1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
… | |
… | |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #include <algorithm> |
34 | #include <algorithm> |
34 | #include <functional> |
35 | #include <functional> |
35 | |
36 | |
36 | player * |
37 | playervec players; |
37 | find_player (const char *plname) |
|
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38 | { |
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39 | player *pl; |
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40 | |
|
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41 | for (pl = first_player; pl; pl = pl->next) |
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42 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
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43 | return pl; |
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44 | |
|
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45 | return 0; |
|
|
46 | } |
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47 | |
38 | |
48 | void |
39 | void |
49 | display_motd (const object *op) |
40 | display_motd (const object *op) |
50 | { |
41 | { |
51 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
125 | |
116 | |
126 | news[0] = '\0'; |
117 | news[0] = '\0'; |
127 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
128 | size = 0; |
119 | size = 0; |
129 | |
120 | |
130 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
131 | { |
122 | { |
132 | if (*buf == '#') |
123 | if (*buf == '#') |
133 | continue; |
124 | continue; |
134 | |
125 | |
135 | if (*buf == '%') |
126 | if (*buf == '%') |
136 | { /* send one news */ |
127 | { /* send one news */ |
137 | if (size > 0) |
128 | if (size > 0) |
138 | 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 */ |
|
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130 | |
139 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
140 | strip_endline (subject); |
132 | strip_endline (subject); |
141 | size = 0; |
133 | size = 0; |
142 | news[0] = '\0'; |
134 | news[0] = '\0'; |
143 | } |
135 | } |
… | |
… | |
152 | size += strlen (buf); |
144 | size += strlen (buf); |
153 | } |
145 | } |
154 | } |
146 | } |
155 | |
147 | |
156 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
157 | 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); |
158 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
159 | } |
151 | } |
160 | |
152 | |
161 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
162 | static void |
154 | static void |
163 | set_first_map (object *op) |
155 | set_first_map (object *op) |
164 | { |
156 | { |
165 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
166 | op->x = -1; |
158 | op->x = -1; |
167 | 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; |
168 | enter_exit (op, 0); |
170 | ob->enter_exit (tmp); |
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171 | |
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172 | tmp->destroy (); |
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173 | } |
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174 | |
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175 | void |
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176 | player::activate () |
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177 | { |
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178 | if (active) |
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179 | return; |
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180 | |
|
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181 | players.insert (this); |
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182 | ob->remove (); |
|
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183 | ob->map = 0; |
|
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184 | ob->activate_recursive (); |
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185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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186 | add_friendly_object (ob); |
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187 | enter_map (); |
|
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188 | } |
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189 | |
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190 | void |
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191 | player::deactivate () |
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192 | { |
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193 | if (!active) |
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194 | return; |
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195 | |
|
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196 | terminate_all_pets (ob); |
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197 | remove_friendly_object (ob); |
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198 | ob->deactivate_recursive (); |
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199 | |
|
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200 | if (ob->map) |
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201 | maplevel = ob->map->path; |
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202 | |
|
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203 | ob->remove (); |
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204 | ob->map = 0; |
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205 | party = 0; |
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206 | |
|
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207 | // for weird reasons, this is often "ob", keeping a circular reference |
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208 | ranges [range_skill] = 0; |
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209 | |
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210 | players.erase (this); |
169 | } |
211 | } |
170 | |
212 | |
171 | // connect the player with a specific client |
213 | // connect the player with a specific client |
172 | // also changed, rationalises, and fixes some incorrect settings |
214 | // also changed, rationalises, and fixes some incorrect settings |
173 | void |
215 | void |
174 | player::connect (client *ns) |
216 | player::connect (client *ns) |
175 | { |
217 | { |
176 | this->ns = ns; |
218 | this->ns = ns; |
177 | ns->pl = this; |
219 | ns->pl = this; |
178 | |
220 | |
179 | next = first_player; |
221 | run_on = 0; |
180 | first_player = this; |
222 | fire_on = 0; |
|
|
223 | ob->close_container (); //TODO: client-specific |
181 | |
224 | |
182 | ns->update_look = 0; |
225 | ns->update_look = 0; |
183 | ns->look_position = 0; |
226 | ns->look_position = 0; |
184 | |
227 | |
185 | clear_los (ob); |
228 | clear_los (ob); |
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229 | |
|
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230 | ns->reset_stats (); |
186 | |
231 | |
187 | /* make sure he's a player -- needed because of class change. */ |
232 | /* make sure he's a player -- needed because of class change. */ |
188 | ob->type = PLAYER; // we are paranoid |
233 | ob->type = PLAYER; // we are paranoid |
189 | ob->race = ob->arch->clone.race; |
234 | ob->race = ob->arch->clone.race; |
190 | |
235 | |
… | |
… | |
193 | |
238 | |
194 | ob->carrying = sum_weight (ob); |
239 | ob->carrying = sum_weight (ob); |
195 | link_player_skills (ob); |
240 | link_player_skills (ob); |
196 | |
241 | |
197 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
198 | ob->update_stats (); |
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199 | update_ob_speed (ob); |
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200 | |
243 | |
201 | assign (title, ob->arch->clone.name); |
244 | assign (title, ob->arch->clone.name); |
202 | |
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203 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
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204 | * from the class, and not race. I don't see any way to get the class information |
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205 | * to then update this. I don't think this will actually break anything - anyone |
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206 | * that can use armour should be able to use a shield. What this may 'break' |
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207 | * are features new characters get, eg, if someone starts up with a Q, they |
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208 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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209 | */ |
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210 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
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211 | SET_FLAG (ob, FLAG_USE_SHIELD); |
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212 | |
245 | |
213 | /* if it's a dragon player, set the correct title here */ |
246 | /* if it's a dragon player, set the correct title here */ |
214 | if (is_dragon_pl (ob)) |
247 | if (is_dragon_pl (ob)) |
215 | { |
248 | { |
216 | object *tmp, *abil = 0, *skin = 0; |
249 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
226 | skin = tmp; |
259 | skin = tmp; |
227 | |
260 | |
228 | set_dragon_name (ob, abil, skin); |
261 | set_dragon_name (ob, abil, skin); |
229 | } |
262 | } |
230 | |
263 | |
231 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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232 | add_friendly_object (ob); |
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233 | |
