|
374 | set_first_map (pl->ob); |
380 | |
375 | |
381 | return pl; |
376 | return pl; |
382 | } |
377 | } |
383 | |
378 | |
384 | /* |
379 | /* |
… | |
… | |
415 | object *op = NULL; |
410 | object *op = NULL; |
416 | objectlink *ol; |
411 | objectlink *ol; |
417 | unsigned lastdist; |
412 | unsigned lastdist; |
418 | rv_vector rv; |
413 | rv_vector rv; |
419 | |
414 | |
420 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
415 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
421 | { |
416 | { |
422 | /* 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 |
423 | * does periodically happen. Given that, lets deal with it. |
418 | * does periodically happen. Given that, lets deal with it. |
424 | * While unlikely, it is possible the next object on the friendly |
419 | * While unlikely, it is possible the next object on the friendly |
425 | * list is also free, so encapsulate this in a while loop. |
420 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
429 | object *tmp = ol->ob; |
424 | object *tmp = ol->ob; |
430 | |
425 | |
431 | /* 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 |
432 | * itself will have been cleared. |
427 | * itself will have been cleared. |
433 | */ |
428 | */ |
434 | 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 ()); |
435 | ol = ol->next; |
431 | ol = ol->next; |
436 | remove_friendly_object (tmp); |
432 | remove_friendly_object (tmp); |
437 | if (!ol) |
433 | if (!ol) |
438 | return op; |
434 | return op; |
439 | } |
435 | } |
… | |
… | |
528 | x = mon->x; |
524 | x = mon->x; |
529 | y = mon->y; |
525 | y = mon->y; |
530 | m = mon->map; |
526 | m = mon->map; |
531 | dir = rv.direction; |
527 | dir = rv.direction; |
532 | 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 */ |
533 | 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 | |
534 | /* 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. */ |
535 | if (diff > max) |
532 | if (diff > max) |
536 | return 0; |
533 | return 0; |
|
|
534 | |
537 | while (diff > 1 && max > 0) |
535 | while (diff > 1 && max > 0) |
538 | { |
536 | { |
539 | lastx = x; |
537 | lastx = x; |
540 | lasty = y; |
538 | lasty = y; |
541 | lastmap = m; |
539 | lastmap = m; |
… | |
… | |
623 | max--; |
621 | max--; |
624 | lastdir = dir; |
622 | lastdir = dir; |
625 | if (!firstdir) |
623 | if (!firstdir) |
626 | firstdir = dir; |
624 | firstdir = dir; |
627 | } |
625 | } |
|
|
626 | |
628 | if (diff <= 1) |
627 | if (diff <= 1) |
629 | { |
628 | { |
630 | /* Recalculate diff (distance) because we may not have actually |
629 | /* Recalculate diff (distance) because we may not have actually |
631 | * headed toward player for entire distance. |
630 | * headed toward player for entire distance. |
632 | */ |
631 | */ |
633 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
634 | 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)); |
635 | } |
634 | } |
|
|
635 | |
636 | if (diff > max) |
636 | if (diff > max) |
637 | return 0; |
637 | return 0; |
638 | } |
638 | } |
|
|
639 | |
639 | /* 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 */ |
640 | if (!max) |
641 | if (!max) |
641 | return 0; |
642 | return 0; |
642 | |
643 | |
643 | return firstdir; |
644 | return firstdir; |
… | |
… | |
757 | roll_stat (void) |
758 | roll_stat (void) |
758 | { |
759 | { |
759 | int a[4], i, j, k; |
760 | int a[4], i, j, k; |
760 | |
761 | |
761 | for (i = 0; i < 4; i++) |
762 | for (i = 0; i < 4; i++) |
762 | a[i] = (int) RANDOM () % 6 + 1; |
763 | a[i] = (int) rndm (6) + 1; |
763 | |
764 | |
764 | for (i = 0, j = 0, k = 7; i < 4; i++) |
765 | for (i = 0, j = 0, k = 7; i < 4; i++) |
765 | if (a[i] < k) |
766 | if (a[i] < k) |
766 | k = a[i], j = i; |
767 | k = a[i], j = i; |
767 | |
768 | |
… | |
… | |
867 | * appropriate action with it (change race, or other things). |
868 | * appropriate action with it (change race, or other things). |
868 | * The function name is for historical reasons - now we have |
869 | * The function name is for historical reasons - now we have |
869 | * separate race and class; this actually changes the RACE, |
870 | * separate race and class; this actually changes the RACE, |
870 | * not the class. |
871 | * not the class. |
871 | */ |
872 | */ |
872 | int |
873 | void |
873 | key_change_class (object *op, char key) |
874 | player::chargen_race_done () |
874 | { |
875 | { |
875 | int tmp_loop; |
|
|
876 | |
|
|
877 | if (key == 'd' || key == 'D') |
|
|
878 | { |
|
|
879 | char buf[MAX_BUF]; |
|
|
880 | |
|
|
881 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
882 | esrv_new_player (op->contr, op->weight + op->carrying); |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
883 | |
878 | |
884 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
885 | if (tl) |
880 | if (tl) |
886 | create_treasure (tl, op, 0, 0, 0); |
881 | create_treasure (tl, ob, 0, 0, 0); |
887 | |
882 | |
888 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
889 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
890 | |
885 | |
891 | op->contr->ns->state = ST_PLAYING; |
886 | ob->contr->ns->state = ST_PLAYING; |
892 | |
887 | |
893 | if (op->msg) |
888 | if (ob->msg) |
894 | op->msg = NULL; |
889 | ob->msg = 0; |
895 | |
890 | |
896 | /* 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 |
897 | * to save here. |
892 | * to save here. |
898 | */ |
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
899 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
900 | make_path_to_file (buf); |
897 | make_path_to_file (buf); |
|
|
898 | } |
901 | |
899 | |
902 | #ifdef AUTOSAVE |
|
|
903 | op->contr->last_save_tick = pticks; |
