1 | /* |
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2 | * static char *rcsid_player_c = |
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3 | * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
21 | |
16 | |
22 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | The author can be reached via e-mail to crossfire-devel@real-time.com |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
27 | */ |
22 | */ |
28 | |
23 | |
29 | #include <global.h> |
24 | #include <global.h> |
30 | #ifndef WIN32 /* ---win32 remove headers */ |
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31 | #include <pwd.h> |
25 | #include <pwd.h> |
32 | #endif |
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33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
26 | #include <sproto.h> |
35 | #endif |
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36 | #include <sounds.h> |
27 | #include <sounds.h> |
37 | #include <living.h> |
28 | #include <living.h> |
38 | #include <object.h> |
29 | #include <object.h> |
39 | #include <spells.h> |
30 | #include <spells.h> |
40 | #include <skills.h> |
31 | #include <skills.h> |
41 | #include <newclient.h> |
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42 | |
32 | |
43 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
44 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
45 | #endif |
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46 | |
35 | |
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36 | player * |
47 | player *find_player(const char *plname) |
37 | find_player (const char *plname) |
48 | { |
38 | { |
49 | player *pl; |
39 | for_all_players (pl) |
50 | for(pl=first_player;pl!=NULL;pl=pl->next) |
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51 | { |
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52 | if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) |
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
53 | return pl; |
41 | return pl; |
54 | }; |
42 | |
55 | return NULL; |
43 | return 0; |
56 | } |
44 | } |
57 | |
45 | |
58 | player* find_player_partial_name( const char* plname ) |
46 | void |
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47 | display_motd (const object *op) |
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48 | { |
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49 | char buf[MAX_BUF]; |
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50 | char motd[HUGE_BUF]; |
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51 | FILE *fp; |
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52 | int comp; |
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53 | int size; |
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54 | |
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55 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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56 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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57 | return; |
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58 | |
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59 | motd[0] = '\0'; |
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60 | size = 0; |
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61 | |
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62 | while (fgets (buf, MAX_BUF, fp)) |
59 | { |
63 | { |
60 | player* pl; |
64 | if (*buf == '#') |
61 | player* found = NULL; |
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62 | size_t namelen = strlen( plname ); |
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63 | for ( pl = first_player; pl != NULL; pl = pl->next ) |
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64 | { |
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65 | if ( strlen( pl->ob->name ) < namelen ) |
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66 | continue; |
65 | continue; |
67 | |
66 | |
68 | if ( !strcmp( pl->ob->name, plname) ) |
67 | strncat (motd + size, buf, HUGE_BUF - size); |
69 | return pl; |
68 | size += strlen (buf); |
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69 | } |
70 | |
70 | |
71 | if ( !strncasecmp( pl->ob->name, plname, namelen ) ) |
71 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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72 | close_and_delete (fp, comp); |
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73 | } |
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74 | |
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75 | void |
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76 | send_rules (const object *op) |
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77 | { |
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78 | char buf[MAX_BUF]; |
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79 | char rules[HUGE_BUF]; |
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80 | FILE *fp; |
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81 | int comp; |
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82 | int size; |
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83 | |
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84 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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85 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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86 | return; |
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87 | |
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88 | rules[0] = '\0'; |
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89 | size = 0; |
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90 | |
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91 | while (fgets (buf, MAX_BUF, fp)) |
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92 | { |
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93 | if (*buf == '#') |
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94 | continue; |
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95 | |
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96 | if (size + strlen (buf) >= HUGE_BUF) |
72 | { |
97 | { |
73 | if ( found ) |
98 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
74 | return NULL; |
99 | break; |
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100 | } |
75 | |
101 | |
76 | found = pl; |
102 | strncat (rules + size, buf, HUGE_BUF - size); |
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103 | size += strlen (buf); |
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104 | } |
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105 | |
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106 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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107 | close_and_delete (fp, comp); |
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108 | } |
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109 | |
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110 | void |
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111 | send_news (const object *op) |
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112 | { |
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113 | char buf[MAX_BUF]; |
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114 | char news[HUGE_BUF]; |
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115 | char subject[MAX_BUF]; |
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116 | FILE *fp; |
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117 | int comp; |
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118 | int size; |
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119 | |
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120 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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121 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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122 | return; |
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123 | |
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124 | news[0] = '\0'; |
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125 | subject[0] = '\0'; |
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126 | size = 0; |
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127 | |
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128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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129 | { |
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130 | if (*buf == '#') |
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131 | continue; |
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132 | |
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133 | if (*buf == '%') |
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134 | { /* send one news */ |
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135 | if (size > 0) |
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136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
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137 | strcpy (subject, buf + 1); |
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138 | strip_endline (subject); |
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139 | size = 0; |
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140 | news[0] = '\0'; |
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141 | } |
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142 | else |
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143 | { |
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144 | if (size + strlen (buf) >= HUGE_BUF) |
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145 | { |
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146 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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147 | break; |
77 | } |
148 | } |
78 | } |
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79 | return found; |
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80 | } |
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81 | |
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82 | void display_motd(const object *op) { |
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83 | char buf[MAX_BUF]; |
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84 | char motd[HUGE_BUF]; |
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85 | FILE *fp; |
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86 | int comp; |
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87 | int size; |
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88 | |
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89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
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90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
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91 | return; |
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92 | } |
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93 | motd[0]='\0'; |
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94 | size=0; |
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95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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96 | if( *buf == '#') |
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97 | continue; |
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98 | strncat(motd+size,buf,HUGE_BUF-size); |
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99 | size+=strlen(buf); |
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100 | } |
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101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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102 | close_and_delete(fp, comp); |
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103 | } |
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104 | |
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105 | void send_rules(const object *op) { |
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106 | char buf[MAX_BUF]; |
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107 | char rules[HUGE_BUF]; |
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108 | FILE *fp; |
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109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf(buf, "%s/%s", settings.confdir, settings.rules); |
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113 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
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114 | return; |
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115 | } |
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116 | rules[0]='\0'; |
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117 | size=0; |
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118 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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119 | if( *buf == '#') |
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120 | continue; |
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121 | if (size + strlen(buf)>=HUGE_BUF) |
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122 | { |
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123 | LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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124 | break; |
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125 | } |
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126 | strncat(rules+size,buf,HUGE_BUF-size); |
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127 | size+=strlen(buf); |
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128 | } |
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129 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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130 | close_and_delete(fp, comp); |
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131 | } |
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132 | |
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133 | void send_news(const object *op) { |
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134 | char buf[MAX_BUF]; |
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135 | char news[HUGE_BUF]; |
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136 | char subject[MAX_BUF]; |
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137 | FILE *fp; |
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138 | int comp; |
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139 | int size; |
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140 | |
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141 | sprintf(buf, "%s/%s", settings.confdir, settings.news); |
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142 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) |
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143 | return; |
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144 | news[0]='\0'; |
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145 | subject[0]='\0'; |
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146 | size=0; |
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147 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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148 | if( *buf == '#') |
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149 | continue; |
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150 | if ( *buf =='%'){ /* send one news */ |
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151 | if (size>0) |
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152 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
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153 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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154 | "INFORMATION: %s\n%s", |
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155 | "%s\n%s", |
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156 | subject, news); /*send previously read news*/ |
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157 | strcpy(subject,buf+1); |
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158 | strip_endline(subject); |
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159 | size=0; |
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160 | news[0]='\0'; |
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161 | } |
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162 | else{ |
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163 | if (size + strlen(buf)>=HUGE_BUF) |
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164 | { |
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165 | LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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166 | break; |
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167 | } |
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168 | strncat(news+size,buf,HUGE_BUF-size); |
149 | strncat (news + size, buf, HUGE_BUF - size); |
169 | size+=strlen(buf); |
150 | size += strlen (buf); |
170 | } |
151 | } |
171 | } |
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172 | |
152 | } |
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153 | |
173 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
174 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
175 | "INFORMATION: %s\n%s\n", |
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176 | "%s\n%s", |
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177 | subject, news); |
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178 | close_and_delete(fp, comp); |
156 | close_and_delete (fp, comp); |
179 | } |
157 | } |
180 | |
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181 | int playername_ok(const char *cp) { |
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182 | /* Don't allow - or _ as first character in the name */ |
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183 | if (*cp == '-' || *cp == '_') return 0; |
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184 | |
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185 | for(;*cp!='\0';cp++) |
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186 | if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
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187 | return 0; |
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188 | return 1; |
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189 | } |
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190 | |
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191 | /* This no longer sets the player map. Also, it now updates |
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192 | * all the pointers so the caller doesn't need to do that. |
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193 | * Caller is responsible for setting the correct map. |
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194 | */ |
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195 | |
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196 | /* Redo this to do both get_player_ob and get_player. |
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197 | * Hopefully this will be less bugfree and simpler. |
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198 | * Returns the player structure. If 'p' is null, |
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199 | * we create a new one. Otherwise, we recycle |
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200 | * the one that is passed. |
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201 | */ |
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202 | static player* get_player(player *p) { |
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203 | object *op=arch_to_object(get_player_archetype(NULL)); |
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204 | int i; |
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205 | |
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206 | if (!p) { |
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207 | p = (player *) malloc(sizeof(player)); |
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208 | if(p==NULL) |
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209 | fatal(OUT_OF_MEMORY); |
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210 | |
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211 | /* This adds the player in the linked list. There is extra |
