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> |
28 | #include <living.h> |
29 | #include <living.h> |
29 | #include <object.h> |
30 | #include <object.h> |
30 | #include <spells.h> |
31 | #include <spells.h> |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #ifdef COZY_SERVER |
34 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
35 | #include <functional> |
35 | #endif |
|
|
36 | |
36 | |
37 | player * |
37 | playervec players; |
38 | find_player (const char *plname) |
|
|
39 | { |
|
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40 | player *pl; |
|
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41 | |
|
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42 | for (pl = first_player; pl; pl = pl->next) |
|
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43 | { |
|
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44 | if (pl->obL && !strcmp (query_name (pl->ob), plname)) |
|
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45 | return pl; |
|
|
46 | }; |
|
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47 | |
|
|
48 | return 0; |
|
|
49 | } |
|
|
50 | |
|
|
51 | player * |
|
|
52 | find_player_partial_name (const char *plname) |
|
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53 | { |
|
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54 | player *pl; |
|
|
55 | player *found = NULL; |
|
|
56 | size_t namelen = strlen (plname); |
|
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57 | |
|
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58 | for (pl = first_player; pl; pl = pl->next) |
|
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59 | { |
|
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60 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
61 | continue; |
|
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62 | |
|
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63 | if (!strcmp (pl->ob->name, plname)) |
|
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64 | return pl; |
|
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65 | |
|
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66 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
67 | { |
|
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68 | if (found) |
|
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69 | return 0; |
|
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70 | |
|
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71 | found = pl; |
|
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72 | } |
|
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73 | } |
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74 | |
|
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75 | return found; |
|
|
76 | } |
|
|
77 | |
38 | |
78 | void |
39 | void |
79 | display_motd (const object *op) |
40 | display_motd (const object *op) |
80 | { |
41 | { |
81 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
155 | |
116 | |
156 | news[0] = '\0'; |
117 | news[0] = '\0'; |
157 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
158 | size = 0; |
119 | size = 0; |
159 | |
120 | |
160 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
161 | { |
122 | { |
162 | if (*buf == '#') |
123 | if (*buf == '#') |
163 | continue; |
124 | continue; |
164 | |
125 | |
165 | if (*buf == '%') |
126 | if (*buf == '%') |
166 | { /* send one news */ |
127 | { /* send one news */ |
167 | if (size > 0) |
128 | if (size > 0) |
168 | 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 | |
169 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
170 | strip_endline (subject); |
132 | strip_endline (subject); |
171 | size = 0; |
133 | size = 0; |
172 | news[0] = '\0'; |
134 | news[0] = '\0'; |
173 | } |
135 | } |
… | |
… | |
182 | size += strlen (buf); |
144 | size += strlen (buf); |
183 | } |
145 | } |
184 | } |
146 | } |
185 | |
147 | |
186 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
187 | 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); |
188 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
189 | } |
|
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190 | |
|
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191 | int |
|
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192 | playername_ok (const char *cp) |
|
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193 | { |
|
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194 | /* Don't allow - or _ as first character in the name */ |
|
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195 | if (*cp == '-' || *cp == '_') |
|
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196 | return 0; |
|
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197 | |
|
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198 | for (; *cp != '\0'; cp++) |
|
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199 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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200 | return 0; |
|
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201 | |
|
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202 | return 1; |
|
|
203 | } |
|
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204 | |
|
|
205 | /* This no longer sets the player map. Also, it now updates |
|
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206 | * all the pointers so the caller doesn't need to do that. |
|
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207 | * Caller is responsible for setting the correct map. |
|
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208 | */ |
|
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209 | |
|
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210 | /* Redo this to do both get_player_ob and get_player. |
|
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211 | * Hopefully this will be less bugfree and simpler. |
|
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212 | * Returns the player structure. If 'p' is null, |
|
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213 | * we create a new one. Otherwise, we recycle |
|
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214 | * the one that is passed. |
|
|
215 | */ |
|
|
216 | static player * |
|
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217 | get_player (player *p) |
|
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218 | { |
|
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219 | object *op = arch_to_object (get_player_archetype (0)); |
|
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220 | int i; |
|
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221 | |
|
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222 | /* Clears basically the entire player structure except |
|
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223 | * for next and socket. |
|
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224 | */ |
|
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225 | p->clear (); |
|
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226 | |
|
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227 | /* There are some elements we want initialized to non zero value - |
|
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228 | * we deal with that below this point. |
|
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229 | */ |
|
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230 | p->party = NULL; |
|
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231 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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232 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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233 | p->unapply = unapply_nochoice; |
|
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234 | p->Swap_First = -1; |
|
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235 | |
|
|
236 | #ifdef AUTOSAVE |
|
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237 | p->last_save_tick = 9999999; |
|
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238 | #endif |
|
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239 | |
|
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240 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
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241 | |
|
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242 | op->contr = p; /* this aren't yet in archetype */ |
|
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243 | p->ob = op; |
|
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244 | op->speed_left = 0.5; |
|
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245 | op->speed = 1.0; |
|
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246 | op->direction = 5; /* So player faces south */ |
|
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247 | op->stats.wc = 2; |
|
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248 | op->run_away = 25; /* Then we panick... */ |
|
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249 | |
|
|
250 | { |
|
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251 | int oldmon = p->ns->monitor_spells; // what a hack |
|
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252 | p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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253 | roll_stats (op); |
|
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254 | p->ns->monitor_spells = oldmon; |
|
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255 | } |
|
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256 | p->ns->state = ST_ROLL_STAT; |
|
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257 | clear_los (op); |
|
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258 | |
|
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259 | p->gen_sp_armour = 10; |
|
|
260 | p->last_speed = -1; |
|
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261 | p->shoottype = range_none; |
|
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262 | p->bowtype = bow_normal; |
|
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263 | p->petmode = pet_normal; |
|
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264 | p->listening = 10; |
|
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265 | p->usekeys = containers; |
|
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266 | p->last_weapon_sp = -1; |
|
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267 | p->peaceful = 1; /* default peaceful */ |
|
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268 | p->do_los = 1; |
|
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269 | p->explore = 0; |
|
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270 | |
|
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271 | assign (p->title, op->arch->clone.name); |
|
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272 | op->race = op->arch->clone.race; |
|
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273 | |
|
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274 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
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275 | |
|
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276 | /* we need to clear these to -1 and not zero - otherwise, |
|
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277 | * if a player quits and starts a new character, we wont |
|
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278 | * send new values to the client, as things like exp start |
|
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279 | * at zero. |
|
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280 | */ |
|
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281 | for (i = 0; i < NUM_SKILLS; i++) |
|
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282 | { |
|
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283 | p->last_skill_exp[i] = -1; |
|
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284 | p->last_skill_ob[i] = NULL; |
|
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285 | } |
|
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286 | |
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287 | for (i = 0; i < NROFATTACKS; i++) |
|
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288 | p->last_resist[i] = -1; |
|
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289 | |
|
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290 | p->last_stats.exp = -1; |
|
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291 | p->last_weight = (uint32) - 1; |
|
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292 | |
|
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293 | p->ns->update_look = 0; |
|
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294 | p->ns->look_position = 0; |
|
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295 | |
|
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296 | return p; |
|
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297 | } |
151 | } |
298 | |
152 | |
299 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
300 | static void |
154 | static void |
301 | set_first_map (object *op) |
155 | set_first_map (object *op) |
302 | { |
156 | { |
303 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
304 | op->x = -1; |
158 | op->x = -1; |
305 | op->y = -1; |
159 | op->y = -1; |
|
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160 | } |
|
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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; |
306 | enter_exit (op, 0); |
170 | ob->enter_exit (tmp); |
307 | } |
|
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308 | |
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); |
|
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211 | } |
|
|
212 | |
|
|
213 | // connect the player with a specific client |
|
|
214 | // also changed, rationalises, and fixes some incorrect settings |
|
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215 | void |
|
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216 | player::connect (client *ns) |
|
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217 | { |
|
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218 | this->ns = ns; |
|
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219 | ns->pl = this; |
|
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220 | |
|
|
221 | run_on = 0; |
|
|
222 | fire_on = 0; |
|
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223 | ob->close_container (); //TODO: client-specific |
|
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224 | |
|
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225 | ns->update_look = 0; |
|
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226 | ns->look_position = 0; |
|
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227 | |
|
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228 | clear_los (ob); |