|
|
904 | #endif |
|
|
905 | start_info (op); |
900 | start_info (ob); |
906 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
907 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (ob, ob->randomitems); |
908 | link_player_skills (op); |
903 | link_player_skills (ob); |
909 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (ob, ob); |
910 | op->update_stats (); |
905 | ob->update_stats (); |
911 | |
906 | |
912 | /* This moves the player to a different start map, if there |
907 | /* This moves the player to a different start map, if there |
913 | * is one for this race |
908 | * is one for this race |
914 | */ |
909 | */ |
915 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
916 | { |
911 | { |
917 | object *tmp; |
912 | object *tmp; |
918 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
919 | |
914 | |
920 | 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); |
921 | tmp = object::create (); |
916 | tmp = object::create (); |
922 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
923 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = ob->x; |
924 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = ob->y; |
925 | 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; |
926 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
927 | * default initial map */ |
922 | * default initial map */ |
928 | tmp->destroy (); |
923 | tmp->destroy (); |
929 | } |
924 | } |
930 | else |
925 | else |
931 | LOG (llevDebug, "first_map_ext_path not set\n"); |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
927 | } |
932 | |
928 | |
933 | return 0; |
929 | void |
934 | } |
930 | player::chargen_race_next () |
935 | |
931 | { |
936 | /* Following actually changes the race - this is the default command |
932 | /* Following actually changes the race - this is the default command |
937 | * if we don't match with one of the options above. |
933 | * if we don't match with one of the options above. |
938 | */ |
934 | */ |
939 | |
935 | |
940 | tmp_loop = 0; |
936 | do |
941 | while (!tmp_loop) |
|
|
942 | { |
937 | { |
943 | shstr name = op->name; |
938 | shstr name = ob->name; |
944 | int x = op->x, y = op->y; |
939 | int x = ob->x, y = ob->y; |
945 | |
940 | |
946 | op->remove_statbonus (); |
941 | ob->remove_statbonus (); |
947 | op->remove (); |
942 | ob->remove (); |
948 | op->arch = get_player_archetype (op->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
949 | op->arch->clone.copy_to (op); |
944 | ob->arch->clone.copy_to (ob); |
950 | op->instantiate (); |
945 | ob->instantiate (); |
951 | op->stats = op->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
952 | op->name = op->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
953 | op->x = x; |
948 | ob->x = x; |
954 | op->y = y; |
949 | ob->y = y; |
955 | SET_ANIMATION (op, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
956 | insert_ob_in_map (op, op->map, op, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
957 | assign (op->contr->title, op->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
958 | op->add_statbonus (); |
953 | ob->add_statbonus (); |
959 | tmp_loop = allowed_class (op); |
|
|
960 | } |
954 | } |
|
|
955 | while (!allowed_class (ob)); |
961 | |
956 | |
962 | update_object (op, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
963 | esrv_update_item (UPD_FACE, op, op); |
958 | esrv_update_item (UPD_FACE, ob, ob); |
964 | op->update_stats (); |
959 | ob->update_stats (); |
965 | op->stats.hp = op->stats.maxhp; |
960 | ob->stats.hp = ob->stats.maxhp; |
966 | op->stats.sp = op->stats.maxsp; |
961 | ob->stats.sp = ob->stats.maxsp; |
967 | op->stats.grace = 0; |
962 | ob->stats.grace = 0; |
968 | |
|
|
969 | if (op->msg) |
|
|
970 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
971 | |
|
|
972 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
973 | return 0; |
|
|
974 | } |
|
|
975 | |
|
|
976 | int |
|
|
977 | key_confirm_quit (object *op, char key) |
|
|
978 | { |
|
|
979 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
980 | { |
|
|
981 | op->contr->ns->state = ST_PLAYING; |
|
|
982 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
983 | return 1; |
|
|
984 | } |
|
|
985 | |
|
|
986 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
987 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
988 | |
|
|
989 | op->contr->enable_save = false; |
|
|
990 | |
|
|
991 | terminate_all_pets (op); |
|
|
992 | leave_map (op); |
|
|
993 | op->direction = 0; |
|
|
994 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
995 | |
|
|
996 | strcpy (op->contr->killer, "quit"); |
|
|
997 | check_score (op); |
|
|
998 | op->contr->party = 0; |
|
|
999 | op->contr->own_title[0] = '\0'; |
|
|
1000 | |
|
|
1001 | object_ptr ob = op; |
|
|
1002 | |
|
|
1003 | /* We need to hunt for any per player unique maps in memory and |
|
|
1004 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1005 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1006 | */ |
|
|
1007 | char buf[MAX_BUF]; |
|
|
1008 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1009 | |
|
|
1010 | for_all_maps (mp) |
|
|
1011 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1012 | delete_map (mp); |
|
|
1013 | |
|
|
1014 | delete_character (ob->name, 1); |
|
|
1015 | ob->contr->destroy (); |
|
|
1016 | |
|
|
1017 | return 1; |
|
|
1018 | } |
963 | } |
1019 | |
964 | |
1020 | void |
965 | void |
1021 | flee_player (object *op) |
966 | flee_player (object *op) |
1022 | { |
967 | { |
… | |
… | |
1079 | int |
1024 | int |
1080 | check_pick (object *op) |
1025 | check_pick (object *op) |
1081 | { |
1026 | { |