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212 | * complexity here because we want to add the new player at the |
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213 | * end of the list - there is in fact no compelling reason that |
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214 | * that needs to be done except for things like output of |
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215 | * 'who'. |
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216 | */ |
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217 | player *tmp = first_player; |
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218 | while(tmp!=NULL&&tmp->next!=NULL) |
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219 | tmp=tmp->next; |
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220 | if(tmp!=NULL) |
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221 | tmp->next=p; |
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222 | else |
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223 | first_player=p; |
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224 | |
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225 | p->next = NULL; |
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226 | } |
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227 | |
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228 | /* Clears basically the entire player structure except |
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229 | * for next and socket. |
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230 | */ |
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231 | memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); |
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232 | p->attachable_init (); //HACK |
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233 | |
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234 | /* There are some elements we want initialized to non zero value - |
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235 | * we deal with that below this point. |
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236 | */ |
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237 | p->party=NULL; |
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238 | p->outputs_sync=16; /* Every 2 seconds */ |
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239 | p->outputs_count=1; /* Keeps present behaviour */ |
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240 | p->unapply = unapply_nochoice; |
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241 | p->Swap_First = -1; |
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242 | |
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243 | #ifdef AUTOSAVE |
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244 | p->last_save_tick = 9999999; |
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245 | #endif |
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246 | |
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247 | strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ |
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248 | |
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249 | op->contr=p; /* this aren't yet in archetype */ |
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250 | p->ob = op; |
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251 | op->speed_left=0.5; |
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252 | op->speed=1.0; |
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253 | op->direction=5; /* So player faces south */ |
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254 | op->stats.wc=2; |
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255 | op->run_away = 25; /* Then we panick... */ |
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256 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
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257 | |
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258 | roll_stats(op); |
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259 | p->state=ST_ROLL_STAT; |
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260 | clear_los(op); |
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261 | |
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262 | p->gen_sp_armour=10; |
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263 | p->last_speed= -1; |
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264 | p->shoottype=range_none; |
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265 | p->bowtype=bow_normal; |
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266 | p->petmode=pet_normal; |
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267 | p->listening=10; |
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268 | p->usekeys=containers; |
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269 | p->last_weapon_sp= -1; |
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270 | p->peaceful=1; /* default peaceful */ |
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271 | p->do_los=1; |
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272 | p->explore=0; |
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273 | p->no_shout=0; /* default can shout */ |
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274 | |
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275 | strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); |
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276 | p->title[sizeof(p->title)-1] = '\0'; |
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277 | op->race = add_string (op->arch->clone.race); |
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278 | |
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279 | CLEAR_FLAG(op,FLAG_READY_SKILL); |
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280 | |
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281 | /* we need to clear these to -1 and not zero - otherwise, |
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282 | * if a player quits and starts a new character, we wont |
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283 | * send new values to the client, as things like exp start |
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284 | * at zero. |
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285 | */ |
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286 | for (i=0; i < NUM_SKILLS; i++) { |
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287 | p->last_skill_exp[i] = -1; |
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288 | p->last_skill_ob[i] = NULL; |
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289 | } |
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290 | for (i=0; i < NROFATTACKS; i++) { |
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291 | p->last_resist[i] = -1; |
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292 | } |
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293 | p->last_stats.exp = -1; |
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294 | p->last_weight = (uint32)-1; |
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295 | |
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296 | p->socket.update_look=0; |
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297 | p->socket.look_position=0; |
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298 | return p; |
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299 | } |
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300 | |
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301 | |
158 | |
302 | /* This loads the first map an puts the player on it. */ |
159 | /* This loads the first map an puts the player on it. */ |
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160 | static void |
303 | static void set_first_map(object *op) |
161 | set_first_map (object *op) |
304 | { |
162 | { |
305 | strcpy(op->contr->maplevel, first_map_path); |
163 | strcpy (op->contr->maplevel, first_map_path); |
306 | op->x = -1; |
164 | op->x = -1; |
307 | op->y = -1; |
165 | op->y = -1; |
308 | enter_exit(op, NULL); |
166 | enter_exit (op, 0); |
309 | } |
167 | } |
310 | |
168 | |
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169 | // connect the player with a specific client |
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170 | // also changed, rationalises, and fixes some incorrect settings |
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171 | void |
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172 | player::connect (client *ns) |
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173 | { |
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174 | this->ns = ns; |
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175 | ns->pl = this; |
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176 | |
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177 | next = first_player; |
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178 | first_player = this; |
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179 | |
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180 | ns->update_look = 0; |
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181 | ns->look_position = 0; |
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182 | |
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183 | clear_los (ob); |
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184 | |
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185 | /* make sure he's a player -- needed because of class change. */ |
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186 | ob->type = PLAYER; // we are paranoid |
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187 | ob->race = ob->arch->clone.race; |
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188 | |
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189 | if (!legal_range (ob, shoottype)) |
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190 | shoottype = range_none; |
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191 | |
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192 | ob->carrying = sum_weight (ob); |
|
|
193 | link_player_skills (ob); |
|
|
194 | |
|
|
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
196 | ob->set_speed (ob->speed); |
|
|
197 | |
|
|
198 | assign (title, ob->arch->clone.name); |
|
|
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
|
203 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
206 | */ |
|
|
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
209 | |
|
|
210 | /* if it's a dragon player, set the correct title here */ |
|
|
211 | if (is_dragon_pl (ob)) |
|
|
212 | { |
|
|
213 | object *tmp, *abil = 0, *skin = 0; |
|
|
214 | |
|
|
215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
217 | |
|
|
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
219 | if (tmp->type == FORCE) |
|
|
220 | if (tmp->arch->name == dragon_ability_force) |
|
|
221 | abil = tmp; |
|
|
222 | else if (tmp->arch->name == dragon_skin_force) |
|
|
223 | skin = tmp; |
|
|
224 | |
|
|
225 | set_dragon_name (ob, abil, skin); |
|
|
226 | } |
|
|
227 | |
|
|
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
229 | add_friendly_object (ob); |
|
|
230 | |
|
|
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
232 | |
|
|
233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
|
235 | |
|
|
236 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
237 | |
|
|
238 | ob->update_stats (); |
|
|
239 | ns->floorbox_update (); |
|
|
240 | |
|
|
241 | esrv_send_inventory (ob, ob); |
|
|
242 | esrv_add_spells (this, 0); |
|
|
243 | |
|
|
244 | enter_exit (ob, 0); |
|
|
245 | |
|
|
246 | send_rules (ob); |
|
|
247 | send_news (ob); |
|
|
248 | display_motd (ob); |
|
|
249 | INVOKE_PLAYER (LOGIN, this); |
|
|
250 | } |
|
|
251 | |
|
|
252 | void |
|
|
253 | player::disconnect () |
|
|
254 | { |
|
|
255 | //TODO: don't be so harsh and destroy :) |
|
|
256 | if (ns) |
|
|
257 | destroy (); |
|
|
258 | } |
|
|
259 | |
|
|
260 | // the need for this function can be explained |
|
|
261 | // by load_object not returning the object |
|
|
262 | void |
|
|
263 | player::set_object (object *op) |
|
|
264 | { |
|
|
265 | ob = op; |
|
|
266 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
267 | |
|
|
268 | ob->speed_left = 0.5; |
|
|
269 | ob->speed = 1.0; |
|
|
270 | ob->direction = 5; /* So player faces south */ |
|
|
271 | ob->stats.wc = 2; |
|
|
272 | ob->run_away = 25; /* Then we panick... */ |
|
|
273 | |
|
|
274 | set_first_map (ob); |
|
|
275 | |
|
|
276 | ob->roll_stats (); |
|
|
277 | } |
|
|
278 | |
|
|
279 | player::player () |
|
|
280 | { |
|
|
281 | /* There are some elements we want initialized to non zero value - |
|
|
282 | * we deal with that below this point. |
|
|
283 | */ |
|
|
284 | outputs_sync = 16; /* Every 2 seconds */ |
|
|
285 | outputs_count = 8; /* Keeps present behaviour */ |
|
|
286 | unapply = unapply_nochoice; |
|
|
287 | |
|
|
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
|
|
289 | |
|
|
290 | gen_sp_armour = 10; |
|
|
291 | last_speed = -1; |
|
|
292 | shoottype = range_none; |
|
|
293 | bowtype = bow_normal; |
|
|
294 | petmode = pet_normal; |
|
|
295 | listening = 10; |
|
|
296 | usekeys = containers; |
|
|
297 | last_weapon_sp = -1; |
|
|
298 | peaceful = 1; /* default peaceful */ |
|
|
299 | do_los = 1; |
|
|
300 | |
|
|
301 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
302 | * if a player quits and starts a new character, we wont |
|
|
303 | * send new values to the client, as things like exp start |
|
|
304 | * at zero. |
|
|
305 | */ |
|
|
306 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
307 | last_skill_exp[i] = -1; |
|
|
308 | |
|
|
309 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
310 | last_resist[i] = -1; |
|
|
311 | |
|
|
312 | last_stats.exp = -1; |
|
|
313 | last_weight = (uint32) - 1; |
|
|
314 | } |
|
|
315 | |
|
|
316 | void |
|
|
317 | player::do_destroy () |
|
|
318 | { |
|
|
319 | attachable::do_destroy (); |
|
|
320 | |
|
|
321 | save (false); |
|
|
322 | enable_save = false; |
|
|
323 | |
|
|
324 | disconnect (); |
|
|
325 | |
|
|
326 | terminate_all_pets (ob); |
|
|
327 | |
|
|
328 | if (first_player != this) |
|
|
329 | { |
|
|
330 | player *prev = first_player; |
|
|
331 | |
|
|
332 | while (prev && prev->next && prev->next != this) |
|
|
333 | prev = prev->next; |
|
|
334 | |
|
|
335 | if (prev->next != this) |
|
|
336 | { |
|
|
337 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
338 | abort (); |
|
|
339 | } |
|
|
340 | |
|
|
341 | prev->next = next; |
|
|
342 | } |
|
|
343 | else |
|
|
344 | first_player = next; |
|
|
345 | |
|
|
346 | if (ob) |
|
|
347 | { |
|
|
348 | ob->destroy_inv (false); |
|
|
349 | ob->destroy (true); |
|
|
350 | } |
|
|
351 | |
|
|
352 | if (ns) |
|
|
353 | { |
|
|
354 | client *ns = this->ns; |
|
|
355 | ns->send_packet ("goodbye"); |
|
|
356 | ns->flush (); |
|
|
357 | ns->pl = 0; |
|
|
358 | this->ns = 0; |
|
|
359 | ns->destroy (); |
|
|
360 | } |
|
|
361 | } |
|
|
362 | |
|
|
363 | player::~player () |
|
|
364 | { |
|
|
365 | /* Clear item stack */ |
|
|
366 | free (stack_items); |
|
|
367 | } |
|
|
368 | |
311 | /* Tries to add player on the connection passwd in ns. |
369 | /* Tries to add player on the connection passed in ns. |
312 | * All we can really get in this is some settings like host and display |
370 | * All we can really get in this is some settings like host and display |
313 | * mode. |
371 | * mode. |
314 | */ |
372 | */ |
|
|
373 | player * |
|
|
374 | player::create () |
|
|
375 | { |
|
|
376 | player *pl = new player; |
315 | |
377 | |
316 | int add_player(NewSocket *ns) { |
378 | pl->set_object (arch_to_object (get_player_archetype (0))); |
317 | player *p; |
|
|
318 | |
379 | |
319 | p=get_player(NULL); |
|
|
320 | p->socket = *ns; |
|
|
321 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
322 | if(p->socket.faces_sent == NULL) |
|
|
323 | fatal(OUT_OF_MEMORY); |
|
|
324 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
325 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
326 | * Note that this can result in a client reset if there is partial data |
|
|
327 | * on the uncoming socket. |
|
|
328 | */ |
|
|
329 | p->socket.inbuf.len = 0; |
|
|
330 | set_first_map(p->ob); |
|
|
331 | |
|
|
332 | CLEAR_FLAG(p->ob, FLAG_FRIENDLY); |
|
|
333 | add_friendly_object(p->ob); |
|
|
334 | send_rules(p->ob); |
|
|
335 | send_news(p->ob); |
|
|
336 | display_motd(p->ob); |
|
|
337 | get_name(p->ob); |
|
|
338 | return 0; |
380 | return pl; |
339 | } |
381 | } |
340 | |
382 | |
341 | /* |
383 | /* |
342 | * get_player_archetype() return next player archetype from archetype |
384 | * get_player_archetype() return next player archetype from archetype |
343 | * list. Not very efficient routine, but used only creating new players. |
385 | * list. Not very efficient routine, but used only creating new players. |
344 | * Note: there MUST be at least one player archetype! |
386 | * Note: there MUST be at least one player archetype! |
345 | */ |
387 | */ |
|
|
388 | archetype * |
346 | archetype *get_player_archetype(archetype* at) |
389 | get_player_archetype (archetype *at) |
347 | { |
390 | { |
348 | archetype *start = at; |
391 | archetype *start = at; |
|
|
392 | |
349 | for (;;) { |
393 | for (;;) |
|
|
394 | { |
350 | if (at==NULL || at->next==NULL) |
395 | if (at == NULL || at->next == NULL) |
351 | at=first_archetype; |
396 | at = first_archetype; |
352 | else |
397 | else |
353 | at=at->next; |
398 | at = at->next; |
|
|
399 | |
354 | if(at->clone.type==PLAYER) |
400 | if (at->clone.type == PLAYER) |
355 | return at; |
401 | return at; |
|
|
402 | |
356 | if (at == start) { |
403 | if (at == start) |
|
|
404 | { |
357 | LOG (llevError, "No Player archetypes\n"); |
405 | LOG (llevError, "No Player archetypes\n"); |
358 | exit (-1); |
406 | exit (-1); |
359 | } |
407 | } |
360 | } |
408 | } |
361 | } |
409 | } |
362 | |
410 | |
363 | |
411 | object * |
364 | object *get_nearest_player(object *mon) { |
412 | get_nearest_player (object *mon) |
|
|
413 | { |
365 | object *op = NULL; |
414 | object *op = NULL; |
366 | player *pl = NULL; |
|
|
367 | objectlink *ol; |
415 | objectlink *ol; |
368 | unsigned lastdist; |
416 | unsigned lastdist; |
369 | rv_vector rv; |
417 | rv_vector rv; |
370 | |
418 | |
371 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
419 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
|
|
420 | { |
372 | /* We should not find free objects on this friendly list, but it |
421 | /* We should not find free objects on this friendly list, but it |
373 | * does periodically happen. Given that, lets deal with it. |
422 | * does periodically happen. Given that, lets deal with it. |
374 | * While unlikely, it is possible the next object on the friendly |
423 | * While unlikely, it is possible the next object on the friendly |
375 | * list is also free, so encapsulate this in a while loop. |
424 | * list is also free, so encapsulate this in a while loop. |
376 | */ |
425 | */ |
377 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
426 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
427 | { |
378 | object *tmp=ol->ob; |
428 | object *tmp = ol->ob; |
379 | |
429 | |
380 | /* Can't do much more other than log the fact, because the object |
430 | /* Can't do much more other than log the fact, because the object |
381 | * itself will have been cleared. |
431 | * itself will have been cleared. |
382 | */ |
432 | */ |
383 | LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
433 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
384 | ol = ol->next; |
434 | ol = ol->next; |
385 | remove_friendly_object(tmp); |
435 | remove_friendly_object (tmp); |
|
|
436 | if (!ol) |
386 | if (!ol) return op; |
437 | return op; |
387 | } |
438 | } |
388 | |
439 | |
389 | /* Remove special check for player from this. First, it looks to cause |
440 | /* Remove special check for player from this. First, it looks to cause |
390 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
441 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
391 | * complicated method of state checking would be needed in any case - |
442 | * complicated method of state checking would be needed in any case - |
392 | * as it was, a clever player could type quit, and the function would |
443 | * as it was, a clever player could type quit, and the function would |
393 | * skip them over while waiting for confirmation. Remove |
444 | * skip them over while waiting for confirmation. Remove |
394 | * on_same_map check, as can_detect_enemy also does this |