|
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229 | |
|
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230 | ns->reset_stats (); |
|
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231 | |
|
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232 | /* make sure he's a player -- needed because of class change. */ |
|
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233 | ob->type = PLAYER; // we are paranoid |
|
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234 | ob->race = ob->arch->clone.race; |
|
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235 | |
|
|
236 | if (!legal_range (ob, shoottype)) |
|
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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); |
|
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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 | { |
|
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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) |
|
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255 | if (tmp->type == FORCE) |
|
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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 (); |
|
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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); |
|
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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 | { |
|
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287 | if (ns) |
|
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288 | { |
|
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289 | if (active) |
|
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290 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
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291 | |
|
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292 | INVOKE_PLAYER (DISCONNECT, this); |
|
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293 | |
|
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294 | ns->reset_stats (); |
|
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295 | ns->pl = 0; |
|
|
296 | ns = 0; |
|
|
297 | } |
|
|
298 | |
|
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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 | |
309 | /* Tries to add player on the connection passwd in ns. |
359 | /* Tries to add player on the connection passed in ns. |
310 | * 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 |
311 | * mode. |
361 | * mode. |
312 | */ |
362 | */ |
313 | |
363 | player * |
314 | int |
364 | player::create () |
315 | add_player (client *ns) |
|
|
316 | { |
365 | { |
317 | player *p = new player; |
366 | player *pl = new player; |
318 | |
367 | |
319 | p->ns = ns; |
368 | pl->set_object (arch_to_object (get_player_archetype (0))); |
320 | ns->pl = p; |
|
|
321 | |
369 | |
322 | p->next = first_player; |
370 | pl->ob->roll_stats (); |
323 | first_player = p; |
371 | pl->ob->stats.wc = 2; |
|
|
372 | pl->ob->run_away = 25; /* Then we panick... */ |
324 | |
373 | |
325 | p = get_player (p); |
|
|
326 | |
|
|
327 | set_first_map (p->ob); |
374 | set_first_map (pl->ob); |
328 | |
375 | |
329 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
330 | add_friendly_object (p->ob); |
|
|
331 | send_rules (p->ob); |
|
|
332 | send_news (p->ob); |
|
|
333 | display_motd (p->ob); |
|
|
334 | |
|
|
335 | get_name (p->ob); |
|
|
336 | |
|
|
337 | return 0; |
376 | return pl; |
338 | } |
377 | } |
339 | |
378 | |
340 | /* |
379 | /* |
341 | * get_player_archetype() return next player archetype from archetype |
380 | * get_player_archetype() return next player archetype from archetype |
342 | * list. Not very efficient routine, but used only creating new players. |
381 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
367 | |
406 | |
368 | object * |
407 | object * |
369 | get_nearest_player (object *mon) |
408 | get_nearest_player (object *mon) |
370 | { |
409 | { |
371 | object *op = NULL; |
410 | object *op = NULL; |
372 | player *pl = NULL; |
|
|
373 | objectlink *ol; |
411 | objectlink *ol; |
374 | unsigned lastdist; |
412 | unsigned lastdist; |
375 | rv_vector rv; |
413 | rv_vector rv; |
376 | |
414 | |
377 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
415 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
378 | { |
416 | { |
379 | /* 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 |
380 | * does periodically happen. Given that, lets deal with it. |
418 | * does periodically happen. Given that, lets deal with it. |
381 | * While unlikely, it is possible the next object on the friendly |
419 | * While unlikely, it is possible the next object on the friendly |
382 | * list is also free, so encapsulate this in a while loop. |
420 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
386 | object *tmp = ol->ob; |
424 | object *tmp = ol->ob; |
387 | |
425 | |
388 | /* 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 |
389 | * itself will have been cleared. |
427 | * itself will have been cleared. |
390 | */ |
428 | */ |
391 | 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 ()); |
392 | ol = ol->next; |
431 | ol = ol->next; |
393 | remove_friendly_object (tmp); |
432 | remove_friendly_object (tmp); |
394 | if (!ol) |
433 | if (!ol) |
395 | return op; |
434 | return op; |
396 | } |
435 | } |
… | |
… | |
409 | { |
448 | { |
410 | op = ol->ob; |
449 | op = ol->ob; |
411 | lastdist = rv.distance; |
450 | lastdist = rv.distance; |
412 | } |
451 | } |
413 | } |
452 | } |
414 | for (pl = first_player; pl != NULL; pl = pl->next) |
453 | |
415 | { |
454 | for_all_players (pl) |
416 | if (can_detect_enemy (mon, pl->ob, &rv)) |
455 | if (can_detect_enemy (mon, pl->ob, &rv)) |
417 | { |
|
|
418 | |
|
|
419 | if (lastdist > rv.distance) |
456 | if (lastdist > rv.distance) |
420 | { |
457 | { |
421 | op = pl->ob; |
458 | op = pl->ob; |
422 | lastdist = rv.distance; |
459 | lastdist = rv.distance; |
423 | } |
460 | } |
424 | } |
461 | |
425 | } |
|
|
426 | #if 0 |
462 | #if 0 |
427 | 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)"); |
428 | #endif |
464 | #endif |
429 | return op; |
465 | return op; |
430 | } |
466 | } |
… | |
… | |
448 | * circling behaviour. Unfortunately, this function is also used to determined |
484 | * circling behaviour. Unfortunately, this function is also used to determined |
449 | * 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 |
450 | * is probably not a good thing. |
486 | * is probably not a good thing. |
451 | */ |
487 | */ |
452 | #define MAX_SPACES 50 |
488 | #define MAX_SPACES 50 |
453 | |
|
|
454 | |
489 | |
455 | /* |
490 | /* |
456 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
491 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
457 | * 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 |
458 | * 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 |
… | |
… | |
489 | x = mon->x; |
524 | x = mon->x; |
490 | y = mon->y; |
525 | y = mon->y; |
491 | m = mon->map; |
526 | m = mon->map; |
492 | dir = rv.direction; |
527 | dir = rv.direction; |
493 | 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 */ |
494 | 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 | |
495 | /* 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. */ |
496 | if (diff > max) |
532 | if (diff > max) |
497 | return 0; |
533 | return 0; |
|
|
534 | |
498 | while (diff > 1 && max > 0) |
535 | while (diff > 1 && max > 0) |
499 | { |
536 | { |
500 | lastx = x; |
537 | lastx = x; |
501 | lasty = y; |
538 | lasty = y; |
502 | lastmap = m; |
539 | lastmap = m; |
… | |
… | |
584 | max--; |
621 | max--; |
585 | lastdir = dir; |
622 | lastdir = dir; |
586 | if (!firstdir) |
623 | if (!firstdir) |
587 | firstdir = dir; |
624 | firstdir = dir; |
588 | } |
625 | } |
|
|
626 | |
589 | if (diff <= 1) |
627 | if (diff <= 1) |
590 | { |
628 | { |
591 | /* Recalculate diff (distance) because we may not have actually |
629 | /* Recalculate diff (distance) because we may not have actually |
592 | * headed toward player for entire distance. |
630 | * headed toward player for entire distance. |
593 | */ |
631 | */ |
594 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
595 | 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)); |
596 | } |
634 | } |
|
|
635 | |
597 | if (diff > max) |
636 | if (diff > max) |
598 | return 0; |
637 | return 0; |
599 | } |
638 | } |
|
|
639 | |
600 | /* 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 */ |
601 | if (!max) |
641 | if (!max) |
602 | return 0; |
642 | return 0; |
603 | |
643 | |
604 | return firstdir; |
644 | return firstdir; |
… | |
… | |
697 | /* Need to set up the skill pointers */ |
737 | /* Need to set up the skill pointers */ |
698 | link_player_skills (pl); |
738 | link_player_skills (pl); |
699 | } |
739 | } |
700 | |
740 | |
701 | void |
741 | void |
702 | get_name (object *op) |
|
|
703 | { |
|
|
704 | op->contr->write_buf[0] = '\0'; |
|
|
705 | op->contr->ns->state = ST_GET_NAME; |
|
|
706 | send_query (op->contr->ns, 0, "What is your name?\n:"); |
|
|
707 | } |
|
|
708 | |
|
|
709 | void |
|
|
710 | get_password (object *op) |
|
|
711 | { |
|
|
712 | op->contr->write_buf[0] = '\0'; |
|
|
713 | op->contr->ns->state = ST_GET_PASSWORD; |
|
|
714 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
715 | } |
|
|
716 | |
|
|
717 | void |
|
|
718 | play_again (object *op) |
|
|
719 | { |
|
|
720 | op->contr->ns->state = ST_PLAY_AGAIN; |
|
|
721 | op->chosen_skill = NULL; |
|
|
722 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
723 | /* a bit of a hack, but there are various places early in th |
|
|
724 | * player creation process that a user can quit (eg, roll |
|
|
725 | * stats) that isn't removing the player. Taking a quick |
|
|
726 | * look, there are many places that call play_again without |
|
|
727 | * removing the player - it probably makes more sense |
|
|
728 | * to leave it to play_again to remove the object in all |
|
|
729 | * cases. |
|
|
730 | */ |
|
|
731 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
732 | op->remove (); |
|
|
733 | |
|
|
734 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
735 | * and draw() doesn't check to see if the player is removed, only if |
|
|
736 | * the map is null or not swapped out. |
|
|
737 | */ |
|
|
738 | op->map = NULL; |
|
|
739 | } |
|
|
740 | |
|
|
741 | int |
|
|
742 | receive_play_again (object *op, char key) |
|
|
743 | { |
|
|
744 | if (key == 'q' || key == 'Q') |
|
|
745 | { |
|
|
746 | remove_friendly_object (op); |
|
|
747 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
748 | return 2; |
|
|
749 | } |
|
|
750 | else if (key == 'a' || key == 'A') |
|
|
751 | { |
|
|
752 | player *pl = op->contr; |
|
|
753 | shstr name = op->name; |
|
|
754 | |
|
|
755 | op->contr = 0; |
|
|
756 | op->type = 0; |
|
|
757 | op->destroy (1); |
|
|
758 | pl = get_player (pl); |
|
|
759 | op = pl->ob; |
|
|
760 | add_friendly_object (op); |
|
|
761 | op->contr->password[0] = '~'; |
|
|
762 | op->name = op->name_pl = 0; |
|
|
763 | /* Lets put a space in here */ |
|
|
764 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
765 | get_name (op); |
|
|
766 | op->name = op->name_pl = name; |
|
|
767 | set_first_map (op); |
|
|
768 | } |
|
|
769 | else |
|
|
770 | /* user pressed something else so just ask again... */ |
|
|
771 | play_again (op); |
|
|
772 | |
|
|
773 | return 0; |
|
|
774 | } |
|
|
775 | |
|
|
776 | void |
|
|
777 | confirm_password (object *op) |
|
|
778 | { |
|
|
779 | |
|
|
780 | op->contr->write_buf[0] = '\0'; |
|
|
781 | op->contr->ns->state = ST_CONFIRM_PASSWORD; |
|
|
782 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
783 | } |
|
|
784 | |
|
|
785 | void |
|
|
786 | get_party_password (object *op, partylist *party) |
742 | get_party_password (object *op, partylist *party) |
787 | { |
743 | { |
788 | if (party == NULL) |
744 | if (party == NULL) |
789 | { |
745 | { |
790 | 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); |
791 | return; |
747 | return; |
792 | } |
748 | } |
|
|
749 | |
793 | op->contr->write_buf[0] = '\0'; |
750 | op->contr->write_buf[0] = '\0'; |
794 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
751 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
795 | op->contr->party_to_join = party; |
752 | op->contr->party_to_join = party; |
796 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
753 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
797 | } |
754 | } |
798 | |
755 | |
799 | |
|
|
800 | /* 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. */ |
801 | int |
757 | static int |
802 | roll_stat (void) |
758 | roll_stat (void) |
803 | { |
759 | { |
804 | int a[4], i, j, k; |
760 | int a[4], i, j, k; |
805 | |
761 | |
806 | for (i = 0; i < 4; i++) |
762 | for (i = 0; i < 4; i++) |
807 | a[i] = (int) RANDOM () % 6 + 1; |
763 | a[i] = (int) rndm (6) + 1; |
808 | |
764 | |
809 | for (i = 0, j = 0, k = 7; i < 4; i++) |
765 | for (i = 0, j = 0, k = 7; i < 4; i++) |
810 | if (a[i] < k) |
766 | if (a[i] < k) |
811 | k = a[i], j = i; |
767 | k = a[i], j = i; |
812 | |
768 | |
813 | for (i = 0, k = 0; i < 4; i++) |
769 | for (i = 0, k = 0; i < 4; i++) |
814 | { |
|
|
815 | if (i != j) |
770 | if (i != j) |
816 | k += a[i]; |
771 | k += a[i]; |
817 | } |
772 | |
818 | return k; |
773 | return k; |
819 | } |
774 | } |
820 | |
775 | |
821 | void |
776 | void |
822 | roll_stats (object *op) |
777 | object::roll_stats () |
823 | { |
778 | { |
824 | int sum = 0; |
|
|
825 | int i = 0, j = 0; |
|
|
826 | int statsort[7]; |
779 | int statsort [7]; |
827 | |
780 | |
828 | do |
781 | for (;;) |
829 | { |
|
|
830 | op->stats.Str = roll_stat (); |
|
|
831 | op->stats.Dex = roll_stat (); |
|
|
832 | op->stats.Int = roll_stat (); |
|
|
833 | op->stats.Con = roll_stat (); |
|
|
834 | op->stats.Wis = roll_stat (); |
|
|
835 | op->stats.Pow = roll_stat (); |
|
|
836 | op->stats.Cha = roll_stat (); |
|
|
837 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
838 | } |
782 | { |
839 | while (sum < 82 || sum > 116); |
783 | int sum = 0; |
|
|
784 | for (int i = 7; i--; ) |
|
|
785 | sum += statsort [i] = roll_stat (); |
840 | |
786 | |
|
|
787 | if (sum >= 82 && sum <= 116) |
|
|
788 | break; |
|
|
789 | } |
|
|
790 | |
841 | /* Sort the stats so that rerolling is easier... */ |
791 | // Sort the stats so that rerolling is easier... |
842 | statsort[0] = op->stats.Str; |
792 | std::sort (statsort, statsort + 7, std::greater<int>()); |
843 | statsort[1] = op->stats.Dex; |
|
|
844 | statsort[2] = op->stats.Int; |
|
|
845 | statsort[3] = op->stats.Con; |
|
|
846 | statsort[4] = op->stats.Wis; |
|
|
847 | statsort[5] = op->stats.Pow; |
|
|
848 | statsort[6] = op->stats.Cha; |
|
|
849 | |
793 | |
850 | /* a quick and dirty bubblesort? */ |
|
|
851 | do |
|
|
852 | { |
|
|
853 | if (statsort[i] < statsort[i + 1]) |
|
|
854 | { |
|
|
855 | j = statsort[i]; |