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234 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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235 | |
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236 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
237 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
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238 | |
265 | |
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266 | esrv_new_player (this, ob->weight + ob->carrying); |
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267 | |
|
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268 | ob->update_stats (); |
239 | ns->floorbox_update (); |
269 | ns->floorbox_update (); |
240 | |
270 | |
241 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
242 | esrv_send_inventory (ob, ob); |
271 | esrv_send_inventory (ob, ob); |
243 | esrv_add_spells (this, 0); |
272 | esrv_add_spells (this, 0); |
244 | |
273 | |
245 | enter_exit (ob, 0); |
274 | activate (); |
246 | |
275 | |
247 | // send_rules (ob);//TODO |
276 | send_rules (ob); |
248 | // send_news (ob);//TODO |
277 | send_news (ob); |
249 | // display_motd (ob);//TODO |
278 | display_motd (ob); |
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279 | |
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280 | INVOKE_PLAYER (CONNECT, this); |
250 | INVOKE_PLAYER (LOGIN, this); |
281 | INVOKE_PLAYER (LOGIN, this); |
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282 | } |
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283 | |
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284 | void |
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285 | player::disconnect () |
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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; |
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296 | ns = 0; |
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297 | } |
|
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298 | |
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299 | if (ob) |
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300 | ob->close_container (); //TODO: client-specific |
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301 | |
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302 | deactivate (); |
251 | } |
303 | } |
252 | |
304 | |
253 | // the need for this function can be explained |
305 | // the need for this function can be explained |
254 | // by load_object not returning the object |
306 | // by load_object not returning the object |
255 | void |
307 | void |
256 | player::set_object (object *op) |
308 | player::set_object (object *op) |
257 | { |
309 | { |
258 | ob = op; |
310 | ob = op; |
259 | ob->contr = this; /* this aren't yet in archetype */ |
311 | ob->contr = this; /* this aren't yet in archetype */ |
260 | |
312 | |
261 | ob->speed_left = 0.5; |
313 | ob->speed_left = 0.5; |
262 | ob->speed = 1.0; |
314 | ob->speed = 1.0; |
263 | ob->direction = 5; /* So player faces south */ |
315 | ob->direction = 5; /* So player faces south */ |
264 | ob->stats.wc = 2; |
|
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265 | ob->run_away = 25; /* Then we panick... */ |
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266 | |
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267 | set_first_map (ob); |
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268 | |
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269 | ob->roll_stats (); |
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270 | } |
316 | } |
271 | |
317 | |
272 | player::player () |
318 | player::player () |
273 | { |
319 | { |
274 | /* There are some elements we want initialized to non zero value - |
320 | /* There are some elements we want initialised to non zero value - |
275 | * we deal with that below this point. |
321 | * we deal with that below this point. |
276 | */ |
322 | */ |
277 | outputs_sync = 16; /* Every 2 seconds */ |
323 | outputs_sync = 4; |
278 | outputs_count = 8; /* Keeps present behaviour */ |
324 | outputs_count = 4; |
279 | unapply = unapply_nochoice; |
325 | unapply = unapply_nochoice; |
280 | |
326 | |
281 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
282 | |
328 | |
283 | gen_sp_armour = 10; |
329 | gen_sp_armour = 10; |
284 | last_speed = -1; |
|
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285 | shoottype = range_none; |
330 | shoottype = range_none; |
286 | bowtype = bow_normal; |
331 | bowtype = bow_normal; |
287 | petmode = pet_normal; |
332 | petmode = pet_normal; |
288 | listening = 10; |
333 | listening = 10; |
289 | usekeys = containers; |
334 | usekeys = containers; |
290 | last_weapon_sp = -1; |
|
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291 | peaceful = 1; /* default peaceful */ |
335 | peaceful = 1; /* default peaceful */ |
292 | do_los = 1; |
336 | do_los = 1; |
|
|
337 | } |
293 | |
338 | |
294 | /* we need to clear these to -1 and not zero - otherwise, |
339 | void |
295 | * if a player quits and starts a new character, we wont |
340 | player::do_destroy () |
296 | * send new values to the client, as things like exp start |
341 | { |
297 | * at zero. |
342 | disconnect (); |
298 | */ |
|
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299 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
300 | last_skill_exp[i] = -1; |
|
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301 | |
343 | |
302 | for (int i = 0; i < NROFATTACKS; i++) |
344 | attachable::do_destroy (); |
303 | last_resist[i] = -1; |
|
|
304 | |
345 | |
305 | last_stats.exp = -1; |
346 | if (ob) |
306 | last_weight = (uint32) - 1; |
347 | { |
|
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348 | ob->destroy_inv (false); |
|
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349 | ob->destroy (); |
|
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350 | } |
307 | } |
351 | } |
308 | |
352 | |
309 | player::~player () |
353 | player::~player () |
310 | { |
354 | { |
311 | terminate_all_pets (ob); |
|
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312 | |
|
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313 | if (first_player != this) |
|
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314 | { |
|
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315 | player *prev = first_player; |
|
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316 | |
|
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317 | while (prev && prev->next && prev->next != this) |
|
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318 | prev = prev->next; |
|
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319 | |
|
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320 | if (prev->next != this) |
|
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321 | { |
|
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322 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
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323 | abort (); |
|
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324 | } |
|
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325 | |
|
|
326 | prev->next = next; |
|
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327 | } |
|
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328 | else |
|
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329 | first_player = next; |
|
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330 | |
|
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331 | if (ob) |
|
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332 | { |
|
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333 | ob->contr = 0; |
|
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334 | ob->destroy (1); |
|
|
335 | } |
|
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336 | |
|
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337 | if (ns) |
|
|
338 | { |
|
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339 | ns->send_packet ("goodbye"); |
|
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340 | ns->flush (); |
|
|
341 | ns->pl = 0; |
|
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342 | ns->destroy (); |
|
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343 | } |
|
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344 | |
|
|
345 | /* Clear item stack */ |
355 | /* Clear item stack */ |
346 | free (stack_items); |
356 | free (stack_items); |
347 | } |
357 | } |
348 | |
358 | |
349 | /* Tries to add player on the connection passed in ns. |
359 | /* Tries to add player on the connection passed in ns. |
… | |
… | |
354 | player::create () |
364 | player::create () |
355 | { |
365 | { |
356 | player *pl = new player; |
366 | player *pl = new player; |
357 | |
367 | |
358 | pl->set_object (arch_to_object (get_player_archetype (0))); |
368 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
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369 | |
|
|
370 | pl->ob->roll_stats (); |
|
|
371 | pl->ob->stats.wc = 2; |
|
|
372 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
373 | |
|
|
374 | set_first_map (pl->ob); |
359 | |
375 | |
360 | return pl; |
376 | return pl; |
361 | } |
377 | } |
362 | |
378 | |
363 | /* |
379 | /* |
… | |
… | |
390 | |
406 | |
391 | object * |
407 | object * |
392 | get_nearest_player (object *mon) |
408 | get_nearest_player (object *mon) |
393 | { |
409 | { |
394 | object *op = NULL; |
410 | object *op = NULL; |
395 | player *pl = NULL; |
|
|
396 | objectlink *ol; |