1082 | object *tmp, *next; |
1027 | object *tmp, *next; |
1083 | int stop = 0; |
1028 | int stop = 0; |
1084 | int j, k, wvratio; |
1029 | int wvratio; |
1085 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1086 | |
1031 | |
1087 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1088 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1089 | return 1; |
1034 | return 1; |
1090 | |
1035 | |
… | |
… | |
1427 | * found object is returned. |
1372 | * found object is returned. |
1428 | */ |
1373 | */ |
1429 | object * |
1374 | object * |
1430 | find_arrow (object *op, const char *type) |
1375 | find_arrow (object *op, const char *type) |
1431 | { |
1376 | { |
1432 | object *tmp = NULL; |
1377 | object *tmp = 0; |
1433 | |
1378 | |
1434 | for (op = op->inv; op; op = op->below) |
1379 | for (op = op->inv; op; op = op->below) |
1435 | 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)) |
1436 | tmp = find_arrow (op, type); |
1381 | tmp = find_arrow (op, type); |
1437 | else if (op->type == ARROW && op->race == type) |
1382 | else if (op->type == ARROW && op->race == type) |
1438 | return op; |
1383 | return op; |
|
|
1384 | |
1439 | return tmp; |
1385 | return tmp; |
1440 | } |
1386 | } |
1441 | |
1387 | |
1442 | /* |
1388 | /* |
1443 | * 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 |
1444 | * 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 |
1445 | * 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 |
1446 | * 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. |
1447 | */ |
1393 | */ |
1448 | |
|
|
1449 | object * |
1394 | object * |
1450 | 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) |
1451 | { |
1396 | { |
1452 | object *tmp = NULL, *arrow, *ntmp; |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1453 | int attacknum, attacktype, betterby = 0, i; |
1398 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1764 | } |
1709 | } |
1765 | 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) |
1766 | { |
1711 | { |
1767 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1712 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1768 | wcmod = -1; |
1713 | wcmod = -1; |
|
|
1714 | |
1769 | 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); |
1770 | } |
1716 | } |
1771 | else if (op->contr->bowtype == bow_threewide) |
1717 | else if (op->contr->bowtype == bow_threewide) |
1772 | { |
1718 | { |
1773 | 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); |
… | |
… | |
1884 | case range_misc: |
1830 | case range_misc: |
1885 | fire_misc_object (op, dir); |
1831 | fire_misc_object (op, dir); |
1886 | return; |
1832 | return; |
1887 | |
1833 | |
1888 | case range_golem: /* Control summoned monsters from scrolls */ |
1834 | case range_golem: /* Control summoned monsters from scrolls */ |
1889 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1890 | { |
|
|
1891 | op->contr->ranges[range_golem] = 0; |
|
|
1892 | op->contr->shoottype = range_none; |
|
|
1893 | } |
|
|
1894 | else |
|
|
1895 | control_golem (op->contr->ranges[range_golem], dir); |
1835 | control_golem (op->contr->ranges[range_golem], dir); |
1896 | return; |
1836 | return; |
1897 | |
1837 | |
1898 | case range_skill: |
1838 | case range_skill: |
1899 | if (!op->chosen_skill) |
1839 | if (!op->chosen_skill) |
1900 | { |
1840 | { |
1901 | if (op->type == PLAYER) |
1841 | if (op->type == PLAYER) |
1902 | 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 | |
1903 | return; |
1844 | return; |
1904 | } |
1845 | } |
|
|
1846 | |
1905 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1847 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1906 | return; |
1848 | return; |
1907 | case range_builder: |
1849 | case range_builder: |
1908 | apply_map_builder (op, dir); |
1850 | apply_map_builder (op, dir); |
1909 | return; |
1851 | return; |
1910 | default: |
1852 | default: |
1911 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1853 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1912 | return; |
1854 | return; |
1913 | } |
1855 | } |
1914 | } |
1856 | } |
1915 | |
|
|
1916 | |
|
|
1917 | |
1857 | |
1918 | /* find_key |
1858 | /* find_key |
1919 | * 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 |
1920 | * and successfully use it, we return the key, otherwise NULL |
1860 | * and successfully use it, we return the key, otherwise NULL |
1921 | * This function merges both normal and locked door, since the logic |
1861 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1923 | * pl is the player, |
1863 | * pl is the player, |
1924 | * inv is the objects inventory to searched |
1864 | * inv is the objects inventory to searched |
1925 | * door is the door we are trying to match against. |
1865 | * door is the door we are trying to match against. |
1926 | * This function can be called recursively to search containers. |
1866 | * This function can be called recursively to search containers. |
1927 | */ |
1867 | */ |
1928 | |
|
|
1929 | object * |
1868 | object * |
1930 | find_key (object *pl, object *container, object *door) |
1869 | find_key (object *pl, object *container, object *door) |
1931 | { |
1870 | { |
1932 | object *tmp, *key; |
1871 | object *tmp, *key; |
1933 | |
1872 | |
1934 | /* Should not happen, but sanity checking is never bad */ |
1873 | /* Should not happen, but sanity checking is never bad */ |
1935 | if (container->inv == NULL) |
1874 | if (!container->inv) |
1936 | return NULL; |
1875 | return 0; |
1937 | |
1876 | |
1938 | /* 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 */ |
1939 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1878 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1940 | { |