|
|
856 | statsort[i] = statsort[i + 1]; |
|
|
857 | statsort[i + 1] = j; |
|
|
858 | i = 0; |
|
|
859 | } |
|
|
860 | else |
|
|
861 | { |
|
|
862 | i++; |
|
|
863 | } |
|
|
864 | } |
|
|
865 | while (i < 6); |
|
|
866 | |
|
|
867 | op->stats.Str = statsort[0]; |
794 | stats.Str = statsort[0]; |
868 | op->stats.Dex = statsort[1]; |
795 | stats.Dex = statsort[1]; |
869 | op->stats.Con = statsort[2]; |
796 | stats.Con = statsort[2]; |
870 | op->stats.Int = statsort[3]; |
797 | stats.Int = statsort[3]; |
871 | op->stats.Wis = statsort[4]; |
798 | stats.Wis = statsort[4]; |
872 | op->stats.Pow = statsort[5]; |
799 | stats.Pow = statsort[5]; |
873 | op->stats.Cha = statsort[6]; |
800 | stats.Cha = statsort[6]; |
874 | |
801 | |
875 | |
|
|
876 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
877 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
878 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
879 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
880 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
881 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
882 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
883 | |
|
|
884 | op->level = 1; |
|
|
885 | op->stats.exp = 0; |
802 | stats.exp = 0; |
886 | op->stats.ac = 0; |
803 | stats.ac = 0; |
887 | |
804 | |
888 | op->contr->levhp[1] = 9; |
|
|
889 | op->contr->levsp[1] = 6; |
|
|
890 | op->contr->levgrace[1] = 3; |
|
|
891 | |
|
|
892 | fix_player (op); |
|
|
893 | op->stats.hp = op->stats.maxhp; |
805 | stats.hp = stats.maxhp; |
894 | op->stats.sp = op->stats.maxsp; |
806 | stats.sp = stats.maxsp; |
895 | 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 | |
896 | op->contr->orig_stats = op->stats; |
815 | contr->orig_stats = stats; |
|
|
816 | } |
897 | } |
817 | } |
898 | |
818 | |
899 | void |
819 | void |
900 | Roll_Again (object *op) |
820 | object::swap_stats (int a, int b) |
901 | { |
821 | { |
902 | esrv_new_player (op->contr, 0); |
822 | int tmp = get_attr_value (&contr->orig_stats, a); |
903 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, |
823 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
904 | "[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); |
905 | } |
|
|
906 | |
825 | |
907 | void |
826 | stats.Str = contr->orig_stats.Str; |
908 | 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) |
909 | { |
858 | { |
910 | signed char tmp; |
|
|
911 | char buf[MAX_BUF]; |
859 | char buf[MAX_BUF]; |
912 | |
860 | |
913 | if (op->contr->Swap_First == -1) |
861 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
914 | { |
|
|
915 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
916 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
917 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
918 | return; |
|
|
919 | } |
|
|
920 | |
|
|
921 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
922 | |
|
|
923 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
924 | |
|
|
925 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
926 | |
|
|
927 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
928 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
862 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
929 | op->stats.Str = op->contr->orig_stats.Str; |
863 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
930 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
931 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
932 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
933 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
934 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
935 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
936 | op->stats.ac = 0; |
|
|
937 | |
|
|
938 | op->level = 1; |
|
|
939 | op->stats.exp = 0; |
|
|
940 | op->stats.ac = 0; |
|
|
941 | |
|
|
942 | op->contr->levhp[1] = 9; |
|
|
943 | op->contr->levsp[1] = 6; |
|
|
944 | op->contr->levgrace[1] = 3; |
|
|
945 | |
|
|
946 | fix_player (op); |
|
|
947 | op->stats.hp = op->stats.maxhp; |
|
|
948 | op->stats.sp = op->stats.maxsp; |
|
|
949 | op->stats.grace = op->stats.maxgrace; |
|
|
950 | op->contr->orig_stats = op->stats; |
|
|
951 | op->contr->Swap_First = -1; |
|
|
952 | } |
|
|
953 | |
|
|
954 | |
|
|
955 | /* This code has been greatly reduced, because with set_attr_value |
|
|
956 | * and get_attr_value, the stats can be accessed just numeric |
|
|
957 | * ids. stat_trans is a table that translate the number entered |
|
|
958 | * into the actual stat. It is needed because the order the stats |
|
|
959 | * are displayed in the stat window is not the same as how |
|
|
960 | * the number's access that stat. The table does that translation. |
|
|
961 | */ |
|
|
962 | int |
|
|
963 | key_roll_stat (object *op, char key) |
|
|
964 | { |
|
|
965 | int keynum = key - '0'; |
|
|
966 | char buf[MAX_BUF]; |
|
|
967 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
968 | |
|
|
969 | if (keynum > 0 && keynum <= 7) |
|
|
970 | { |
|
|
971 | if (op->contr->Swap_First == -1) |
|
|
972 | { |
|
|
973 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
974 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
975 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
864 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
976 | } |
|
|
977 | else |
|
|
978 | Swap_Stat (op, stat_trans[keynum]); |
|
|
979 | |
|
|
980 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, ""); |
|
|
981 | return 1; |
|
|
982 | } |
|
|
983 | switch (key) |
|
|
984 | { |
|
|
985 | case 'n': |
|
|
986 | case 'N': |
|
|
987 | { |
|
|
988 | SET_FLAG (op, FLAG_WIZ); |
|
|
989 | if (op->map == NULL) |
|
|
990 | { |
|
|
991 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
992 | break; |
|
|
993 | } |
|
|
994 | |
|
|
995 | #if 0 |
|
|
996 | /* So that enter_exit will put us at startx/starty */ |
|
|
997 | op->x = -1; |
|
|
998 | |
|
|
999 | enter_exit (op, NULL); |
|
|
1000 | #endif |
|
|
1001 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1002 | /* Enter exit adds a player otherwise */ |
|
|
1003 | add_statbonus (op); |
|
|
1004 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, |
|
|
1005 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1006 | op->contr->ns->state = ST_CHANGE_CLASS; |
|
|
1007 | if (op->msg) |
|
|
1008 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1009 | return 0; |
|
|
1010 | } |
|
|
1011 | case 'y': |
|
|
1012 | case 'Y': |
|
|
1013 | roll_stats (op); |
|
|
1014 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, ""); |
|
|
1015 | return 1; |
|
|
1016 | |
|
|
1017 | case 'q': |
|
|
1018 | case 'Q': |
|
|
1019 | play_again (op); |
|
|
1020 | return 1; |
|
|
1021 | |
|
|
1022 | default: |
|
|
1023 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1024 | return 0; |
|
|
1025 | } |
|
|
1026 | return 0; |
|
|
1027 | } |
865 | } |
1028 | |
866 | |
1029 | /* This function takes the key that is passed, and does the |
867 | /* This function takes the key that is passed, and does the |
1030 | * appropriate action with it (change race, or other things). |
868 | * appropriate action with it (change race, or other things). |
1031 | * The function name is for historical reasons - now we have |
869 | * The function name is for historical reasons - now we have |
1032 | * separate race and class; this actually changes the RACE, |
870 | * separate race and class; this actually changes the RACE, |
1033 | * not the class. |
871 | * not the class. |
1034 | */ |
872 | */ |
1035 | |
873 | void |
1036 | int |
874 | player::chargen_race_done () |
1037 | key_change_class (object *op, char key) |
|
|
1038 | { |
875 | { |
1039 | int tmp_loop; |
|
|
1040 | |
|
|
1041 | if (key == 'q' || key == 'Q') |
|
|
1042 | { |
|
|
1043 | op->remove (); |
|
|
1044 | play_again (op); |
|
|
1045 | return 0; |
|
|
1046 | } |
|
|
1047 | if (key == 'd' || key == 'D') |
|
|
1048 | { |
|
|
1049 | char buf[MAX_BUF]; |
|
|
1050 | |
|
|
1051 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
1052 | esrv_new_player (op->contr, op->weight + op->carrying); |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
1053 | |
878 | |
1054 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
1055 | if (tl) |
880 | if (tl) |
1056 | create_treasure (tl, op, 0, 0, 0); |
881 | create_treasure (tl, ob, 0, 0, 0); |
1057 | |
882 | |
1058 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
1059 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
1060 | |
885 | |
1061 | op->contr->ns->state = ST_PLAYING; |
886 | ob->contr->ns->state = ST_PLAYING; |
1062 | |
887 | |
1063 | if (op->msg) |
888 | if (ob->msg) |
1064 | op->msg = NULL; |
889 | ob->msg = 0; |
1065 | |
890 | |
1066 | /* 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 |
1067 | * to save here. |
892 | * to save here. |
1068 | */ |
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
1069 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1070 | make_path_to_file (buf); |
897 | make_path_to_file (buf); |
|
|
898 | } |
1071 | |
899 | |
1072 | #ifdef AUTOSAVE |
|
|
1073 | op->contr->last_save_tick = pticks; |
|
|
1074 | #endif |
|
|
1075 | start_info (op); |
900 | start_info (ob); |
1076 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
1077 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (ob, ob->randomitems); |
1078 | link_player_skills (op); |
903 | link_player_skills (ob); |
1079 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (ob, ob); |
1080 | fix_player (op); |
905 | ob->update_stats (); |
1081 | |
906 | |
1082 | /* This moves the player to a different start map, if there |
907 | /* This moves the player to a different start map, if there |
1083 | * is one for this race |
908 | * is one for this race |
1084 | */ |
909 | */ |
1085 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
1086 | { |
911 | { |
1087 | object *tmp; |
912 | object *tmp; |
1088 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
1089 | |
914 | |
1090 | 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); |
1091 | tmp = object::create (); |
916 | tmp = object::create (); |
1092 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
1093 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = ob->x; |
1094 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = ob->y; |
1095 | 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; |
1096 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
1097 | * default initial map */ |
922 | * default initial map */ |
1098 | tmp->destroy (); |
923 | tmp->destroy (); |
1099 | } |
924 | } |
1100 | else |
925 | else |
1101 | LOG (llevDebug, "first_map_ext_path not set\n"); |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
927 | } |
1102 | |
928 | |
1103 | return 0; |
929 | void |
1104 | } |
930 | player::chargen_race_next () |
1105 | |
931 | { |
1106 | /* Following actually changes the race - this is the default command |
932 | /* Following actually changes the race - this is the default command |
1107 | * if we don't match with one of the options above. |
933 | * if we don't match with one of the options above. |
1108 | */ |
934 | */ |
1109 | |
935 | |
1110 | tmp_loop = 0; |
936 | do |
1111 | while (!tmp_loop) |
|
|
1112 | { |
937 | { |
1113 | shstr name = op->name; |
938 | shstr name = ob->name; |
1114 | int x = op->x, y = op->y; |
939 | int x = ob->x, y = ob->y; |
1115 | |
940 | |
1116 | remove_statbonus (op); |
941 | ob->remove_statbonus (); |
1117 | op->remove (); |
942 | ob->remove (); |
1118 | op->arch = get_player_archetype (op->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
1119 | op->arch->clone.copy_to (op); |
944 | ob->arch->clone.copy_to (ob); |
1120 | op->instantiate (); |
945 | ob->instantiate (); |
1121 | op->stats = op->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
1122 | op->name = op->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
1123 | op->x = x; |
948 | ob->x = x; |
1124 | op->y = y; |
949 | ob->y = y; |
1125 | SET_ANIMATION (op, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1126 | insert_ob_in_map (op, op->map, op, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
1127 | assign (op->contr->title, op->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
1128 | add_statbonus (op); |
953 | ob->add_statbonus (); |
1129 | tmp_loop = allowed_class (op); |
|
|
1130 | } |
954 | } |
|
|
955 | while (!allowed_class (ob)); |
1131 | |
956 | |
1132 | update_object (op, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
1133 | esrv_update_item (UPD_FACE, op, op); |
958 | esrv_update_item (UPD_FACE, ob, ob); |
1134 | fix_player (op); |
959 | ob->update_stats (); |
1135 | op->stats.hp = op->stats.maxhp; |
960 | ob->stats.hp = ob->stats.maxhp; |
1136 | op->stats.sp = op->stats.maxsp; |
961 | ob->stats.sp = ob->stats.maxsp; |
1137 | op->stats.grace = 0; |
962 | ob->stats.grace = 0; |
1138 | |
|
|
1139 | if (op->msg) |
|
|
1140 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1141 | |
|
|
1142 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1143 | return 0; |
|
|
1144 | } |
|
|
1145 | |
|
|
1146 | int |
|
|
1147 | key_confirm_quit (object *op, char key) |
|
|
1148 | { |
|
|
1149 | char buf[MAX_BUF]; |
|
|
1150 | |
|
|
1151 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1152 | { |
|
|
1153 | op->contr->ns->state = ST_PLAYING; |
|
|
1154 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1155 | return 1; |
|
|
1156 | } |
|
|
1157 | |
|
|
1158 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1159 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1160 | |
|
|
1161 | terminate_all_pets (op); |
|
|
1162 | leave_map (op); |
|
|
1163 | op->direction = 0; |
|
|
1164 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1165 | |
|
|
1166 | strcpy (op->contr->killer, "quit"); |
|
|
1167 | check_score (op); |
|
|
1168 | op->contr->party = NULL; |
|
|
1169 | if (settings.set_title == TRUE) |
|
|
1170 | op->contr->own_title[0] = '\0'; |
|
|
1171 | |
|
|
1172 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1173 | { |
|
|
1174 | maptile *mp, *next; |
|
|
1175 | |
|
|
1176 | /* We need to hunt for any per player unique maps in memory and |
|
|
1177 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1178 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1179 | */ |
|
|
1180 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1181 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1182 | { |
|
|
1183 | next = mp->next; |
|
|
1184 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1185 | delete_map (mp); |
|
|
1186 | } |
|
|
1187 | |
|
|
1188 | delete_character (op->name, 1); |
|
|
1189 | } |
|
|
1190 | |
|
|
1191 | play_again (op); |
|
|
1192 | return 1; |
|
|
1193 | } |
963 | } |
1194 | |
964 | |
1195 | void |
965 | void |
1196 | flee_player (object *op) |
966 | flee_player (object *op) |
1197 | { |
967 | { |
… | |
… | |
1254 | int |
1024 | int |
1255 | check_pick (object *op) |
1025 | check_pick (object *op) |
1256 | { |
1026 | { |