445 | * on_same_map check, as can_detect_enemy also does this |
395 | */ |
446 | */ |
396 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
447 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
397 | continue; |
448 | continue; |
398 | |
449 | |
399 | if(lastdist>rv.distance) { |
450 | if (lastdist > rv.distance) |
|
|
451 | { |
400 | op=ol->ob; |
452 | op = ol->ob; |
401 | lastdist=rv.distance; |
453 | lastdist = rv.distance; |
402 | } |
454 | } |
403 | } |
455 | } |
404 | for (pl=first_player; pl != NULL; pl=pl->next) { |
456 | |
|
|
457 | for_all_players (pl) |
405 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
458 | if (can_detect_enemy (mon, pl->ob, &rv)) |
406 | |
|
|
407 | if(lastdist>rv.distance) { |
459 | if (lastdist > rv.distance) |
408 | op=pl->ob; |
|
|
409 | lastdist=rv.distance; |
|
|
410 | } |
|
|
411 | } |
460 | { |
412 | } |
461 | op = pl->ob; |
|
|
462 | lastdist = rv.distance; |
|
|
463 | } |
|
|
464 | |
413 | #if 0 |
465 | #if 0 |
414 | LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); |
466 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
415 | #endif |
467 | #endif |
416 | return op; |
468 | return op; |
417 | } |
469 | } |
418 | |
470 | |
419 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
471 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
420 | * result in a monster paths backtracking. It basically determines how large a |
472 | * result in a monster paths backtracking. It basically determines how large a |
421 | * detour a monster will take from the direction path when looking |
473 | * detour a monster will take from the direction path when looking |
… | |
… | |
435 | * circling behaviour. Unfortunately, this function is also used to determined |
487 | * circling behaviour. Unfortunately, this function is also used to determined |
436 | * if the creature should cast a spell, so returning a direction in that case |
488 | * if the creature should cast a spell, so returning a direction in that case |
437 | * is probably not a good thing. |
489 | * is probably not a good thing. |
438 | */ |
490 | */ |
439 | #define MAX_SPACES 50 |
491 | #define MAX_SPACES 50 |
440 | |
|
|
441 | |
492 | |
442 | /* |
493 | /* |
443 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
494 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
444 | * modified to verify there is a path to the player. Does this by stepping towards |
495 | * modified to verify there is a path to the player. Does this by stepping towards |
445 | * player and if path is blocked then see if blockage is close enough to player that |
496 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
458 | * monster can in fact move one space in that direction. |
509 | * monster can in fact move one space in that direction. |
459 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
510 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
460 | * since only simple checks to blocked are being called, which could mean the monster |
511 | * since only simple checks to blocked are being called, which could mean the monster |
461 | * is blocking itself. |
512 | * is blocking itself. |
462 | */ |
513 | */ |
|
|
514 | int |
463 | int path_to_player(object *mon, object *pl, unsigned mindiff) { |
515 | path_to_player (object *mon, object *pl, unsigned mindiff) |
|
|
516 | { |
464 | rv_vector rv; |
517 | rv_vector rv; |
465 | sint16 x,y; |
518 | sint16 x, y; |
466 | int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; |
519 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
467 | mapstruct *m ,*lastmap; |
520 | maptile *m, *lastmap; |
468 | |
521 | |
469 | get_rangevector(mon, pl, &rv, 0); |
522 | get_rangevector (mon, pl, &rv, 0); |
470 | |
523 | |
471 | if (rv.distance<mindiff) return 0; |
524 | if (rv.distance < mindiff) |
|
|
525 | return 0; |
472 | |
526 | |
473 | x=mon->x; |
527 | x = mon->x; |
474 | y=mon->y; |
528 | y = mon->y; |
475 | m=mon->map; |
529 | m = mon->map; |
476 | dir = rv.direction; |
530 | dir = rv.direction; |
477 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
531 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
478 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
532 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
479 | /* If we can't solve it within the search distance, return now. */ |
533 | /* If we can't solve it within the search distance, return now. */ |
480 | if (diff>max) return 0; |
534 | if (diff > max) |
|
|
535 | return 0; |
481 | while (diff >1 && max>0) { |
536 | while (diff > 1 && max > 0) |
|
|
537 | { |
482 | lastx = x; |
538 | lastx = x; |
483 | lasty = y; |
539 | lasty = y; |
484 | lastmap = m; |
540 | lastmap = m; |
485 | x = lastx + freearr_x[dir]; |
541 | x = lastx + freearr_x[dir]; |
486 | y = lasty + freearr_y[dir]; |
542 | y = lasty + freearr_y[dir]; |
487 | |
543 | |
488 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
544 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
489 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
545 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
490 | |
546 | |
491 | /* Space is blocked - try changing direction a little */ |
547 | /* Space is blocked - try changing direction a little */ |
492 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) |
548 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
493 | && (m == mon->map && blocked_link(mon, m, x, y)))) { |
549 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
|
|
550 | { |
494 | /* recalculate direction from last good location. Possible |
551 | /* recalculate direction from last good location. Possible |
495 | * we were not traversing ideal location before. |
552 | * we were not traversing ideal location before. |
496 | */ |
553 | */ |
497 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
554 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
498 | if (rv.direction != dir) { |
555 | if (rv.direction != dir) |
|
|
556 | { |
499 | /* OK - says direction should be different - lets reset the |
557 | /* OK - says direction should be different - lets reset the |
500 | * the values so it will try again. |
558 | * the values so it will try again. |
501 | */ |
559 | */ |
502 | x = lastx; |
560 | x = lastx; |
503 | y = lasty; |
561 | y = lasty; |
504 | m = lastmap; |
562 | m = lastmap; |
505 | dir = firstdir = rv.direction; |
563 | dir = firstdir = rv.direction; |
|
|
564 | } |
506 | } else { |
565 | else |
|
|
566 | { |
507 | /* direct path is blocked - try taking a side step to |
567 | /* direct path is blocked - try taking a side step to |
508 | * either the left or right. |
568 | * either the left or right. |
509 | * Note increase the values in the loop below to be |
569 | * Note increase the values in the loop below to be |
510 | * more than -1/1 respectively will mean the monster takes |
570 | * more than -1/1 respectively will mean the monster takes |
511 | * bigger detour. Have to be careful about these values getting |
571 | * bigger detour. Have to be careful about these values getting |
512 | * too big (3 or maybe 4 or higher) as the monster may just try |
572 | * too big (3 or maybe 4 or higher) as the monster may just try |
513 | * stepping back and forth |
573 | * stepping back and forth |
514 | */ |
574 | */ |
515 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
575 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
|
|
576 | { |
|
|
577 | if (i == 0) |
516 | if (i==0) continue; /* already did this, so skip it */ |
578 | continue; /* already did this, so skip it */ |
517 | /* Use lastdir here - otherwise, |
579 | /* Use lastdir here - otherwise, |
518 | * since the direction that the creature should move in |
580 | * since the direction that the creature should move in |
519 | * may change, you could get infinite loops. |
581 | * may change, you could get infinite loops. |
520 | * ie, player is northwest, but monster can only |
582 | * ie, player is northwest, but monster can only |
521 | * move west, so it does that. It goes some distance, |
583 | * move west, so it does that. It goes some distance, |
522 | * gets blocked, finds that it should move north, |
584 | * gets blocked, finds that it should move north, |
523 | * can't do that, but now finds it can move east, and |
585 | * can't do that, but now finds it can move east, and |
524 | * gets back to its original point. lastdir contains |
586 | * gets back to its original point. lastdir contains |
525 | * the last direction the creature has successfully |
587 | * the last direction the creature has successfully |
526 | * moved. |
588 | * moved. |
527 | */ |
589 | */ |
528 | |
590 | |
529 | x = lastx + freearr_x[absdir(lastdir+i)]; |
591 | x = lastx + freearr_x[absdir (lastdir + i)]; |
530 | y = lasty + freearr_y[absdir(lastdir+i)]; |
592 | y = lasty + freearr_y[absdir (lastdir + i)]; |
531 | m = lastmap; |
593 | m = lastmap; |
532 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
594 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
533 | if (mflags & P_OUT_OF_MAP) continue; |
595 | if (mflags & P_OUT_OF_MAP) |
|
|
596 | continue; |
534 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
597 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
535 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
598 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
|
|
599 | continue; |
536 | if (mflags & P_BLOCKSVIEW) continue; |
600 | if (mflags & P_BLOCKSVIEW) |
|
|
601 | continue; |
537 | |
602 | |
538 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
603 | if (m == mon->map && blocked_link (mon, m, x, y)) |
|
|
604 | break; |
539 | } |
605 | } |
540 | /* go through entire loop without finding a valid |
606 | /* go through entire loop without finding a valid |
541 | * sidestep to take - thus, no valid path. |
607 | * sidestep to take - thus, no valid path. |
542 | */ |
608 | */ |
543 | if (i==(DETOUR_AMOUNT+1)) |
609 | if (i == (DETOUR_AMOUNT + 1)) |
544 | return 0; |
610 | return 0; |
545 | diff--; |
611 | diff--; |
546 | lastdir=dir; |
612 | lastdir = dir; |
547 | max--; |
613 | max--; |
548 | if (!firstdir) firstdir = dir+i; |
614 | if (!firstdir) |
|
|
615 | firstdir = dir + i; |
549 | } /* else check alternate directions */ |
616 | } /* else check alternate directions */ |
550 | } /* if blocked */ |
617 | } /* if blocked */ |
551 | else { |
618 | else |
|
|
619 | { |
552 | /* we moved towards creature, so diff is less */ |
620 | /* we moved towards creature, so diff is less */ |
553 | diff--; |
621 | diff--; |
554 | max--; |
622 | max--; |
555 | lastdir=dir; |
623 | lastdir = dir; |
|
|
624 | if (!firstdir) |
556 | if (!firstdir) firstdir = dir; |
625 | firstdir = dir; |
|
|
626 | } |
|
|
627 | if (diff <= 1) |
557 | } |
628 | { |
558 | if (diff<=1) { |
|
|
559 | /* Recalculate diff (distance) because we may not have actually |
629 | /* Recalculate diff (distance) because we may not have actually |
560 | * headed toward player for entire distance. |
630 | * headed toward player for entire distance. |
561 | */ |
631 | */ |
562 | get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
563 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
633 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
564 | } |
634 | } |
565 | if (diff>max) return 0; |
635 | if (diff > max) |
|
|
636 | return 0; |
566 | } |
637 | } |
567 | /* If we reached the max, didn't find a direction in time */ |
638 | /* If we reached the max, didn't find a direction in time */ |
568 | if (!max) return 0; |
639 | if (!max) |
|
|
640 | return 0; |
569 | |
641 | |
570 | return firstdir; |
642 | return firstdir; |
571 | } |
643 | } |
572 | |
644 | |
|
|
645 | void |
573 | void give_initial_items(object *pl,treasurelist *items) { |
646 | give_initial_items (object *pl, treasurelist * items) |
|
|
647 | { |
574 | object *op,*next=NULL; |
648 | object *op, *next = NULL; |
575 | |
649 | |
576 | if(pl->randomitems!=NULL) |
650 | if (pl->randomitems != NULL) |
577 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
651 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
578 | |
652 | |
579 | for (op=pl->inv; op; op=next) { |
653 | for (op = pl->inv; op; op = next) |
|
|
654 | { |
580 | next = op->below; |
655 | next = op->below; |
581 | |
656 | |
582 | /* Forces get applied per default, unless they have the |
657 | /* Forces get applied per default, unless they have the |
583 | * flag "neutral" set. Sorry but I can't think of a better way |
658 | * flag "neutral" set. Sorry but I can't think of a better way |
584 | */ |
659 | */ |
585 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
660 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
586 | SET_FLAG(op,FLAG_APPLIED); |
661 | SET_FLAG (op, FLAG_APPLIED); |
587 | |
662 | |
588 | /* we never give weapons/armour if these cannot be used |
663 | /* we never give weapons/armour if these cannot be used |
589 | * by this player due to race restrictions |
664 | * by this player due to race restrictions |
590 | */ |
665 | */ |
591 | if (pl->type == PLAYER) { |
666 | if (pl->type == PLAYER) |
|
|
667 | { |
592 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
668 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
593 | (op->type == ARMOUR || op->type == BOOTS || |
669 | (op->type == ARMOUR || op->type == BOOTS || |
594 | op->type == CLOAK || op->type == HELMET || |
670 | op->type == CLOAK || op->type == HELMET || |
595 | op->type == SHIELD || op->type == GLOVES || |
671 | op->type == SHIELD || op->type == GLOVES || |
596 | op->type == BRACERS || op->type == GIRDLE)) || |
672 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
597 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
|
|
598 | remove_ob (op); |
|
|
599 | free_object (op); |
|
|
600 | continue; |
|
|
601 | } |
673 | { |
602 | } |
674 | op->destroy (); |
603 | |
|
|
604 | /* This really needs to be better - we should really give |
|
|
605 | * a substitute spellbook. The problem is that we don't really |
|
|
606 | * have a good idea what to replace it with (need something like |
|
|
607 | * a first level treasurelist for each skill.) |
|
|
608 | * remove duplicate skills also |
|
|
609 | */ |
|
|
610 | if(op->type==SPELLBOOK || op->type == SKILL) { |
|
|
611 | object *tmp; |
|
|
612 | |
|
|
613 | for (tmp=op->below; tmp; tmp=tmp->below) |
|
|
614 | if (tmp->type == op->type && tmp->name == op->name) break; |
|
|
615 | |
|
|
616 | if (tmp) { |
|
|
617 | remove_ob(op); |
|
|
618 | free_object(op); |
|
|
619 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
|
|
620 | tmp->name); |
|
|
621 | continue; |
675 | continue; |
622 | } |
676 | } |
623 | if (op->nrof > 1) op->nrof = 1; |
677 | } |
|
|
678 | |
|
|
679 | /* This really needs to be better - we should really give |
|
|
680 | * a substitute spellbook. The problem is that we don't really |
|
|
681 | * have a good idea what to replace it with (need something like |
|
|
682 | * a first level treasurelist for each skill.) |
|
|
683 | * remove duplicate skills also |
|
|
684 | */ |
|
|
685 | if (op->type == SPELLBOOK || op->type == SKILL) |
624 | } |
686 | { |
|
|
687 | object *tmp; |
625 | |
688 | |
|
|
689 | for (tmp = op->below; tmp; tmp = tmp->below) |
|
|
690 | if (tmp->type == op->type && tmp->name == op->name) |
|
|
691 | break; |
|
|
692 | |
|
|
693 | if (tmp) |
|
|
694 | { |
|
|
695 | op->destroy (); |
|
|
696 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
|
|
697 | continue; |
|
|
698 | } |
|
|
699 | |
|
|
700 | if (op->nrof > 1) |
|
|
701 | op->nrof = 1; |
|
|
702 | } |
|
|
703 | |
626 | if (op->type == SPELLBOOK && op->inv) { |
704 | if (op->type == SPELLBOOK && op->inv) |
|
|
705 | { |
627 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
706 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
628 | } |
707 | } |
629 | |
708 | |
630 | /* Give starting characters identified, uncursed, and undamned |
709 | /* Give starting characters identified, uncursed, and undamned |
631 | * items. Just don't identify gold or silver, or it won't be |
710 | * items. Just don't identify gold or silver, or it won't be |
632 | * merged properly. |
711 | * merged properly. |
633 | */ |
712 | */ |
634 | if (need_identify(op)) { |
713 | if (need_identify (op)) |
|
|
714 | { |
635 | SET_FLAG(op, FLAG_IDENTIFIED); |
715 | SET_FLAG (op, FLAG_IDENTIFIED); |
636 | CLEAR_FLAG(op, FLAG_CURSED); |
716 | CLEAR_FLAG (op, FLAG_CURSED); |
637 | CLEAR_FLAG(op, FLAG_DAMNED); |
717 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
718 | } |
|
|
719 | if (op->type == SPELL) |
638 | } |
720 | { |
639 | if(op->type==SPELL) { |
721 | op->destroy (); |
640 | remove_ob(op); |
|
|
641 | free_object(op); |
|
|
642 | continue; |
722 | continue; |
|
|
723 | } |
|
|
724 | else if (op->type == SKILL) |
643 | } |
725 | { |
644 | else if(op->type==SKILL) { |
|
|
645 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
726 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
646 | op->stats.exp = 0; |
727 | op->stats.exp = 0; |
647 | op->level = 1; |
728 | op->level = 1; |
648 | } |
729 | } |
649 | /* lock all 'normal items by default */ |
730 | /* lock all 'normal items by default */ |
|
|
731 | else |
650 | else SET_FLAG(op, FLAG_INV_LOCKED); |
732 | SET_FLAG (op, FLAG_INV_LOCKED); |
651 | } /* for loop of objects in player inv */ |
733 | } /* for loop of objects in player inv */ |
652 | |
734 | |
653 | /* Need to set up the skill pointers */ |
735 | /* Need to set up the skill pointers */ |
654 | link_player_skills(pl); |
736 | link_player_skills (pl); |
655 | } |
737 | } |
656 | |
738 | |
657 | void get_name(object *op) { |
739 | void |
658 | op->contr->write_buf[0]='\0'; |
|
|
659 | op->contr->state=ST_GET_NAME; |
|
|
660 | send_query(&op->contr->socket,0,"What is your name?\n:"); |
|
|
661 | } |
|
|
662 | |
|
|
663 | void get_password(object *op) { |
|
|
664 | op->contr->write_buf[0]='\0'; |
|
|
665 | op->contr->state=ST_GET_PASSWORD; |
|
|
666 | send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
667 | } |
|
|
668 | |
|
|
669 | void play_again(object *op) |
|
|
670 | { |
|
|
671 | op->contr->state=ST_PLAY_AGAIN; |
|
|
672 | op->chosen_skill = NULL; |
|
|
673 | send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
674 | /* a bit of a hack, but there are various places early in th |
|
|
675 | * player creation process that a user can quit (eg, roll |
|
|
676 | * stats) that isn't removing the player. Taking a quick |
|
|
677 | * look, there are many places that call play_again without |
|
|
678 | * removing the player - it probably makes more sense |
|
|
679 | * to leave it to play_again to remove the object in all |
|
|
680 | * cases. |
|
|
681 | */ |
|
|
682 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
|
|
683 | remove_ob(op); |
|
|
684 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
685 | * and draw() doesn't check to see if the player is removed, only if |
|
|
686 | * the map is null or not swapped out. |
|
|
687 | */ |
|
|
688 | op->map = NULL; |
|
|
689 | } |
|
|
690 | |
|
|
691 | |
|
|
692 | int receive_play_again(object *op, char key) |
|
|
693 | { |
|
|
694 | if(key=='q'||key=='Q') { |
|
|
695 | remove_friendly_object(op); |
|
|
696 | leave(op->contr,0); /* ericserver will draw the message */ |
|
|
697 | return 2; |
|
|
698 | } |
|
|
699 | else if(key=='a'||key=='A') { |
|
|
700 | player *pl = op->contr; |
|
|
701 | const char *name = op->name; |
|
|
702 | |
|
|
703 | add_refcount(name); |
|
|
704 | remove_friendly_object(op); |
|
|
705 | free_object(op); |
|
|
706 | pl = get_player(pl); |
|
|
707 | op = pl->ob; |
|
|
708 | add_friendly_object(op); |
|
|
709 | op->contr->password[0]='~'; |
|
|
710 | FREE_AND_CLEAR_STR(op->name); |
|
|
711 | FREE_AND_CLEAR_STR(op->name_pl); |
|
|
712 | |
|
|
713 | /* Lets put a space in here */ |
|
|
714 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
|
|
715 | get_name(op); |
|
|
716 | op->name = name; /* Alrady added a refcount above */ |
|
|
717 | op->name_pl = add_string(name); |
|
|
718 | set_first_map(op); |
|
|
719 | } else { |
|
|
720 | /* user pressed something else so just ask again... */ |
|
|
721 | play_again(op); |
|
|
722 | } |
|
|
723 | return 0; |
|
|
724 | } |
|
|
725 | |
|
|
726 | void confirm_password(object *op) { |
|
|
727 | |
|
|
728 | op->contr->write_buf[0]='\0'; |
|
|
729 | op->contr->state=ST_CONFIRM_PASSWORD; |
|
|
730 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
731 | } |
|
|
732 | |
|
|
733 | void get_party_password(object *op, partylist *party) { |
740 | get_party_password (object *op, partylist *party) |
|
|
741 | { |
734 | if (party == NULL) { |