1879 | { |
1941 | if (door->type == DOOR && tmp->type == KEY) |
1880 | if (door->type == DOOR && tmp->type == KEY) |
1942 | break; |
1881 | break; |
1943 | /* For sanity, we should really check door type, but other stuff |
1882 | /* For sanity, we should really check door type, but other stuff |
1944 | * (like containers) can be locked with special keys |
1883 | * (like containers) can be locked with special keys |
1945 | */ |
1884 | */ |
1946 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1885 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1947 | break; |
1886 | break; |
1948 | } |
1887 | } |
|
|
1888 | |
1949 | /* No key found - lets search inventories now */ |
1889 | /* No key found - lets search inventories now */ |
1950 | /* 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. |
1951 | * 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 |
1952 | * a key, return |
1892 | * a key, return |
1953 | */ |
1893 | */ |
1954 | if (!tmp) |
1894 | if (!tmp) |
1955 | { |
1895 | { |
1956 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1896 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1957 | { |
1897 | { |
1958 | /* No reason to search empty containers */ |
1898 | /* No reason to search empty containers */ |
1959 | if (tmp->type == CONTAINER && tmp->inv) |
1899 | if (tmp->type == CONTAINER && tmp->inv) |
1960 | { |
1900 | { |
1961 | if ((key = find_key (pl, tmp, door)) != NULL) |
1901 | if ((key = find_key (pl, tmp, door))) |
1962 | return key; |
1902 | return key; |
1963 | } |
1903 | } |
1964 | } |
1904 | } |
|
|
1905 | |
1965 | if (!tmp) |
1906 | if (!tmp) |
1966 | return NULL; |
1907 | return NULL; |
1967 | } |
1908 | } |
|
|
1909 | |
1968 | /* 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, |
1969 | * see if we actually want to use it |
1911 | * see if we actually want to use it |
1970 | */ |
1912 | */ |
1971 | if (pl != container) |
1913 | if (pl != container) |
1972 | { |
1914 | { |
… | |
… | |
1993 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1935 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1994 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1936 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1995 | return NULL; |
1937 | return NULL; |
1996 | } |
1938 | } |
1997 | } |
1939 | } |
|
|
1940 | |
1998 | return tmp; |
1941 | return tmp; |
1999 | } |
1942 | } |
2000 | |
1943 | |
2001 | /* moved door processing out of move_player_attack. |
1944 | /* moved door processing out of move_player_attack. |
2002 | * returns 1 if player has opened the door with a key |
1945 | * returns 1 if player has opened the door with a key |
… | |
… | |
2020 | 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); |
2021 | if (action_makes_visible (op)) |
1964 | if (action_makes_visible (op)) |
2022 | make_visible (op); |
1965 | make_visible (op); |
2023 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1966 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2024 | spring_trap (door->inv, op); |
1967 | spring_trap (door->inv, op); |
|
|
1968 | |
2025 | if (door->type == DOOR) |
1969 | if (door->type == DOOR) |
2026 | { |
|
|
2027 | 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 */ |
2028 | } |
|
|
2029 | else if (door->type == LOCKED_DOOR) |
1971 | else if (door->type == LOCKED_DOOR) |
2030 | { |
1972 | { |
2031 | 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)); |
2032 | remove_door2 (door); /* remove door without violence ;-) */ |
1974 | remove_door2 (door); /* remove door without violence ;-) */ |
2033 | } |
1975 | } |
|
|
1976 | |
2034 | /* Do this after we print the message */ |
1977 | /* Do this after we print the message */ |
2035 | decrease_ob (key); /* Use up one of the keys */ |
1978 | decrease_ob (key); /* Use up one of the keys */ |
2036 | /* Need to update the weight the container the key was in */ |
1979 | /* Need to update the weight the container the key was in */ |
2037 | if (container != op) |
1980 | if (container != op) |
2038 | esrv_update_item (UPD_WEIGHT, op, container); |
1981 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1982 | |
2039 | return 1; /* Nothing more to do below */ |
1983 | return 1; /* Nothing more to do below */ |
2040 | } |
1984 | } |
2041 | else if (door->type == LOCKED_DOOR) |
1985 | else if (door->type == LOCKED_DOOR) |
2042 | { |
1986 | { |
2043 | /* Might as well return now - no other way to open this */ |
1987 | /* Might as well return now - no other way to open this */ |
2044 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1988 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2045 | return 1; |
1989 | return 1; |
2046 | } |
1990 | } |
|
|
1991 | |
2047 | return 0; |
1992 | return 0; |
2048 | } |
1993 | } |
2049 | |
1994 | |
2050 | /* This function is just part of a breakup from move_player. |
1995 | /* This function is just part of a breakup from move_player. |
2051 | * It should keep the code cleaner. |
1996 | * It should keep the code cleaner. |
… | |
… | |
2077 | */ |
2022 | */ |
2078 | 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)) |
2079 | { |
2024 | { |
2080 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2025 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2081 | { |
2026 | { |
2082 | m = get_map_from_coord (op->map, &nx, &ny); |
2027 | m = op->map->xy_find (nx, ny); |
2083 | if (!m) |
2028 | if (!m) |
2084 | return; /* Don't think this should happen */ |
2029 | return; /* Don't think this should happen */ |
2085 | } |
2030 | } |
2086 | else |
2031 | else |
2087 | m = op->map; |
2032 | m = op->map; |
2088 | |
2033 | |