1257 | object *tmp, *next; |
1027 | object *tmp, *next; |
1258 | int stop = 0; |
1028 | int stop = 0; |
1259 | int j, k, wvratio; |
1029 | int wvratio; |
1260 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1261 | |
1031 | |
1262 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1263 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1264 | return 1; |
1034 | return 1; |
1265 | |
1035 | |
… | |
… | |
1334 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1335 | &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)))); |
1336 | else |
1106 | else |
1337 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1338 | &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 | |
1339 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1340 | |
|
|
1341 | sprintf (putstring, "...flags: "); |
|
|
1342 | for (k = 0; k < 4; k++) |
|
|
1343 | { |
|
|
1344 | for (j = 0; j < 32; j++) |
|
|
1345 | { |
|
|
1346 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1347 | { |
|
|
1348 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1349 | strcat (putstring, tmpstr); |
|
|
1350 | } |
|
|
1351 | } |
|
|
1352 | } |
|
|
1353 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1354 | |
|
|
1355 | #if 0 |
|
|
1356 | /* print the flags too */ |
|
|
1357 | for (k = 0; k < 4; k++) |
|
|
1358 | { |
|
|
1359 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1360 | for (j = 0; j < 32; j++) |
|
|
1361 | { |
|
|
1362 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1363 | if (!((j + 1) % 4)) |
|
|
1364 | fprintf (stderr, " "); |
|
|
1365 | } |
|
|
1366 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1367 | } |
|
|
1368 | #endif |
|
|
1369 | } |
1111 | } |
|
|
1112 | |
1370 | /* philosophy: |
1113 | /* philosophy: |
1371 | * 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 |
1372 | * generic. This takes no game-time. For more detailed pickups |
1115 | * generic. This takes no game-time. For more detailed pickups |
1373 | * and selections, select-items shoul dbe used. This is a |
1116 | * and selections, select-items should be used. This is a |
1374 | * 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 |
1375 | * example. |
1118 | * example. |
1376 | * 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 |
1377 | * 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 |
1378 | * convert to decimal and then 'pickup <#> |
1121 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1629 | * found object is returned. |
1372 | * found object is returned. |
1630 | */ |
1373 | */ |
1631 | object * |
1374 | object * |
1632 | find_arrow (object *op, const char *type) |
1375 | find_arrow (object *op, const char *type) |
1633 | { |
1376 | { |
1634 | object *tmp = NULL; |
1377 | object *tmp = 0; |
1635 | |
1378 | |
1636 | for (op = op->inv; op; op = op->below) |
1379 | for (op = op->inv; op; op = op->below) |
1637 | 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)) |
1638 | tmp = find_arrow (op, type); |
1381 | tmp = find_arrow (op, type); |
1639 | else if (op->type == ARROW && op->race == type) |
1382 | else if (op->type == ARROW && op->race == type) |
1640 | return op; |
1383 | return op; |
|
|
1384 | |
1641 | return tmp; |
1385 | return tmp; |
1642 | } |
1386 | } |
1643 | |
1387 | |
1644 | /* |
1388 | /* |
1645 | * 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 |
1646 | * 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 |
1647 | * 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 |
1648 | * 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. |
1649 | */ |
1393 | */ |
1650 | |
|
|
1651 | object * |
1394 | object * |
1652 | 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) |
1653 | { |
1396 | { |
1654 | object *tmp = NULL, *arrow, *ntmp; |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1655 | int attacknum, attacktype, betterby = 0, i; |
1398 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1847 | if (op->type == PLAYER) |
1590 | if (op->type == PLAYER) |
1848 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1849 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1592 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1850 | else |
1593 | else |
1851 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1595 | |
1852 | return 0; |
1596 | return 0; |
1853 | } |
1597 | } |
1854 | } |
1598 | } |
1855 | |
1599 | |
1856 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1600 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1878 | return 0; |
1622 | return 0; |
1879 | } |
1623 | } |
1880 | |
1624 | |
1881 | arrow->set_owner (op); |
1625 | arrow->set_owner (op); |
1882 | arrow->skill = bow->skill; |
1626 | arrow->skill = bow->skill; |
1883 | |
|
|
1884 | arrow->direction = dir; |
1627 | arrow->direction = dir; |
1885 | arrow->x = sx; |
|
|
1886 | arrow->y = sy; |
|
|
1887 | |
1628 | |
1888 | if (op->type == PLAYER) |
1629 | if (op->type == PLAYER) |
1889 | { |
1630 | { |
1890 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1631 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1891 | fix_player (op); |
1632 | op->update_stats (); |
1892 | } |
1633 | } |
1893 | |
1634 | |
1894 | SET_ANIMATION (arrow, arrow->direction); |
1635 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1636 | |
1895 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1896 | arrow->stats.hp = arrow->stats.dam; |
1638 | arrow->stats.hp = arrow->stats.dam; |
1897 | arrow->stats.grace = arrow->attacktype; |
1639 | arrow->stats.grace = arrow->attacktype; |
|
|
1640 | |
1898 | if (arrow->slaying != NULL) |
1641 | if (arrow->slaying) |
1899 | arrow->spellarg = strdup (arrow->slaying); |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1900 | |
1643 | |
1901 | /* Note that this was different for monsters - they got their level |
1644 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1902 | * added to the damage. I think the strength bonus is more proper. |
|
|
1903 | */ |
|
|
1904 | |
|
|
1905 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1906 | |
1645 | |
1907 | /* update the speed */ |
1646 | /* update the speed */ |
1908 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1647 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1909 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1648 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1910 | |
1649 | |
1911 | if (arrow->speed < 1.0) |
1650 | arrow->set_speed (max (arrow->speed, 1.0)); |
1912 | arrow->speed = 1.0; |
|
|
1913 | update_ob_speed (arrow); |
|
|
1914 | arrow->speed_left = 0; |
1651 | arrow->speed_left = 0; |
1915 | |
1652 | |
|
|
1653 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1654 | |
1916 | if (op->type == PLAYER) |
1655 | if (op->type == PLAYER) |
1917 | { |
1656 | { |
1918 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1919 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1920 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1921 | |
|
|
1922 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1657 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1658 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
|
|
1659 | |
|
|
1660 | if (!arrow->slaying) |
|
|
1661 | arrow->slaying = op->slaying; |
1923 | } |
1662 | } |
1924 | else |
1663 | else |
1925 | { |
1664 | { |
1926 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1927 | arrow->level = op->level; |
1665 | arrow->level = op->level; |
1928 | } |
1666 | arrow->stats.wc -= bow->magic; |
1929 | |
1667 | |
1930 | if (arrow->attacktype == AT_PHYSICAL) |
1668 | if (!arrow->slaying) |
|
|
1669 | arrow->slaying = bow->slaying; |
|
|
1670 | } |
|
|
1671 | |
|
|
1672 | arrow->stats.wc -= arrow->level; |
|
|
1673 | |
1931 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
1932 | |
1675 | |
1933 | if (bow->slaying) |
|
|
1934 | arrow->slaying = bow->slaying; |
|
|
1935 | |
|
|
1936 | arrow->map = m; |
|
|
1937 | arrow->move_type = MOVE_FLY_LOW; |
1676 | arrow->move_type = MOVE_FLY_LOW; |
1938 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1677 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1939 | |
1678 | |
1940 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1679 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1941 | insert_ob_in_map (arrow, m, op, 0); |
1680 | m->insert (arrow, sx, sy, op); |
1942 | |
1681 | |
1943 | if (!arrow->destroyed ()) |
1682 | if (!arrow->destroyed ()) |
1944 | move_arrow (arrow); |
1683 | move_arrow (arrow); |
1945 | |
1684 | |
1946 | if (op->type == PLAYER) |
1685 | if (op->type == PLAYER) |
… | |
… | |
1972 | } |
1711 | } |
1973 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1712 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1974 | { |
1713 | { |
1975 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1714 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1976 | wcmod = -1; |
1715 | wcmod = -1; |
|
|
1716 | |
1977 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1717 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1978 | } |
1718 | } |
1979 | else if (op->contr->bowtype == bow_threewide) |
1719 | else if (op->contr->bowtype == bow_threewide) |
1980 | { |
1720 | { |
1981 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1721 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2051 | |
1791 | |
2052 | if (item->arch) |
1792 | if (item->arch) |
2053 | { |
1793 | { |
2054 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1794 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2055 | item->face = item->arch->clone.face; |
1795 | item->face = item->arch->clone.face; |
2056 | item->speed = 0; |
1796 | item->set_speed (0); |
2057 | update_ob_speed (item); |
|
|
2058 | } |
1797 | } |
|
|
1798 | |
2059 | if ((tmp = item->in_player ())) |
1799 | if ((tmp = item->in_player ())) |
2060 | esrv_update_item (UPD_ANIM, tmp, item); |
1800 | esrv_update_item (UPD_ANIM, tmp, item); |
2061 | } |
1801 | } |
2062 | } |
1802 | } |
2063 | else if (item->type == ROD || item->type == HORN) |
1803 | else if (item->type == ROD || item->type == HORN) |
2064 | { |
|
|
2065 | drain_rod_charge (item); |
1804 | drain_rod_charge (item); |
2066 | } |
|
|
2067 | } |
1805 | } |
2068 | } |
1806 | } |
2069 | |
1807 | |
2070 | /* Received a fire command for the player - go and do it. |
1808 | /* Received a fire command for the player - go and do it. |
2071 | */ |
1809 | */ |
… | |
… | |
2094 | case range_misc: |
1832 | case range_misc: |
2095 | fire_misc_object (op, dir); |
1833 | fire_misc_object (op, dir); |
2096 | return; |
1834 | return; |
2097 | |
1835 | |
2098 | case range_golem: /* Control summoned monsters from scrolls */ |
1836 | case range_golem: /* Control summoned monsters from scrolls */ |
2099 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2100 | { |
|
|
2101 | op->contr->ranges[range_golem] = 0; |
|
|
2102 | op->contr->shoottype = range_none; |
|
|
2103 | } |
|
|
2104 | else |
|
|
2105 | control_golem (op->contr->ranges[range_golem], dir); |
1837 | control_golem (op->contr->ranges[range_golem], dir); |
2106 | return; |
1838 | return; |
2107 | |
1839 | |
2108 | case range_skill: |
1840 | case range_skill: |
2109 | if (!op->chosen_skill) |
1841 | if (!op->chosen_skill) |
2110 | { |
1842 | { |
2111 | if (op->type == PLAYER) |
1843 | if (op->type == PLAYER) |
2112 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1844 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1845 | |
2113 | return; |
1846 | return; |
2114 | } |
1847 | } |
|
|
1848 | |
2115 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1849 | do_skill (op, op, op->chosen_skill, dir, NULL); |
2116 | return; |
1850 | return; |
2117 | case range_builder: |
1851 | case range_builder: |
2118 | apply_map_builder (op, dir); |
1852 | apply_map_builder (op, dir); |
2119 | return; |
1853 | return; |
2120 | default: |
1854 | default: |
2121 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1855 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
2122 | return; |
1856 | return; |
2123 | } |
1857 | } |
2124 | } |
1858 | } |
2125 | |
|
|
2126 | |
|
|
2127 | |
1859 | |
2128 | /* find_key |
1860 | /* find_key |
2129 | * We try to find a key for the door as passed. If we find a key |
1861 | * We try to find a key for the door as passed. If we find a key |
2130 | * and successfully use it, we return the key, otherwise NULL |
1862 | * and successfully use it, we return the key, otherwise NULL |
2131 | * This function merges both normal and locked door, since the logic |
1863 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2133 | * pl is the player, |
1865 | * pl is the player, |
2134 | * inv is the objects inventory to searched |
1866 | * inv is the objects inventory to searched |
2135 | * door is the door we are trying to match against. |
1867 | * door is the door we are trying to match against. |
2136 | * This function can be called recursively to search containers. |
1868 | * This function can be called recursively to search containers. |
2137 | */ |
1869 | */ |
2138 | |
|
|
2139 | object * |
1870 | object * |
2140 | find_key (object *pl, object *container, object *door) |
1871 | find_key (object *pl, object *container, object *door) |
2141 | { |
1872 | { |
2142 | object *tmp, *key; |
1873 | object *tmp, *key; |
2143 | |
1874 | |
2144 | /* Should not happen, but sanity checking is never bad */ |
1875 | /* Should not happen, but sanity checking is never bad */ |
2145 | if (container->inv == NULL) |
1876 | if (!container->inv) |
2146 | return NULL; |
1877 | return 0; |
2147 | |
1878 | |
2148 | /* First, lets try to find a key in the top level inventory */ |
1879 | /* First, lets try to find a key in the top level inventory */ |
2149 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1880 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2150 | { |
1881 | { |
2151 | if (door->type == DOOR && tmp->type == KEY) |
1882 | if (door->type == DOOR && tmp->type == KEY) |
2152 | break; |
1883 | break; |
2153 | /* For sanity, we should really check door type, but other stuff |
1884 | /* For sanity, we should really check door type, but other stuff |
2154 | * (like containers) can be locked with special keys |
1885 | * (like containers) can be locked with special keys |
2155 | */ |
1886 | */ |
2156 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1887 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2157 | break; |
1888 | break; |
2158 | } |
1889 | } |
|
|
1890 | |
2159 | /* No key found - lets search inventories now */ |
1891 | /* No key found - lets search inventories now */ |
2160 | /* If we find and use a key in an inventory, return at that time. |
1892 | /* If we find and use a key in an inventory, return at that time. |
2161 | * otherwise, if we search all the inventories and still don't find |
1893 | * otherwise, if we search all the inventories and still don't find |
2162 | * a key, return |
1894 | * a key, return |
2163 | */ |
1895 | */ |