411 | objectlink *ol; |
397 | unsigned lastdist; |
412 | unsigned lastdist; |
398 | rv_vector rv; |
413 | rv_vector rv; |
399 | |
414 | |
400 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
415 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
401 | { |
416 | { |
402 | /* 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 |
403 | * does periodically happen. Given that, lets deal with it. |
418 | * does periodically happen. Given that, lets deal with it. |
404 | * While unlikely, it is possible the next object on the friendly |
419 | * While unlikely, it is possible the next object on the friendly |
405 | * list is also free, so encapsulate this in a while loop. |
420 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
409 | object *tmp = ol->ob; |
424 | object *tmp = ol->ob; |
410 | |
425 | |
411 | /* 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 |
412 | * itself will have been cleared. |
427 | * itself will have been cleared. |
413 | */ |
428 | */ |
414 | 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 ()); |
415 | ol = ol->next; |
431 | ol = ol->next; |
416 | remove_friendly_object (tmp); |
432 | remove_friendly_object (tmp); |
417 | if (!ol) |
433 | if (!ol) |
418 | return op; |
434 | return op; |
419 | } |
435 | } |
… | |
… | |
432 | { |
448 | { |
433 | op = ol->ob; |
449 | op = ol->ob; |
434 | lastdist = rv.distance; |
450 | lastdist = rv.distance; |
435 | } |
451 | } |
436 | } |
452 | } |
437 | for (pl = first_player; pl != NULL; pl = pl->next) |
453 | |
438 | { |
454 | for_all_players (pl) |
439 | if (can_detect_enemy (mon, pl->ob, &rv)) |
455 | if (can_detect_enemy (mon, pl->ob, &rv)) |
440 | { |
|
|
441 | |
|
|
442 | if (lastdist > rv.distance) |
456 | if (lastdist > rv.distance) |
443 | { |
457 | { |
444 | op = pl->ob; |
458 | op = pl->ob; |
445 | lastdist = rv.distance; |
459 | lastdist = rv.distance; |
446 | } |
460 | } |
447 | } |
461 | |
448 | } |
|
|
449 | #if 0 |
462 | #if 0 |
450 | 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)"); |
451 | #endif |
464 | #endif |
452 | return op; |
465 | return op; |
453 | } |
466 | } |
… | |
… | |
511 | x = mon->x; |
524 | x = mon->x; |
512 | y = mon->y; |
525 | y = mon->y; |
513 | m = mon->map; |
526 | m = mon->map; |
514 | dir = rv.direction; |
527 | dir = rv.direction; |
515 | 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 */ |
516 | 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 | |
517 | /* 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. */ |
518 | if (diff > max) |
532 | if (diff > max) |
519 | return 0; |
533 | return 0; |
|
|
534 | |
520 | while (diff > 1 && max > 0) |
535 | while (diff > 1 && max > 0) |
521 | { |
536 | { |
522 | lastx = x; |
537 | lastx = x; |
523 | lasty = y; |
538 | lasty = y; |
524 | lastmap = m; |
539 | lastmap = m; |
… | |
… | |
606 | max--; |
621 | max--; |
607 | lastdir = dir; |
622 | lastdir = dir; |
608 | if (!firstdir) |
623 | if (!firstdir) |
609 | firstdir = dir; |
624 | firstdir = dir; |
610 | } |
625 | } |
|
|
626 | |
611 | if (diff <= 1) |
627 | if (diff <= 1) |
612 | { |
628 | { |
613 | /* Recalculate diff (distance) because we may not have actually |
629 | /* Recalculate diff (distance) because we may not have actually |
614 | * headed toward player for entire distance. |
630 | * headed toward player for entire distance. |
615 | */ |
631 | */ |
616 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
617 | 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)); |
618 | } |
634 | } |
|
|
635 | |
619 | if (diff > max) |
636 | if (diff > max) |
620 | return 0; |
637 | return 0; |
621 | } |
638 | } |
|
|
639 | |
622 | /* 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 */ |
623 | if (!max) |
641 | if (!max) |
624 | return 0; |
642 | return 0; |
625 | |
643 | |
626 | return firstdir; |
644 | return firstdir; |
… | |
… | |
740 | roll_stat (void) |
758 | roll_stat (void) |
741 | { |
759 | { |
742 | int a[4], i, j, k; |
760 | int a[4], i, j, k; |
743 | |
761 | |
744 | for (i = 0; i < 4; i++) |
762 | for (i = 0; i < 4; i++) |
745 | a[i] = (int) RANDOM () % 6 + 1; |
763 | a[i] = (int) rndm (6) + 1; |
746 | |
764 | |
747 | for (i = 0, j = 0, k = 7; i < 4; i++) |
765 | for (i = 0, j = 0, k = 7; i < 4; i++) |
748 | if (a[i] < k) |
766 | if (a[i] < k) |
749 | k = a[i], j = i; |
767 | k = a[i], j = i; |
750 | |
768 | |
… | |
… | |
833 | |
851 | |
834 | contr->orig_stats = stats; |
852 | contr->orig_stats = stats; |
835 | } |
853 | } |
836 | } |
854 | } |
837 | |
855 | |
|
|
856 | static void |
|
|
857 | start_info (object *op) |
|
|
858 | { |
|
|
859 | char buf[MAX_BUF]; |
|
|
860 | |
|
|
861 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
862 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
863 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
864 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
865 | } |
|
|
866 | |
838 | /* This function takes the key that is passed, and does the |
867 | /* This function takes the key that is passed, and does the |
839 | * appropriate action with it (change race, or other things). |
868 | * appropriate action with it (change race, or other things). |
840 | * The function name is for historical reasons - now we have |
869 | * The function name is for historical reasons - now we have |
841 | * separate race and class; this actually changes the RACE, |
870 | * separate race and class; this actually changes the RACE, |
842 | * not the class. |
871 | * not the class. |
843 | */ |
872 | */ |
844 | int |
873 | void |
845 | key_change_class (object *op, char key) |
874 | player::chargen_race_done () |
846 | { |
875 | { |
847 | int tmp_loop; |
|
|
848 | |
|
|
849 | if (key == 'd' || key == 'D') |
|
|
850 | { |
|
|
851 | char buf[MAX_BUF]; |
|
|
852 | |
|
|
853 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
854 | esrv_new_player (op->contr, op->weight + op->carrying); |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
855 | |
878 | |
856 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
857 | if (tl) |
880 | if (tl) |
858 | create_treasure (tl, op, 0, 0, 0); |
881 | create_treasure (tl, ob, 0, 0, 0); |
859 | |
882 | |
860 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
861 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
862 | |
885 | |
863 | op->contr->ns->state = ST_PLAYING; |
886 | ob->contr->ns->state = ST_PLAYING; |
864 | |
887 | |
865 | if (op->msg) |
888 | if (ob->msg) |
866 | op->msg = NULL; |
889 | ob->msg = 0; |
867 | |
890 | |
868 | /* 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 |
869 | * to save here. |
892 | * to save here. |
870 | */ |
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
871 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
872 | make_path_to_file (buf); |
897 | make_path_to_file (buf); |
|
|
898 | } |
873 | |
899 | |
874 | #ifdef AUTOSAVE |
|
|
875 | op->contr->last_save_tick = pticks; |
|
|
876 | #endif |
|
|
877 | start_info (op); |
900 | start_info (ob); |
878 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
879 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (ob, ob->randomitems); |
880 | link_player_skills (op); |
903 | link_player_skills (ob); |
881 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (ob, ob); |
882 | op->update_stats (); |
905 | ob->update_stats (); |
883 | |
906 | |
884 | /* This moves the player to a different start map, if there |
907 | /* This moves the player to a different start map, if there |
885 | * is one for this race |
908 | * is one for this race |
886 | */ |
909 | */ |
887 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
888 | { |
911 | { |
889 | object *tmp; |
912 | object *tmp; |
890 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
891 | |
914 | |
892 | 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); |
893 | tmp = object::create (); |
916 | tmp = object::create (); |
894 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
895 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = ob->x; |
896 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = ob->y; |
897 | 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; |
898 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
899 | * default initial map */ |
922 | * default initial map */ |
900 | tmp->destroy (); |
923 | tmp->destroy (); |
901 | } |
924 | } |
902 | else |
925 | else |
903 | LOG (llevDebug, "first_map_ext_path not set\n"); |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
927 | } |
904 | |
928 | |
905 | return 0; |
929 | void |
906 | } |
930 | player::chargen_race_next () |
907 | |
931 | { |
908 | /* Following actually changes the race - this is the default command |
932 | /* Following actually changes the race - this is the default command |
909 | * if we don't match with one of the options above. |
933 | * if we don't match with one of the options above. |
910 | */ |
934 | */ |
911 | |
935 | |
912 | tmp_loop = 0; |
936 | do |
913 | while (!tmp_loop) |
|
|
914 | { |
937 | { |
915 | shstr name = op->name; |
938 | shstr name = ob->name; |
916 | int x = op->x, y = op->y; |
939 | int x = ob->x, y = ob->y; |
917 | |
940 | |
918 | op->remove_statbonus (); |
941 | ob->remove_statbonus (); |
919 | op->remove (); |
942 | ob->remove (); |
920 | op->arch = get_player_archetype (op->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
921 | op->arch->clone.copy_to (op); |
944 | ob->arch->clone.copy_to (ob); |
922 | op->instantiate (); |
945 | ob->instantiate (); |
923 | op->stats = op->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