2089 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2034 | if (!(tmp = m->at (nx, ny).bot)) |
2090 | { |
|
|
2091 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2092 | return; |
2035 | return; |
2093 | } |
|
|
2094 | |
2036 | |
2095 | mon = 0; |
2037 | mon = 0; |
2096 | /* 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 |
2097 | * 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. |
2098 | * 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 |
… | |
… | |
2151 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2093 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2152 | { |
2094 | { |
2153 | /* 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 */ |
2154 | if (op->contr->braced) |
2096 | if (op->contr->braced) |
2155 | return; |
2097 | return; |
|
|
2098 | |
2156 | 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); |
2157 | (void) push_ob (mon, dir, op); |
2100 | (void) push_ob (mon, dir, op); |
2158 | if (op->contr->tmp_invis || op->hide) |
2101 | if (op->contr->tmp_invis || op->hide) |
2159 | make_visible (op); |
2102 | make_visible (op); |
|
|
2103 | |
2160 | return; |
2104 | return; |
2161 | } |
2105 | } |
2162 | |
2106 | |
2163 | /* in certain circumstances, you shouldn't attack friendly |
2107 | /* in certain circumstances, you shouldn't attack friendly |
2164 | * creatures. Note that if you are braced, you can't push |
2108 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2178 | !on_battleground)) |
2122 | !on_battleground)) |
2179 | { |
2123 | { |
2180 | if (!op->contr->braced) |
2124 | if (!op->contr->braced) |
2181 | { |
2125 | { |
2182 | 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); |
2183 | (void) push_ob (mon, dir, op); |
2127 | push_ob (mon, dir, op); |
2184 | } |
2128 | } |
2185 | else |
2129 | else |
2186 | new_draw_info (0, 0, op, "You withhold your attack"); |
2130 | new_draw_info (0, 0, op, "You withhold your attack"); |
2187 | |
2131 | |
2188 | if (op->contr->tmp_invis || op->hide) |
2132 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2203 | * 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 |
2204 | * and be living. Then, it must be one of the following: |
2148 | * and be living. Then, it must be one of the following: |
2205 | * 1) Not a player, 2) A player, but of a different party. Note |
2149 | * 1) Not a player, 2) A player, but of a different party. Note |
2206 | * that party_number -1 is no party, so attacks can still happen. |
2150 | * that party_number -1 is no party, so attacks can still happen. |
2207 | */ |
2151 | */ |
2208 | |
|
|
2209 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2152 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2210 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2153 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2211 | { |
2154 | { |
2212 | |
2155 | |
2213 | /* If the player hasn't hit something this tick, and does |
2156 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2247 | int |
2190 | int |
2248 | move_player (object *op, int dir) |
2191 | move_player (object *op, int dir) |
2249 | { |
2192 | { |
2250 | int pick; |
2193 | int pick; |
2251 | |
2194 | |
2252 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2253 | return 0; |
2196 | return 0; |
2254 | |
2197 | |
2255 | /* Sanity check: make sure dir is valid */ |
2198 | /* Sanity check: make sure dir is valid */ |
2256 | if ((dir < 0) || (dir >= 9)) |
2199 | if ((dir < 0) || (dir >= 9)) |
2257 | { |
2200 | { |
2258 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2201 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2259 | return 0; |
2202 | return 0; |
2260 | } |
2203 | } |
2261 | |
2204 | |
2262 | /* peterm: added following line */ |
2205 | /* peterm: added following line */ |
2263 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2206 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2264 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2207 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2265 | |
2208 | |
2266 | op->facing = dir; |
2209 | op->facing = dir; |
2267 | |
2210 | |
2268 | if (op->hide) |
2211 | if (op->hide) |
2269 | do_hidden_move (op); |
2212 | do_hidden_move (op); |
… | |
… | |
2302 | * Returns true if there are more actions we can do. |
2245 | * Returns true if there are more actions we can do. |
2303 | */ |
2246 | */ |
2304 | int |
2247 | int |
2305 | handle_newcs_player (object *op) |
2248 | handle_newcs_player (object *op) |
2306 | { |
2249 | { |
2307 | if (op->contr->hidden) |
|
|
2308 | { |
|
|
2309 | op->invisible = 1000; |
|
|
2310 | /* the socket code flashes the player visible/invisible |
|
|
2311 | * depending on the value of invisible, so we need to |
|
|
2312 | * alternate it here for it to work correctly. |
|
|
2313 | */ |
|
|
2314 | if (pticks & 2) |
|
|
2315 | op->invisible--; |
|
|
2316 | } |
|
|
2317 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2318 | { |
|
|
2319 | op->invisible--; |
|
|
2320 | if (!op->invisible) |
|
|
2321 | { |
|
|
2322 | make_visible (op); |
|
|
2323 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2324 | } |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2250 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2328 | { |
2251 | { |
2329 | flee_player (op); |
2252 | flee_player (op); |
2330 | /* 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 */ |
2331 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2332 | { |
2255 | { |
2333 | op->speed_left--; |
2256 | op->speed_left--; |
2334 | return 0; |
2257 | return 0; |
2335 | } |
2258 | } |
2336 | } |
2259 | } |
2337 | |
|
|