742 | if (party == NULL) |
|
|
743 | { |
735 | LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); |
744 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
736 | return; |
745 | return; |
737 | } |
746 | } |
|
|
747 | |
738 | op->contr->write_buf[0]='\0'; |
748 | op->contr->write_buf[0] = '\0'; |
739 | op->contr->state=ST_GET_PARTY_PASSWORD; |
749 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
740 | op->contr->party_to_join = party; |
750 | op->contr->party_to_join = party; |
741 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
751 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
742 | } |
752 | } |
743 | |
|
|
744 | |
753 | |
745 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
754 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
|
|
755 | static int |
746 | int roll_stat(void) { |
756 | roll_stat (void) |
|
|
757 | { |
747 | int a[4],i,j,k; |
758 | int a[4], i, j, k; |
748 | |
759 | |
749 | for(i=0;i<4;i++) |
760 | for (i = 0; i < 4; i++) |
750 | a[i]=(int)RANDOM()%6+1; |
761 | a[i] = (int) RANDOM () % 6 + 1; |
751 | |
762 | |
752 | for(i=0,j=0,k=7;i<4;i++) |
763 | for (i = 0, j = 0, k = 7; i < 4; i++) |
753 | if(a[i]<k) |
764 | if (a[i] < k) |
754 | k=a[i],j=i; |
765 | k = a[i], j = i; |
755 | |
766 | |
756 | for(i=0,k=0;i<4;i++) { |
767 | for (i = 0, k = 0; i < 4; i++) |
757 | if(i!=j) |
768 | if (i != j) |
758 | k+=a[i]; |
769 | k += a[i]; |
759 | } |
770 | |
760 | return k; |
771 | return k; |
761 | } |
772 | } |
762 | |
773 | |
763 | void roll_stats(object *op) { |
774 | void |
764 | int sum=0; |
775 | object::roll_stats () |
765 | int i = 0, j = 0; |
776 | { |
766 | int statsort[7]; |
777 | int statsort [7]; |
767 | |
778 | |
|
|
779 | for (;;) |
768 | do { |
780 | { |
769 | op->stats.Str=roll_stat(); |
781 | int sum = 0; |
770 | op->stats.Dex=roll_stat(); |
782 | for (int i = 7; i--; ) |
771 | op->stats.Int=roll_stat(); |
783 | sum += statsort [i] = roll_stat (); |
772 | op->stats.Con=roll_stat(); |
|
|
773 | op->stats.Wis=roll_stat(); |
|
|
774 | op->stats.Pow=roll_stat(); |
|
|
775 | op->stats.Cha=roll_stat(); |
|
|
776 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
|
|
777 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
|
|
778 | op->stats.Cha; |
|
|
779 | } while(sum<82||sum>116); |
|
|
780 | |
784 | |
|
|
785 | if (sum >= 82 && sum <= 116) |
|
|
786 | break; |
|
|
787 | } |
|
|
788 | |
781 | /* Sort the stats so that rerolling is easier... */ |
789 | // Sort the stats so that rerolling is easier... |
782 | statsort[0] = op->stats.Str; |
790 | std::sort (statsort, statsort + 7, std::greater<int>()); |
783 | statsort[1] = op->stats.Dex; |
|
|
784 | statsort[2] = op->stats.Int; |
|
|
785 | statsort[3] = op->stats.Con; |
|
|
786 | statsort[4] = op->stats.Wis; |
|
|
787 | statsort[5] = op->stats.Pow; |
|
|
788 | statsort[6] = op->stats.Cha; |
|
|
789 | |
791 | |
790 | /* a quick and dirty bubblesort? */ |
|
|
791 | do { |
|
|
792 | if (statsort[i] < statsort[i + 1]) { |
|
|
793 | j = statsort[i]; |
|
|
794 | statsort[i] = statsort[i + 1]; |
|
|
795 | statsort[i + 1] = j; |
|
|
796 | i = 0; |
|
|
797 | } else { |
|
|
798 | i++; |
|
|
799 | } |
|
|
800 | } while (i < 6); |
|
|
801 | |
|
|
802 | op->stats.Str = statsort[0]; |
792 | stats.Str = statsort[0]; |
803 | op->stats.Dex = statsort[1]; |
793 | stats.Dex = statsort[1]; |
804 | op->stats.Con = statsort[2]; |
794 | stats.Con = statsort[2]; |
805 | op->stats.Int = statsort[3]; |
795 | stats.Int = statsort[3]; |
806 | op->stats.Wis = statsort[4]; |
796 | stats.Wis = statsort[4]; |
807 | op->stats.Pow = statsort[5]; |
797 | stats.Pow = statsort[5]; |
808 | op->stats.Cha = statsort[6]; |
798 | stats.Cha = statsort[6]; |
809 | |
799 | |
810 | |
|
|
811 | op->contr->orig_stats.Str=op->stats.Str; |
|
|
812 | op->contr->orig_stats.Dex=op->stats.Dex; |
|
|
813 | op->contr->orig_stats.Int=op->stats.Int; |
|
|
814 | op->contr->orig_stats.Con=op->stats.Con; |
|
|
815 | op->contr->orig_stats.Wis=op->stats.Wis; |
|
|
816 | op->contr->orig_stats.Pow=op->stats.Pow; |
|
|
817 | op->contr->orig_stats.Cha=op->stats.Cha; |
|
|
818 | |
|
|
819 | op->level=1; |
|
|
820 | op->stats.exp=0; |
800 | stats.exp = 0; |
821 | op->stats.ac=0; |
801 | stats.ac = 0; |
822 | |
802 | |
|
|
803 | stats.hp = stats.maxhp; |
|
|
804 | stats.sp = stats.maxsp; |
|
|
805 | stats.grace = stats.maxgrace; |
|
|
806 | |
|
|
807 | if (contr) |
|
|
808 | { |
823 | op->contr->levhp[1] = 9; |
809 | contr->levhp[1] = 9; |
824 | op->contr->levsp[1] = 6; |
810 | contr->levsp[1] = 6; |
825 | op->contr->levgrace[1] = 3; |
811 | contr->levgrace[1] = 3; |
826 | |
812 | |
827 | fix_player(op); |
|
|
828 | op->stats.hp = op->stats.maxhp; |
|
|
829 | op->stats.sp = op->stats.maxsp; |
|
|
830 | op->stats.grace = op->stats.maxgrace; |
|
|
831 | op->contr->orig_stats=op->stats; |
813 | contr->orig_stats = stats; |
832 | } |
|
|
833 | |
|
|
834 | void Roll_Again(object *op) |
|
|
835 | { |
|
|
836 | esrv_new_player(op->contr, 0); |
|
|
837 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
838 | } |
|
|
839 | |
|
|
840 | void Swap_Stat(object *op,int Swap_Second) |
|
|
841 | { |
|
|
842 | signed char tmp; |
|
|
843 | char buf[MAX_BUF]; |
|
|
844 | |
|
|
845 | if ( op->contr->Swap_First == -1 ) { |
|
|
846 | new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
|
|
847 | new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); |
|
|
848 | new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
|
|
849 | return; |
|
|
850 | } |
814 | } |
|
|
815 | } |
851 | |
816 | |
|
|
817 | void |
|
|
818 | object::swap_stats (int a, int b) |
|
|
819 | { |
852 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
820 | int tmp = get_attr_value (&contr->orig_stats, a); |
853 | |
821 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
854 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
|
|
855 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
|
|
856 | |
|
|
857 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
822 | set_attr_value (&contr->orig_stats, b, tmp); |
858 | |
823 | |
859 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
|
|
860 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
|
|
861 | op->stats.Str = op->contr->orig_stats.Str; |
824 | stats.Str = contr->orig_stats.Str; |
862 | op->stats.Dex = op->contr->orig_stats.Dex; |
825 | stats.Dex = contr->orig_stats.Dex; |
863 | op->stats.Con = op->contr->orig_stats.Con; |
826 | stats.Con = contr->orig_stats.Con; |
864 | op->stats.Int = op->contr->orig_stats.Int; |
827 | stats.Int = contr->orig_stats.Int; |
865 | op->stats.Wis = op->contr->orig_stats.Wis; |
828 | stats.Wis = contr->orig_stats.Wis; |
866 | op->stats.Pow = op->contr->orig_stats.Pow; |
829 | stats.Pow = contr->orig_stats.Pow; |
867 | op->stats.Cha = op->contr->orig_stats.Cha; |
830 | stats.Cha = contr->orig_stats.Cha; |
868 | op->stats.ac=0; |
|
|
869 | |
831 | |
870 | op->level=1; |
832 | //TODO: the following code looks so borked and should, at the very least, |
|
|
833 | // be merged with the similar code in roll_stats |
|
|
834 | stats.ac = 0; |
|
|
835 | |
|
|
836 | level = 1; |
871 | op->stats.exp=0; |
837 | stats.exp = 0; |
872 | op->stats.ac=0; |
838 | stats.ac = 0; |
873 | |
839 | |
|
|
840 | stats.hp = stats.maxhp; |
|
|
841 | stats.sp = stats.maxsp; |
|
|
842 | stats.grace = stats.maxgrace; |
|
|
843 | |
|
|
844 | if (contr) |
|
|
845 | { |
874 | op->contr->levhp[1] = 9; |
846 | contr->levhp[1] = 9; |
875 | op->contr->levsp[1] = 6; |
847 | contr->levsp[1] = 6; |
876 | op->contr->levgrace[1] = 3; |
848 | contr->levgrace[1] = 3; |
877 | |
849 | |
878 | fix_player(op); |
|
|
879 | op->stats.hp = op->stats.maxhp; |
|
|
880 | op->stats.sp = op->stats.maxsp; |
|
|
881 | op->stats.grace = op->stats.maxgrace; |
|
|
882 | op->contr->orig_stats=op->stats; |
850 | contr->orig_stats = stats; |
883 | op->contr->Swap_First=-1; |
|
|
884 | } |
|
|
885 | |
|
|
886 | |
|
|
887 | /* This code has been greatly reduced, because with set_attr_value |
|
|
888 | * and get_attr_value, the stats can be accessed just numeric |
|
|
889 | * ids. stat_trans is a table that translate the number entered |
|
|
890 | * into the actual stat. It is needed because the order the stats |
|
|
891 | * are displayed in the stat window is not the same as how |
|
|
892 | * the number's access that stat. The table does that translation. |
|
|
893 | */ |
|
|
894 | int key_roll_stat(object *op, char key) |
|
|
895 | { |
|
|
896 | int keynum = key -'0'; |
|
|
897 | char buf[MAX_BUF]; |
|
|
898 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
|
|
899 | |
|
|
900 | if (keynum>0 && keynum<=7) { |
|
|
901 | if (op->contr->Swap_First==-1) { |
|
|
902 | op->contr->Swap_First=stat_trans[keynum]; |
|
|
903 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
904 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
905 | } |
|
|
906 | else |
|
|
907 | Swap_Stat(op,stat_trans[keynum]); |
|
|
908 | |
|
|
909 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
910 | return 1; |
|
|
911 | } |
851 | } |
912 | switch (key) { |
|
|
913 | case 'n': |
|
|
914 | case 'N': { |
|
|
915 | SET_FLAG(op, FLAG_WIZ); |
|
|
916 | if(op->map==NULL) { |
|
|
917 | LOG(llevError,"Map == NULL in state 2\n"); |
|
|
918 | break; |
|
|
919 | } |
|
|
920 | |
|
|
921 | #if 0 |
|
|
922 | /* So that enter_exit will put us at startx/starty */ |
|
|
923 | op->x= -1; |
|
|
924 | |
|
|
925 | enter_exit(op,NULL); |
|
|
926 | #endif |
|
|
927 | SET_ANIMATION(op, 2); /* So player faces south */ |
|
|
928 | /* Enter exit adds a player otherwise */ |
|
|
929 | add_statbonus(op); |
|
|
930 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
931 | op->contr->state = ST_CHANGE_CLASS; |
|
|
932 | if (op->msg) |
|
|
933 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
934 | return 0; |
|
|
935 | } |
|
|
936 | case 'y': |
|
|
937 | case 'Y': |
|
|
938 | roll_stats(op); |
|
|
939 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
940 | return 1; |
|
|
941 | |
|
|
942 | case 'q': |
|
|
943 | case 'Q': |
|
|
944 | play_again(op); |
|
|
945 | return 1; |
|
|
946 | |
|
|
947 | default: |
|
|
948 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
|
|
949 | return 0; |
|
|
950 | } |
|
|
951 | return 0; |
|
|
952 | } |
852 | } |
953 | |
853 | |
954 | /* This function takes the key that is passed, and does the |
854 | /* This function takes the key that is passed, and does the |
955 | * appropriate action with it (change race, or other things). |
855 | * appropriate action with it (change race, or other things). |
956 | * The function name is for historical reasons - now we have |
856 | * The function name is for historical reasons - now we have |
957 | * separate race and class; this actually changes the RACE, |
857 | * separate race and class; this actually changes the RACE, |
958 | * not the class. |
858 | * not the class. |
959 | */ |
859 | */ |
960 | |
860 | int |
961 | int key_change_class(object *op, char key) |
861 | key_change_class (object *op, char key) |
962 | { |
862 | { |
963 | int tmp_loop; |
863 | int tmp_loop; |
964 | |
864 | |
965 | if(key=='q'||key=='Q') { |
|
|
966 | remove_ob(op); |
|
|
967 | play_again(op); |
|
|
968 | return 0; |
|
|
969 | } |
|
|
970 | if(key=='d'||key=='D') { |
865 | if (key == 'd' || key == 'D') |
|
|
866 | { |
971 | char buf[MAX_BUF]; |
867 | char buf[MAX_BUF]; |
972 | |
868 | |
973 | /* this must before then initial items are given */ |
869 | /* this must before then initial items are given */ |
974 | esrv_new_player(op->contr, op->weight+op->carrying); |
870 | esrv_new_player (op->contr, op->weight + op->carrying); |
975 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
|
|
976 | |
871 | |
|
|
872 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
|
|
873 | if (tl) |
|
|
874 | create_treasure (tl, op, 0, 0, 0); |
|
|
875 | |
977 | INVOKE_PLAYER (BIRTH, op->contr); |
876 | INVOKE_PLAYER (BIRTH, op->contr); |
978 | INVOKE_PLAYER (LOGIN, op->contr); |
877 | INVOKE_PLAYER (LOGIN, op->contr); |
979 | |
878 | |
980 | op->contr->state=ST_PLAYING; |
879 | op->contr->ns->state = ST_PLAYING; |
981 | |
880 | |
982 | if (op->msg) { |
881 | if (op->msg) |
983 | free_string(op->msg); |
|
|
984 | op->msg=NULL; |
882 | op->msg = NULL; |
985 | } |
|
|
986 | |
883 | |
987 | /* We create this now because some of the unique maps will need it |
884 | /* We create this now because some of the unique maps will need it |
988 | * to save here. |
885 | * to save here. |
989 | */ |
886 | */ |
990 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); |
887 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
991 | make_path_to_file(buf); |
888 | make_path_to_file (buf); |
992 | |
889 | |
993 | #ifdef AUTOSAVE |
890 | #ifdef AUTOSAVE |
994 | op->contr->last_save_tick = pticks; |
891 | op->contr->last_save_tick = pticks; |
995 | #endif |
892 | #endif |
996 | start_info(op); |
893 | start_info (op); |
997 | CLEAR_FLAG(op, FLAG_WIZ); |
894 | CLEAR_FLAG (op, FLAG_WIZ); |
998 | give_initial_items(op,op->randomitems); |
895 | give_initial_items (op, op->randomitems); |
999 | link_player_skills(op); |
896 | link_player_skills (op); |
1000 | esrv_send_inventory(op, op); |
897 | esrv_send_inventory (op, op); |
1001 | fix_player(op); |
898 | op->update_stats (); |
1002 | |
899 | |
1003 | /* This moves the player to a different start map, if there |
900 | /* This moves the player to a different start map, if there |
1004 | * is one for this race |
901 | * is one for this race |
1005 | */ |
902 | */ |
1006 | if(*first_map_ext_path) { |
903 | if (*first_map_ext_path) |
|
|
904 | { |
1007 | object *tmp; |
905 | object *tmp; |
1008 | mapstruct *oldmap = op->map; |
|
|
1009 | char mapname[MAX_BUF]; |
906 | char mapname[MAX_BUF]; |
1010 | snprintf(mapname, MAX_BUF-1, "%s/%s", |
907 | |
1011 | first_map_ext_path, op->arch->name); |
908 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
1012 | tmp=get_object(); |
909 | tmp = object::create (); |
1013 | EXIT_PATH(tmp) = add_string(mapname); |
910 | EXIT_PATH (tmp) = mapname; |
1014 | EXIT_X(tmp) = op->x; |
911 | EXIT_X (tmp) = op->x; |
1015 | EXIT_Y(tmp) = op->y; |
912 | EXIT_Y (tmp) = op->y; |
1016 | enter_exit(op,tmp); /* we don't really care if it succeeded; |
913 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
1017 | * if the map isn't there, then stay on the |
914 | * if the map isn't there, then stay on the |
1018 | * default initial map */ |
915 | * default initial map */ |
1019 | free_object(tmp); |
916 | tmp->destroy (); |
|
|
917 | } |
1020 | } else { |
918 | else |
1021 | LOG(llevDebug,"first_map_ext_path not set\n"); |
919 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1022 | } |
920 | |
1023 | return 0; |
921 | return 0; |
1024 | } |
922 | } |
1025 | |
923 | |
1026 | /* Following actually changes the race - this is the default command |
924 | /* Following actually changes the race - this is the default command |
1027 | * if we don't match with one of the options above. |
925 | * if we don't match with one of the options above. |
1028 | */ |
926 | */ |
1029 | |
927 | |
1030 | tmp_loop = 0; |
928 | tmp_loop = 0; |
1031 | while(!tmp_loop) { |
929 | while (!tmp_loop) |
1032 | const char *name = add_string (op->name); |
930 | { |
|
|
931 | shstr name = op->name; |
1033 | int x = op->x, y = op->y; |
932 | int x = op->x, y = op->y; |
|
|
933 | |
1034 | remove_statbonus(op); |
934 | op->remove_statbonus (); |
1035 | remove_ob (op); |
935 | op->remove (); |
1036 | op->arch = get_player_archetype(op->arch); |
936 | op->arch = get_player_archetype (op->arch); |
1037 | copy_object (&op->arch->clone, op); |
937 | op->arch->clone.copy_to (op); |
1038 | op->instantiate (); |
938 | op->instantiate (); |
1039 | op->stats = op->contr->orig_stats; |
939 | op->stats = op->contr->orig_stats; |
1040 | free_string (op->name); |
940 | op->name = op->name_pl = name; |
1041 | op->name = name; |
|
|
1042 | free_string(op->name_pl); |
|
|
1043 | op->name_pl = add_string(name); |
|
|
1044 | op->x = x; |
941 | op->x = x; |
1045 | op->y = y; |
942 | op->y = y; |
1046 | SET_ANIMATION(op, 2); /* So player faces south */ |
943 | SET_ANIMATION (op, 2); /* So player faces south */ |
1047 | insert_ob_in_map (op, op->map, op,0); |
944 | insert_ob_in_map (op, op->map, op, 0); |
1048 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
945 | assign (op->contr->title, op->arch->clone.name); |
1049 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
|
|
1050 | add_statbonus(op); |
946 | op->add_statbonus (); |
1051 | tmp_loop=allowed_class(op); |
947 | tmp_loop = allowed_class (op); |
1052 | |
|
|
1053 | if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO |
|
|
1054 | } |
948 | } |
|
|
949 | |
1055 | update_object(op,UP_OBJ_FACE); |
950 | update_object (op, UP_OBJ_FACE); |
1056 | esrv_update_item(UPD_FACE,op,op); |
951 | esrv_update_item (UPD_FACE, op, op); |
1057 | fix_player(op); |
952 | op->update_stats (); |
1058 | op->stats.hp=op->stats.maxhp; |
953 | op->stats.hp = op->stats.maxhp; |
1059 | op->stats.sp=op->stats.maxsp; |
954 | op->stats.sp = op->stats.maxsp; |
1060 | op->stats.grace=0; |
955 | op->stats.grace = 0; |
|
|
956 | |
1061 | if (op->msg) |
957 | if (op->msg) |
1062 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
958 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
959 | |
1063 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); |
960 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1064 | return 0; |
961 | return 0; |
1065 | } |
962 | } |
1066 | |
963 | |
|
|
964 | int |
1067 | int key_confirm_quit(object *op, char key) |
965 | key_confirm_quit (object *op, char key) |
1068 | { |
966 | { |
1069 | char buf[MAX_BUF]; |
|
|
1070 | |
|
|
1071 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
967 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
968 | { |
1072 | op->contr->state=ST_PLAYING; |
969 | op->contr->ns->state = ST_PLAYING; |
1073 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
970 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
1074 | return 1; |
971 | return 1; |
1075 | } |
972 | } |
1076 | |
973 | |
1077 | INVOKE_PLAYER (LOGOUT, op->contr); |
974 | INVOKE_PLAYER (LOGOUT, op->contr); |
1078 | INVOKE_PLAYER (QUIT , op->contr); |
975 | INVOKE_PLAYER (QUIT, op->contr); |
1079 | |
976 | |
|
|
977 | op->contr->enable_save = false; |
|
|
978 | |
1080 | terminate_all_pets(op); |
979 | terminate_all_pets (op); |
1081 | leave_map(op); |
980 | leave_map (op); |
1082 | op->direction=0; |
981 | op->direction = 0; |
1083 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
982 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
1084 | "%s quits the game.",op->name); |
|
|
1085 | |
983 | |
1086 | strcpy(op->contr->killer,"quit"); |
984 | strcpy (op->contr->killer, "quit"); |
1087 | check_score(op); |
985 | check_score (op); |
1088 | op->contr->party=NULL; |
986 | op->contr->party = 0; |
1089 | if (settings.set_title == TRUE) |
|
|
1090 | op->contr->own_title[0]='\0'; |
987 | op->contr->own_title[0] = '\0'; |
1091 | |
988 | |
1092 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
989 | object_ptr ob = op; |
1093 | mapstruct *mp, *next; |
|
|
1094 | |
990 | |
1095 | /* We need to hunt for any per player unique maps in memory and |
991 | /* We need to hunt for any per player unique maps in memory and |
1096 | * get rid of them. The trailing slash in the path is intentional, |
992 | * get rid of them. The trailing slash in the path is intentional, |
1097 | * so that players named 'Ab' won't match against players 'Abe' pathname |
993 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1098 | */ |
994 | */ |
|
|
995 | char buf[MAX_BUF]; |
1099 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); |
996 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1100 | for (mp=first_map; mp!=NULL; mp=next) { |
997 | |
|
|
998 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
999 | { |
1101 | next = mp->next; |
1000 | next = mp->next; |
|
|
1001 | |
1102 | if (!strncmp(mp->path, buf, strlen(buf))) |
1002 | if (!strncmp (mp->path, buf, strlen (buf))) |
1103 | delete_map(mp); |
1003 | delete_map (mp); |
1104 | } |
1004 | } |
1105 | |
1005 | |
1106 | delete_character(op->name, 1); |
1006 | delete_character (ob->name, 1); |
1107 | } |
1007 | ob->contr->destroy (); |
1108 | play_again(op); |
1008 | |
1109 | return 1; |
1009 | return 1; |
1110 | } |
1010 | } |
1111 | |
1011 | |
|
|
1012 | void |
1112 | void flee_player(object *op) { |
1013 | flee_player (object *op) |
|
|
1014 | { |
1113 | int dir,diff; |
1015 | int dir, diff; |
1114 | rv_vector rv; |
1016 | rv_vector rv; |
1115 | |
1017 | |