2164 | if (!tmp) |
1896 | if (!tmp) |
2165 | { |
1897 | { |
2166 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1898 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2167 | { |
1899 | { |
2168 | /* No reason to search empty containers */ |
1900 | /* No reason to search empty containers */ |
2169 | if (tmp->type == CONTAINER && tmp->inv) |
1901 | if (tmp->type == CONTAINER && tmp->inv) |
2170 | { |
1902 | { |
2171 | if ((key = find_key (pl, tmp, door)) != NULL) |
1903 | if ((key = find_key (pl, tmp, door))) |
2172 | return key; |
1904 | return key; |
2173 | } |
1905 | } |
2174 | } |
1906 | } |
|
|
1907 | |
2175 | if (!tmp) |
1908 | if (!tmp) |
2176 | return NULL; |
1909 | return NULL; |
2177 | } |
1910 | } |
|
|
1911 | |
2178 | /* We get down here if we have found a key. Now if its in a container, |
1912 | /* We get down here if we have found a key. Now if its in a container, |
2179 | * see if we actually want to use it |
1913 | * see if we actually want to use it |
2180 | */ |
1914 | */ |
2181 | if (pl != container) |
1915 | if (pl != container) |
2182 | { |
1916 | { |
… | |
… | |
2203 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1937 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2204 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1938 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2205 | return NULL; |
1939 | return NULL; |
2206 | } |
1940 | } |
2207 | } |
1941 | } |
|
|
1942 | |
2208 | return tmp; |
1943 | return tmp; |
2209 | } |
1944 | } |
2210 | |
1945 | |
2211 | /* moved door processing out of move_player_attack. |
1946 | /* moved door processing out of move_player_attack. |
2212 | * returns 1 if player has opened the door with a key |
1947 | * returns 1 if player has opened the door with a key |
… | |
… | |
2230 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1965 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
2231 | if (action_makes_visible (op)) |
1966 | if (action_makes_visible (op)) |
2232 | make_visible (op); |
1967 | make_visible (op); |
2233 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1968 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2234 | spring_trap (door->inv, op); |
1969 | spring_trap (door->inv, op); |
|
|
1970 | |
2235 | if (door->type == DOOR) |
1971 | if (door->type == DOOR) |
2236 | { |
|
|
2237 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1972 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2238 | } |
|
|
2239 | else if (door->type == LOCKED_DOOR) |
1973 | else if (door->type == LOCKED_DOOR) |
2240 | { |
1974 | { |
2241 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1975 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2242 | remove_door2 (door); /* remove door without violence ;-) */ |
1976 | remove_door2 (door); /* remove door without violence ;-) */ |
2243 | } |
1977 | } |
|
|
1978 | |
2244 | /* Do this after we print the message */ |
1979 | /* Do this after we print the message */ |
2245 | decrease_ob (key); /* Use up one of the keys */ |
1980 | decrease_ob (key); /* Use up one of the keys */ |
2246 | /* Need to update the weight the container the key was in */ |
1981 | /* Need to update the weight the container the key was in */ |
2247 | if (container != op) |
1982 | if (container != op) |
2248 | esrv_update_item (UPD_WEIGHT, op, container); |
1983 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1984 | |
2249 | return 1; /* Nothing more to do below */ |
1985 | return 1; /* Nothing more to do below */ |
2250 | } |
1986 | } |
2251 | else if (door->type == LOCKED_DOOR) |
1987 | else if (door->type == LOCKED_DOOR) |
2252 | { |
1988 | { |
2253 | /* Might as well return now - no other way to open this */ |
1989 | /* Might as well return now - no other way to open this */ |
2254 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1990 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2255 | return 1; |
1991 | return 1; |
2256 | } |
1992 | } |
|
|
1993 | |
2257 | return 0; |
1994 | return 0; |
2258 | } |
1995 | } |
2259 | |
1996 | |
2260 | /* This function is just part of a breakup from move_player. |
1997 | /* This function is just part of a breakup from move_player. |
2261 | * It should keep the code cleaner. |
1998 | * It should keep the code cleaner. |
… | |
… | |
2287 | */ |
2024 | */ |
2288 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2025 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2289 | { |
2026 | { |
2290 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2027 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2291 | { |
2028 | { |
2292 | m = get_map_from_coord (op->map, &nx, &ny); |
2029 | m = op->map->xy_find (nx, ny); |
2293 | if (!m) |
2030 | if (!m) |
2294 | return; /* Don't think this should happen */ |
2031 | return; /* Don't think this should happen */ |
2295 | } |
2032 | } |
2296 | else |
2033 | else |
2297 | m = op->map; |
2034 | m = op->map; |
2298 | |
2035 | |
2299 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2036 | if (!(tmp = m->at (nx, ny).bot)) |
2300 | { |
|
|
2301 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2302 | return; |
2037 | return; |
2303 | } |
|
|
2304 | |
2038 | |
2305 | mon = 0; |
2039 | mon = 0; |
2306 | /* Go through all the objects, and find ones of interest. Only stop if |
2040 | /* Go through all the objects, and find ones of interest. Only stop if |
2307 | * we find a monster - that is something we know we want to attack. |
2041 | * we find a monster - that is something we know we want to attack. |
2308 | * if its a door or barrel (can roll) see if there may be monsters |
2042 | * if its a door or barrel (can roll) see if there may be monsters |
… | |
… | |
2361 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2362 | { |
2096 | { |
2363 | /* If we're braced, we don't want to switch places with it */ |
2097 | /* If we're braced, we don't want to switch places with it */ |
2364 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2365 | return; |
2099 | return; |
|
|
2100 | |
2366 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2101 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2367 | (void) push_ob (mon, dir, op); |
2102 | (void) push_ob (mon, dir, op); |
2368 | if (op->contr->tmp_invis || op->hide) |
2103 | if (op->contr->tmp_invis || op->hide) |
2369 | make_visible (op); |
2104 | make_visible (op); |
|
|
2105 | |
2370 | return; |
2106 | return; |
2371 | } |
2107 | } |
2372 | |
2108 | |
2373 | /* in certain circumstances, you shouldn't attack friendly |
2109 | /* in certain circumstances, you shouldn't attack friendly |
2374 | * creatures. Note that if you are braced, you can't push |
2110 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2388 | !on_battleground)) |
2124 | !on_battleground)) |
2389 | { |
2125 | { |
2390 | if (!op->contr->braced) |
2126 | if (!op->contr->braced) |
2391 | { |
2127 | { |
2392 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2128 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2393 | (void) push_ob (mon, dir, op); |
2129 | push_ob (mon, dir, op); |
2394 | } |
2130 | } |
2395 | else |
2131 | else |
2396 | new_draw_info (0, 0, op, "You withhold your attack"); |
2132 | new_draw_info (0, 0, op, "You withhold your attack"); |
2397 | |
2133 | |
2398 | if (op->contr->tmp_invis || op->hide) |
2134 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2413 | * Way it works is like this: First, it must have some hit points |
2149 | * Way it works is like this: First, it must have some hit points |
2414 | * and be living. Then, it must be one of the following: |
2150 | * and be living. Then, it must be one of the following: |
2415 | * 1) Not a player, 2) A player, but of a different party. Note |
2151 | * 1) Not a player, 2) A player, but of a different party. Note |
2416 | * that party_number -1 is no party, so attacks can still happen. |
2152 | * that party_number -1 is no party, so attacks can still happen. |
2417 | */ |
2153 | */ |
2418 | |
|
|
2419 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2154 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2420 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2155 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2421 | { |
2156 | { |
2422 | |
2157 | |
2423 | /* If the player hasn't hit something this tick, and does |
2158 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2457 | int |
2192 | int |
2458 | move_player (object *op, int dir) |
2193 | move_player (object *op, int dir) |
2459 | { |
2194 | { |
2460 | int pick; |
2195 | int pick; |
2461 | |
2196 | |
2462 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2197 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2463 | return 0; |
2198 | return 0; |
2464 | |
2199 | |
2465 | /* Sanity check: make sure dir is valid */ |
2200 | /* Sanity check: make sure dir is valid */ |
2466 | if ((dir < 0) || (dir >= 9)) |
2201 | if ((dir < 0) || (dir >= 9)) |
2467 | { |
2202 | { |
2468 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2203 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2469 | return 0; |
2204 | return 0; |
2470 | } |
2205 | } |
2471 | |
2206 | |
2472 | /* peterm: added following line */ |
2207 | /* peterm: added following line */ |
2473 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2208 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2474 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2209 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2475 | |
2210 | |
2476 | op->facing = dir; |
2211 | op->facing = dir; |
2477 | |
2212 | |
2478 | if (op->hide) |
2213 | if (op->hide) |
2479 | do_hidden_move (op); |
2214 | do_hidden_move (op); |
… | |
… | |
2512 | * Returns true if there are more actions we can do. |
2247 | * Returns true if there are more actions we can do. |
2513 | */ |
2248 | */ |
2514 | int |
2249 | int |
2515 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2516 | { |
2251 | { |
2517 | if (op->contr->hidden) |
|
|
2518 | { |
|
|
2519 | op->invisible = 1000; |
|
|
2520 | /* the socket code flashes the player visible/invisible |
|
|
2521 | * depending on the value of invisible, so we need to |
|
|
2522 | * alternate it here for it to work correctly. |
|
|
2523 | */ |
|
|
2524 | if (pticks & 2) |
|
|
2525 | op->invisible--; |
|
|
2526 | } |
|
|
2527 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2528 | { |
|
|
2529 | op->invisible--; |
|
|
2530 | if (!op->invisible) |
|
|
2531 | { |
|
|
2532 | make_visible (op); |
|
|
2533 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2534 | } |
|
|
2535 | } |
|
|
2536 | |
|
|
2537 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2538 | { |
2253 | { |
2539 | flee_player (op); |
2254 | flee_player (op); |
2540 | /* If player is still scared, that is his action for this tick */ |
2255 | /* If player is still scared, that is his action for this tick */ |
2541 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2542 | { |
2257 | { |
2543 | op->speed_left--; |
2258 | op->speed_left--; |
2544 | return 0; |
2259 | return 0; |
2545 | } |
2260 | } |
2546 | } |
2261 | } |
2547 | |
|
|
2548 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2549 | * the player object still points to the defunct golem. The code that |
|
|
2550 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2551 | * put this in a a workaround to clean up the golem pointer. |
|
|
2552 | */ |
|
|
2553 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2554 | op->contr->ranges[range_golem] = 0; |
|
|
2555 | |
2262 | |
2556 | /* call this here - we also will call this in do_ericserver, but |
2263 | /* call this here - we also will call this in do_ericserver, but |
2557 | * the players time has been increased when doericserver has been |
2264 | * the players time has been increased when doericserver has been |
2558 | * called, so we recheck it here. |
2265 | * called, so we recheck it here. |
2559 | */ |
2266 | */ |
2560 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2267 | if (op->contr->ns->handle_command ()) |
2561 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2268 | return 1; |
2562 | ; |
|
|
2563 | |
2269 | |
2564 | if (op->speed_left < 0) |
2270 | if (op->speed_left > 0) |
2565 | return 0; |
2271 | { |
2566 | |
|
|
2567 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2568 | { |
2273 | { |
2569 | /* All move commands take 1 tick, at least for now */ |
2274 | /* All move commands take 1 tick, at least for now */ |
2570 | op->speed_left--; |
2275 | op->speed_left--; |
2571 | |
2276 | |
2572 | /* Instead of all the stuff below, let move_player take care |
2277 | /* Instead of all the stuff below, let move_player take care |
2573 | * of it. Also, some of the skill stuff is only put in |
2278 | * of it. Also, some of the skill stuff is only put in |
2574 | * there, as well as the confusion stuff. |
2279 | * there, as well as the confusion stuff. |
2575 | */ |
2280 | */ |
2576 | move_player (op, op->direction); |
2281 | move_player (op, op->direction); |
2577 | if (op->speed_left > 0) |
2282 | |
2578 | return 1; |
2283 | return op->speed_left > 0; |
2579 | else |
2284 | } |
2580 | return 0; |
|
|
2581 | } |
2285 | } |
2582 | |
2286 | |
2583 | return 0; |
2287 | return 0; |
2584 | } |
2288 | } |
2585 | |
2289 | |
… | |
… | |
2605 | op->stats.hp = op->stats.maxhp; |
2309 | op->stats.hp = op->stats.maxhp; |
2606 | |
2310 | |
2607 | if (op->stats.food < 0) |
2311 | if (op->stats.food < 0) |
2608 | op->stats.food = 999; |
2312 | op->stats.food = 999; |
2609 | |
2313 | |
2610 | fix_player (op); |
2314 | op->update_stats (); |
2611 | return 1; |
2315 | return 1; |
2612 | } |
2316 | } |
2613 | |
2317 | |
2614 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2318 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2615 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2319 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2623 | * from. |
2327 | * from. |
2624 | */ |
2328 | */ |
2625 | void |
2329 | void |
2626 | remove_unpaid_objects (object *op, object *env) |
2330 | remove_unpaid_objects (object *op, object *env) |
2627 | { |
2331 | { |
2628 | object *next; |
|
|
2629 | |
|
|
2630 | while (op) |
2332 | while (op) |
2631 | { |
2333 | { |
2632 | next = op->below; /* Make sure we have a good value, in case |
2334 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2633 | * we remove object 'op' |
2335 | |
2634 | */ |
|
|
2635 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2336 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2636 | { |
2337 | { |
2637 | op->remove (); |
|
|
2638 | op->x = env->x; |
|
|
2639 | op->y = env->y; |
|
|
2640 | if (env->type == PLAYER) |
2338 | if (env->type == PLAYER) |
2641 | esrv_del_item (env->contr, op->count); |
2339 | esrv_del_item (env->contr, op->count); |
2642 | insert_ob_in_map (op, env->map, NULL, 0); |
2340 | |
|
|
2341 | op->insert_at (env); |
2643 | } |
2342 | } |
2644 | else if (op->inv) |