2338 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2339 | * the player object still points to the defunct golem. The code that |
|
|
2340 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2341 | * put this in a a workaround to clean up the golem pointer. |
|
|
2342 | */ |
|
|
2343 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2344 | op->contr->ranges[range_golem] = 0; |
|
|
2345 | |
2260 | |
2346 | /* 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 |
2347 | * the players time has been increased when doericserver has been |
2262 | * the players time has been increased when doericserver has been |
2348 | * called, so we recheck it here. |
2263 | * called, so we recheck it here. |
2349 | */ |
2264 | */ |
2350 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2265 | if (op->contr->ns->handle_command ()) |
2351 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2266 | return 1; |
2352 | ; |
|
|
2353 | |
2267 | |
2354 | if (op->speed_left < 0) |
2268 | if (op->speed_left > 0) |
2355 | return 0; |
2269 | { |
2356 | |
|
|
2357 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2270 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2358 | { |
2271 | { |
2359 | /* All move commands take 1 tick, at least for now */ |
2272 | /* All move commands take 1 tick, at least for now */ |
2360 | op->speed_left--; |
2273 | op->speed_left--; |
2361 | |
2274 | |
2362 | /* Instead of all the stuff below, let move_player take care |
2275 | /* Instead of all the stuff below, let move_player take care |
2363 | * 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 |
2364 | * there, as well as the confusion stuff. |
2277 | * there, as well as the confusion stuff. |
2365 | */ |
2278 | */ |
2366 | move_player (op, op->direction); |
2279 | move_player (op, op->direction); |
2367 | if (op->speed_left > 0) |
2280 | |
2368 | return 1; |
2281 | return op->speed_left > 0; |
2369 | else |
2282 | } |
2370 | return 0; |
|
|
2371 | } |
2283 | } |
2372 | |
2284 | |
2373 | return 0; |
2285 | return 0; |
2374 | } |
2286 | } |
2375 | |
2287 | |
… | |
… | |
2413 | * from. |
2325 | * from. |
2414 | */ |
2326 | */ |
2415 | void |
2327 | void |
2416 | remove_unpaid_objects (object *op, object *env) |
2328 | remove_unpaid_objects (object *op, object *env) |
2417 | { |
2329 | { |
2418 | object *next; |
|
|
2419 | |
|
|
2420 | while (op) |
2330 | while (op) |
2421 | { |
2331 | { |
2422 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2332 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2423 | |
2333 | |
2424 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2334 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2490 | int rate_grace = 2000; |
2400 | int rate_grace = 2000; |
2491 | const int max_hp = 1; |
2401 | const int max_hp = 1; |
2492 | const int max_sp = 1; |
2402 | const int max_sp = 1; |
2493 | const int max_grace = 1; |
2403 | const int max_grace = 1; |
2494 | |
2404 | |
2495 | if (op->contr->outputs_sync) |
2405 | if (op->contr->hidden) |
|
|
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--; |
2496 | { |
2414 | } |
2497 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2415 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2498 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2416 | { |
2499 | flush_output_element (op, &op->contr->outputs[i]); |
2417 | if (!op->invisible--) |
|
|
2418 | { |
|
|
2419 | make_visible (op); |
|
|
2420 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2421 | } |
2500 | } |
2422 | } |
2501 | |
2423 | |
2502 | if (op->contr->ns->state == ST_PLAYING) |
2424 | if (op->contr->ns->state == ST_PLAYING) |
2503 | { |
2425 | { |
2504 | /* these next three if clauses make it possible to SLOW DOWN |
2426 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2526 | gen_grace = op->stats.maxgrace; |
2448 | gen_grace = op->stats.maxgrace; |
2527 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2449 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2528 | } |
2450 | } |
2529 | |
2451 | |
2530 | /* Regenerate Spell Points */ |
2452 | /* Regenerate Spell Points */ |
2531 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2453 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2532 | { |
2454 | { |
2533 | 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); |
2534 | if (op->stats.sp < op->stats.maxsp) |
2456 | if (op->stats.sp < op->stats.maxsp) |
2535 | { |
2457 | { |
2536 | op->stats.sp++; |
2458 | op->stats.sp++; |
… | |
… | |
2754 | tmp->name = buf; |
2676 | tmp->name = buf; |
2755 | sprintf (buf, " This finger has been cut off %s\n" |
2677 | sprintf (buf, " This finger has been cut off %s\n" |
2756 | " 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", |
2757 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2679 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2758 | tmp->msg = buf; |
2680 | tmp->msg = buf; |
2759 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2681 | tmp->value = 0, tmp->type = 0; |
2760 | tmp->materialname = NULL; |
2682 | tmp->materialname = "organics"; |
2761 | op->insert_at (tmp, op); |
2683 | tmp->insert_at (op, tmp); |
2762 | } |
2684 | } |
2763 | |
2685 | |
2764 | /* teleport defeated player to new destination */ |
2686 | /* teleport defeated player to new destination */ |
2765 | transfer_ob (op, x, y, 0, NULL); |
2687 | transfer_ob (op, x, y, 0, NULL); |
2766 | op->contr->braced = 0; |
2688 | op->contr->braced = 0; |
… | |
… | |
2771 | |
2693 | |
2772 | command_kill_pets (op, 0); |
2694 | command_kill_pets (op, 0); |
2773 | |
2695 | |
2774 | if (op->stats.food < 0) |
2696 | if (op->stats.food < 0) |
2775 | { |
2697 | { |