1116 | if(op->stats.hp < 0) { |
1018 | if (op->stats.hp < 0) |
|
|
1019 | { |
1117 | LOG(llevDebug, "Fleeing player is dead.\n"); |
1020 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1118 | CLEAR_FLAG(op, FLAG_SCARED); |
1021 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1022 | return; |
|
|
1023 | } |
|
|
1024 | |
|
|
1025 | if (op->enemy == NULL) |
|
|
1026 | { |
|
|
1027 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
|
|
1028 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1029 | return; |
|
|
1030 | } |
|
|
1031 | |
|
|
1032 | /* Seen some crashes here. Since we don't store an |
|
|
1033 | * op->enemy_count, it is possible that something destroys the |
|
|
1034 | * actual enemy, and the object is recycled. |
|
|
1035 | */ |
|
|
1036 | if (op->enemy->map == NULL) |
|
|
1037 | { |
|
|
1038 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1039 | op->enemy = NULL; |
|
|
1040 | return; |
|
|
1041 | } |
|
|
1042 | |
|
|
1043 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
1044 | { |
|
|
1045 | op->enemy = NULL; |
|
|
1046 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1047 | return; |
|
|
1048 | } |
|
|
1049 | |
|
|
1050 | get_rangevector (op, op->enemy, &rv, 0); |
|
|
1051 | |
|
|
1052 | dir = absdir (4 + rv.direction); |
|
|
1053 | for (diff = 0; diff < 3; diff++) |
|
|
1054 | { |
|
|
1055 | int m = 1 - (RANDOM () & 2); |
|
|
1056 | |
|
|
1057 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1119 | return; |
1058 | return; |
1120 | } |
1059 | } |
1121 | |
1060 | |
1122 | if(op->enemy==NULL) { |
|
|
1123 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
|
|
1124 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1125 | return; |
|
|
1126 | } |
|
|
1127 | |
|
|
1128 | /* Seen some crashes here. Since we don't store an |
|
|
1129 | * op->enemy_count, it is possible that something destroys the |
|
|
1130 | * actual enemy, and the object is recycled. |
|
|
1131 | */ |
|
|
1132 | if (op->enemy->map == NULL) { |
|
|
1133 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1134 | op->enemy=NULL; |
|
|
1135 | return; |
|
|
1136 | } |
|
|
1137 | |
|
|
1138 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
|
|
1139 | op->enemy=NULL; |
|
|
1140 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1141 | return; |
|
|
1142 | } |
|
|
1143 | get_rangevector(op, op->enemy, &rv, 0); |
|
|
1144 | |
|
|
1145 | dir=absdir(4+rv.direction); |
|
|
1146 | for(diff=0;diff<3;diff++) { |
|
|
1147 | int m=1-(RANDOM()&2); |
|
|
1148 | if(move_ob(op,absdir(dir+diff*m),op)|| |
|
|
1149 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
|
|
1150 | return; |
|
|
1151 | } |
|
|
1152 | } |
|
|
1153 | /* Cornered, get rid of scared */ |
1061 | /* Cornered, get rid of scared */ |
1154 | CLEAR_FLAG(op, FLAG_SCARED); |
1062 | CLEAR_FLAG (op, FLAG_SCARED); |
1155 | op->enemy=NULL; |
1063 | op->enemy = NULL; |
1156 | } |
1064 | } |
1157 | |
1065 | |
1158 | |
1066 | |
1159 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1067 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1160 | * IT returns 1 if the player should keep on moving, 0 if he should |
1068 | * IT returns 1 if the player should keep on moving, 0 if he should |
1161 | * stop. |
1069 | * stop. |
1162 | */ |
1070 | */ |
|
|
1071 | int |
1163 | int check_pick(object *op) { |
1072 | check_pick (object *op) |
|
|
1073 | { |
1164 | object *tmp, *next; |
1074 | object *tmp, *next; |
1165 | tag_t next_tag=0, op_tag; |
|
|
1166 | int stop = 0; |
1075 | int stop = 0; |
1167 | int j, k, wvratio; |
1076 | int j, k, wvratio; |
1168 | char putstring[128], tmpstr[16]; |
1077 | char putstring[128], tmpstr[16]; |
1169 | |
1078 | |
1170 | |
|
|
1171 | /* if you're flying, you cna't pick up anything */ |
1079 | /* if you're flying, you cna't pick up anything */ |
1172 | if (op->move_type & MOVE_FLYING) |
1080 | if (op->move_type & MOVE_FLYING) |
1173 | return 1; |
1081 | return 1; |
1174 | |
1082 | |
1175 | op_tag = op->count; |
|
|
1176 | |
|
|
1177 | next = op->below; |
1083 | next = op->below; |
1178 | if (next) |
|
|
1179 | next_tag = next->count; |
|
|
1180 | |
1084 | |
1181 | /* loop while there are items on the floor that are not marked as |
1085 | /* loop while there are items on the floor that are not marked as |
1182 | * destroyed */ |
1086 | * destroyed */ |
1183 | while (next && ! was_destroyed (next, next_tag)) |
1087 | while (next && !next->destroyed ()) |
1184 | { |
1088 | { |
1185 | tmp = next; |
1089 | tmp = next; |
1186 | next = tmp->below; |
1090 | next = tmp->below; |
1187 | if (next) |
|
|
1188 | next_tag = next->count; |
|
|
1189 | |
1091 | |
1190 | if (was_destroyed (op, op_tag)) |
1092 | if (op->destroyed ()) |
1191 | return 0; |
1093 | return 0; |
1192 | |
1094 | |
1193 | if ( ! can_pick (op, tmp)) |
1095 | if (!can_pick (op, tmp)) |
1194 | continue; |
1096 | continue; |
1195 | |
1097 | |
1196 | if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) |
1098 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1197 | { |
1099 | { |
1198 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1100 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1199 | pick_up (op, tmp); |
1101 | pick_up (op, tmp); |
1200 | continue; |
1102 | continue; |
1201 | } |
1103 | } |
1202 | |
1104 | |
1203 | /* high not bit set? We're using the old autopickup model */ |
1105 | /* high not bit set? We're using the old autopickup model */ |
1204 | if(!(op->contr->mode & PU_NEWMODE)) { |
1106 | if (!(op->contr->mode & PU_NEWMODE)) |
|
|
1107 | { |
1205 | switch (op->contr->mode) { |
1108 | switch (op->contr->mode) |
|
|
1109 | { |
|
|
1110 | case 0: |
1206 | case 0: return 1; /* don't pick up */ |
1111 | return 1; /* don't pick up */ |
|
|
1112 | case 1: |
1207 | case 1: pick_up (op, tmp); |
1113 | pick_up (op, tmp); |
1208 | return 1; |
1114 | return 1; |
|
|
1115 | case 2: |
1209 | case 2: pick_up (op, tmp); |
1116 | pick_up (op, tmp); |
1210 | return 0; |
1117 | return 0; |
|
|
1118 | case 3: |
1211 | case 3: return 0; /* stop before pickup */ |
1119 | return 0; /* stop before pickup */ |
|
|
1120 | case 4: |
1212 | case 4: pick_up (op, tmp); |
1121 | pick_up (op, tmp); |
1213 | break; |
1122 | break; |
|
|
1123 | case 5: |
1214 | case 5: pick_up (op, tmp); |
1124 | pick_up (op, tmp); |
1215 | stop = 1; |
1125 | stop = 1; |
1216 | break; |
1126 | break; |
1217 | case 6: |
1127 | case 6: |
1218 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
1128 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1219 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
|
|
1220 | pick_up(op, tmp); |
1129 | pick_up (op, tmp); |
1221 | break; |
1130 | break; |
1222 | |
1131 | |
1223 | case 7: |
1132 | case 7: |
1224 | if (tmp->type == MONEY || tmp->type == GEM) |
1133 | if (tmp->type == MONEY || tmp->type == GEM) |
1225 | pick_up(op, tmp); |
1134 | pick_up (op, tmp); |
1226 | break; |
1135 | break; |
1227 | |
1136 | |
1228 | default: |
1137 | default: |
1229 | /* use value density */ |
1138 | /* use value density */ |
1230 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
1139 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1231 | && (query_cost (tmp, op, F_TRUE) * 100 |
1140 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1232 | / (tmp->weight * MAX (tmp->nrof, 1))) |
|
|
1233 | >= op->contr->mode) |
|
|
1234 | pick_up(op,tmp); |
1141 | pick_up (op, tmp); |
1235 | } |
|
|
1236 | } |
|
|
1237 | else { /* old model */ |
|
|
1238 | /* NEW pickup handling */ |
|
|
1239 | if(op->contr->mode & PU_DEBUG) |
|
|
1240 | { |
|
|
1241 | /* some debugging code to figure out item information */ |
|
|
1242 | if(tmp->name!=NULL) |
|
|
1243 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
|
|
1244 | tmp->name, tmp->type, |
|
|
1245 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
|
|
1246 | else |
|
|
1247 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
|
|
1248 | tmp->arch->name, tmp->type, |
|
|
1249 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
|
|
1250 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
|
|
1251 | |
|
|
1252 | sprintf(putstring,"...flags: "); |
|
|
1253 | for(k=0;k<4;k++) |
|
|
1254 | { |
|
|
1255 | for(j=0;j<32;j++) |
|
|
1256 | { |
|
|
1257 | if((tmp->flags[k]>>j)&0x01) |
|
|
1258 | { |
|
|
1259 | sprintf(tmpstr,"%d ",k*32+j); |
|
|
1260 | strcat(putstring, tmpstr); |
|
|
1261 | } |
1142 | } |
1262 | } |
1143 | } |
1263 | } |
1144 | else |
|
|
1145 | { /* old model */ |
|
|
1146 | /* NEW pickup handling */ |
|
|
1147 | if (op->contr->mode & PU_DEBUG) |
|
|
1148 | { |
|
|
1149 | /* some debugging code to figure out item information */ |
|
|
1150 | if (tmp->name != NULL) |
|
|
1151 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1152 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1153 | else |
|
|
1154 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1155 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1156 | |
1264 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1157 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1158 | } |
1265 | |
1159 | |
|
|
1160 | /* philosophy: |
|
|
1161 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1162 | * generic. This takes no game-time. For more detailed pickups |
|
|
1163 | * and selections, select-items should be used. This is a |
|
|
1164 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1165 | * example. |
|
|
1166 | * The drawback: right now it has no frontend, so you need to |
|
|
1167 | * stick the bits you want into a calculator in hex mode and then |
|
|
1168 | * convert to decimal and then 'pickup <#> |
|
|
1169 | */ |
|
|
1170 | |
|
|
1171 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1172 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1173 | * meaning if any test passes, the item gets picked up. */ |
|
|
1174 | |
|
|
1175 | /* if mode is set to pick nothing up, return */ |
|
|
1176 | |
|
|
1177 | if (op->contr->mode & PU_NOTHING) |
|
|
1178 | return 1; |
|
|
1179 | |
|
|
1180 | /* if mode is set to stop when encountering objects, return */ |
|
|
1181 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1182 | * anything up */ |
|
|
1183 | |
|
|
1184 | if (op->contr->mode & PU_STOP) |
|
|
1185 | return 0; |
|
|
1186 | |
|
|
1187 | /* useful for going into stores and not losing your settings... */ |
|
|
1188 | /* and for battles wher you don't want to get loaded down while |
|
|
1189 | * fighting */ |
|
|
1190 | if (op->contr->mode & PU_INHIBIT) |
|
|
1191 | return 1; |
|
|
1192 | |
|
|
1193 | /* prevent us from turning into auto-thieves :) */ |
|
|
1194 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1195 | continue; |
|
|
1196 | |
|
|
1197 | /* ignore known cursed objects */ |
|
|
1198 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1199 | continue; |
|
|
1200 | |
|
|
1201 | /* all food and drink if desired */ |
|
|
1202 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1203 | if (op->contr->mode & PU_FOOD) |
|
|
1204 | if (tmp->type == FOOD) |
|
|
1205 | { |
|
|
1206 | pick_up (op, tmp); |
|
|
1207 | continue; |
|
|
1208 | } |
|
|
1209 | |
|
|
1210 | if (op->contr->mode & PU_DRINK) |
|
|
1211 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1212 | { |
|
|
1213 | pick_up (op, tmp); |
|
|
1214 | continue; |
|
|
1215 | } |
|
|
1216 | |
|
|
1217 | if (op->contr->mode & PU_POTION) |
|
|
1218 | if (tmp->type == POTION) |
|
|
1219 | { |
|
|
1220 | pick_up (op, tmp); |
|
|
1221 | continue; |
|
|
1222 | } |
|
|
1223 | |
|
|
1224 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1225 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1226 | if (tmp->type == SPELLBOOK) |
|
|
1227 | { |
|
|
1228 | pick_up (op, tmp); |
|
|
1229 | continue; |
|
|
1230 | } |
|
|
1231 | |
|
|
1232 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1233 | if (tmp->type == SKILLSCROLL) |
|
|
1234 | { |
|
|
1235 | pick_up (op, tmp); |
|
|
1236 | continue; |
|
|
1237 | } |
|
|
1238 | |
|
|
1239 | if (op->contr->mode & PU_READABLES) |
|
|
1240 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1241 | { |
|
|
1242 | pick_up (op, tmp); |
|
|
1243 | continue; |
|
|
1244 | } |
|
|
1245 | |
|
|
1246 | /* wands/staves/rods/horns */ |
|
|
1247 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1248 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1249 | { |
|
|
1250 | pick_up (op, tmp); |
|
|
1251 | continue; |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | /* pick up all magical items */ |
|
|
1255 | if (op->contr->mode & PU_MAGICAL) |
|
|
1256 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1257 | { |
|
|
1258 | pick_up (op, tmp); |
|
|
1259 | continue; |
|
|
1260 | } |
|
|
1261 | |
|
|
1262 | if (op->contr->mode & PU_VALUABLES) |
|
|
1263 | { |
|
|
1264 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1265 | { |
|
|
1266 | pick_up (op, tmp); |
|
|
1267 | continue; |
|
|
1268 | } |
|
|
1269 | } |
|
|
1270 | |
|
|
1271 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1272 | if (op->contr->mode & PU_JEWELS) |
|
|
1273 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1274 | { |
|
|
1275 | pick_up (op, tmp); |
|
|
1276 | continue; |
|
|
1277 | } |
|
|
1278 | |
|
|
1279 | /* we don't forget dragon food */ |
|
|
1280 | if (op->contr->mode & PU_FLESH) |
|
|
1281 | if (tmp->type == FLESH) |
|
|
1282 | { |
|
|
1283 | pick_up (op, tmp); |
|
|
1284 | continue; |
|
|
1285 | } |
|
|
1286 | |
|
|
1287 | /* bows and arrows. Bows are good for selling! */ |
|
|
1288 | if (op->contr->mode & PU_BOW) |
|
|
1289 | if (tmp->type == BOW) |
|
|
1290 | { |
|
|
1291 | pick_up (op, tmp); |
|
|
1292 | continue; |
|
|
1293 | } |
|
|
1294 | |
|
|
1295 | if (op->contr->mode & PU_ARROW) |
|
|
1296 | if (tmp->type == ARROW) |
|
|
1297 | { |
|
|
1298 | pick_up (op, tmp); |
|
|
1299 | continue; |
|
|
1300 | } |
|
|
1301 | |
|
|
1302 | /* all kinds of armor etc. */ |
|
|
1303 | if (op->contr->mode & PU_ARMOUR) |
|
|
1304 | if (tmp->type == ARMOUR) |
|
|
1305 | { |
|
|
1306 | pick_up (op, tmp); |
|
|
1307 | continue; |
|
|
1308 | } |
|
|
1309 | |
|
|
1310 | if (op->contr->mode & PU_HELMET) |
|
|
1311 | if (tmp->type == HELMET) |
|
|
1312 | { |
|
|
1313 | pick_up (op, tmp); |
|
|
1314 | continue; |
|
|
1315 | } |
|
|
1316 | |
|
|
1317 | if (op->contr->mode & PU_SHIELD) |
|
|
1318 | if (tmp->type == SHIELD) |
|
|
1319 | { |
|
|
1320 | pick_up (op, tmp); |
|
|
1321 | continue; |
|
|
1322 | } |
|
|
1323 | |
|
|
1324 | if (op->contr->mode & PU_BOOTS) |
|
|
1325 | if (tmp->type == BOOTS) |
|
|
1326 | { |
|
|
1327 | pick_up (op, tmp); |
|
|
1328 | continue; |
|
|
1329 | } |
|
|
1330 | |
|
|
1331 | if (op->contr->mode & PU_GLOVES) |
|
|
1332 | if (tmp->type == GLOVES) |
|
|
1333 | { |
|
|
1334 | pick_up (op, tmp); |
|
|
1335 | continue; |
|
|
1336 | } |
|
|
1337 | |
|
|
1338 | if (op->contr->mode & PU_CLOAK) |
|
|
1339 | if (tmp->type == CLOAK) |
|
|
1340 | { |
|
|
1341 | pick_up (op, tmp); |
|
|
1342 | continue; |
|
|
1343 | } |
|
|
1344 | |
|
|
1345 | /* hoping to catch throwing daggers here */ |
|
|
1346 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1347 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1348 | { |
|
|
1349 | pick_up (op, tmp); |
|
|
1350 | continue; |
|
|
1351 | } |
|
|
1352 | |
|
|
1353 | /* careful: chairs and tables are weapons! */ |
|
|
1354 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1355 | { |
|
|
1356 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1357 | { |
|
|
1358 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1359 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1360 | { |
|
|
1361 | pick_up (op, tmp); |
|
|
1362 | continue; |
|
|
1363 | } |
|
|
1364 | } |
|
|
1365 | |
|
|
1366 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1367 | { |
|
|
1368 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1369 | { |
|
|
1370 | pick_up (op, tmp); |
|
|
1371 | continue; |
|
|
1372 | } |
|
|
1373 | } |
|
|
1374 | } |
|
|
1375 | |
|
|
1376 | /* misc stuff that's useful */ |
|
|
1377 | if (op->contr->mode & PU_KEY) |
|
|
1378 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1379 | { |
|
|
1380 | pick_up (op, tmp); |
|
|
1381 | continue; |
|
|
1382 | } |
|
|
1383 | |
|
|
1384 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1385 | * pickups */ |
|
|
1386 | if (op->contr->mode & PU_RATIO) |
|
|
1387 | { |
|
|
1388 | /* use value density to decide what else to grab */ |
|
|
1389 | /* >=7 was >= op->contr->mode */ |
|
|
1390 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1391 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1392 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1393 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1394 | { |
|
|
1395 | pick_up (op, tmp); |
1266 | #if 0 |
1396 | #if 0 |
1267 | /* print the flags too */ |
1397 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1268 | for(k=0;k<4;k++) |
1398 | if (tmp->name != NULL) |
1269 | { |
1399 | { |
1270 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
1400 | fprintf (stderr, "%s", tmp->name); |
1271 | for(j=0;j<32;j++) |
1401 | } |
1272 | { |
1402 | else |
1273 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
1403 | fprintf (stderr, "%s", tmp->arch->name); |
1274 | if(!((j+1)%4))fprintf(stderr," "); |
1404 | fprintf (stderr, ",%d] = ", tmp->type); |
1275 | } |
1405 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1276 | fprintf(stderr," [%d]\n", k*32); |
|
|
1277 | } |
|
|
1278 | #endif |
1406 | #endif |
1279 | } |
1407 | continue; |
1280 | /* philosophy: |
1408 | } |
1281 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1282 | * generic. This takes no game-time. For more detailed pickups |
|
|
1283 | * and selections, select-items shoul dbe used. This is a |
|
|
1284 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1285 | * example. |
|
|
1286 | * The drawback: right now it has no frontend, so you need to |
|
|
1287 | * stick the bits you want into a calculator in hex mode and then |
|
|
1288 | * convert to decimal and then 'pickup <#> |
|
|
1289 | */ |
|
|
1290 | |
|
|
1291 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1292 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1293 | * meaning if any test passes, the item gets picked up. */ |
|
|
1294 | |
|
|
1295 | /* if mode is set to pick nothing up, return */ |
|
|
1296 | |
|
|
1297 | if(op->contr->mode & PU_NOTHING) return 1; |
|
|
1298 | |
|
|
1299 | /* if mode is set to stop when encountering objects, return */ |
|
|
1300 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1301 | * anything up */ |
|
|
1302 | |
|
|
1303 | if(op->contr->mode & PU_STOP) return 0; |
|
|
1304 | |
|
|
1305 | /* useful for going into stores and not losing your settings... */ |
|
|
1306 | /* and for battles wher you don't want to get loaded down while |
|
|
1307 | * fighting */ |
|
|
1308 | if(op->contr->mode & PU_INHIBIT) return 1; |
|
|
1309 | |
|
|
1310 | /* prevent us from turning into auto-thieves :) */ |
|
|
1311 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; |
|
|
1312 | |
|
|
1313 | /* ignore known cursed objects */ |
|
|
1314 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
|
|
1315 | |
|
|
1316 | /* all food and drink if desired */ |
|
|
1317 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1318 | if(op->contr->mode & PU_FOOD) |
|
|
1319 | if (tmp->type == FOOD) |
|
|
1320 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
|
|
1321 | if(op->contr->mode & PU_DRINK) |
|
|
1322 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
|
|
1323 | { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
|
|
1324 | |
|
|
1325 | if(op->contr->mode & PU_POTION) |
|
|
1326 | if (tmp->type == POTION) |
|
|
1327 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
|
|
1328 | |
|
|
1329 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1330 | if(op->contr->mode & PU_SPELLBOOK) |
|
|
1331 | if (tmp->type == SPELLBOOK) |
|
|
1332 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
|
|
1333 | if(op->contr->mode & PU_SKILLSCROLL) |
|
|
1334 | if (tmp->type == SKILLSCROLL) |
|
|
1335 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
|
|
1336 | if(op->contr->mode & PU_READABLES) |
|
|
1337 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1338 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
|
|
1339 | |
|
|
1340 | /* wands/staves/rods/horns */ |
|
|
1341 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1342 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1343 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
|
|
1344 | |
|
|
1345 | /* pick up all magical items */ |
|
|
1346 | if(op->contr->mode & PU_MAGICAL) |
|
|
1347 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