2343 | else if (op->inv) |
2645 | remove_unpaid_objects (op->inv, env); |
2344 | remove_unpaid_objects (op->inv, env); |
2646 | |
2345 | |
2647 | op = next; |
2346 | op = next; |
2648 | } |
2347 | } |
2649 | } |
2348 | } |
2650 | |
|
|
2651 | |
2349 | |
2652 | /* |
2350 | /* |
2653 | * Returns pointer a static string containing gravestone text |
2351 | * Returns pointer a static string containing gravestone text |
2654 | * Moved from apply.c to player.c - player.c is what |
2352 | * Moved from apply.c to player.c - player.c is what |
2655 | * actually uses this function. player.c may not be quite the |
2353 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2689 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2387 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2690 | strcat (buf2, buf); |
2388 | strcat (buf2, buf); |
2691 | |
2389 | |
2692 | return buf2; |
2390 | return buf2; |
2693 | } |
2391 | } |
2694 | |
|
|
2695 | |
|
|
2696 | |
2392 | |
2697 | void |
2393 | void |
2698 | do_some_living (object *op) |
2394 | do_some_living (object *op) |
2699 | { |
2395 | { |
2700 | int last_food = op->stats.food; |
2396 | int last_food = op->stats.food; |
… | |
… | |
2706 | int rate_grace = 2000; |
2402 | int rate_grace = 2000; |
2707 | const int max_hp = 1; |
2403 | const int max_hp = 1; |
2708 | const int max_sp = 1; |
2404 | const int max_sp = 1; |
2709 | const int max_grace = 1; |
2405 | const int max_grace = 1; |
2710 | |
2406 | |
2711 | if (op->contr->outputs_sync) |
2407 | if (op->contr->hidden) |
|
|
2408 | { |
|
|
2409 | op->invisible = 1000; |
|
|
2410 | /* the socket code flashes the player visible/invisible |
|
|
2411 | * depending on the value of invisible, so we need to |
|
|
2412 | * alternate it here for it to work correctly. |
|
|
2413 | */ |
|
|
2414 | if (pticks & 2) |
|
|
2415 | op->invisible--; |
2712 | { |
2416 | } |
2713 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2417 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2714 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2418 | { |
2715 | flush_output_element (op, &op->contr->outputs[i]); |
2419 | if (!op->invisible--) |
|
|
2420 | { |
|
|
2421 | make_visible (op); |
|
|
2422 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2423 | } |
2716 | } |
2424 | } |
2717 | |
2425 | |
2718 | if (op->contr->ns->state == ST_PLAYING) |
2426 | if (op->contr->ns->state == ST_PLAYING) |
2719 | { |
2427 | { |
2720 | |
|
|
2721 | /* these next three if clauses make it possible to SLOW DOWN |
2428 | /* these next three if clauses make it possible to SLOW DOWN |
2722 | hp/grace/spellpoint regeneration. */ |
2429 | hp/grace/spellpoint regeneration. */ |
2723 | if (op->contr->gen_hp >= 0) |
2430 | if (op->contr->gen_hp >= 0) |
2724 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2431 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2725 | else |
2432 | else |
2726 | { |
2433 | { |
2727 | gen_hp = op->stats.maxhp; |
2434 | gen_hp = op->stats.maxhp; |
2728 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2435 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2729 | } |
2436 | } |
|
|
2437 | |
2730 | if (op->contr->gen_sp >= 0) |
2438 | if (op->contr->gen_sp >= 0) |
2731 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2439 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2732 | else |
2440 | else |
2733 | { |
2441 | { |
2734 | gen_sp = op->stats.maxsp; |
2442 | gen_sp = op->stats.maxsp; |
2735 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2443 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2736 | } |
2444 | } |
|
|
2445 | |
2737 | if (op->contr->gen_grace >= 0) |
2446 | if (op->contr->gen_grace >= 0) |
2738 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2447 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2739 | else |
2448 | else |
2740 | { |
2449 | { |
2741 | gen_grace = op->stats.maxgrace; |
2450 | gen_grace = op->stats.maxgrace; |
2742 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2743 | } |
2452 | } |
2744 | |
2453 | |
2745 | /* Regenerate Spell Points */ |
2454 | /* Regenerate Spell Points */ |
2746 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2455 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2747 | { |
2456 | { |
2748 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2749 | if (op->stats.sp < op->stats.maxsp) |
2458 | if (op->stats.sp < op->stats.maxsp) |
2750 | { |
2459 | { |
2751 | op->stats.sp++; |
2460 | op->stats.sp++; |
… | |
… | |
2757 | op->stats.food += op->contr->digestion; |
2466 | op->stats.food += op->contr->digestion; |
2758 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2467 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2759 | op->stats.food = last_food; |
2468 | op->stats.food = last_food; |
2760 | } |
2469 | } |
2761 | } |
2470 | } |
|
|
2471 | |
2762 | if (max_sp > 1) |
2472 | if (max_sp > 1) |
2763 | { |
2473 | { |
2764 | over_sp = (gen_sp + 10) / rate_sp; |
2474 | over_sp = (gen_sp + 10) / rate_sp; |
2765 | if (over_sp > 0) |
2475 | if (over_sp > 0) |
2766 | { |
2476 | { |
2767 | if (op->stats.sp < op->stats.maxsp) |
2477 | if (op->stats.sp < op->stats.maxsp) |
2768 | { |
2478 | { |
2769 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2479 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2480 | |
2770 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2481 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2771 | op->stats.sp--; |
2482 | op->stats.sp--; |
|
|
2483 | |
2772 | if (op->stats.sp > op->stats.maxsp) |
2484 | if (op->stats.sp > op->stats.maxsp) |
2773 | op->stats.sp = op->stats.maxsp; |
2485 | op->stats.sp = op->stats.maxsp; |
2774 | } |
2486 | } |
2775 | op->last_sp = 0; |
2487 | op->last_sp = 0; |
2776 | } |
2488 | } |
2777 | else |
2489 | else |
2778 | { |
|
|
2779 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2490 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2780 | } |
|
|
2781 | } |
2491 | } |
2782 | else |
2492 | else |
2783 | { |
|
|
2784 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2493 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2785 | } |
|
|
2786 | } |
2494 | } |
2787 | |
2495 | |
2788 | /* Regenerate Grace */ |
2496 | /* Regenerate Grace */ |
2789 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2497 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2790 | if (--op->last_grace < 0) |
2498 | if (--op->last_grace < 0) |
2791 | { |
2499 | { |
2792 | if (op->stats.grace < op->stats.maxgrace / 2) |
2500 | if (op->stats.grace < op->stats.maxgrace / 2) |
2793 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2501 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2502 | |
2794 | if (max_grace > 1) |
2503 | if (max_grace > 1) |
2795 | { |
2504 | { |
2796 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2505 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2797 | if (over_grace > 0) |
2506 | if (over_grace > 0) |
2798 | { |
2507 | { |
… | |
… | |
2826 | op->stats.food += op->contr->digestion; |
2535 | op->stats.food += op->contr->digestion; |
2827 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2536 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2828 | op->stats.food = last_food; |
2537 | op->stats.food = last_food; |
2829 | } |
2538 | } |
2830 | } |
2539 | } |
|
|
2540 | |
2831 | if (max_hp > 1) |
2541 | if (max_hp > 1) |
2832 | { |
2542 | { |
2833 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2543 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2834 | if (over_hp > 0) |
2544 | if (over_hp > 0) |
2835 | { |
2545 | { |
… | |
… | |
2859 | |
2569 | |
2860 | if (op->contr->gen_hp > 0) |
2570 | if (op->contr->gen_hp > 0) |
2861 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2571 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2862 | else |
2572 | else |
2863 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2573 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2574 | |
2864 | /* dms do not consume food */ |
2575 | /* dms do not consume food */ |
2865 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2576 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2866 | op->stats.food--; |
2577 | op->stats.food--; |
2867 | } |
2578 | } |
2868 | } |
|
|
2869 | |
2579 | |
2870 | if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2580 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2871 | { |
2581 | { |
2872 | object *tmp, *flesh = NULL; |
2582 | object *tmp, *flesh = 0; |
2873 | |
2583 | |
2874 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2584 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2875 | { |
2585 | { |
2876 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2586 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2877 | { |
|
|
2878 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2879 | { |
2587 | { |
|
|
2588 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2589 | { |
2880 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2590 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2881 | manual_apply (op, tmp, 0); |
2591 | manual_apply (op, tmp, 0); |
2882 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2592 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2883 | break; |
2593 | break; |
2884 | } |
2594 | } |
2885 | else if (tmp->type == FLESH) |
2595 | else if (tmp->type == FLESH) |
2886 | flesh = tmp; |
2596 | flesh = tmp; |
2887 | } /* End if paid for object */ |
2597 | } /* End if paid for object */ |
2888 | } /* end of for loop */ |
2598 | } /* end of for loop */ |
|
|
2599 | |
2889 | /* If player is still starving, it means they don't have any food, so |
2600 | /* If player is still starving, it means they don't have any food, so |
2890 | * eat flesh instead. |
2601 | * eat flesh instead. |
2891 | */ |
2602 | */ |
2892 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2603 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2893 | { |
2604 | { |
2894 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2605 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2895 | manual_apply (op, flesh, 0); |
2606 | manual_apply (op, flesh, 0); |
2896 | } |
2607 | } |
2897 | } /* end if player is starving */ |
2608 | } |
2898 | |
2609 | |
2899 | while (op->stats.food < 0 && op->stats.hp > 0) |
2610 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2900 | op->stats.food++, op->stats.hp--; |
2611 | op->stats.food++, op->stats.hp--; |
2901 | |
2612 | |
2902 | if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2613 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2903 | kill_player (op); |
2614 | kill_player (op); |
|
|
2615 | } |
2904 | } |
2616 | } |
2905 | |
|
|
2906 | |
|
|
2907 | |
2617 | |
2908 | /* If the player should die (lack of hp, food, etc), we call this. |
2618 | /* If the player should die (lack of hp, food, etc), we call this. |
2909 | * op is the player in jeopardy. If the player can not be saved (not |
2619 | * op is the player in jeopardy. If the player can not be saved (not |
2910 | * permadeath, no lifesave), this will take care of removing the player |
2620 | * permadeath, no lifesave), this will take care of removing the player |
2911 | * file. |
2621 | * file. |
… | |
… | |
2941 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2651 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2942 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2652 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2943 | |
2653 | |
2944 | /* restore player */ |
2654 | /* restore player */ |
2945 | at = archetype::find ("poisoning"); |
2655 | at = archetype::find ("poisoning"); |
2946 | tmp = present_arch_in_ob (at, op); |
2656 | if (object *tmp = present_arch_in_ob (at, op)) |
2947 | if (tmp) |
|
|
2948 | { |
2657 | { |
2949 | tmp->destroy (); |
2658 | tmp->destroy (); |
2950 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2659 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2951 | } |
2660 | } |
2952 | |
2661 | |
2953 | at = archetype::find ("confusion"); |
2662 | at = archetype::find ("confusion"); |
2954 | tmp = present_arch_in_ob (at, op); |
2663 | if (object *tmp = present_arch_in_ob (at, op)) |
2955 | if (tmp) |
|
|
2956 | { |
2664 | { |
2957 | tmp->destroy (); |
2665 | tmp->destroy (); |
2958 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2666 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2959 | } |
2667 | } |
2960 | |
2668 | |
… | |
… | |
2962 | op->stats.hp = op->stats.maxhp; |
2670 | op->stats.hp = op->stats.maxhp; |
2963 | if (op->stats.food <= 0) |
2671 | if (op->stats.food <= 0) |
2964 | op->stats.food = 999; |
2672 | op->stats.food = 999; |
2965 | |
2673 | |
2966 | /* create a bodypart-trophy to make the winner happy */ |
2674 | /* create a bodypart-trophy to make the winner happy */ |
2967 | tmp = arch_to_object (archetype::find ("finger")); |
2675 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2968 | if (tmp != NULL) |
|
|
2969 | { |
2676 | { |
2970 | sprintf (buf, "%s's finger", &op->name); |
2677 | sprintf (buf, "%s's finger", &op->name); |
2971 | tmp->name = buf; |
2678 | tmp->name = buf; |
2972 | sprintf (buf, " This finger has been cut off %s\n" |
2679 | sprintf (buf, " This finger has been cut off %s\n" |
2973 | " the %s, when he was defeated at\n level %d by %s.\n", |
2680 | " the %s, when he was defeated at\n level %d by %s.\n", |
2974 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2681 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2975 | tmp->msg = buf; |
2682 | tmp->msg = buf; |
2976 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2683 | tmp->value = 0, tmp->type = 0; |
2977 | tmp->materialname = NULL; |
2684 | tmp->materialname = "organics"; |
2978 | tmp->x = op->x, tmp->y = op->y; |
2685 | tmp->insert_at (op, tmp); |
2979 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2980 | } |
2686 | } |
2981 | |
2687 | |
2982 | /* teleport defeated player to new destination */ |
2688 | /* teleport defeated player to new destination */ |
2983 | transfer_ob (op, x, y, 0, NULL); |
2689 | transfer_ob (op, x, y, 0, NULL); |
2984 | op->contr->braced = 0; |
2690 | op->contr->braced = 0; |
… | |
… | |
2989 | |
2695 | |
2990 | command_kill_pets (op, 0); |
2696 | command_kill_pets (op, 0); |
2991 | |
2697 | |
2992 | if (op->stats.food < 0) |
2698 | if (op->stats.food < 0) |
2993 | { |
2699 | { |
2994 | if (op->contr->explore) |
|
|
2995 | { |
|
|
2996 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2997 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2998 | op->stats.food = 999; |
|
|
2999 | return; |
|
|
3000 | } |
|
|
3001 | sprintf (buf, "%s starved to death.", &op->name); |
2700 | sprintf (buf, "%s starved to death.", &op->name); |
3002 | strcpy (op->contr->killer, "starvation"); |
2701 | strcpy (op->contr->killer, "starvation"); |
3003 | } |
2702 | } |
3004 | else |
2703 | else |
3005 | { |
|
|
3006 | if (op->contr->explore) |
|
|