2776 | if (op->contr->explore) |
|
|
2777 | { |
|
|
2778 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2779 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2780 | op->stats.food = 999; |
|
|
2781 | return; |
|
|
2782 | } |
|
|
2783 | sprintf (buf, "%s starved to death.", &op->name); |
2698 | sprintf (buf, "%s starved to death.", &op->name); |
2784 | strcpy (op->contr->killer, "starvation"); |
2699 | strcpy (op->contr->killer, "starvation"); |
2785 | } |
2700 | } |
2786 | else |
2701 | else |
2787 | { |
|
|
2788 | if (op->contr->explore) |
|
|
2789 | { |
|
|
2790 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2791 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2792 | op->stats.hp = op->stats.maxhp; |
|
|
2793 | return; |
|
|
2794 | } |
|
|
2795 | sprintf (buf, "%s died.", &op->name); |
2702 | sprintf (buf, "%s died.", &op->name); |
2796 | } |
|
|
2797 | |
2703 | |
2798 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2704 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2799 | |
2705 | |
2800 | /* save the map location for corpse, gravestone */ |
2706 | /* save the map location for corpse, gravestone */ |
2801 | x = op->x; |
2707 | x = op->x; |
… | |
… | |
2977 | op->stats.hp = op->stats.maxhp; |
2883 | op->stats.hp = op->stats.maxhp; |
2978 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2884 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2979 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2885 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2980 | |
2886 | |
2981 | /* |
2887 | /* |
2982 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2983 | * the player has any unpaid items. If so, remove them and put them back |
2888 | * Check to see if the player has any unpaid items. If so, remove them |
2984 | * in the map. |
2889 | * and put them back in the map. |
2985 | */ |
2890 | */ |
2986 | |
|
|
2987 | if (is_in_shop (op)) |
|
|
2988 | remove_unpaid_objects (op->inv, op); |
2891 | remove_unpaid_objects (op->inv, op); |
2989 | |
2892 | |
2990 | /****************************************/ |
2893 | /****************************************/ |
2991 | /* */ |
2894 | /* */ |
2992 | /* Move player to his current respawn- */ |
2895 | /* Move player to his current respawn- */ |
2993 | /* position (usually last savebed) */ |
2896 | /* position (usually last savebed) */ |
2994 | /* */ |
2897 | /* */ |
2995 | /****************************************/ |
2898 | /****************************************/ |
2996 | |
2899 | |
2997 | enter_player_savebed (op); |
2900 | enter_player_savebed (op); |
2998 | |
2901 | |
2999 | /* Save the player before inserting the force to reduce |
|
|
3000 | * chance of abuse. |
|
|
3001 | */ |
|
|
3002 | op->contr->braced = 0; |
2902 | op->contr->braced = 0; |
3003 | op->contr->save (); |
|
|
3004 | |
2903 | |
3005 | /* it is possible that the player has blown something up |
2904 | /* it is possible that the player has blown something up |
3006 | * at his savebed location, and that can have long lasting |
2905 | * at his savebed location, and that can have long lasting |
3007 | * spell effects. So first see if there is a spell effect |
2906 | * spell effects. So first see if there is a spell effect |
3008 | * on the space that might harm the player. |
2907 | * on the space that might harm the player. |
… | |
… | |
3037 | void |
2936 | void |
3038 | loot_object (object *op) |
2937 | loot_object (object *op) |
3039 | { /* Grab and destroy some treasure */ |
2938 | { /* Grab and destroy some treasure */ |
3040 | object *tmp, *tmp2, *next; |
2939 | object *tmp, *tmp2, *next; |
3041 | |
2940 | |
3042 | if (op->container) |
2941 | op->close_container (); /* close open sack first */ |
3043 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3044 | |
2942 | |
3045 | for (tmp = op->inv; tmp; tmp = next) |
2943 | for (tmp = op->inv; tmp; tmp = next) |
3046 | { |
2944 | { |
3047 | next = tmp->below; |
2945 | next = tmp->below; |
3048 | |
2946 | |
3049 | if (tmp->invisible) |
2947 | if (tmp->invisible) |
3050 | continue; |
2948 | continue; |
3051 | |
2949 | |
3052 | tmp->remove (); |
2950 | tmp->remove (); |
3053 | tmp->x = op->x, tmp->y = op->y; |
2951 | tmp->x = op->x, tmp->y = op->y; |
|
|
2952 | |
3054 | if (tmp->type == CONTAINER) |
2953 | if (tmp->type == CONTAINER) |
3055 | { /* empty container to ground */ |
2954 | loot_object (tmp); /* empty container to ground */ |
3056 | loot_object (tmp); |
2955 | |
3057 | } |
|
|
3058 | 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)))) |
3059 | { |
2957 | { |
3060 | if (tmp->nrof > 1) |
2958 | if (tmp->nrof > 1) |
3061 | { |
2959 | { |
3062 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2960 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3063 | tmp2->destroy (); |
2961 | tmp2->destroy (); |
… | |
… | |
3074 | /* |
2972 | /* |
3075 | * fix_weight(): Check recursively the weight of all players, and fix |
2973 | * fix_weight(): Check recursively the weight of all players, and fix |
3076 | * 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 |
3077 | * was changed. |
2975 | * was changed. |
3078 | */ |
2976 | */ |
3079 | |
|
|
3080 | void |
2977 | void |
3081 | fix_weight (void) |
2978 | fix_weight (void) |
3082 | { |
2979 | { |
3083 | for_all_players (pl) |
2980 | for_all_players (pl) |
3084 | { |
2981 | { |
… | |
… | |
3144 | if (op->type == PLAYER) |
3041 | if (op->type == PLAYER) |
3145 | { |
3042 | { |
3146 | op->contr->tmp_invis = 0; |
3043 | op->contr->tmp_invis = 0; |
3147 | op->contr->invis_race = 0; |
3044 | op->contr->invis_race = 0; |
3148 | } |
3045 | } |
|
|
3046 | |