|
|
1348 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
|
|
1349 | |
|
|
1350 | if(op->contr->mode & PU_VALUABLES) |
|
|
1351 | { |
|
|
1352 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1353 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
|
|
1354 | } |
|
|
1355 | |
|
|
1356 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1357 | if(op->contr->mode & PU_JEWELS) |
|
|
1358 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1359 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
|
|
1360 | |
|
|
1361 | /* bows and arrows. Bows are good for selling! */ |
|
|
1362 | if(op->contr->mode & PU_BOW) |
|
|
1363 | if (tmp->type == BOW) |
|
|
1364 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
|
|
1365 | if(op->contr->mode & PU_ARROW) |
|
|
1366 | if (tmp->type == ARROW) |
|
|
1367 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
|
|
1368 | |
|
|
1369 | /* all kinds of armor etc. */ |
|
|
1370 | if(op->contr->mode & PU_ARMOUR) |
|
|
1371 | if (tmp->type == ARMOUR) |
|
|
1372 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
|
|
1373 | if(op->contr->mode & PU_HELMET) |
|
|
1374 | if (tmp->type == HELMET) |
|
|
1375 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
|
|
1376 | if(op->contr->mode & PU_SHIELD) |
|
|
1377 | if (tmp->type == SHIELD) |
|
|
1378 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
|
|
1379 | if(op->contr->mode & PU_BOOTS) |
|
|
1380 | if (tmp->type == BOOTS) |
|
|
1381 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
|
|
1382 | if(op->contr->mode & PU_GLOVES) |
|
|
1383 | if (tmp->type == GLOVES) |
|
|
1384 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
|
|
1385 | if(op->contr->mode & PU_CLOAK) |
|
|
1386 | if (tmp->type == CLOAK) |
|
|
1387 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
|
|
1388 | |
|
|
1389 | /* hoping to catch throwing daggers here */ |
|
|
1390 | if(op->contr->mode & PU_MISSILEWEAPON) |
|
|
1391 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
|
|
1392 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
|
|
1393 | |
|
|
1394 | /* careful: chairs and tables are weapons! */ |
|
|
1395 | if(op->contr->mode & PU_ALLWEAPON) |
|
|
1396 | { |
|
|
1397 | if(tmp->type == WEAPON && tmp->name!=NULL) |
|
|
1398 | { |
|
|
1399 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
|
|
1400 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
|
|
1401 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1402 | } |
|
|
1403 | if(tmp->type == WEAPON && tmp->name==NULL) |
|
|
1404 | { |
|
|
1405 | if(strstr(tmp->arch->name,"table")==NULL && |
|
|
1406 | strstr(tmp->arch->name,"chair")==NULL) |
|
|
1407 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1408 | } |
|
|
1409 | } |
|
|
1410 | |
|
|
1411 | /* misc stuff that's useful */ |
|
|
1412 | if(op->contr->mode & PU_KEY) |
|
|
1413 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1414 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
|
|
1415 | |
|
|
1416 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1417 | * pickups */ |
|
|
1418 | if(op->contr->mode & PU_RATIO) |
|
|
1419 | { |
|
|
1420 | /* use value density to decide what else to grab */ |
|
|
1421 | /* >=7 was >= op->contr->mode */ |
|
|
1422 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1423 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1424 | wvratio=(op->contr->mode & PU_RATIO) * 5; |
|
|
1425 | if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
|
|
1426 | { |
|
|
1427 | pick_up(op, tmp); |
|
|
1428 | #if 0 |
|
|
1429 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
|
|
1430 | if(tmp->name!=NULL) { |
|
|
1431 | fprintf(stderr,"%s", tmp->name); |
|
|
1432 | } |
1409 | } |
1433 | else fprintf(stderr,"%s",tmp->arch->name); |
1410 | } /* the new pickup model */ |
1434 | fprintf(stderr,",%d] = ", tmp->type); |
|
|
1435 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
|
|
1436 | #endif |
|
|
1437 | continue; |
|
|
1438 | } |
|
|
1439 | } |
1411 | } |
1440 | } /* the new pickup model */ |
1412 | |
1441 | } |
|
|
1442 | return ! stop; |
1413 | return !stop; |
1443 | } |
1414 | } |
1444 | |
1415 | |
1445 | /* |
1416 | /* |
1446 | * Find an arrow in the inventory and after that |
1417 | * Find an arrow in the inventory and after that |
1447 | * in the right type container (quiver). Pointer to the |
1418 | * in the right type container (quiver). Pointer to the |
1448 | * found object is returned. |
1419 | * found object is returned. |
1449 | */ |
1420 | */ |
|
|
1421 | object * |
1450 | object *find_arrow(object *op, const char *type) |
1422 | find_arrow (object *op, const char *type) |
1451 | { |
1423 | { |
1452 | object *tmp = NULL; |
1424 | object *tmp = NULL; |
1453 | |
1425 | |
1454 | for(op=op->inv; op; op=op->below) |
1426 | for (op = op->inv; op; op = op->below) |
1455 | if(!tmp && op->type==CONTAINER && op->race==type && |
1427 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1456 | QUERY_FLAG(op,FLAG_APPLIED)) |
|
|
1457 | tmp = find_arrow (op, type); |
1428 | tmp = find_arrow (op, type); |
1458 | else if (op->type==ARROW && op->race==type) |
1429 | else if (op->type == ARROW && op->race == type) |
1459 | return op; |
1430 | return op; |
1460 | return tmp; |
1431 | return tmp; |
1461 | } |
1432 | } |
1462 | |
1433 | |
1463 | /* |
1434 | /* |
1464 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1435 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1465 | * against the target. A full test is not performed, simply a basic test |
1436 | * against the target. A full test is not performed, simply a basic test |
1466 | * of resistances. The archer is making a quick guess at what he sees down |
1437 | * of resistances. The archer is making a quick guess at what he sees down |
1467 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1438 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1468 | */ |
1439 | */ |
1469 | |
1440 | |
|
|
1441 | object * |
1470 | object *find_better_arrow(object *op, object *target, const char *type, int *better) |
1442 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1471 | { |
1443 | { |
1472 | object *tmp = NULL, *arrow, *ntmp; |
1444 | object *tmp = NULL, *arrow, *ntmp; |
1473 | int attacknum, attacktype, betterby=0, i; |
1445 | int attacknum, attacktype, betterby = 0, i; |
1474 | |
1446 | |
1475 | if (!type) |
1447 | if (!type) |
1476 | return NULL; |
1448 | return NULL; |
1477 | |
1449 | |
1478 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1450 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1479 | if (arrow->type==CONTAINER && arrow->race==type && |
1451 | { |
1480 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1452 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
|
|
1453 | { |
1481 | i = 0; |
1454 | i = 0; |
1482 | ntmp = find_better_arrow(arrow, target, type, &i); |
1455 | ntmp = find_better_arrow (arrow, target, type, &i); |
1483 | if (i > betterby) { |
1456 | if (i > betterby) |
|
|
1457 | { |
1484 | tmp = ntmp; |
1458 | tmp = ntmp; |
1485 | betterby = i; |
1459 | betterby = i; |
1486 | } |
1460 | } |
|
|
1461 | } |
1487 | } else if (arrow->type==ARROW && arrow->race==type) { |
1462 | else if (arrow->type == ARROW && arrow->race == type) |
|
|
1463 | { |
1488 | /* allways prefer assasination/slaying */ |
1464 | /* allways prefer assasination/slaying */ |
1489 | if (target->race != NULL && arrow->slaying != NULL && |
1465 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1490 | strstr(arrow->slaying, target->race)) { |
1466 | { |
1491 | if (arrow->attacktype & AT_DEATH) { |
1467 | if (arrow->attacktype & AT_DEATH) |
|
|
1468 | { |
1492 | *better = 100; |
1469 | *better = 100; |
1493 | return arrow; |
1470 | return arrow; |
1494 | } else { |
|
|
1495 | tmp = arrow; |
|
|
1496 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
|
|
1497 | } |
1471 | } |
1498 | } else { |
1472 | else |
1499 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
|
|
1500 | attacktype = 1<<attacknum; |
|
|
1501 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
|
|
1502 | if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { |
|
|
1503 | tmp = arrow; |
|
|
1504 | betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
|
|
1505 | } |
|
|
1506 | } |
1473 | { |
1507 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
|
|
1508 | tmp = arrow; |
1474 | tmp = arrow; |
1509 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1475 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1510 | } |
|
|
1511 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
|
|
1512 | tmp = arrow; |
|
|
1513 | betterby = 1 + arrow->magic + arrow->stats.dam; |
|
|
1514 | } |
1476 | } |
1515 | } |
1477 | } |
|
|
1478 | else |
|
|
1479 | { |
|
|
1480 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
|
|
1481 | { |
|
|
1482 | attacktype = 1 << attacknum; |
|
|
1483 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
|
|
1484 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
|
|
1485 | { |
|
|
1486 | tmp = arrow; |
|
|
1487 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
|
|
1488 | } |
|
|
1489 | } |
|
|
1490 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
|
|
1491 | { |
|
|
1492 | tmp = arrow; |
|
|
1493 | betterby = 2 + arrow->magic + arrow->stats.dam; |
|
|
1494 | } |
|
|
1495 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
|
|
1496 | { |
|
|
1497 | tmp = arrow; |
|
|
1498 | betterby = 1 + arrow->magic + arrow->stats.dam; |
|
|
1499 | } |
1516 | } |
1500 | } |
|
|
1501 | } |
1517 | } |
1502 | } |
1518 | if (tmp == NULL && arrow == NULL) |
1503 | if (tmp == NULL && arrow == NULL) |
1519 | return find_arrow(op, type); |
1504 | return find_arrow (op, type); |
1520 | |
1505 | |
1521 | *better = betterby; |
1506 | *better = betterby; |
1522 | return tmp; |
1507 | return tmp; |
1523 | } |
1508 | } |
1524 | |
1509 | |
1525 | /* looks in a given direction, finds the first valid target, and calls |
1510 | /* looks in a given direction, finds the first valid target, and calls |
1526 | * find_better_arrow to find a decent arrow to use. |
1511 | * find_better_arrow to find a decent arrow to use. |
1527 | * op = the shooter |
1512 | * op = the shooter |
1528 | * type = bow->race |
1513 | * type = bow->race |
1529 | * dir = fire direction |
1514 | * dir = fire direction |
1530 | */ |
1515 | */ |
1531 | |
1516 | |
|
|
1517 | object * |
1532 | object *pick_arrow_target(object *op, const char *type, int dir) |
1518 | pick_arrow_target (object *op, const char *type, int dir) |
1533 | { |
1519 | { |
1534 | object *tmp = NULL; |
1520 | object *tmp = NULL; |
1535 | mapstruct *m; |
1521 | maptile *m; |
1536 | int i, mflags, found, number; |
1522 | int i, mflags, found, number; |
1537 | sint16 x, y; |
1523 | sint16 x, y; |
1538 | |
1524 | |
1539 | if (op->map == NULL) |
1525 | if (op->map == NULL) |
1540 | return find_arrow(op, type); |
1526 | return find_arrow (op, type); |
1541 | |
1527 | |
1542 | /* do a dex check */ |
1528 | /* do a dex check */ |
1543 | number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1529 | number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1544 | if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1530 | if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1545 | return find_arrow(op, type); |
1531 | return find_arrow (op, type); |
1546 | |
1532 | |
1547 | m = op->map; |
1533 | m = op->map; |
1548 | x = op->x; |
1534 | x = op->x; |
1549 | y = op->y; |
1535 | y = op->y; |
1550 | |
1536 | |
1551 | /* find the first target */ |
1537 | /* find the first target */ |
1552 | for (i=0, found=0; i<20; i++) { |
1538 | for (i = 0, found = 0; i < 20; i++) |
|
|
1539 | { |
1553 | x += freearr_x[dir]; |
1540 | x += freearr_x[dir]; |
1554 | y += freearr_y[dir]; |
1541 | y += freearr_y[dir]; |
1555 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1542 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1556 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1543 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
|
|
1544 | { |
1557 | tmp = NULL; |
1545 | tmp = NULL; |
|
|
1546 | break; |
|
|
1547 | } |
|
|
1548 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
|
|
1549 | { |
|
|
1550 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
|
|
1551 | * perhaps a bad assumption. |
|
|
1552 | */ |
|
|
1553 | tmp = NULL; |
|
|
1554 | break; |
|
|
1555 | } |
|
|
1556 | if (mflags & P_IS_ALIVE) |
|
|
1557 | { |
|
|
1558 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
1559 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
1560 | { |
|
|
1561 | found++; |
|
|
1562 | break; |
|
|
1563 | } |
|
|
1564 | if (found) |
1558 | break; |
1565 | break; |
1559 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
|
|
1560 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
|
|
1561 | * perhaps a bad assumption. |
|
|
1562 | */ |
|
|
1563 | tmp = NULL; |
|
|
1564 | break; |
|
|
1565 | } |
1566 | } |
1566 | if (mflags & P_IS_ALIVE) { |
|
|
1567 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
|
|
1568 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
|
|
1569 | found++; |
|
|
1570 | break; |
|
|
1571 | } |
|
|
1572 | if (found) |
|
|
1573 | break; |
|
|
1574 | } |
|
|
1575 | } |
1567 | } |
1576 | if (tmp == NULL) |
1568 | if (tmp == NULL) |
1577 | return find_arrow(op, type); |
1569 | return find_arrow (op, type); |
1578 | |
1570 | |
1579 | if (tmp->head) |
1571 | if (tmp->head) |
1580 | tmp = tmp->head; |
1572 | tmp = tmp->head; |
1581 | |
1573 | |
1582 | return find_better_arrow(op, tmp, type, &i); |
1574 | return find_better_arrow (op, tmp, type, &i); |
1583 | } |
1575 | } |
1584 | |
1576 | |
1585 | /* |
1577 | /* |
1586 | * Creature fires a bow - op can be monster or player. Returns |
1578 | * Creature fires a bow - op can be monster or player. Returns |
1587 | * 1 if bow was actually fired, 0 otherwise. |
1579 | * 1 if bow was actually fired, 0 otherwise. |
… | |
… | |
1590 | * dir is the direction of fire. |
1582 | * dir is the direction of fire. |
1591 | * wc_mod is any special modifier to give (used in special player fire modes) |
1583 | * wc_mod is any special modifier to give (used in special player fire modes) |
1592 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1584 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1593 | * player fire modes. |
1585 | * player fire modes. |
1594 | */ |
1586 | */ |
|
|
1587 | int |
1595 | int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, |
1588 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1596 | sint16 sx, sint16 sy) |
|
|
1597 | { |
1589 | { |
1598 | object *left, *bow; |
1590 | object *left, *bow; |
1599 | tag_t left_tag, tag; |
|
|
1600 | int bowspeed, mflags; |
1591 | int bowspeed, mflags; |
1601 | mapstruct *m; |
1592 | maptile *m; |
1602 | |
1593 | |
1603 | if (!dir) { |
1594 | if (!dir) |
|
|
1595 | { |
1604 | new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1596 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1605 | return 0; |
1597 | return 0; |
1606 | } |
1598 | } |
|
|
1599 | |
1607 | if (op->type == PLAYER) |
1600 | if (op->type == PLAYER) |
1608 | bow=op->contr->ranges[range_bow]; |
1601 | bow = op->contr->ranges[range_bow]; |
1609 | else { |
1602 | else |
|
|
1603 | { |
1610 | for(bow=op->inv; bow; bow=bow->below) |
1604 | for (bow = op->inv; bow; bow = bow->below) |
1611 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1605 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1612 | * don't need to switch back and forth between bows and weapons. |
1606 | * don't need to switch back and forth between bows and weapons. |
1613 | */ |
1607 | */ |
1614 | if(bow->type==BOW) |
1608 | if (bow->type == BOW) |
1615 | break; |
1609 | break; |
1616 | |
1610 | |
1617 | if (!bow) { |
1611 | if (!bow) |
|
|
1612 | { |
1618 | LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); |
1613 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1619 | return 0; |
1614 | return 0; |
1620 | } |
1615 | } |
1621 | } |
1616 | } |
|
|
1617 | |
1622 | if( !bow->race || !bow->skill) { |
1618 | if (!bow->race || !bow->skill) |
|
|
1619 | { |
1623 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); |
1620 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1624 | return 0; |
1621 | return 0; |
1625 | } |
1622 | } |
1626 | |
1623 | |
1627 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1624 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1628 | |
1625 | |
1629 | /* penalize ROF for bestarrow */ |
1626 | /* penalize ROF for bestarrow */ |
1630 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1627 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1631 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1628 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1629 | |
1632 | if (bowspeed < 1) |
1630 | if (bowspeed < 1) |
1633 | bowspeed = 1; |
1631 | bowspeed = 1; |
1634 | |
1632 | |
1635 | if (arrow == NULL) { |
1633 | if (arrow == NULL) |
|
|
1634 | { |
1636 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1635 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
|
|
1636 | { |
1637 | if (op->type == PLAYER) |
1637 | if (op->type == PLAYER) |
1638 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1638 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1639 | "You have no %s left.", bow->race); |
|
|
1640 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1639 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1641 | else |
1640 | else |
1642 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1641 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1643 | return 0; |
1642 | return 0; |
1644 | } |
1643 | } |
1645 | } |
1644 | } |
|
|
1645 | |
1646 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1646 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1647 | if (mflags & P_OUT_OF_MAP) { |
1647 | if (mflags & P_OUT_OF_MAP) |
1648 | return 0; |
1648 | return 0; |
1649 | } |
1649 | |
1650 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1650 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
|
|
1651 | { |
1651 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1652 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1652 | return 0; |
1653 | return 0; |
1653 | } |
1654 | } |
1654 | |
1655 | |
1655 | /* this should not happen, but sometimes does */ |
1656 | /* this should not happen, but sometimes does */ |
1656 | if (arrow->nrof==0) { |
1657 | if (arrow->nrof == 0) |
1657 | remove_ob(arrow); |
1658 | { |
1658 | free_object(arrow); |
1659 | arrow->destroy (); |
1659 | return 0; |
1660 | return 0; |
1660 | } |
1661 | } |
1661 | |
1662 | |
1662 | left = arrow; /* these are arrows left to the player */ |
1663 | left = arrow; /* these are arrows left to the player */ |
1663 | left_tag = left->count; |
|
|
1664 | arrow = get_split_ob(arrow, 1); |
1664 | arrow = get_split_ob (arrow, 1); |
1665 | if (arrow == NULL) { |
1665 | if (!arrow) |
|
|
1666 | { |
1666 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", |
1667 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1667 | bow->race); |
|
|
1668 | return 0; |
1668 | return 0; |
1669 | } |
1669 | } |
1670 | set_owner(arrow, op); |
1670 | |
1671 | if (arrow->skill) free_string(arrow->skill); |
1671 | arrow->set_owner (op); |
1672 | arrow->skill = add_refcount(bow->skill); |
1672 | arrow->skill = bow->skill; |
1673 | |
1673 | |
1674 | arrow->direction=dir; |
1674 | arrow->direction = dir; |
1675 | arrow->x = sx; |
1675 | arrow->x = sx; |
1676 | arrow->y = sy; |
1676 | arrow->y = sy; |
1677 | |
1677 | |
1678 | if (op->type == PLAYER) { |
1678 | if (op->type == PLAYER) |
|
|
1679 | { |
1679 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
1680 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1680 | fix_player(op); |
1681 | op->update_stats (); |
1681 | } |
1682 | } |
1682 | |
1683 | |
1683 | SET_ANIMATION(arrow, arrow->direction); |
1684 | SET_ANIMATION (arrow, arrow->direction); |
1684 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1685 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1685 | arrow->stats.hp = arrow->stats.dam; |
1686 | arrow->stats.hp = arrow->stats.dam; |
1686 | arrow->stats.grace = arrow->attacktype; |
1687 | arrow->stats.grace = arrow->attacktype; |
1687 | if (arrow->slaying != NULL) |
1688 | if (arrow->slaying != NULL) |
1688 | arrow->spellarg = strdup_local(arrow->slaying); |
1689 | arrow->spellarg = strdup (arrow->slaying); |
1689 | |
1690 | |
1690 | /* Note that this was different for monsters - they got their level |
1691 | /* Note that this was different for monsters - they got their level |