3007 | { |
|
|
3008 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3009 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3010 | op->stats.hp = op->stats.maxhp; |
|
|
3011 | return; |
|
|
3012 | } |
|
|
3013 | sprintf (buf, "%s died.", &op->name); |
2704 | sprintf (buf, "%s died.", &op->name); |
3014 | } |
2705 | |
3015 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2706 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3016 | |
2707 | |
3017 | /* save the map location for corpse, gravestone */ |
2708 | /* save the map location for corpse, gravestone */ |
3018 | x = op->x; |
2709 | x = op->x; |
3019 | y = op->y; |
2710 | y = op->y; |
3020 | map = op->map; |
2711 | map = op->map; |
3021 | |
2712 | |
3022 | |
|
|
3023 | if (settings.not_permadeth == TRUE) |
|
|
3024 | { |
|
|
3025 | /* NOT_PERMADEATH code. This basically brings the character back to |
2713 | /* NOT_PERMADEATH code. This basically brings the character back to |
3026 | * life if they are dead - it takes some exp and a random stat. |
2714 | * life if they are dead - it takes some exp and a random stat. |
3027 | * See the config.h file for a little more in depth detail about this. |
2715 | * See the config.h file for a little more in depth detail about this. |
3028 | */ |
2716 | */ |
3029 | |
2717 | |
3030 | /* Basically two ways to go - remove a stat permanently, or just |
2718 | /* Basically two ways to go - remove a stat permanently, or just |
3031 | * make it depletion. This bunch of code deals with that aspect |
2719 | * make it depletion. This bunch of code deals with that aspect |
3032 | * of death. |
2720 | * of death. |
3033 | */ |
2721 | */ |
3034 | #ifndef COZY_SERVER |
2722 | #ifndef COZY_SERVER |
3035 | if (settings.balanced_stat_loss) |
2723 | if (settings.balanced_stat_loss) |
3036 | { |
2724 | { |
3037 | /* If stat loss is permanent, lose one stat only. */ |
2725 | /* If stat loss is permanent, lose one stat only. */ |
3038 | /* Lower level chars don't lose as many stats because they suffer |
2726 | /* Lower level chars don't lose as many stats because they suffer |
3039 | more if they do. */ |
2727 | more if they do. */ |
3040 | /* Higher level characters can afford things such as potions of |
2728 | /* Higher level characters can afford things such as potions of |
3041 | restoration, or better, stat potions. So we slug them that |
2729 | restoration, or better, stat potions. So we slug them that |
3042 | little bit harder. */ |
2730 | little bit harder. */ |
3043 | /* GD */ |
2731 | /* GD */ |
3044 | if (settings.stat_loss_on_death) |
2732 | if (settings.stat_loss_on_death) |
3045 | num_stats_lose = 1; |
2733 | num_stats_lose = 1; |
3046 | else |
|
|
3047 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3048 | } |
|
|
3049 | else |
2734 | else |
3050 | { |
2735 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2736 | } |
|
|
2737 | else |
3051 | num_stats_lose = 1; |
2738 | num_stats_lose = 1; |
3052 | } |
2739 | |
3053 | lost_a_stat = 0; |
2740 | lost_a_stat = 0; |
3054 | |
2741 | |
3055 | for (z = 0; z < num_stats_lose; z++) |
2742 | for (z = 0; z < num_stats_lose; z++) |
3056 | { |
2743 | { |
3057 | i = RANDOM () % NUM_STATS; |
2744 | i = RANDOM () % NUM_STATS; |
3058 | |
2745 | |
3059 | if (settings.stat_loss_on_death) |
2746 | if (settings.stat_loss_on_death) |
3060 | { |
2747 | { |
3061 | /* Pick a random stat and take a point off it. Tell the player |
2748 | /* Pick a random stat and take a point off it. Tell the player |
3062 | * what he lost. |
2749 | * what he lost. |
3063 | */ |
2750 | */ |
3064 | change_attr_value (&(op->stats), i, -1); |
2751 | change_attr_value (&(op->stats), i, -1); |
3065 | check_stat_bounds (&(op->stats)); |
2752 | check_stat_bounds (&(op->stats)); |
3066 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2753 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3067 | check_stat_bounds (&(op->contr->orig_stats)); |
2754 | check_stat_bounds (&(op->contr->orig_stats)); |
3068 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2755 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3069 | lost_a_stat = 1; |
2756 | lost_a_stat = 1; |
|
|
2757 | } |
|
|
2758 | else |
|
|
2759 | { |
|
|
2760 | /* deplete a stat */ |
|
|
2761 | archetype *deparch = archetype::find ("depletion"); |
|
|
2762 | object *dep; |
|
|
2763 | |
|
|
2764 | dep = present_arch_in_ob (deparch, op); |
|
|
2765 | if (!dep) |
|
|
2766 | { |
|
|
2767 | dep = arch_to_object (deparch); |
|
|
2768 | insert_ob_in_ob (dep, op); |
3070 | } |
2769 | } |
3071 | else |
2770 | lose_this_stat = 1; |
|
|
2771 | if (settings.balanced_stat_loss) |
3072 | { |
2772 | { |
3073 | /* deplete a stat */ |
2773 | /* GD */ |
3074 | archetype *deparch = archetype::find ("depletion"); |
2774 | /* Get the stat that we're about to deplete. */ |
3075 | object *dep; |
2775 | this_stat = get_attr_value (&(dep->stats), i); |
3076 | |
2776 | if (this_stat < 0) |
3077 | dep = present_arch_in_ob (deparch, op); |
|
|
3078 | if (!dep) |
|
|
3079 | { |
2777 | { |
3080 | dep = arch_to_object (deparch); |
2778 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3081 | insert_ob_in_ob (dep, op); |
2779 | int keep_chance = this_stat * this_stat; |
3082 | } |
2780 | |
3083 | lose_this_stat = 1; |
2781 | /* Yes, I am paranoid. Sue me. */ |
3084 | if (settings.balanced_stat_loss) |
|
|
3085 | { |
|
|
3086 | /* GD */ |
|
|
3087 | /* Get the stat that we're about to deplete. */ |
|
|
3088 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3089 | if (this_stat < 0) |
2782 | if (keep_chance < 1) |
|
|
2783 | keep_chance = 1; |
|
|
2784 | |
|
|
2785 | /* There is a maximum depletion total per level. */ |
|
|
2786 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3090 | { |
2787 | { |
3091 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3092 | int keep_chance = this_stat * this_stat; |
|
|
3093 | |
|
|
3094 | /* Yes, I am paranoid. Sue me. */ |
|
|
3095 | if (keep_chance < 1) |
|
|
3096 | keep_chance = 1; |
|
|
3097 | |
|
|
3098 | /* There is a maximum depletion total per level. */ |
|
|
3099 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3100 | { |
|
|
3101 | lose_this_stat = 0; |
2788 | lose_this_stat = 0; |
3102 | /* Take loss chance vs keep chance to see if we |
2789 | /* Take loss chance vs keep chance to see if we |
3103 | retain the stat. */ |
2790 | retain the stat. */ |
3104 | } |
|
|
3105 | else |
|
|
3106 | { |
|
|
3107 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3108 | lose_this_stat = 0; |
|
|
3109 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3110 | this_stat, keep_chance, loss_chance, |
|
|
3111 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3112 | } |
|
|
3113 | } |
2791 | } |
3114 | } |
|
|
3115 | |
|
|
3116 | if (lose_this_stat) |
|
|
3117 | { |
|
|
3118 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3119 | /* We could try to do something clever like find another |
|
|
3120 | * stat to reduce if this fails. But chances are, if |
|
|
3121 | * stats have been depleted to -50, all are pretty low |
|
|
3122 | * and should be roughly the same, so it shouldn't make a |
|
|
3123 | * difference. |
|
|
3124 | */ |
2792 | else |
3125 | if (this_stat >= -50) |
|
|
3126 | { |
2793 | { |
3127 | change_attr_value (&(dep->stats), i, -1); |
2794 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3128 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3129 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3130 | fix_player (op); |
|
|
3131 | lost_a_stat = 1; |
2795 | lose_this_stat = 0; |
|
|
2796 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2797 | this_stat, keep_chance, loss_chance, |
|
|
2798 | lose_this_stat?"LOSE":"KEEP"); */ |
3132 | } |
2799 | } |
3133 | } |
2800 | } |
3134 | } |
2801 | } |
|
|
2802 | |
|
|
2803 | if (lose_this_stat) |
|
|
2804 | { |
|
|
2805 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2806 | /* We could try to do something clever like find another |
|
|
2807 | * stat to reduce if this fails. But chances are, if |
|
|
2808 | * stats have been depleted to -50, all are pretty low |
|
|
2809 | * and should be roughly the same, so it shouldn't make a |
|
|
2810 | * difference. |
|
|
2811 | */ |
|
|
2812 | if (this_stat >= -50) |
|
|
2813 | { |
|
|
2814 | change_attr_value (&(dep->stats), i, -1); |
|
|
2815 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2816 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2817 | op->update_stats (); |
|
|
2818 | lost_a_stat = 1; |
|
|
2819 | } |
3135 | } |
2820 | } |
|
|
2821 | } |
|
|
2822 | } |
3136 | /* If no stat lost, tell the player. */ |
2823 | /* If no stat lost, tell the player. */ |
3137 | if (!lost_a_stat) |
2824 | if (!lost_a_stat) |
3138 | { |
2825 | { |
3139 | /* determine_god() seems to not work sometimes... why is this? |
2826 | /* determine_god() seems to not work sometimes... why is this? |
3140 | Should I be using something else? GD */ |
2827 | Should I be using something else? GD */ |
3141 | const char *god = determine_god (op); |
2828 | const char *god = determine_god (op); |
3142 | |
2829 | |
3143 | if (god && (strcmp (god, "none"))) |
2830 | if (god && (strcmp (god, "none"))) |
3144 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2831 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3145 | else |
2832 | else |
3146 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2833 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3147 | } |
2834 | } |
3148 | #else |
2835 | #else |
3149 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2836 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3150 | #endif |
2837 | #endif |
3151 | |
2838 | |
3152 | /* Put a gravestone up where the character 'almost' died. List the |
2839 | /* Put a gravestone up where the character 'almost' died. List the |
3153 | * exp loss on the stone. |
2840 | * exp loss on the stone. |
3154 | */ |
2841 | */ |
3155 | tmp = arch_to_object (archetype::find ("gravestone")); |
2842 | tmp = arch_to_object (archetype::find ("gravestone")); |
3156 | sprintf (buf, "%s's gravestone", &op->name); |
2843 | sprintf (buf, "%s's gravestone", &op->name); |
3157 | tmp->name = buf; |
2844 | tmp->name = buf; |
3158 | sprintf (buf, "%s's gravestones", &op->name); |
2845 | sprintf (buf, "%s's gravestones", &op->name); |
3159 | tmp->name_pl = buf; |
2846 | tmp->name_pl = buf; |
3160 | 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); |
2847 | 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); |
3161 | tmp->msg = buf; |
2848 | tmp->msg = buf; |
3162 | tmp->x = op->x, tmp->y = op->y; |
2849 | tmp->x = op->x, tmp->y = op->y; |
3163 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2850 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3164 | |
2851 | |
3165 | /**************************************/ |
2852 | /**************************************/ |
3166 | /* */ |
2853 | /* */ |
3167 | /* Subtract the experience points, */ |
2854 | /* Subtract the experience points, */ |
3168 | /* if we died cause of food, give us */ |
2855 | /* if we died cause of food, give us */ |
3169 | /* food, and reset HP's... */ |
2856 | /* food, and reset HP's... */ |
3170 | /* */ |
2857 | /* */ |
3171 | /**************************************/ |
2858 | /**************************************/ |
3172 | |
2859 | |
3173 | /* remove any poisoning and confusion the character may be suffering. */ |
2860 | /* remove any poisoning and confusion the character may be suffering. */ |
3174 | /* restore player */ |
2861 | /* restore player */ |
3175 | at = archetype::find ("poisoning"); |
2862 | at = archetype::find ("poisoning"); |
3176 | tmp = present_arch_in_ob (at, op); |
2863 | tmp = present_arch_in_ob (at, op); |
3177 | |
2864 | |
3178 | if (tmp) |
2865 | if (tmp) |
3179 | { |
2866 | { |
3180 | tmp->destroy (); |
2867 | tmp->destroy (); |
3181 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2868 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3182 | } |
2869 | } |
3183 | |
2870 | |
3184 | at = archetype::find ("confusion"); |
2871 | at = archetype::find ("confusion"); |
3185 | tmp = present_arch_in_ob (at, op); |
2872 | tmp = present_arch_in_ob (at, op); |
3186 | if (tmp) |
2873 | if (tmp) |
3187 | { |
2874 | { |
3188 | tmp->destroy (); |
2875 | tmp->destroy (); |
3189 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2876 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3190 | } |
2877 | } |
3191 | |
2878 | |
3192 | cure_disease (op, 0); /* remove any disease */ |
2879 | cure_disease (op, 0); /* remove any disease */ |
3193 | |
2880 | |
3194 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2881 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3195 | apply_death_exp_penalty (op); |
2882 | apply_death_exp_penalty (op); |
3196 | if (op->stats.food < 100) |
2883 | if (op->stats.food < 100) |
3197 | op->stats.food = 900; |
2884 | op->stats.food = 900; |
3198 | op->stats.hp = op->stats.maxhp; |
2885 | op->stats.hp = op->stats.maxhp; |
3199 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2886 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3200 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2887 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3201 | |
2888 | |
3202 | /* |
2889 | /* |
3203 | * Check to see if the player is in a shop. IF so, then check to see if |
2890 | * Check to see if the player has any unpaid items. If so, remove them |
3204 | * the player has any unpaid items. If so, remove them and put them back |
2891 | * and put them back in the map. |
3205 | * in the map. |
2892 | */ |
3206 | */ |
|
|
3207 | |
|
|
3208 | if (is_in_shop (op)) |
|
|
3209 | remove_unpaid_objects (op->inv, op); |
2893 | remove_unpaid_objects (op->inv, op); |
3210 | |
2894 | |
3211 | /****************************************/ |
2895 | /****************************************/ |
3212 | /* */ |
2896 | /* */ |
3213 | /* Move player to his current respawn- */ |
2897 | /* Move player to his current respawn- */ |
3214 | /* position (usually last savebed) */ |
2898 | /* position (usually last savebed) */ |
3215 | /* */ |
2899 | /* */ |
3216 | /****************************************/ |
2900 | /****************************************/ |
3217 | |
2901 | |
3218 | enter_player_savebed (op); |
2902 | enter_player_savebed (op); |
3219 | |
2903 | |
3220 | /* Save the player before inserting the force to reduce |
|
|
3221 | * chance of abuse. |
|
|
3222 | */ |
|
|
3223 | op->contr->braced = 0; |
2904 | op->contr->braced = 0; |
3224 | save_player (op, 1); |
|
|
3225 | |
2905 | |
3226 | /* it is possible that the player has blown something up |
2906 | /* it is possible that the player has blown something up |
3227 | * at his savebed location, and that can have long lasting |
2907 | * at his savebed location, and that can have long lasting |
3228 | * spell effects. So first see if there is a spell effect |