924 | op->name = op->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
925 | op->x = x; |
948 | ob->x = x; |
926 | op->y = y; |
949 | ob->y = y; |
927 | SET_ANIMATION (op, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
928 | insert_ob_in_map (op, op->map, op, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
929 | assign (op->contr->title, op->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
930 | op->add_statbonus (); |
953 | ob->add_statbonus (); |
931 | tmp_loop = allowed_class (op); |
|
|
932 | } |
954 | } |
|
|
955 | while (!allowed_class (ob)); |
933 | |
956 | |
934 | update_object (op, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
935 | esrv_update_item (UPD_FACE, op, op); |
958 | esrv_update_item (UPD_FACE, ob, ob); |
936 | op->update_stats (); |
959 | ob->update_stats (); |
937 | op->stats.hp = op->stats.maxhp; |
960 | ob->stats.hp = ob->stats.maxhp; |
938 | op->stats.sp = op->stats.maxsp; |
961 | ob->stats.sp = ob->stats.maxsp; |
939 | op->stats.grace = 0; |
962 | ob->stats.grace = 0; |
940 | |
|
|
941 | if (op->msg) |
|
|
942 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
943 | |
|
|
944 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
945 | return 0; |
|
|
946 | } |
|
|
947 | |
|
|
948 | int |
|
|
949 | key_confirm_quit (object *op, char key) |
|
|
950 | { |
|
|
951 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
952 | { |
|
|
953 | op->contr->ns->state = ST_PLAYING; |
|
|
954 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
955 | return 1; |
|
|
956 | } |
|
|
957 | |
|
|
958 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
959 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
960 | |
|
|
961 | terminate_all_pets (op); |
|
|
962 | leave_map (op); |
|
|
963 | op->direction = 0; |
|
|
964 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
965 | |
|
|
966 | strcpy (op->contr->killer, "quit"); |
|
|
967 | check_score (op); |
|
|
968 | op->contr->party = 0; |
|
|
969 | op->contr->own_title[0] = '\0'; |
|
|
970 | |
|
|
971 | object_ptr ob = op; |
|
|
972 | |
|
|
973 | delete ob->contr; |
|
|
974 | |
|
|
975 | /* We need to hunt for any per player unique maps in memory and |
|
|
976 | * get rid of them. The trailing slash in the path is intentional, |
|
|
977 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
978 | */ |
|
|
979 | char buf[MAX_BUF]; |
|
|
980 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
981 | |
|
|
982 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
983 | { |
|
|
984 | next = mp->next; |
|
|
985 | |
|
|
986 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
987 | delete_map (mp); |
|
|
988 | } |
|
|
989 | |
|
|
990 | delete_character (ob->name, 1); |
|
|
991 | |
|
|
992 | return 1; |
|
|
993 | } |
963 | } |
994 | |
964 | |
995 | void |
965 | void |
996 | flee_player (object *op) |
966 | flee_player (object *op) |
997 | { |
967 | { |
… | |
… | |
1054 | int |
1024 | int |
1055 | check_pick (object *op) |
1025 | check_pick (object *op) |
1056 | { |
1026 | { |
1057 | object *tmp, *next; |
1027 | object *tmp, *next; |
1058 | int stop = 0; |
1028 | int stop = 0; |
1059 | int j, k, wvratio; |
1029 | int wvratio; |
1060 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1061 | |
1031 | |
1062 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1063 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1064 | return 1; |
1034 | return 1; |
1065 | |
1035 | |
… | |
… | |
1134 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1135 | &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)))); |
1136 | else |
1106 | else |
1137 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1138 | &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 | |
1139 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1140 | |
|
|
1141 | sprintf (putstring, "...flags: "); |
|
|
1142 | for (k = 0; k < 4; k++) |
|
|
1143 | { |
|
|
1144 | for (j = 0; j < 32; j++) |
|
|
1145 | { |
|
|
1146 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1147 | { |
|
|
1148 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1149 | strcat (putstring, tmpstr); |
|
|
1150 | } |
|
|
1151 | } |
|
|
1152 | } |
|
|
1153 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1154 | |
|
|
1155 | #if 0 |
|
|
1156 | /* print the flags too */ |
|
|
1157 | for (k = 0; k < 4; k++) |
|
|
1158 | { |
|
|
1159 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1160 | for (j = 0; j < 32; j++) |
|
|
1161 | { |
|
|
1162 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1163 | if (!((j + 1) % 4)) |
|
|
1164 | fprintf (stderr, " "); |
|
|
1165 | } |
|
|
1166 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1167 | } |
|
|
1168 | #endif |
|
|
1169 | } |
1111 | } |
|
|
1112 | |
1170 | /* philosophy: |
1113 | /* philosophy: |
1171 | * 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 |
1172 | * generic. This takes no game-time. For more detailed pickups |
1115 | * generic. This takes no game-time. For more detailed pickups |
1173 | * and selections, select-items shoul dbe used. This is a |
1116 | * and selections, select-items should be used. This is a |
1174 | * 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 |
1175 | * example. |
1118 | * example. |
1176 | * 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 |
1177 | * 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 |
1178 | * convert to decimal and then 'pickup <#> |
1121 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1429 | * found object is returned. |
1372 | * found object is returned. |
1430 | */ |
1373 | */ |
1431 | object * |
1374 | object * |
1432 | find_arrow (object *op, const char *type) |
1375 | find_arrow (object *op, const char *type) |
1433 | { |
1376 | { |
1434 | object *tmp = NULL; |
1377 | object *tmp = 0; |
1435 | |
1378 | |
1436 | for (op = op->inv; op; op = op->below) |
1379 | for (op = op->inv; op; op = op->below) |
1437 | 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)) |
1438 | tmp = find_arrow (op, type); |
1381 | tmp = find_arrow (op, type); |
1439 | else if (op->type == ARROW && op->race == type) |
1382 | else if (op->type == ARROW && op->race == type) |
1440 | return op; |
1383 | return op; |
|
|
1384 | |
1441 | return tmp; |
1385 | return tmp; |
1442 | } |
1386 | } |
1443 | |
1387 | |
1444 | /* |
1388 | /* |
1445 | * 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 |
1446 | * 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 |
1447 | * 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 |
1448 | * 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. |
1449 | */ |
1393 | */ |
1450 | |
|
|
1451 | object * |
1394 | object * |
1452 | 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) |
1453 | { |
1396 | { |
1454 | object *tmp = NULL, *arrow, *ntmp; |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1455 | int attacknum, attacktype, betterby = 0, i; |
1398 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1647 | if (op->type == PLAYER) |
1590 | if (op->type == PLAYER) |
1648 | 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); |
1649 | /* 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 */ |
1650 | else |
1593 | else |
1651 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1595 | |
1652 | return 0; |
1596 | return 0; |
1653 | } |
1597 | } |
1654 | } |
1598 | } |
1655 | |
1599 | |
1656 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1600 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1678 | return 0; |
1622 | return 0; |
1679 | } |
1623 | } |
1680 | |
1624 | |
1681 | arrow->set_owner (op); |
1625 | arrow->set_owner (op); |
1682 | arrow->skill = bow->skill; |
1626 | arrow->skill = bow->skill; |
1683 | |
|
|
1684 | arrow->direction = dir; |
1627 | arrow->direction = dir; |
1685 | arrow->x = sx; |
|
|
1686 | arrow->y = sy; |
|
|
1687 | |
1628 | |
1688 | if (op->type == PLAYER) |
1629 | if (op->type == PLAYER) |
1689 | { |
1630 | { |
1690 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1631 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1691 | op->update_stats (); |
1632 | op->update_stats (); |
1692 | } |
1633 | } |
1693 | |
1634 | |
1694 | SET_ANIMATION (arrow, arrow->direction); |
1635 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1636 | |
1695 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1696 | arrow->stats.hp = arrow->stats.dam; |
1638 | arrow->stats.hp = arrow->stats.dam; |
1697 | arrow->stats.grace = arrow->attacktype; |
1639 | arrow->stats.grace = arrow->attacktype; |
|
|
1640 | |
1698 | if (arrow->slaying != NULL) |
1641 | if (arrow->slaying) |
1699 | arrow->spellarg = strdup (arrow->slaying); |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1700 | |
1643 | |
1701 | /* Note that this was different for monsters - they got their level |
1644 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1702 | * added to the damage. I think the strength bonus is more proper. |
|
|
1703 | */ |
|
|
1704 | |
|
|
1705 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1706 | |
1645 | |
1707 | /* update the speed */ |
1646 | /* update the speed */ |
1708 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1647 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1709 | 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; |
1710 | |
1649 | |
1711 | if (arrow->speed < 1.0) |
1650 | arrow->set_speed (max (arrow->speed, 1.0)); |
1712 | arrow->speed = 1.0; |
|
|
1713 | update_ob_speed (arrow); |
|
|
1714 | arrow->speed_left = 0; |
1651 | arrow->speed_left = 0; |
1715 | |
1652 | |
|
|
1653 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1654 | |