1691 | * added to the damage. I think the strength bonus is more proper. |
1692 | * added to the damage. I think the strength bonus is more proper. |
1692 | */ |
1693 | */ |
1693 | |
|
|
1694 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
|
|
1695 | 0 : dam_bonus[op->stats.Str]) + |
|
|
1696 | bow->stats.dam + bow->magic + arrow->magic; |
|
|
1697 | |
1694 | |
|
|
1695 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1696 | |
1698 | /* update the speed */ |
1697 | /* update the speed */ |
1699 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1698 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1700 | 0 : dam_bonus[op->stats.Str]) + |
1699 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1701 | bow->magic + arrow->magic) / 5.0 + |
|
|
1702 | (float)bow->stats.dam / 7.0; |
|
|
1703 | |
1700 | |
1704 | if (arrow->speed < 1.0) |
1701 | arrow->set_speed (max (arrow->speed, 1.0)); |
1705 | arrow->speed = 1.0; |
|
|
1706 | update_ob_speed(arrow); |
|
|
1707 | arrow->speed_left = 0; |
1702 | arrow->speed_left = 0; |
1708 | |
1703 | |
1709 | if (op->type == PLAYER) { |
1704 | if (op->type == PLAYER) |
|
|
1705 | { |
1710 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1706 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1711 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
1707 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
1712 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
1708 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
1713 | arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1714 | |
1709 | |
1715 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1710 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1716 | } else { |
1711 | } |
|
|
1712 | else |
|
|
1713 | { |
1717 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
1714 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
1718 | arrow->stats.wc + wc_mod; |
|
|
1719 | |
|
|
1720 | arrow->level = op->level; |
1715 | arrow->level = op->level; |
1721 | } |
1716 | } |
|
|
1717 | |
1722 | if (arrow->attacktype == AT_PHYSICAL) |
1718 | if (arrow->attacktype == AT_PHYSICAL) |
1723 | arrow->attacktype |= bow->attacktype; |
1719 | arrow->attacktype |= bow->attacktype; |
|
|
1720 | |
1724 | if (bow->slaying != NULL) |
1721 | if (bow->slaying) |
1725 | arrow->slaying = add_string(bow->slaying); |
1722 | arrow->slaying = bow->slaying; |
1726 | |
1723 | |
1727 | arrow->map = m; |
1724 | arrow->map = m; |
1728 | arrow->move_type = MOVE_FLY_LOW; |
1725 | arrow->move_type = MOVE_FLY_LOW; |
1729 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1726 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1730 | |
1727 | |
1731 | play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1728 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1732 | tag = arrow->count; |
|
|
1733 | insert_ob_in_map(arrow, m, op, 0); |
1729 | insert_ob_in_map (arrow, m, op, 0); |
1734 | |
1730 | |
1735 | if (!was_destroyed(arrow, tag)) |
1731 | if (!arrow->destroyed ()) |
1736 | move_arrow(arrow); |
1732 | move_arrow (arrow); |
1737 | |
1733 | |
1738 | if (op->type == PLAYER) { |
1734 | if (op->type == PLAYER) |
1739 | if (was_destroyed (left, left_tag)) |
1735 | { |
|
|
1736 | if (left->destroyed ()) |
1740 | esrv_del_item(op->contr, left_tag); |
1737 | esrv_del_item (op->contr, left->count); |
1741 | else |
1738 | else |
1742 | esrv_send_item(op, left); |
1739 | esrv_send_item (op, left); |
1743 | } |
1740 | } |
|
|
1741 | |
1744 | return 1; |
1742 | return 1; |
1745 | } |
1743 | } |
1746 | |
1744 | |
1747 | /* Special fire code for players - this takes into |
1745 | /* Special fire code for players - this takes into |
1748 | * account the special fire modes players can have |
1746 | * account the special fire modes players can have |
1749 | * but monsters can't. Putting that code here |
1747 | * but monsters can't. Putting that code here |
1750 | * makes the fire_bow code much cleaner. |
1748 | * makes the fire_bow code much cleaner. |
1751 | * this function should only be called if 'op' is a player, |
1749 | * this function should only be called if 'op' is a player, |
1752 | * hence the function name. |
1750 | * hence the function name. |
1753 | */ |
1751 | */ |
|
|
1752 | int |
1754 | int player_fire_bow(object *op, int dir) |
1753 | player_fire_bow (object *op, int dir) |
1755 | { |
1754 | { |
1756 | int ret=0, wcmod=0; |
1755 | int ret = 0, wcmod = 0; |
1757 | |
1756 | |
1758 | if (op->contr->bowtype == bow_bestarrow) { |
1757 | if (op->contr->bowtype == bow_bestarrow) |
1759 | ret = fire_bow(op, op, |
1758 | { |
1760 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1759 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1761 | dir, 0, op->x, op->y); |
1760 | } |
1762 | } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1761 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
|
|
1762 | { |
1763 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1763 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1764 | wcmod =-1; |
1764 | wcmod = -1; |
1765 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1765 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1766 | op->x, op->y); |
1766 | } |
1767 | } else if (op->contr->bowtype == bow_threewide) { |
1767 | else if (op->contr->bowtype == bow_threewide) |
|
|
1768 | { |
1768 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1769 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1769 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); |
1770 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1770 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
1771 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
|
|
1772 | } |
1771 | } else if (op->contr->bowtype == bow_spreadshot) { |
1773 | else if (op->contr->bowtype == bow_spreadshot) |
|
|
1774 | { |
1772 | ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1775 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1773 | ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); |
1776 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1774 | ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); |
1777 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1775 | |
1778 | |
1776 | } else { |
1779 | } |
|
|
1780 | else |
|
|
1781 | { |
1777 | /* Simple case */ |
1782 | /* Simple case */ |
1778 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1783 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1779 | } |
1784 | } |
1780 | return ret; |
1785 | return ret; |
1781 | } |
1786 | } |
1782 | |
1787 | |
1783 | |
1788 | |
1784 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1789 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1785 | * Broken apart from 'fire' to keep it more readable. |
1790 | * Broken apart from 'fire' to keep it more readable. |
1786 | */ |
1791 | */ |
|
|
1792 | void |
1787 | void fire_misc_object(object *op, int dir) |
1793 | fire_misc_object (object *op, int dir) |
1788 | { |
1794 | { |
1789 | object *item; |
1795 | object *item; |
1790 | |
1796 | |
1791 | if (!op->contr->ranges[range_misc]) { |
1797 | if (!op->contr->ranges[range_misc]) |
|
|
1798 | { |
1792 | new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1799 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1793 | return; |
1800 | return; |
1794 | } |
1801 | } |
1795 | |
1802 | |
1796 | item = op->contr->ranges[range_misc]; |
1803 | item = op->contr->ranges[range_misc]; |
1797 | if (!item->inv) { |
1804 | if (!item->inv) |
|
|
1805 | { |
1798 | LOG(llevError,"Object %s lacks a spell\n", item->name); |
1806 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1799 | return; |
1807 | return; |
1800 | } |
1808 | } |
1801 | if (item->type == WAND) { |
1809 | if (item->type == WAND) |
|
|
1810 | { |
1802 | if(item->stats.food<=0) { |
1811 | if (item->stats.food <= 0) |
|
|
1812 | { |
1803 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1813 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1804 | new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
1814 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1805 | return; |
1815 | return; |
1806 | } |
1816 | } |
|
|
1817 | } |
1807 | } else if (item->type == ROD || item->type==HORN) { |
1818 | else if (item->type == ROD || item->type == HORN) |
|
|
1819 | { |
1808 | if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
1820 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
|
|
1821 | { |
1809 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1822 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1810 | if (item->type== ROD) |
1823 | if (item->type == ROD) |
1811 | new_draw_info_format(NDI_UNIQUE, 0,op, |
|
|
1812 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1824 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1813 | else |
1825 | else |
1814 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1826 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1815 | "The %s needs more time to charge.", query_base_name(item,0)); |
|
|
1816 | return; |
1827 | return; |
1817 | } |
1828 | } |
1818 | } |
1829 | } |
1819 | |
1830 | |
1820 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
1831 | if (cast_spell (op, item, dir, item->inv, NULL)) |
|
|
1832 | { |
1821 | SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1833 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1822 | if (item->type == WAND) { |
1834 | if (item->type == WAND) |
|
|
1835 | { |
1823 | if (!(--item->stats.food)) { |
1836 | if (!(--item->stats.food)) |
|
|
1837 | { |
1824 | object *tmp; |
1838 | object *tmp; |
|
|
1839 | |
1825 | if (item->arch) { |
1840 | if (item->arch) |
|
|
1841 | { |
1826 | CLEAR_FLAG(item, FLAG_ANIMATE); |
1842 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1827 | item->face = item->arch->clone.face; |
1843 | item->face = item->arch->clone.face; |
1828 | item->speed = 0; |
1844 | item->set_speed (0); |
1829 | update_ob_speed(item); |
|
|
1830 | } |
1845 | } |
|
|
1846 | |
1831 | if ((tmp=is_player_inv(item))) |
1847 | if ((tmp = item->in_player ())) |
1832 | esrv_update_item(UPD_ANIM, tmp, item); |
1848 | esrv_update_item (UPD_ANIM, tmp, item); |
1833 | } |
1849 | } |
1834 | } |
1850 | } |
1835 | else if (item->type == ROD || item->type==HORN) { |
1851 | else if (item->type == ROD || item->type == HORN) |
1836 | drain_rod_charge(item); |
1852 | drain_rod_charge (item); |
1837 | } |
|
|
1838 | } |
1853 | } |
1839 | } |
1854 | } |
1840 | |
1855 | |
1841 | /* Received a fire command for the player - go and do it. |
1856 | /* Received a fire command for the player - go and do it. |
1842 | */ |
1857 | */ |
|
|
1858 | void |
1843 | void fire(object *op,int dir) { |
1859 | fire (object *op, int dir) |
|
|
1860 | { |
1844 | int spellcost=0; |
1861 | int spellcost = 0; |
1845 | |
1862 | |
1846 | /* check for loss of invisiblity/hide */ |
1863 | /* check for loss of invisiblity/hide */ |
1847 | if (action_makes_visible(op)) make_visible(op); |
1864 | if (action_makes_visible (op)) |
|
|
1865 | make_visible (op); |
1848 | |
1866 | |
1849 | switch(op->contr->shoottype) { |
1867 | switch (op->contr->shoottype) |
|
|
1868 | { |
1850 | case range_none: |
1869 | case range_none: |
|
|
1870 | return; |
|
|
1871 | |
|
|
1872 | case range_bow: |
|
|
1873 | player_fire_bow (op, dir); |
|
|
1874 | return; |
|
|
1875 | |
|
|
1876 | case range_magic: /* Casting spells */ |
|
|
1877 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
|
|
1878 | return; |
|
|
1879 | |
|
|
1880 | case range_misc: |
|
|
1881 | fire_misc_object (op, dir); |
|
|
1882 | return; |
|
|
1883 | |
|
|
1884 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1885 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1886 | { |
|
|
1887 | op->contr->ranges[range_golem] = 0; |
|
|
1888 | op->contr->shoottype = range_none; |
|
|
1889 | } |
|
|
1890 | else |
|
|
1891 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1892 | return; |
|
|
1893 | |
|
|
1894 | case range_skill: |
|
|
1895 | if (!op->chosen_skill) |
|
|
1896 | { |
|
|
1897 | if (op->type == PLAYER) |
|
|
1898 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1851 | return; |
1899 | return; |
1852 | |
|
|
1853 | case range_bow: |
|
|
1854 | player_fire_bow(op, dir); |
|
|
1855 | return; |
|
|
1856 | |
|
|
1857 | case range_magic: /* Casting spells */ |
|
|
1858 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
|
|
1859 | return; |
|
|
1860 | |
|
|
1861 | case range_misc: |
|
|
1862 | fire_misc_object(op, dir); |
|
|
1863 | return; |
|
|
1864 | |
|
|
1865 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1866 | if(op->contr->ranges[range_golem]==NULL || |
|
|
1867 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
|
|
1868 | op->contr->ranges[range_golem] = NULL; |
|
|
1869 | op->contr->shoottype=range_none; |
|
|
1870 | op->contr->golem_count = 0; |
|
|
1871 | } |
1900 | } |
1872 | else |
|
|
1873 | control_golem(op->contr->ranges[range_golem], dir); |
|
|
1874 | return; |
|
|
1875 | |
|
|
1876 | case range_skill: |
|
|
1877 | if(!op->chosen_skill) { |
|
|
1878 | if(op->type==PLAYER) |
|
|
1879 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
|
|
1880 | return; |
|
|
1881 | } |
|
|
1882 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
1901 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1883 | return; |
|
|
1884 | case range_builder: |
|
|
1885 | apply_map_builder( op, dir ); |
|
|
1886 | return; |
1902 | return; |
|
|
1903 | case range_builder: |
|
|
1904 | apply_map_builder (op, dir); |
|
|
1905 | return; |
1887 | default: |
1906 | default: |
1888 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
1907 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1889 | return; |
1908 | return; |
1890 | } |
1909 | } |
1891 | } |
1910 | } |
1892 | |
1911 | |
1893 | |
1912 | |
1894 | |
1913 | |
… | |
… | |
1901 | * inv is the objects inventory to searched |
1920 | * inv is the objects inventory to searched |
1902 | * door is the door we are trying to match against. |
1921 | * door is the door we are trying to match against. |
1903 | * This function can be called recursively to search containers. |
1922 | * This function can be called recursively to search containers. |
1904 | */ |
1923 | */ |
1905 | |
1924 | |
|
|
1925 | object * |
1906 | object * find_key(object *pl, object *container, object *door) |
1926 | find_key (object *pl, object *container, object *door) |
1907 | { |
1927 | { |
1908 | object *tmp,*key; |
1928 | object *tmp, *key; |
1909 | |
1929 | |
1910 | /* Should not happen, but sanity checking is never bad */ |
1930 | /* Should not happen, but sanity checking is never bad */ |
1911 | if (container->inv == NULL) return NULL; |
1931 | if (container->inv == NULL) |
|
|
1932 | return NULL; |
1912 | |
1933 | |
1913 | /* First, lets try to find a key in the top level inventory */ |
1934 | /* First, lets try to find a key in the top level inventory */ |
1914 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1935 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
|
|
1936 | { |
1915 | if (door->type==DOOR && tmp->type==KEY) break; |
1937 | if (door->type == DOOR && tmp->type == KEY) |
|
|
1938 | break; |
1916 | /* For sanity, we should really check door type, but other stuff |
1939 | /* For sanity, we should really check door type, but other stuff |
1917 | * (like containers) can be locked with special keys |
1940 | * (like containers) can be locked with special keys |
1918 | */ |
1941 | */ |
1919 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
1942 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1920 | tmp->slaying==door->slaying) break; |
1943 | break; |
1921 | } |
1944 | } |
1922 | /* No key found - lets search inventories now */ |
1945 | /* No key found - lets search inventories now */ |
1923 | /* If we find and use a key in an inventory, return at that time. |
1946 | /* If we find and use a key in an inventory, return at that time. |
1924 | * otherwise, if we search all the inventories and still don't find |
1947 | * otherwise, if we search all the inventories and still don't find |
1925 | * a key, return |
1948 | * a key, return |
1926 | */ |
1949 | */ |
1927 | if (!tmp) { |
1950 | if (!tmp) |
|
|
1951 | { |
1928 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1952 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
|
|
1953 | { |
1929 | /* No reason to search empty containers */ |
1954 | /* No reason to search empty containers */ |
1930 | if (tmp->type==CONTAINER && tmp->inv) { |
1955 | if (tmp->type == CONTAINER && tmp->inv) |
|
|
1956 | { |
1931 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
1957 | if ((key = find_key (pl, tmp, door)) != NULL) |
|
|
1958 | return key; |
1932 | } |
1959 | } |
1933 | } |
1960 | } |
|
|
1961 | if (!tmp) |
1934 | if (!tmp) return NULL; |
1962 | return NULL; |
1935 | } |
1963 | } |
1936 | /* We get down here if we have found a key. Now if its in a container, |
1964 | /* We get down here if we have found a key. Now if its in a container, |
1937 | * see if we actually want to use it |
1965 | * see if we actually want to use it |
1938 | */ |
1966 | */ |
1939 | if (pl!=container) { |
1967 | if (pl != container) |
|
|
1968 | { |
1940 | /* Only let players use keys in containers */ |
1969 | /* Only let players use keys in containers */ |
1941 | if (!pl->contr) return NULL; |
1970 | if (!pl->contr) |
|
|
1971 | return NULL; |
1942 | /* cases where this fails: |
1972 | /* cases where this fails: |
1943 | * If we only search the player inventory, return now since we |
1973 | * If we only search the player inventory, return now since we |
1944 | * are not in the players inventory. |
1974 | * are not in the players inventory. |
1945 | * If the container is not active, return now since only active |
1975 | * If the container is not active, return now since only active |
1946 | * containers can be used. |
1976 | * containers can be used. |
1947 | * If we only search keyrings and the container does not have |
1977 | * If we only search keyrings and the container does not have |
1948 | * a race/isn't a keyring. |
1978 | * a race/isn't a keyring. |
1949 | * No checking for all containers - to fall through past here, |
1979 | * No checking for all containers - to fall through past here, |
1950 | * inv must have been an container and must have been active. |
1980 | * inv must have been an container and must have been active. |
1951 | * |
1981 | * |
1952 | * Change the color so that the message doesn't disappear with |
1982 | * Change the color so that the message doesn't disappear with |
1953 | * all the others. |
1983 | * all the others. |
1954 | */ |
1984 | */ |
1955 | if (pl->contr->usekeys == key_inventory || |
1985 | if (pl->contr->usekeys == key_inventory || |
1956 | !QUERY_FLAG(container, FLAG_APPLIED) || |
1986 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1957 | (pl->contr->usekeys == keyrings && |
|
|
1958 | (!container->race || strcmp(container->race, "keys"))) |
1987 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1959 | ) { |
1988 | { |
1960 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
1989 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1961 | "The %s in your %s vibrates as you approach the door", |
1990 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1962 | query_name(tmp), query_name(container)); |
|
|
1963 | return NULL; |
1991 | return NULL; |
1964 | } |
1992 | } |
1965 | } |
1993 | } |
1966 | return tmp; |
1994 | return tmp; |
1967 | } |
1995 | } |
1968 | |
1996 | |
1969 | /* moved door processing out of move_player_attack. |
1997 | /* moved door processing out of move_player_attack. |
1970 | * returns 1 if player has opened the door with a key |
1998 | * returns 1 if player has opened the door with a key |
1971 | * such that the caller should not do anything more, |
1999 | * such that the caller should not do anything more, |
1972 | * 0 otherwise |
2000 | * 0 otherwise |
1973 | */ |
2001 | */ |
|
|
2002 | static int |
1974 | static int player_attack_door(object *op, object *door) |
2003 | player_attack_door (object *op, object *door) |
1975 | { |
2004 | { |
1976 | |
|
|
1977 | /* If its a door, try to find a use a key. If we do destroy the door, |
2005 | /* If its a door, try to find a use a key. If we do destroy the door, |
1978 | * might as well return immediately as there is nothing more to do - |
2006 | * might as well return immediately as there is nothing more to do - |
1979 | * otherwise, we fall through to the rest of the code. |
2007 | * otherwise, we fall through to the rest of the code. |
1980 | */ |
2008 | */ |
1981 | object *key=find_key(op, op, door); |
2009 | object *key = find_key (op, op, door); |