2908 | * spell effects. So first see if there is a spell effect |
3229 | * on the space that might harm the player. |
2909 | * on the space that might harm the player. |
3230 | */ |
2910 | */ |
3231 | will_kill_again = 0; |
2911 | will_kill_again = 0; |
3232 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2912 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3233 | if (tmp->type == SPELL_EFFECT) |
2913 | if (tmp->type == SPELL_EFFECT) |
3234 | will_kill_again |= tmp->attacktype; |
2914 | will_kill_again |= tmp->attacktype; |
3235 | |
2915 | |
3236 | if (will_kill_again) |
2916 | if (will_kill_again) |
3237 | { |
2917 | { |
3238 | object *force; |
2918 | object *force; |
3239 | int at; |
2919 | int at; |
3240 | |
2920 | |
3241 | force = get_archetype (FORCE_NAME); |
2921 | force = get_archetype (FORCE_NAME); |
3242 | /* 50 ticks should be enough time for the spell to abate */ |
2922 | /* 50 ticks should be enough time for the spell to abate */ |
3243 | force->speed = 0.1; |
2923 | force->speed = 0.1; |
3244 | force->speed_left = -5.0; |
2924 | force->speed_left = -5.0; |
3245 | SET_FLAG (force, FLAG_APPLIED); |
2925 | SET_FLAG (force, FLAG_APPLIED); |
3246 | for (at = 0; at < NROFATTACKS; at++) |
2926 | for (at = 0; at < NROFATTACKS; at++) |
3247 | if (will_kill_again & (1 << at)) |
2927 | if (will_kill_again & (1 << at)) |
3248 | force->resist[at] = 100; |
2928 | force->resist[at] = 100; |
3249 | |
2929 | |
3250 | insert_ob_in_ob (force, op); |
2930 | insert_ob_in_ob (force, op); |
3251 | fix_player (op); |
2931 | op->update_stats (); |
3252 | |
2932 | |
3253 | } |
2933 | } |
3254 | |
2934 | |
3255 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2935 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3256 | return; |
|
|
3257 | } /* NOT_PERMADETH */ |
|
|
3258 | else |
|
|
3259 | { |
|
|
3260 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3261 | * should probably be embedded in an else statement. |
|
|
3262 | */ |
|
|
3263 | |
|
|
3264 | op->contr->party = NULL; |
|
|
3265 | if (settings.set_title == TRUE) |
|
|
3266 | op->contr->own_title[0] = '\0'; |
|
|
3267 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3268 | check_score (op); |
|
|
3269 | |
|
|
3270 | if (op->contr->ranges[range_golem]) |
|
|
3271 | { |
|
|
3272 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3273 | op->contr->ranges[range_golem]->destroy (); |
|
|
3274 | op->contr->ranges[range_golem] = 0; |
|
|
3275 | } |
|
|
3276 | |
|
|
3277 | loot_object (op); /* Remove some of the items for good */ |
|
|
3278 | op->remove (); |
|
|
3279 | op->direction = 0; |
|
|
3280 | |
|
|
3281 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3282 | { |
|
|
3283 | delete_character (op->name, 0); |
|
|
3284 | if (settings.resurrection == TRUE) |
|
|
3285 | { |
|
|
3286 | /* save playerfile sans equipment when player dies |
|
|
3287 | ** then save it as player.pl.dead so that future resurrection |
|
|
3288 | ** type spells will work on them nicely |
|
|
3289 | */ |
|
|
3290 | delete_character (op->name, 0); |
|
|
3291 | op->stats.hp = op->stats.maxhp; |
|
|
3292 | op->stats.food = 999; |
|
|
3293 | |
|
|
3294 | /* set the location of where the person will reappear when */ |
|
|
3295 | /* maybe resurrection code should fix map also */ |
|
|
3296 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3297 | if (op->map != NULL) |
|
|
3298 | op->map = NULL; |
|
|
3299 | op->x = settings.emergency_x; |
|
|
3300 | op->y = settings.emergency_y; |
|
|
3301 | save_player (op, 0); |
|
|
3302 | op->map = map; |
|
|
3303 | /* please see resurrection.c: peterm */ |
|
|
3304 | dead_player (op); |
|
|
3305 | } |
|
|
3306 | else |
|
|
3307 | delete_character (op->name, 1); |
|
|
3308 | } |
|
|
3309 | |
|
|
3310 | play_again (op); |
|
|
3311 | |
|
|
3312 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3313 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3314 | sprintf (buf, "%s", &op->name); |
|
|
3315 | tmp->name = tmp->name_pl = buf; |
|
|
3316 | tmp->level = op->level; |
|
|
3317 | tmp->x = x; |
|
|
3318 | tmp->y = y; |
|
|
3319 | tmp->msg = gravestone_text (op); |
|
|
3320 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3321 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3322 | } |
|
|
3323 | } |
2936 | } |
3324 | |
|
|
3325 | |
2937 | |
3326 | void |
2938 | void |
3327 | loot_object (object *op) |
2939 | loot_object (object *op) |
3328 | { /* Grab and destroy some treasure */ |
2940 | { /* Grab and destroy some treasure */ |
3329 | object *tmp, *tmp2, *next; |
2941 | object *tmp, *tmp2, *next; |
3330 | |
2942 | |
3331 | if (op->container) |
2943 | op->close_container (); /* close open sack first */ |
3332 | { /* close open sack first */ |
|
|
3333 | esrv_apply_container (op, op->container); |
|
|
3334 | } |
|
|
3335 | |
2944 | |
3336 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2945 | for (tmp = op->inv; tmp; tmp = next) |
3337 | { |
2946 | { |
3338 | next = tmp->below; |
2947 | next = tmp->below; |
|
|
2948 | |
3339 | if (tmp->invisible) |
2949 | if (tmp->invisible) |
3340 | continue; |
2950 | continue; |
|
|
2951 | |
3341 | tmp->remove (); |
2952 | tmp->remove (); |
3342 | tmp->x = op->x, tmp->y = op->y; |
2953 | tmp->x = op->x, tmp->y = op->y; |
|
|
2954 | |
3343 | if (tmp->type == CONTAINER) |
2955 | if (tmp->type == CONTAINER) |
3344 | { /* empty container to ground */ |
2956 | loot_object (tmp); /* empty container to ground */ |
3345 | loot_object (tmp); |
2957 | |
3346 | } |
|
|
3347 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2958 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3348 | { |
2959 | { |
3349 | if (tmp->nrof > 1) |
2960 | if (tmp->nrof > 1) |
3350 | { |
2961 | { |
3351 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2962 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3352 | tmp2->destroy (); |
2963 | tmp2->destroy (); |
… | |
… | |
3363 | /* |
2974 | /* |
3364 | * fix_weight(): Check recursively the weight of all players, and fix |
2975 | * fix_weight(): Check recursively the weight of all players, and fix |
3365 | * what needs to be fixed. Refresh windows and fix speed if anything |
2976 | * what needs to be fixed. Refresh windows and fix speed if anything |
3366 | * was changed. |
2977 | * was changed. |
3367 | */ |
2978 | */ |
3368 | |
|
|
3369 | void |
2979 | void |
3370 | fix_weight (void) |
2980 | fix_weight (void) |
3371 | { |
2981 | { |
3372 | player *pl; |
2982 | for_all_players (pl) |
3373 | |
|
|
3374 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3375 | { |
2983 | { |
3376 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2984 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3377 | |
2985 | |
3378 | if (old == sum) |
2986 | if (old == sum) |
3379 | continue; |
2987 | continue; |
3380 | fix_player (pl->ob); |
2988 | pl->ob->update_stats (); |
3381 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2989 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3382 | } |
2990 | } |
3383 | } |
2991 | } |
3384 | |
2992 | |
3385 | void |
2993 | void |
3386 | fix_luck (void) |
2994 | fix_luck (void) |
3387 | { |
2995 | { |
3388 | player *pl; |
2996 | for_all_players (pl) |
3389 | |
|
|
3390 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3391 | if (!pl->ob->contr->ns->state) |
2997 | if (!pl->ob->contr->ns->state) |
3392 | change_luck (pl->ob, 0); |
2998 | pl->ob->change_luck (0); |
3393 | } |
2999 | } |
3394 | |
|
|
3395 | |
3000 | |
3396 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3001 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3397 | * This is much simpler in the new spell code - we basically |
3002 | * This is much simpler in the new spell code - we basically |
3398 | * just treat this as any other spell casting object. |
3003 | * just treat this as any other spell casting object. |
3399 | */ |
3004 | */ |
3400 | |
|
|
3401 | void |
3005 | void |
3402 | cast_dust (object *op, object *throw_ob, int dir) |
3006 | cast_dust (object *op, object *throw_ob, int dir) |
3403 | { |
3007 | { |
3404 | object *skop, *spob; |
3008 | object *skop, *spob; |
3405 | |
3009 | |
… | |
… | |
3439 | if (op->type == PLAYER) |
3043 | if (op->type == PLAYER) |
3440 | { |
3044 | { |
3441 | op->contr->tmp_invis = 0; |
3045 | op->contr->tmp_invis = 0; |
3442 | op->contr->invis_race = 0; |
3046 | op->contr->invis_race = 0; |
3443 | } |
3047 | } |
|
|
3048 | |
3444 | update_object (op, UP_OBJ_FACE); |
3049 | update_object (op, UP_OBJ_CHANGE); |
3445 | } |
3050 | } |
3446 | |
3051 | |
3447 | int |
3052 | int |
3448 | is_true_undead (object *op) |
3053 | is_true_undead (object *op) |
3449 | { |
3054 | { |
3450 | object *tmp = NULL; |
|
|
3451 | |
|
|
3452 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3055 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3453 | return 1; |
3056 | return 1; |
3454 | |
3057 | |
3455 | return 0; |
3058 | return 0; |
3456 | } |
3059 | } |
… | |
… | |
3515 | |
3118 | |
3516 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3119 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3517 | |
3120 | |
3518 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3121 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3519 | if (op->type == PLAYER && op->contr->run_on) |
3122 | if (op->type == PLAYER && op->contr->run_on) |
3520 | { |
|
|
3521 | if (!skop || num >= skop->level) |
3123 | if (!skop || num >= skop->level) |
3522 | { |
3124 | { |
3523 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3125 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3524 | make_visible (op); |
3126 | make_visible (op); |
3525 | return; |
3127 | return; |
3526 | } |
3128 | } |
3527 | else |
3129 | else |
3528 | num += 20; |
3130 | num += 20; |
3529 | } |
3131 | |
3530 | num += op->map->difficulty; |
3132 | num += op->map->difficulty; |
3531 | hide = hideability (op); /* modify by terrain hidden level */ |
3133 | hide = hideability (op); /* modify by terrain hidden level */ |
3532 | num -= hide; |
3134 | num -= hide; |
|
|
3135 | |
3533 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3136 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3534 | { |
3137 | { |
3535 | make_visible (op); |
3138 | make_visible (op); |
3536 | if (op->type == PLAYER) |
3139 | if (op->type == PLAYER) |
3537 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3140 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3538 | } |
3141 | } |
3539 | else if (op->type == PLAYER && skop) |
3142 | else if (op->type == PLAYER && skop) |
3540 | { |
|
|
3541 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3143 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3542 | } |
|
|
3543 | } |
3144 | } |
3544 | |
3145 | |
3545 | /* determine if who is standing near a hostile creature. */ |
3146 | /* determine if who is standing near a hostile creature. */ |
3546 | |
3147 | |
3547 | int |
3148 | int |
… | |
… | |
3614 | if (pl->type != PLAYER) |
3215 | if (pl->type != PLAYER) |
3615 | { |
3216 | { |
3616 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3217 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3617 | return -1; |
3218 | return -1; |
3618 | } |
3219 | } |
|
|
3220 | |
3619 | if (!pl || !op) |
3221 | if (!pl || !op) |
3620 | return 0; |
3222 | return 0; |
3621 | |
3223 | |
3622 | if (op->head) |
|
|
3623 | { |
|
|
3624 | op = op->head; |
3224 | op = op->head_ (); |
3625 | } |
3225 | |
3626 | get_rangevector (pl, op, &rv, 0x1); |
3226 | get_rangevector (pl, op, &rv, 0x1); |
3627 | |
3227 | |
3628 | /* starting with the 'head' part, lets loop |
3228 | /* starting with the 'head' part, lets loop |
3629 | * through the object and find if it has any |
3229 | * through the object and find if it has any |
3630 | * part that is in the los array but isnt on |
3230 | * part that is in the los array but isnt on |
… | |
… | |
3747 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3347 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3748 | int i = 0, j = 0; |
3348 | int i = 0, j = 0; |
3749 | |
3349 | |
3750 | /* get the appropriate treasurelist */ |
3350 | /* get the appropriate treasurelist */ |
3751 | if (atnr == ATNR_FIRE) |
3351 | if (atnr == ATNR_FIRE) |
3752 | trlist = find_treasurelist ("dragon_ability_fire"); |
3352 | trlist = treasurelist::find ("dragon_ability_fire"); |
3753 | else if (atnr == ATNR_COLD) |
3353 | else if (atnr == ATNR_COLD) |
3754 | trlist = find_treasurelist ("dragon_ability_cold"); |
3354 | trlist = treasurelist::find ("dragon_ability_cold"); |
3755 | else if (atnr == ATNR_ELECTRICITY) |
3355 | else if (atnr == ATNR_ELECTRICITY) |
3756 | trlist = find_treasurelist ("dragon_ability_elec"); |
3356 | trlist = treasurelist::find ("dragon_ability_elec"); |
3757 | else if (atnr == ATNR_POISON) |
3357 | else if (atnr == ATNR_POISON) |
3758 | trlist = find_treasurelist ("dragon_ability_poison"); |
3358 | trlist = treasurelist::find ("dragon_ability_poison"); |
3759 | |
3359 | |
3760 | if (trlist == NULL || who->type != PLAYER) |
3360 | if (trlist == NULL || who->type != PLAYER) |
3761 | return; |
3361 | return; |
3762 | |
3362 | |
3763 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3363 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3764 | |
3364 | |
3765 | if (tr == NULL || tr->item == NULL) |
3365 | if (!tr || !tr->item) |
3766 | { |
3366 | { |
3767 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3367 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3768 | return; |
3368 | return; |
3769 | } |
3369 | } |
3770 | |
3370 | |
… | |
… | |
3895 | * not readied. |
3495 | * not readied. |
3896 | */ |
3496 | */ |
3897 | void |
3497 | void |
3898 | player_unready_range_ob (player *pl, object *ob) |
3498 | player_unready_range_ob (player *pl, object *ob) |
3899 | { |
3499 | { |
3900 | rangetype i; |
|
|
3901 | |
|
|
3902 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3500 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3903 | { |
|
|
3904 | if (pl->ranges[i] == ob) |
3501 | if (pl->ranges[i] == ob) |
3905 | { |
3502 | { |
3906 | pl->ranges[i] = NULL; |
3503 | pl->ranges[i] = 0; |
3907 | if (pl->shoottype == i) |
3504 | if (pl->shoottype == i) |
3908 | { |
|
|
3909 | pl->shoottype = range_none; |
3505 | pl->shoottype = range_none; |
3910 | } |
|
|
3911 | } |
3506 | } |
3912 | } |
|
|
3913 | } |
3507 | } |
|
|
3508 | |
|
|
3509 | sint8 |
|
|
3510 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3511 | { |
|
|
3512 | if (!ns) |
|
|
3513 | return 0; |
|
|
3514 | |
|
|
3515 | int dx, dy; |
|
|
3516 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3517 | return 0; |
|
|
3518 | |
|
|
3519 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3520 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3521 | |
|
|
3522 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3523 | return 0; |
|
|
3524 | |
|
|
3525 | return 100 - blocked_los [x][y]; |
|
|
3526 | } |