1716 | if (op->type == PLAYER) |
1655 | if (op->type == PLAYER) |
1717 | { |
1656 | { |
1718 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1719 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1720 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1721 | |
|
|
1722 | 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; |
1723 | } |
1662 | } |
1724 | else |
1663 | else |
1725 | { |
1664 | { |
1726 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1727 | arrow->level = op->level; |
1665 | arrow->level = op->level; |
1728 | } |
1666 | arrow->stats.wc -= bow->magic; |
1729 | |
1667 | |
1730 | if (arrow->attacktype == AT_PHYSICAL) |
1668 | if (!arrow->slaying) |
|
|
1669 | arrow->slaying = bow->slaying; |
|
|
1670 | } |
|
|
1671 | |
|
|
1672 | arrow->stats.wc -= arrow->level; |
|
|
1673 | |
1731 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
1732 | |
1675 | |
1733 | if (bow->slaying) |
|
|
1734 | arrow->slaying = bow->slaying; |
|
|
1735 | |
|
|
1736 | arrow->map = m; |
|
|
1737 | arrow->move_type = MOVE_FLY_LOW; |
1676 | arrow->move_type = MOVE_FLY_LOW; |
1738 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1677 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1739 | |
1678 | |
1740 | 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); |
1741 | insert_ob_in_map (arrow, m, op, 0); |
1680 | m->insert (arrow, sx, sy, op); |
1742 | |
1681 | |
1743 | if (!arrow->destroyed ()) |
1682 | if (!arrow->destroyed ()) |
1744 | move_arrow (arrow); |
1683 | move_arrow (arrow); |
1745 | |
1684 | |
1746 | if (op->type == PLAYER) |
1685 | if (op->type == PLAYER) |
… | |
… | |
1772 | } |
1711 | } |
1773 | 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) |
1774 | { |
1713 | { |
1775 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1714 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1776 | wcmod = -1; |
1715 | wcmod = -1; |
|
|
1716 | |
1777 | 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); |
1778 | } |
1718 | } |
1779 | else if (op->contr->bowtype == bow_threewide) |
1719 | else if (op->contr->bowtype == bow_threewide) |
1780 | { |
1720 | { |
1781 | 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); |
… | |
… | |
1851 | |
1791 | |
1852 | if (item->arch) |
1792 | if (item->arch) |
1853 | { |
1793 | { |
1854 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1794 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1855 | item->face = item->arch->clone.face; |
1795 | item->face = item->arch->clone.face; |
1856 | item->speed = 0; |
1796 | item->set_speed (0); |
1857 | update_ob_speed (item); |
|
|
1858 | } |
1797 | } |
|
|
1798 | |
1859 | if ((tmp = item->in_player ())) |
1799 | if ((tmp = item->in_player ())) |
1860 | esrv_update_item (UPD_ANIM, tmp, item); |
1800 | esrv_update_item (UPD_ANIM, tmp, item); |
1861 | } |
1801 | } |
1862 | } |
1802 | } |
1863 | else if (item->type == ROD || item->type == HORN) |
1803 | else if (item->type == ROD || item->type == HORN) |
1864 | { |
|
|
1865 | drain_rod_charge (item); |
1804 | drain_rod_charge (item); |
1866 | } |
|
|
1867 | } |
1805 | } |
1868 | } |
1806 | } |
1869 | |
1807 | |
1870 | /* Received a fire command for the player - go and do it. |
1808 | /* Received a fire command for the player - go and do it. |
1871 | */ |
1809 | */ |
… | |
… | |
1894 | case range_misc: |
1832 | case range_misc: |
1895 | fire_misc_object (op, dir); |
1833 | fire_misc_object (op, dir); |
1896 | return; |
1834 | return; |
1897 | |
1835 | |
1898 | case range_golem: /* Control summoned monsters from scrolls */ |
1836 | case range_golem: /* Control summoned monsters from scrolls */ |
1899 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1900 | { |
|
|
1901 | op->contr->ranges[range_golem] = 0; |
|
|
1902 | op->contr->shoottype = range_none; |
|
|
1903 | } |
|
|
1904 | else |
|
|
1905 | control_golem (op->contr->ranges[range_golem], dir); |
1837 | control_golem (op->contr->ranges[range_golem], dir); |
1906 | return; |
1838 | return; |
1907 | |
1839 | |
1908 | case range_skill: |
1840 | case range_skill: |
1909 | if (!op->chosen_skill) |
1841 | if (!op->chosen_skill) |
1910 | { |
1842 | { |
1911 | if (op->type == PLAYER) |
1843 | if (op->type == PLAYER) |
1912 | 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 | |
1913 | return; |
1846 | return; |
1914 | } |
1847 | } |
|
|
1848 | |
1915 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1849 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1916 | return; |
1850 | return; |
1917 | case range_builder: |
1851 | case range_builder: |
1918 | apply_map_builder (op, dir); |
1852 | apply_map_builder (op, dir); |
1919 | return; |
1853 | return; |
1920 | default: |
1854 | default: |
1921 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1855 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1922 | return; |
1856 | return; |
1923 | } |
1857 | } |
1924 | } |
1858 | } |
1925 | |
|
|
1926 | |
|
|
1927 | |
1859 | |
1928 | /* find_key |
1860 | /* find_key |
1929 | * 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 |
1930 | * and successfully use it, we return the key, otherwise NULL |
1862 | * and successfully use it, we return the key, otherwise NULL |
1931 | * This function merges both normal and locked door, since the logic |
1863 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1933 | * pl is the player, |
1865 | * pl is the player, |
1934 | * inv is the objects inventory to searched |
1866 | * inv is the objects inventory to searched |
1935 | * door is the door we are trying to match against. |
1867 | * door is the door we are trying to match against. |
1936 | * This function can be called recursively to search containers. |
1868 | * This function can be called recursively to search containers. |
1937 | */ |
1869 | */ |
1938 | |
|
|
1939 | object * |
1870 | object * |
1940 | find_key (object *pl, object *container, object *door) |
1871 | find_key (object *pl, object *container, object *door) |
1941 | { |
1872 | { |
1942 | object *tmp, *key; |
1873 | object *tmp, *key; |
1943 | |
1874 | |
1944 | /* Should not happen, but sanity checking is never bad */ |
1875 | /* Should not happen, but sanity checking is never bad */ |
1945 | if (container->inv == NULL) |
1876 | if (!container->inv) |
1946 | return NULL; |
1877 | return 0; |
1947 | |
1878 | |
1948 | /* 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 */ |
1949 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1880 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1950 | { |
1881 | { |
1951 | if (door->type == DOOR && tmp->type == KEY) |
1882 | if (door->type == DOOR && tmp->type == KEY) |
1952 | break; |
1883 | break; |
1953 | /* For sanity, we should really check door type, but other stuff |
1884 | /* For sanity, we should really check door type, but other stuff |
1954 | * (like containers) can be locked with special keys |
1885 | * (like containers) can be locked with special keys |
1955 | */ |
1886 | */ |
1956 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1887 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1957 | break; |
1888 | break; |
1958 | } |
1889 | } |
|
|
1890 | |
1959 | /* No key found - lets search inventories now */ |
1891 | /* No key found - lets search inventories now */ |
1960 | /* 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. |
1961 | * 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 |
1962 | * a key, return |
1894 | * a key, return |
1963 | */ |
1895 | */ |
1964 | if (!tmp) |
1896 | if (!tmp) |
1965 | { |
1897 | { |
1966 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1898 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1967 | { |
1899 | { |
1968 | /* No reason to search empty containers */ |
1900 | /* No reason to search empty containers */ |
1969 | if (tmp->type == CONTAINER && tmp->inv) |
1901 | if (tmp->type == CONTAINER && tmp->inv) |
1970 | { |
1902 | { |
1971 | if ((key = find_key (pl, tmp, door)) != NULL) |
1903 | if ((key = find_key (pl, tmp, door))) |
1972 | return key; |
1904 | return key; |
1973 | } |
1905 | } |
1974 | } |
1906 | } |
|
|
1907 | |
1975 | if (!tmp) |
1908 | if (!tmp) |
1976 | return NULL; |
1909 | return NULL; |
1977 | } |
1910 | } |
|
|
1911 | |
1978 | /* 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, |
1979 | * see if we actually want to use it |
1913 | * see if we actually want to use it |
1980 | */ |
1914 | */ |
1981 | if (pl != container) |
1915 | if (pl != container) |
1982 | { |
1916 | { |
… | |
… | |
2003 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1937 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2004 | "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)); |
2005 | return NULL; |
1939 | return NULL; |
2006 | } |
1940 | } |
2007 | } |
1941 | } |
|
|
1942 | |
2008 | return tmp; |
1943 | return tmp; |
2009 | } |
1944 | } |
2010 | |
1945 | |
2011 | /* moved door processing out of move_player_attack. |
1946 | /* moved door processing out of move_player_attack. |
2012 | * returns 1 if player has opened the door with a key |
1947 | * returns 1 if player has opened the door with a key |
… | |
… | |
2030 | 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); |
2031 | if (action_makes_visible (op)) |
1966 | if (action_makes_visible (op)) |
2032 | make_visible (op); |
1967 | make_visible (op); |
2033 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1968 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2034 | spring_trap (door->inv, op); |
1969 | spring_trap (door->inv, op); |
|
|
1970 | |
2035 | if (door->type == DOOR) |