3149 | update_object (op, UP_OBJ_FACE); |
3047 | update_object (op, UP_OBJ_CHANGE); |
3150 | } |
3048 | } |
3151 | |
3049 | |
3152 | int |
3050 | int |
3153 | is_true_undead (object *op) |
3051 | is_true_undead (object *op) |
3154 | { |
3052 | { |
3155 | object *tmp = NULL; |
|
|
3156 | |
|
|
3157 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3053 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3158 | return 1; |
3054 | return 1; |
3159 | |
3055 | |
3160 | return 0; |
3056 | return 0; |
3161 | } |
3057 | } |
… | |
… | |
3220 | |
3116 | |
3221 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3117 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3222 | |
3118 | |
3223 | /* 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! */ |
3224 | if (op->type == PLAYER && op->contr->run_on) |
3120 | if (op->type == PLAYER && op->contr->run_on) |
3225 | { |
|
|
3226 | if (!skop || num >= skop->level) |
3121 | if (!skop || num >= skop->level) |
3227 | { |
3122 | { |
3228 | 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!"); |
3229 | make_visible (op); |
3124 | make_visible (op); |
3230 | return; |
3125 | return; |
3231 | } |
3126 | } |
3232 | else |
3127 | else |
3233 | num += 20; |
3128 | num += 20; |
3234 | } |
3129 | |
3235 | num += op->map->difficulty; |
3130 | num += op->map->difficulty; |
3236 | hide = hideability (op); /* modify by terrain hidden level */ |
3131 | hide = hideability (op); /* modify by terrain hidden level */ |
3237 | num -= hide; |
3132 | num -= hide; |
|
|
3133 | |
3238 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3134 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3239 | { |
3135 | { |
3240 | make_visible (op); |
3136 | make_visible (op); |
3241 | if (op->type == PLAYER) |
3137 | if (op->type == PLAYER) |
3242 | 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!"); |
3243 | } |
3139 | } |
3244 | else if (op->type == PLAYER && skop) |
3140 | else if (op->type == PLAYER && skop) |
3245 | { |
|
|
3246 | 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); |
3247 | } |
|
|
3248 | } |
3142 | } |
3249 | |
3143 | |
3250 | /* determine if who is standing near a hostile creature. */ |
3144 | /* determine if who is standing near a hostile creature. */ |
3251 | |
3145 | |
3252 | int |
3146 | int |
… | |
… | |
3319 | if (pl->type != PLAYER) |
3213 | if (pl->type != PLAYER) |
3320 | { |
3214 | { |
3321 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3215 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3322 | return -1; |
3216 | return -1; |
3323 | } |
3217 | } |
|
|
3218 | |
3324 | if (!pl || !op) |
3219 | if (!pl || !op) |
3325 | return 0; |
3220 | return 0; |
3326 | |
3221 | |
3327 | if (op->head) |
|
|
3328 | { |
|
|
3329 | op = op->head; |
3222 | op = op->head_ (); |
3330 | } |
3223 | |
3331 | get_rangevector (pl, op, &rv, 0x1); |
3224 | get_rangevector (pl, op, &rv, 0x1); |
3332 | |
3225 | |
3333 | /* starting with the 'head' part, lets loop |
3226 | /* starting with the 'head' part, lets loop |
3334 | * through the object and find if it has any |
3227 | * through the object and find if it has any |
3335 | * part that is in the los array but isnt on |
3228 | * part that is in the los array but isnt on |
… | |
… | |
3452 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3345 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3453 | int i = 0, j = 0; |
3346 | int i = 0, j = 0; |
3454 | |
3347 | |
3455 | /* get the appropriate treasurelist */ |
3348 | /* get the appropriate treasurelist */ |
3456 | if (atnr == ATNR_FIRE) |
3349 | if (atnr == ATNR_FIRE) |
3457 | trlist = find_treasurelist ("dragon_ability_fire"); |
3350 | trlist = treasurelist::find ("dragon_ability_fire"); |
3458 | else if (atnr == ATNR_COLD) |
3351 | else if (atnr == ATNR_COLD) |
3459 | trlist = find_treasurelist ("dragon_ability_cold"); |
3352 | trlist = treasurelist::find ("dragon_ability_cold"); |
3460 | else if (atnr == ATNR_ELECTRICITY) |
3353 | else if (atnr == ATNR_ELECTRICITY) |
3461 | trlist = find_treasurelist ("dragon_ability_elec"); |
3354 | trlist = treasurelist::find ("dragon_ability_elec"); |
3462 | else if (atnr == ATNR_POISON) |
3355 | else if (atnr == ATNR_POISON) |
3463 | trlist = find_treasurelist ("dragon_ability_poison"); |
3356 | trlist = treasurelist::find ("dragon_ability_poison"); |
3464 | |
3357 | |
3465 | if (trlist == NULL || who->type != PLAYER) |
3358 | if (trlist == NULL || who->type != PLAYER) |
3466 | return; |
3359 | return; |
3467 | |
3360 | |
3468 | 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++); |
3469 | |
3362 | |
3470 | if (tr == NULL || tr->item == NULL) |
3363 | if (!tr || !tr->item) |
3471 | { |
3364 | { |
3472 | /* 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]); */ |
3473 | return; |
3366 | return; |
3474 | } |
3367 | } |
3475 | |
3368 | |
… | |
… | |
3600 | * not readied. |
3493 | * not readied. |
3601 | */ |
3494 | */ |
3602 | void |
3495 | void |
3603 | player_unready_range_ob (player *pl, object *ob) |
3496 | player_unready_range_ob (player *pl, object *ob) |
3604 | { |
3497 | { |
3605 | rangetype i; |
|
|
3606 | |
|
|
3607 | 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)) |
3608 | { |
|
|
3609 | if (pl->ranges[i] == ob) |
3499 | if (pl->ranges[i] == ob) |
3610 | { |
3500 | { |
3611 | pl->ranges[i] = NULL; |
3501 | pl->ranges[i] = 0; |
3612 | if (pl->shoottype == i) |
3502 | if (pl->shoottype == i) |
3613 | { |
|
|
3614 | pl->shoottype = range_none; |
3503 | pl->shoottype = range_none; |
3615 | } |
|
|
3616 | } |
3504 | } |
3617 | } |
|
|
3618 | } |
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 | } |