1971 | if (door->type == DOOR) |
2036 | { |
|
|
2037 | 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 */ |
2038 | } |
|
|
2039 | else if (door->type == LOCKED_DOOR) |
1973 | else if (door->type == LOCKED_DOOR) |
2040 | { |
1974 | { |
2041 | 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)); |
2042 | remove_door2 (door); /* remove door without violence ;-) */ |
1976 | remove_door2 (door); /* remove door without violence ;-) */ |
2043 | } |
1977 | } |
|
|
1978 | |
2044 | /* Do this after we print the message */ |
1979 | /* Do this after we print the message */ |
2045 | decrease_ob (key); /* Use up one of the keys */ |
1980 | decrease_ob (key); /* Use up one of the keys */ |
2046 | /* Need to update the weight the container the key was in */ |
1981 | /* Need to update the weight the container the key was in */ |
2047 | if (container != op) |
1982 | if (container != op) |
2048 | esrv_update_item (UPD_WEIGHT, op, container); |
1983 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1984 | |
2049 | return 1; /* Nothing more to do below */ |
1985 | return 1; /* Nothing more to do below */ |
2050 | } |
1986 | } |
2051 | else if (door->type == LOCKED_DOOR) |
1987 | else if (door->type == LOCKED_DOOR) |
2052 | { |
1988 | { |
2053 | /* Might as well return now - no other way to open this */ |
1989 | /* Might as well return now - no other way to open this */ |
2054 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1990 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2055 | return 1; |
1991 | return 1; |
2056 | } |
1992 | } |
|
|
1993 | |
2057 | return 0; |
1994 | return 0; |
2058 | } |
1995 | } |
2059 | |
1996 | |
2060 | /* This function is just part of a breakup from move_player. |
1997 | /* This function is just part of a breakup from move_player. |
2061 | * It should keep the code cleaner. |
1998 | * It should keep the code cleaner. |
… | |
… | |
2087 | */ |
2024 | */ |
2088 | 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)) |
2089 | { |
2026 | { |
2090 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2027 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2091 | { |
2028 | { |
2092 | m = get_map_from_coord (op->map, &nx, &ny); |
2029 | m = op->map->xy_find (nx, ny); |
2093 | if (!m) |
2030 | if (!m) |
2094 | return; /* Don't think this should happen */ |
2031 | return; /* Don't think this should happen */ |
2095 | } |
2032 | } |
2096 | else |
2033 | else |
2097 | m = op->map; |
2034 | m = op->map; |
2098 | |
2035 | |
2099 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2036 | if (!(tmp = m->at (nx, ny).bot)) |
2100 | { |
|
|
2101 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2102 | return; |
2037 | return; |
2103 | } |
|
|
2104 | |
2038 | |
2105 | mon = 0; |
2039 | mon = 0; |
2106 | /* 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 |
2107 | * 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. |
2108 | * 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 |
… | |
… | |
2161 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2162 | { |
2096 | { |
2163 | /* 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 */ |
2164 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2165 | return; |
2099 | return; |
|
|
2100 | |
2166 | 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); |
2167 | (void) push_ob (mon, dir, op); |
2102 | (void) push_ob (mon, dir, op); |
2168 | if (op->contr->tmp_invis || op->hide) |
2103 | if (op->contr->tmp_invis || op->hide) |
2169 | make_visible (op); |
2104 | make_visible (op); |
|
|
2105 | |
2170 | return; |
2106 | return; |
2171 | } |
2107 | } |
2172 | |
2108 | |
2173 | /* in certain circumstances, you shouldn't attack friendly |
2109 | /* in certain circumstances, you shouldn't attack friendly |
2174 | * creatures. Note that if you are braced, you can't push |
2110 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2188 | !on_battleground)) |
2124 | !on_battleground)) |
2189 | { |
2125 | { |
2190 | if (!op->contr->braced) |
2126 | if (!op->contr->braced) |
2191 | { |
2127 | { |
2192 | 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); |
2193 | (void) push_ob (mon, dir, op); |
2129 | push_ob (mon, dir, op); |
2194 | } |
2130 | } |
2195 | else |
2131 | else |
2196 | new_draw_info (0, 0, op, "You withhold your attack"); |
2132 | new_draw_info (0, 0, op, "You withhold your attack"); |
2197 | |
2133 | |
2198 | if (op->contr->tmp_invis || op->hide) |
2134 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2213 | * 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 |
2214 | * and be living. Then, it must be one of the following: |
2150 | * and be living. Then, it must be one of the following: |
2215 | * 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 |
2216 | * 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. |
2217 | */ |
2153 | */ |
2218 | |
|
|
2219 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2154 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2220 | ((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))) |
2221 | { |
2156 | { |
2222 | |
2157 | |
2223 | /* If the player hasn't hit something this tick, and does |
2158 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2257 | int |
2192 | int |
2258 | move_player (object *op, int dir) |
2193 | move_player (object *op, int dir) |
2259 | { |
2194 | { |
2260 | int pick; |
2195 | int pick; |
2261 | |
2196 | |
2262 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2197 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2263 | return 0; |
2198 | return 0; |
2264 | |
2199 | |
2265 | /* Sanity check: make sure dir is valid */ |
2200 | /* Sanity check: make sure dir is valid */ |
2266 | if ((dir < 0) || (dir >= 9)) |
2201 | if ((dir < 0) || (dir >= 9)) |
2267 | { |
2202 | { |
2268 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2203 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2269 | return 0; |
2204 | return 0; |
2270 | } |
2205 | } |
2271 | |
2206 | |
2272 | /* peterm: added following line */ |
2207 | /* peterm: added following line */ |
2273 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2208 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2274 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2209 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2275 | |
2210 | |
2276 | op->facing = dir; |
2211 | op->facing = dir; |
2277 | |
2212 | |
2278 | if (op->hide) |
2213 | if (op->hide) |
2279 | do_hidden_move (op); |
2214 | do_hidden_move (op); |
… | |
… | |
2312 | * Returns true if there are more actions we can do. |
2247 | * Returns true if there are more actions we can do. |
2313 | */ |
2248 | */ |
2314 | int |
2249 | int |
2315 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2316 | { |
2251 | { |
2317 | if (op->contr->hidden) |
|
|
2318 | { |
|
|
2319 | op->invisible = 1000; |
|
|
2320 | /* the socket code flashes the player visible/invisible |
|
|
2321 | * depending on the value of invisible, so we need to |
|
|
2322 | * alternate it here for it to work correctly. |
|
|
2323 | */ |
|
|
2324 | if (pticks & 2) |
|
|
2325 | op->invisible--; |
|
|
2326 | } |
|
|
2327 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2328 | { |
|
|
2329 | op->invisible--; |
|
|
2330 | if (!op->invisible) |
|
|
2331 | { |
|
|
2332 | make_visible (op); |
|
|
2333 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2334 | } |
|
|
2335 | } |
|
|
2336 | |
|
|
2337 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2338 | { |
2253 | { |
2339 | flee_player (op); |
2254 | flee_player (op); |
2340 | /* 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 */ |
2341 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2342 | { |
2257 | { |
2343 | op->speed_left--; |
2258 | op->speed_left--; |
2344 | return 0; |
2259 | return 0; |
2345 | } |
2260 | } |
2346 | } |
2261 | } |
2347 | |
|
|
2348 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2349 | * the player object still points to the defunct golem. The code that |
|
|
2350 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2351 | * put this in a a workaround to clean up the golem pointer. |
|
|
2352 | */ |
|
|
2353 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2354 | op->contr->ranges[range_golem] = 0; |
|
|
2355 | |
2262 | |
2356 | /* 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 |
2357 | * the players time has been increased when doericserver has been |
2264 | * the players time has been increased when doericserver has been |
2358 | * called, so we recheck it here. |
2265 | * called, so we recheck it here. |
2359 | */ |
2266 | */ |
2360 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2267 | if (op->contr->ns->handle_command ()) |
2361 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2268 | return 1; |
2362 | ; |
|
|
2363 | |
2269 | |
2364 | if (op->speed_left < 0) |
2270 | if (op->speed_left > 0) |
2365 | return 0; |
2271 | { |
2366 | |
|
|
2367 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2368 | { |
2273 | { |
2369 | /* All move commands take 1 tick, at least for now */ |
2274 | /* All move commands take 1 tick, at least for now */ |
2370 | op->speed_left--; |
2275 | op->speed_left--; |
2371 | |
2276 | |
2372 | /* Instead of all the stuff below, let move_player take care |
2277 | /* Instead of all the stuff below, let move_player take care |
2373 | * 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 |
2374 | * there, as well as the confusion stuff. |
2279 | * there, as well as the confusion stuff. |
2375 | */ |
2280 | */ |
2376 | move_player (op, op->direction); |
2281 | move_player (op, op->direction); |
2377 | if (op->speed_left > 0) |
2282 | |
2378 | return 1; |
2283 | return op->speed_left > 0; |
2379 | else |
2284 | } |
2380 | return 0; |
|
|
2381 | } |
2285 | } |
2382 | |
2286 | |
2383 | return 0; |
2287 | return 0; |
2384 | } |
2288 | } |
2385 | |
2289 | |
… | |
… | |
2423 | * from. |
2327 | * from. |
2424 | */ |
2328 | */ |
2425 | void |
2329 | void |
2426 | remove_unpaid_objects (object *op, object *env) |
2330 | remove_unpaid_objects (object *op, object *env) |
2427 | { |
2331 | { |
2428 | object *next; |
|
|
2429 | |
|
|
2430 | while (op) |
2332 | while (op) |
2431 | { |
2333 | { |
2432 | 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' */ |
2433 | * we remove object 'op' |
2335 | |
2434 | */ |
|
|
2435 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2336 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2436 | { |
2337 | { |
2437 | op->remove (); |
|
|
2438 | op->x = env->x; |
|
|
2439 | op->y = env->y; |
|
|
2440 | if (env->type == PLAYER) |
2338 | if (env->type == PLAYER) |
2441 | esrv_del_item (env->contr, op->count); |
2339 | esrv_del_item (env->contr, op->count); |
2442 | insert_ob_in_map (op, env->map, NULL, 0); |
2340 | |
|
|
2341 | op->insert_at (env); |
2443 | } |
2342 | } |
2444 | else if (op->inv) |
2343 | else if (op->inv) |
2445 | remove_unpaid_objects (op->inv, env); |
2344 | remove_unpaid_objects (op->inv, env); |
2446 | |
2345 | |
2447 | op = next; |
2346 | op = next; |
… | |
… | |
2503 | int rate_grace = 2000; |
2402 | int rate_grace = 2000; |
2504 | const int max_hp = 1; |
2403 | const int max_hp = 1; |
2505 | const int max_sp = 1; |
2404 | const int max_sp = 1; |
2506 | const int max_grace = 1; |
2405 | const int max_grace = 1; |
2507 | |
2406 | |
2508 | 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--; |
2509 | { |
2416 | } |
2510 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2417 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2511 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2418 | { |
2512 | 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 | } |
2513 | } |
2424 | } |
2514 | |
2425 | |
2515 | if (op->contr->ns->state == ST_PLAYING) |
2426 | if (op->contr->ns->state == ST_PLAYING) |
2516 | { |
2427 | { |
2517 | /* these next three if clauses make it possible to SLOW DOWN |
2428 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2539 | gen_grace = op->stats.maxgrace; |
2450 | gen_grace = op->stats.maxgrace; |
2540 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2541 | } |
2452 | } |
2542 | |
2453 | |
2543 | /* Regenerate Spell Points */ |
2454 | /* Regenerate Spell Points */ |
2544 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2455 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2545 | { |
2456 | { |
2546 | 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); |
2547 | if (op->stats.sp < op->stats.maxsp) |
2458 | if (op->stats.sp < op->stats.maxsp) |
2548 | { |
2459 | { |
2549 | op->stats.sp++; |
2460 | op->stats.sp++; |
… | |
… | |
2740 | 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!"); |
2741 | 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..."); |
2742 | |
2653 | |
2743 | /* restore player */ |
2654 | /* restore player */ |
2744 | at = archetype::find ("poisoning"); |
2655 | at = archetype::find ("poisoning"); |
2745 | tmp = present_arch_in_ob (at, op); |
2656 | if (object *tmp = present_arch_in_ob (at, op)) |
2746 | if (tmp) |
|
|
2747 | { |
2657 | { |
2748 | tmp->destroy (); |
2658 | tmp->destroy (); |
2749 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2659 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2750 | } |
2660 | } |
2751 | |
2661 | |
2752 | at = archetype::find ("confusion"); |
2662 | at = archetype::find ("confusion"); |
2753 | tmp = present_arch_in_ob (at, op); |
2663 | if (object *tmp = present_arch_in_ob (at, op)) |
2754 | if (tmp) |
|
|
2755 | { |
2664 | { |
2756 | tmp->destroy (); |
2665 | tmp->destroy (); |
2757 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2666 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2758 | } |
2667 | } |
2759 | |
2668 | |
… | |
… | |
2761 | op->stats.hp = op->stats.maxhp; |
2670 | op->stats.hp = op->stats.maxhp; |
2762 | if (op->stats.food <= 0) |
2671 | if (op->stats.food <= 0) |
2763 | op->stats.food = 999; |
2672 | op->stats.food = 999; |
2764 | |
2673 | |
2765 | /* create a bodypart-trophy to make the winner happy */ |
2674 | /* create a bodypart-trophy to make the winner happy */ |
2766 | tmp = arch_to_object (archetype::find ("finger")); |
2675 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2767 | if (tmp != NULL) |
|
|
2768 | { |
2676 | { |
2769 | sprintf (buf, "%s's finger", &op->name); |
2677 | sprintf (buf, "%s's finger", &op->name); |
2770 | tmp->name = buf; |
2678 | tmp->name = buf; |
2771 | sprintf (buf, " This finger has been cut off %s\n" |
2679 | sprintf (buf, " This finger has been cut off %s\n" |
2772 | " 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", |
2773 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2681 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2774 | tmp->msg = buf; |
2682 | tmp->msg = buf; |
2775 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2683 | tmp->value = 0, tmp->type = 0; |
2776 | tmp->materialname = NULL; |
2684 | tmp->materialname = "organics"; |
2777 | tmp->x = op->x, tmp->y = op->y; |
2685 | tmp->insert_at (op, tmp); |
2778 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2779 | } |
2686 | } |
2780 | |
2687 | |
2781 | /* teleport defeated player to new destination */ |
2688 | /* teleport defeated player to new destination */ |
2782 | transfer_ob (op, x, y, 0, NULL); |
2689 | transfer_ob (op, x, y, 0, NULL); |
2783 | op->contr->braced = 0; |
2690 | op->contr->braced = 0; |
… | |
… | |
2788 | |
2695 | |
2789 | command_kill_pets (op, 0); |
2696 | command_kill_pets (op, 0); |
2790 | |
2697 | |
2791 | if (op->stats.food < 0) |
2698 | if (op->stats.food < 0) |
2792 | { |
2699 | { |
2793 | if (op->contr->explore) |
|
|
2794 | { |
|
|
2795 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2796 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2797 | op->stats.food = 999; |
|
|
2798 | return; |
|
|
2799 | } |
|
|
2800 | sprintf (buf, "%s starved to death.", &op->name); |
2700 | sprintf (buf, "%s starved to death.", &op->name); |
2801 | strcpy (op->contr->killer, "starvation"); |
2701 | strcpy (op->contr->killer, "starvation"); |
2802 | } |
2702 | } |
2803 | else |
2703 | else |
2804 | { |
|
|
2805 | if (op->contr->explore) |
|
|
2806 | { |
|
|
2807 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2808 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2809 | op->stats.hp = op->stats.maxhp; |
|
|
2810 | return; |
|
|
2811 | } |
|
|
2812 | sprintf (buf, "%s died.", &op->name); |
2704 | sprintf (buf, "%s died.", &op->name); |
2813 | } |
2705 | |
2814 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2706 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2815 | |
2707 | |
2816 | /* save the map location for corpse, gravestone */ |
2708 | /* save the map location for corpse, gravestone */ |
2817 | x = op->x; |
2709 | x = op->x; |
2818 | y = op->y; |
2710 | y = op->y; |
2819 | map = op->map; |
2711 | map = op->map; |
2820 | |
|
|
2821 | |
2712 | |
2822 | /* NOT_PERMADEATH code. This basically brings the character back to |
2713 | /* NOT_PERMADEATH code. This basically brings the character back to |
2823 | * 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. |
2824 | * 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. |
2825 | */ |
2716 | */ |
… | |
… | |
2842 | num_stats_lose = 1; |
2733 | num_stats_lose = 1; |
2843 | else |
2734 | else |
2844 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2735 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2845 | } |
2736 | } |
2846 | else |
2737 | else |
2847 | { |
|
|
2848 | num_stats_lose = 1; |
2738 | num_stats_lose = 1; |
2849 | } |
2739 | |
2850 | lost_a_stat = 0; |
2740 | lost_a_stat = 0; |
2851 | |
2741 | |
2852 | for (z = 0; z < num_stats_lose; z++) |
2742 | for (z = 0; z < num_stats_lose; z++) |
2853 | { |
2743 | { |
2854 | i = RANDOM () % NUM_STATS; |
2744 | i = RANDOM () % NUM_STATS; |
… | |
… | |
2995 | op->stats.hp = op->stats.maxhp; |
2885 | op->stats.hp = op->stats.maxhp; |
2996 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2886 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2997 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2887 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2998 | |
2888 | |
2999 | /* |
2889 | /* |
3000 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
3001 | * the player has any unpaid items. If so, remove them and put them back |
2890 | * Check to see if the player has any unpaid items. If so, remove them |
3002 | * in the map. |
2891 | * and put them back in the map. |
3003 | */ |
2892 | */ |
3004 | |
|
|
3005 | if (is_in_shop (op)) |
|
|
3006 | remove_unpaid_objects (op->inv, op); |
2893 | remove_unpaid_objects (op->inv, op); |
3007 | |
2894 | |
3008 | /****************************************/ |
2895 | /****************************************/ |
3009 | /* */ |
2896 | /* */ |
3010 | /* Move player to his current respawn- */ |
2897 | /* Move player to his current respawn- */ |
3011 | /* position (usually last savebed) */ |
2898 | /* position (usually last savebed) */ |
3012 | /* */ |
2899 | /* */ |
3013 | /****************************************/ |
2900 | /****************************************/ |
3014 | |
2901 | |
3015 | enter_player_savebed (op); |
2902 | enter_player_savebed (op); |
3016 | |
2903 | |
3017 | /* Save the player before inserting the force to reduce |
|
|
3018 | * chance of abuse. |
|
|
3019 | */ |
|
|
3020 | op->contr->braced = 0; |
2904 | op->contr->braced = 0; |
3021 | op->contr->save (); |
|
|
3022 | |
2905 | |
3023 | /* it is possible that the player has blown something up |
2906 | /* it is possible that the player has blown something up |
3024 | * at his savebed location, and that can have long lasting |
2907 | * at his savebed location, and that can have long lasting |
3025 | * spell effects. So first see if there is a spell effect |
2908 | * spell effects. So first see if there is a spell effect |
3026 | * on the space that might harm the player. |
2909 | * on the space that might harm the player. |
… | |
… | |
3055 | void |
2938 | void |
3056 | loot_object (object *op) |
2939 | loot_object (object *op) |
3057 | { /* Grab and destroy some treasure */ |
2940 | { /* Grab and destroy some treasure */ |
3058 | object *tmp, *tmp2, *next; |
2941 | object *tmp, *tmp2, *next; |
3059 | |
2942 | |
3060 | if (op->container) |
2943 | op->close_container (); /* close open sack first */ |
3061 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3062 | |
2944 | |
3063 | for (tmp = op->inv; tmp; tmp = next) |
2945 | for (tmp = op->inv; tmp; tmp = next) |
3064 | { |
2946 | { |
3065 | next = tmp->below; |
2947 | next = tmp->below; |
3066 | |
2948 | |
3067 | if (tmp->invisible) |
2949 | if (tmp->invisible) |
3068 | continue; |
2950 | continue; |
3069 | |
2951 | |
3070 | tmp->remove (); |
2952 | tmp->remove (); |
3071 | tmp->x = op->x, tmp->y = op->y; |
2953 | tmp->x = op->x, tmp->y = op->y; |
|
|
2954 | |
3072 | if (tmp->type == CONTAINER) |
2955 | if (tmp->type == CONTAINER) |
3073 | { /* empty container to ground */ |
2956 | loot_object (tmp); /* empty container to ground */ |
3074 | loot_object (tmp); |
2957 | |
3075 | } |
|
|
3076 | 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)))) |
3077 | { |
2959 | { |
3078 | if (tmp->nrof > 1) |
2960 | if (tmp->nrof > 1) |
3079 | { |
2961 | { |
3080 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2962 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3081 | tmp2->destroy (); |
2963 | tmp2->destroy (); |
… | |
… | |
3092 | /* |
2974 | /* |
3093 | * fix_weight(): Check recursively the weight of all players, and fix |
2975 | * fix_weight(): Check recursively the weight of all players, and fix |
3094 | * 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 |
3095 | * was changed. |
2977 | * was changed. |
3096 | */ |
2978 | */ |
3097 | |
|
|
3098 | void |
2979 | void |
3099 | fix_weight (void) |
2980 | fix_weight (void) |
3100 | { |
2981 | { |
3101 | for (player *pl = first_player; pl; pl = pl->next) |
2982 | for_all_players (pl) |
3102 | { |
2983 | { |
3103 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2984 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3104 | |
2985 | |
3105 | if (old == sum) |
2986 | if (old == sum) |
3106 | continue; |
2987 | continue; |
… | |
… | |
3110 | } |
2991 | } |
3111 | |
2992 | |
3112 | void |
2993 | void |
3113 | fix_luck (void) |
2994 | fix_luck (void) |
3114 | { |
2995 | { |
3115 | for (player *pl = first_player; pl; pl = pl->next) |
2996 | for_all_players (pl) |
3116 | if (!pl->ob->contr->ns->state) |
2997 | if (!pl->ob->contr->ns->state) |
3117 | pl->ob->change_luck (0); |
2998 | pl->ob->change_luck (0); |
3118 | } |
2999 | } |
3119 | |
3000 | |
3120 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3001 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
… | |
… | |
3162 | if (op->type == PLAYER) |
3043 | if (op->type == PLAYER) |
3163 | { |
3044 | { |
3164 | op->contr->tmp_invis = 0; |
3045 | op->contr->tmp_invis = 0; |
3165 | op->contr->invis_race = 0; |
3046 | op->contr->invis_race = 0; |
3166 | } |
3047 | } |
|
|
3048 | |
3167 | update_object (op, UP_OBJ_FACE); |
3049 | update_object (op, UP_OBJ_CHANGE); |
3168 | } |
3050 | } |
3169 | |
3051 | |
3170 | int |
3052 | int |
3171 | is_true_undead (object *op) |
3053 | is_true_undead (object *op) |
3172 | { |
3054 | { |
3173 | object *tmp = NULL; |
|
|
3174 | |
|
|
3175 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3055 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3176 | return 1; |
3056 | return 1; |
3177 | |
3057 | |
3178 | return 0; |
3058 | return 0; |
3179 | } |
3059 | } |
… | |
… | |
3238 | |
3118 | |
3239 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3119 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3240 | |
3120 | |
3241 | /* 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! */ |
3242 | if (op->type == PLAYER && op->contr->run_on) |
3122 | if (op->type == PLAYER && op->contr->run_on) |
3243 | { |
|
|
3244 | if (!skop || num >= skop->level) |
3123 | if (!skop || num >= skop->level) |
3245 | { |
3124 | { |
3246 | 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!"); |
3247 | make_visible (op); |
3126 | make_visible (op); |
3248 | return; |
3127 | return; |
3249 | } |
3128 | } |
3250 | else |
3129 | else |
3251 | num += 20; |
3130 | num += 20; |
3252 | } |
3131 | |
3253 | num += op->map->difficulty; |
3132 | num += op->map->difficulty; |
3254 | hide = hideability (op); /* modify by terrain hidden level */ |
3133 | hide = hideability (op); /* modify by terrain hidden level */ |
3255 | num -= hide; |
3134 | num -= hide; |
|
|
3135 | |
3256 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3136 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3257 | { |
3137 | { |
3258 | make_visible (op); |
3138 | make_visible (op); |
3259 | if (op->type == PLAYER) |
3139 | if (op->type == PLAYER) |
3260 | 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!"); |
3261 | } |
3141 | } |
3262 | else if (op->type == PLAYER && skop) |
3142 | else if (op->type == PLAYER && skop) |
3263 | { |
|
|
3264 | 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); |
3265 | } |
|
|
3266 | } |
3144 | } |
3267 | |
3145 | |
3268 | /* determine if who is standing near a hostile creature. */ |
3146 | /* determine if who is standing near a hostile creature. */ |
3269 | |
3147 | |
3270 | int |
3148 | int |
… | |
… | |
3337 | if (pl->type != PLAYER) |
3215 | if (pl->type != PLAYER) |
3338 | { |
3216 | { |
3339 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3217 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3340 | return -1; |
3218 | return -1; |
3341 | } |
3219 | } |
|
|
3220 | |
3342 | if (!pl || !op) |
3221 | if (!pl || !op) |
3343 | return 0; |
3222 | return 0; |
3344 | |
3223 | |
3345 | if (op->head) |
|
|
3346 | { |
|
|
3347 | op = op->head; |
3224 | op = op->head_ (); |
3348 | } |
3225 | |
3349 | get_rangevector (pl, op, &rv, 0x1); |
3226 | get_rangevector (pl, op, &rv, 0x1); |
3350 | |
3227 | |
3351 | /* starting with the 'head' part, lets loop |
3228 | /* starting with the 'head' part, lets loop |
3352 | * through the object and find if it has any |
3229 | * through the object and find if it has any |
3353 | * part that is in the los array but isnt on |
3230 | * part that is in the los array but isnt on |
… | |
… | |
3470 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3347 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3471 | int i = 0, j = 0; |
3348 | int i = 0, j = 0; |
3472 | |
3349 | |
3473 | /* get the appropriate treasurelist */ |
3350 | /* get the appropriate treasurelist */ |
3474 | if (atnr == ATNR_FIRE) |
3351 | if (atnr == ATNR_FIRE) |
3475 | trlist = find_treasurelist ("dragon_ability_fire"); |
3352 | trlist = treasurelist::find ("dragon_ability_fire"); |
3476 | else if (atnr == ATNR_COLD) |
3353 | else if (atnr == ATNR_COLD) |
3477 | trlist = find_treasurelist ("dragon_ability_cold"); |
3354 | trlist = treasurelist::find ("dragon_ability_cold"); |
3478 | else if (atnr == ATNR_ELECTRICITY) |
3355 | else if (atnr == ATNR_ELECTRICITY) |
3479 | trlist = find_treasurelist ("dragon_ability_elec"); |
3356 | trlist = treasurelist::find ("dragon_ability_elec"); |
3480 | else if (atnr == ATNR_POISON) |
3357 | else if (atnr == ATNR_POISON) |
3481 | trlist = find_treasurelist ("dragon_ability_poison"); |
3358 | trlist = treasurelist::find ("dragon_ability_poison"); |
3482 | |
3359 | |
3483 | if (trlist == NULL || who->type != PLAYER) |
3360 | if (trlist == NULL || who->type != PLAYER) |
3484 | return; |
3361 | return; |
3485 | |
3362 | |
3486 | 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++); |
3487 | |
3364 | |
3488 | if (tr == NULL || tr->item == NULL) |
3365 | if (!tr || !tr->item) |
3489 | { |
3366 | { |
3490 | /* 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]); */ |
3491 | return; |
3368 | return; |
3492 | } |
3369 | } |
3493 | |
3370 | |
… | |
… | |
3618 | * not readied. |
3495 | * not readied. |
3619 | */ |
3496 | */ |
3620 | void |
3497 | void |
3621 | player_unready_range_ob (player *pl, object *ob) |
3498 | player_unready_range_ob (player *pl, object *ob) |
3622 | { |
3499 | { |
3623 | rangetype i; |
|
|
3624 | |
|
|
3625 | 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)) |
3626 | { |
|
|
3627 | if (pl->ranges[i] == ob) |
3501 | if (pl->ranges[i] == ob) |
3628 | { |
3502 | { |
3629 | pl->ranges[i] = NULL; |
3503 | pl->ranges[i] = 0; |
3630 | if (pl->shoottype == i) |
3504 | if (pl->shoottype == i) |
3631 | { |
|
|
3632 | pl->shoottype = range_none; |
3505 | pl->shoottype = range_none; |
3633 | } |
|
|
3634 | } |
3506 | } |
3635 | } |
|
|
3636 | } |
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 | } |