1982 | |
2010 | |
1983 | /* IF we found a key, do some extra work */ |
2011 | /* IF we found a key, do some extra work */ |
1984 | if (key) { |
2012 | if (key) |
|
|
2013 | { |
1985 | object *container=key->env; |
2014 | object *container = key->env; |
1986 | |
2015 | |
1987 | play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
2016 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1988 | if(action_makes_visible(op)) make_visible(op); |
2017 | if (action_makes_visible (op)) |
|
|
2018 | make_visible (op); |
1989 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
2019 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
2020 | spring_trap (door->inv, op); |
1990 | if (door->type == DOOR) { |
2021 | if (door->type == DOOR) |
|
|
2022 | { |
1991 | hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
2023 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1992 | } |
2024 | } |
1993 | else if(door->type==LOCKED_DOOR) { |
2025 | else if (door->type == LOCKED_DOOR) |
1994 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
2026 | { |
1995 | "You open the door with the %s", query_short_name(key)); |
2027 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1996 | remove_door2(door); /* remove door without violence ;-) */ |
2028 | remove_door2 (door); /* remove door without violence ;-) */ |
1997 | } |
2029 | } |
1998 | /* Do this after we print the message */ |
2030 | /* Do this after we print the message */ |
1999 | decrease_ob(key); /* Use up one of the keys */ |
2031 | decrease_ob (key); /* Use up one of the keys */ |
2000 | /* Need to update the weight the container the key was in */ |
2032 | /* Need to update the weight the container the key was in */ |
2001 | if (container != op) |
2033 | if (container != op) |
2002 | esrv_update_item(UPD_WEIGHT, op, container); |
2034 | esrv_update_item (UPD_WEIGHT, op, container); |
2003 | return 1; /* Nothing more to do below */ |
2035 | return 1; /* Nothing more to do below */ |
|
|
2036 | } |
2004 | } else if (door->type==LOCKED_DOOR) { |
2037 | else if (door->type == LOCKED_DOOR) |
|
|
2038 | { |
2005 | /* Might as well return now - no other way to open this */ |
2039 | /* Might as well return now - no other way to open this */ |
2006 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2040 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2007 | return 1; |
2041 | return 1; |
2008 | } |
2042 | } |
2009 | return 0; |
2043 | return 0; |
2010 | } |
2044 | } |
2011 | |
2045 | |
2012 | /* This function is just part of a breakup from move_player. |
2046 | /* This function is just part of a breakup from move_player. |
2013 | * It should keep the code cleaner. |
2047 | * It should keep the code cleaner. |
2014 | * When this is called, the players direction has been updated |
2048 | * When this is called, the players direction has been updated |
2015 | * (taking into account confusion.) The player is also actually |
2049 | * (taking into account confusion.) The player is also actually |
2016 | * going to try and move (not fire weapons). |
2050 | * going to try and move (not fire weapons). |
2017 | */ |
2051 | */ |
2018 | |
2052 | void |
2019 | void move_player_attack(object *op, int dir) |
2053 | move_player_attack (object *op, int dir) |
2020 | { |
2054 | { |
2021 | object *tmp, *mon; |
2055 | object *tmp, *mon; |
2022 | sint16 nx, ny; |
2056 | sint16 nx, ny; |
2023 | int on_battleground; |
2057 | int on_battleground; |
2024 | mapstruct *m; |
2058 | maptile *m; |
2025 | |
2059 | |
2026 | nx=freearr_x[dir]+op->x; |
2060 | nx = freearr_x[dir] + op->x; |
2027 | ny=freearr_y[dir]+op->y; |
2061 | ny = freearr_y[dir] + op->y; |
2028 | |
2062 | |
2029 | on_battleground = op_on_battleground(op, NULL, NULL); |
2063 | on_battleground = op_on_battleground (op, 0, 0); |
2030 | |
2064 | |
2031 | /* If braced, or can't move to the square, and it is not out of the |
2065 | /* If braced, or can't move to the square, and it is not out of the |
2032 | * map, attack it. Note order of if statement is important - don't |
2066 | * map, attack it. Note order of if statement is important - don't |
2033 | * want to be calling move_ob if braced, because move_ob will move the |
2067 | * want to be calling move_ob if braced, because move_ob will move the |
2034 | * player. This is a pretty nasty hack, because if we could |
2068 | * player. This is a pretty nasty hack, because if we could |
2035 | * move to some space, it then means that if we are braced, we should |
2069 | * move to some space, it then means that if we are braced, we should |
2036 | * do nothing at all. As it is, if we are braced, we go through |
2070 | * do nothing at all. As it is, if we are braced, we go through |
2037 | * quite a bit of processing. However, it probably is less than what |
2071 | * quite a bit of processing. However, it probably is less than what |
2038 | * move_ob uses. |
2072 | * move_ob uses. |
2039 | */ |
2073 | */ |
2040 | if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { |
2074 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2075 | { |
2041 | if (OUT_OF_REAL_MAP(op->map, nx, ny)) { |
2076 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2077 | { |
2042 | m = get_map_from_coord(op->map, &nx, &ny); |
2078 | m = get_map_from_coord (op->map, &nx, &ny); |
|
|
2079 | if (!m) |
2043 | if (!m) return; /* Don't think this should happen */ |
2080 | return; /* Don't think this should happen */ |
|
|
2081 | } |
|
|
2082 | else |
|
|
2083 | m = op->map; |
|
|
2084 | |
|
|
2085 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2044 | } |
2086 | { |
2045 | else m =op->map; |
|
|
2046 | |
|
|
2047 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
|
|
2048 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2087 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2088 | return; |
|
|
2089 | } |
|
|
2090 | |
|
|
2091 | mon = 0; |
|
|
2092 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2093 | * we find a monster - that is something we know we want to attack. |
|
|
2094 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2095 | * on the space |
|
|
2096 | */ |
|
|
2097 | while (tmp) |
|
|
2098 | { |
|
|
2099 | if (tmp == op) |
|
|
2100 | { |
|
|
2101 | tmp = tmp->above; |
|
|
2102 | continue; |
|
|
2103 | } |
|
|
2104 | |
|
|
2105 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2106 | { |
|
|
2107 | mon = tmp; |
|
|
2108 | break; |
|
|
2109 | } |
|
|
2110 | |
|
|
2111 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2112 | mon = tmp; |
|
|
2113 | |
|
|
2114 | tmp = tmp->above; |
|
|
2115 | } |
|
|
2116 | |
|
|
2117 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2118 | return; /* into a wall */ |
|
|
2119 | |
|
|
2120 | if (mon->head) |
|
|
2121 | mon = mon->head; |
|
|
2122 | |
|
|
2123 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2124 | if (player_attack_door (op, mon)) |
|
|
2125 | return; |
|
|
2126 | |
|
|
2127 | /* The following deals with possibly attacking peaceful |
|
|
2128 | * or frienddly creatures. Basically, all players are considered |
|
|
2129 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2130 | * object should be pushed instead of attacked. It is assumed that |
|
|
2131 | * if you are braced, you will not attack friends accidently, |
|
|
2132 | * and thus will not push them. |
|
|
2133 | */ |
|
|
2134 | |
|
|
2135 | /* If the creature is a pet, push it even if the player is not |
|
|
2136 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2137 | * player owns it and it is either friendly or unagressive. |
|
|
2138 | */ |
|
|
2139 | if ((op->type == PLAYER) |
|
|
2140 | #if COZY_SERVER |
|
|
2141 | && |
|
|
2142 | ((mon->owner && mon->owner->contr |
|
|
2143 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2144 | #else |
|
|
2145 | && mon->owner == op |
|
|
2146 | #endif |
|
|
2147 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2148 | { |
|
|
2149 | /* If we're braced, we don't want to switch places with it */ |
|
|
2150 | if (op->contr->braced) |
2049 | return; |
2151 | return; |
|
|
2152 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2153 | (void) push_ob (mon, dir, op); |
|
|
2154 | if (op->contr->tmp_invis || op->hide) |
|
|
2155 | make_visible (op); |
|
|
2156 | return; |
2050 | } |
2157 | } |
2051 | |
2158 | |
2052 | mon = NULL; |
2159 | /* in certain circumstances, you shouldn't attack friendly |
2053 | /* Go through all the objects, and find ones of interest. Only stop if |
2160 | * creatures. Note that if you are braced, you can't push |
2054 | * we find a monster - that is something we know we want to attack. |
2161 | * someone, but put it inside this loop so that you won't |
2055 | * if its a door or barrel (can roll) see if there may be monsters |
2162 | * attack them either. |
2056 | * on the space |
|
|
2057 | */ |
2163 | */ |
2058 | while (tmp!=NULL) { |
2164 | if ((mon->type == PLAYER || mon->enemy != op) && |
2059 | if (tmp == op) { |
2165 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2060 | tmp=tmp->above; |
2166 | #ifdef PROHIBIT_PLAYERKILL |
2061 | continue; |
2167 | (op->contr->peaceful |
|
|
2168 | || (mon->type == PLAYER |
|
|
2169 | && mon->contr-> |
|
|
2170 | peaceful)) && |
|
|
2171 | #else |
|
|
2172 | op->contr->peaceful && |
|
|
2173 | #endif |
|
|
2174 | !on_battleground)) |
|
|
2175 | { |
|
|
2176 | if (!op->contr->braced) |
|
|
2177 | { |
|
|
2178 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2179 | (void) push_ob (mon, dir, op); |
2062 | } |
2180 | } |
2063 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
2181 | else |
2064 | mon = tmp; |
2182 | new_draw_info (0, 0, op, "You withhold your attack"); |
2065 | break; |
2183 | |
|
|
2184 | if (op->contr->tmp_invis || op->hide) |
|
|
2185 | make_visible (op); |
|
|
2186 | } |
|
|
2187 | |
|
|
2188 | /* If the object is a boulder or other rollable object, then |
|
|
2189 | * roll it if not braced. You can't roll it if you are braced. |
|
|
2190 | */ |
|
|
2191 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2192 | { |
|
|
2193 | recursive_roll (mon, dir, op); |
|
|
2194 | if (action_makes_visible (op)) |
|
|
2195 | make_visible (op); |
|
|
2196 | } |
|
|
2197 | |
|
|
2198 | /* Any generic living creature. Including things like doors. |
|
|
2199 | * Way it works is like this: First, it must have some hit points |
|
|
2200 | * and be living. Then, it must be one of the following: |
|
|
2201 | * 1) Not a player, 2) A player, but of a different party. Note |
|
|
2202 | * that party_number -1 is no party, so attacks can still happen. |
|
|
2203 | */ |
|
|
2204 | |
|
|
2205 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
|
|
2206 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
|
|
2207 | { |
|
|
2208 | |
|
|
2209 | /* If the player hasn't hit something this tick, and does |
|
|
2210 | * so, give them speed boost based on weapon speed. Doing |
|
|
2211 | * it here is better than process_players2, which basically |
|
|
2212 | * incurred a 1 tick offset. |
|
|
2213 | */ |
|
|
2214 | if (!op->contr->has_hit) |
|
|
2215 | { |
|
|
2216 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2217 | |
|
|
2218 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2066 | } |
2219 | } |
2067 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
|
|
2068 | mon = tmp; |
|
|
2069 | tmp=tmp->above; |
|
|
2070 | } |
|
|
2071 | |
|
|
2072 | if (mon==NULL) /* This happens anytime the player tries to move */ |
|
|
2073 | return; /* into a wall */ |
|
|
2074 | |
2220 | |
2075 | if(mon->head != NULL) |
2221 | skill_attack (mon, op, 0, 0, 0); |
2076 | mon = mon->head; |
|
|
2077 | |
2222 | |
2078 | if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
2223 | /* If attacking another player, that player gets automatic |
2079 | if (player_attack_door(op, mon)) return; |
2224 | * hitback, and doesn't loose luck either. |
2080 | |
2225 | * Disable hitback on the battleground or if the target is |
2081 | /* The following deals with possibly attacking peaceful |
2226 | * the wiz. |
2082 | * or frienddly creatures. Basically, all players are considered |
|
|
2083 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2084 | * object should be pushed instead of attacked. It is assumed that |
|
|
2085 | * if you are braced, you will not attack friends accidently, |
|
|
2086 | * and thus will not push them. |
|
|
2087 | */ |
2227 | */ |
2088 | |
2228 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2089 | /* If the creature is a pet, push it even if the player is not |
|
|
2090 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2091 | * player owns it and it is either friendly or unagressive. |
|
|
2092 | */ |
|
|
2093 | if ((op->type==PLAYER) |
|
|
2094 | #if COZY_SERVER |
|
|
2095 | && |
|
|
2096 | ( |
|
|
2097 | (get_owner(mon) && get_owner(mon)->contr |
|
|
2098 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
|
|
2099 | || get_owner(mon) == op |
|
|
2100 | ) |
|
|
2101 | #else |
|
|
2102 | && get_owner(mon)==op |
|
|
2103 | #endif |
|
|
2104 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
|
|
2105 | { |
|
|
2106 | /* If we're braced, we don't want to switch places with it */ |
|
|
2107 | if (op->contr->braced) return; |
|
|
2108 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2109 | (void) push_ob(mon,dir,op); |
|
|
2110 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2111 | return; |
|
|
2112 | } |
|
|
2113 | |
|
|
2114 | /* in certain circumstances, you shouldn't attack friendly |
|
|
2115 | * creatures. Note that if you are braced, you can't push |
|
|
2116 | * someone, but put it inside this loop so that you won't |
|
|
2117 | * attack them either. |
|
|
2118 | */ |
|
|
2119 | if ((mon->type==PLAYER || mon->enemy != op) && |
|
|
2120 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
|
|
2121 | ( |
|
|
2122 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2123 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
|
|
2124 | #else |
|
|
2125 | op->contr->peaceful && |
|
|
2126 | #endif |
|
|
2127 | !on_battleground |
|
|
2128 | )) { |
2229 | { |
2129 | if (!op->contr->braced) { |
2230 | short luck = mon->stats.luck; |
2130 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2231 | |
2131 | (void) push_ob(mon,dir,op); |
2232 | mon->contr->has_hit = 1; |
2132 | } else { |
2233 | skill_attack (op, mon, 0, 0, 0); |
2133 | new_draw_info(0, 0,op,"You withhold your attack"); |
2234 | mon->stats.luck = luck; |
2134 | } |
2235 | } |
2135 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2136 | } |
|
|
2137 | |
2236 | |
2138 | /* If the object is a boulder or other rollable object, then |
|
|
2139 | * roll it if not braced. You can't roll it if you are braced. |
|
|
2140 | */ |
|
|
2141 | else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
|
|
2142 | recursive_roll(mon,dir,op); |
|
|
2143 | if(action_makes_visible(op)) make_visible(op); |
2237 | if (action_makes_visible (op)) |
2144 | } |
2238 | make_visible (op); |
2145 | |
|
|
2146 | /* Any generic living creature. Including things like doors. |
|
|
2147 | * Way it works is like this: First, it must have some hit points |
|
|
2148 | * and be living. Then, it must be one of the following: |
|
|
2149 | * 1) Not a player, 2) A player, but of a different party. Note |
|
|
2150 | * that party_number -1 is no party, so attacks can still happen. |
|
|
2151 | */ |
|
|
2152 | |
|
|
2153 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
|
|
2154 | ((mon->type!=PLAYER || op->contr->party==NULL || |
|
|
2155 | op->contr->party!=mon->contr->party))) { |
|
|
2156 | |
|
|
2157 | /* If the player hasn't hit something this tick, and does |
|
|
2158 | * so, give them speed boost based on weapon speed. Doing |
|
|
2159 | * it here is better than process_players2, which basically |
|
|
2160 | * incurred a 1 tick offset. |
|
|
2161 | */ |
|
|
2162 | if (!op->contr->has_hit) { |
|
|
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2164 | |
|
|
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2166 | } |
2239 | } |
2167 | |
|
|
2168 | skill_attack(mon, op, 0, NULL, NULL); |
|
|
2169 | |
|
|
2170 | /* If attacking another player, that player gets automatic |
|
|
2171 | * hitback, and doesn't loose luck either. |
|
|
2172 | * Disable hitback on the battleground or if the target is |
|
|
2173 | * the wiz. |
|
|
2174 | */ |
|
|
2175 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
|
|
2176 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
|
|
2177 | short luck = mon->stats.luck; |
|
|
2178 | mon->contr->has_hit = 1; |
|
|
2179 | skill_attack(op, mon, 0, NULL, NULL); |
|
|
2180 | mon->stats.luck = luck; |
|
|
2181 | } |
|
|
2182 | if(action_makes_visible(op)) make_visible(op); |
|
|
2183 | } |
|
|
2184 | } /* if player should attack something */ |
2240 | } /* if player should attack something */ |
2185 | } |
2241 | } |
2186 | |
2242 | |
|
|
2243 | int |
2187 | int move_player(object *op,int dir) { |
2244 | move_player (object *op, int dir) |
|
|
2245 | { |
2188 | int pick; |
2246 | int pick; |
2189 | |
2247 | |
2190 | if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2248 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2191 | return 0; |
|
|
2192 | |
|
|
2193 | /* Sanity check: make sure dir is valid */ |
|
|
2194 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
|
|
2195 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
|
|
2196 | return 0; |
|
|
2197 | } |
|
|
2198 | |
|
|
2199 | /* peterm: added following line */ |
|
|
2200 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
|
|
2201 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
2202 | |
|
|
2203 | op->facing = dir; |
|
|
2204 | |
|
|
2205 | if(op->hide) do_hidden_move(op); |
|
|
2206 | |
|
|
2207 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
|
|
2208 | /*nop*/; |
|
|
2209 | else if (op->contr->fire_on) |
|
|
2210 | fire (op, dir); |
|
|
2211 | else |
|
|
2212 | { |
|
|
2213 | move_player_attack (op, dir); |
|
|
2214 | pick = check_pick(op); |
|
|
2215 | } |
|
|
2216 | |
|
|
2217 | /* Add special check for newcs players and fire on - this way, the |
|
|
2218 | * server can handle repeat firing. |
|
|
2219 | */ |
|
|
2220 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
|
|
2221 | op->direction = dir; |
|
|
2222 | } else { |
|
|
2223 | op->direction=0; |
|
|
2224 | } |
|
|
2225 | /* Update how the player looks. Use the facing, so direction may |
|
|
2226 | * get reset to zero. This allows for full animation capabilities |
|
|
2227 | * for players. |
|
|
2228 | */ |
|
|
2229 | animate_object(op, op->facing); |
|
|
2230 | return 0; |
2249 | return 0; |
|
|
2250 | |
|
|
2251 | /* Sanity check: make sure dir is valid */ |
|
|
2252 | if ((dir < 0) || (dir >= 9)) |
|
|
2253 | { |
|
|
2254 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
|
|
2255 | return 0; |
|
|
2256 | } |
|
|
2257 | |
|
|
2258 | /* peterm: added following line */ |
|
|
2259 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
|
|
2260 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
2261 | |
|
|
2262 | op->facing = dir; |
|
|
2263 | |
|
|
2264 | if (op->hide) |
|
|
2265 | do_hidden_move (op); |
|
|
2266 | |
|
|
2267 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
|
|
2268 | /*nop */ ; |
|
|
2269 | else if (op->contr->fire_on) |
|
|
2270 | fire (op, dir); |
|
|
2271 | else |
|
|
2272 | { |
|
|
2273 | move_player_attack (op, dir); |
|
|
2274 | pick = check_pick (op); |
|
|
2275 | } |
|
|
2276 | |
|
|
2277 | /* Add special check for newcs players and fire on - this way, the |
|
|
2278 | * server can handle repeat firing. |
|
|
2279 | */ |
|
|
2280 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
|
|
2281 | op->direction = dir; |
|
|
2282 | else |
|
|
2283 | op->direction = 0; |
|
|
2284 | |
|
|
2285 | /* Update how the player looks. Use the facing, so direction may |
|
|
2286 | * get reset to zero. This allows for full animation capabilities |
|
|
2287 | * for players. |
|
|
2288 | */ |
|
|
2289 | animate_object (op, op->facing); |
|
|
2290 | return 0; |
2231 | } |
2291 | } |
2232 | |
2292 | |
2233 | /* This is similar to handle_player, below, but is only used by the |
2293 | /* This is similar to handle_player, below, but is only used by the |
2234 | * new client/server stuff. |
2294 | * new client/server stuff. |
2235 | * This is sort of special, in that the new client/server actually uses |
2295 | * This is sort of special, in that the new client/server actually uses |
2236 | * the new speed values for commands. |
2296 | * the new speed values for commands. |
2237 | * |
2297 | * |
2238 | * Returns true if there are more actions we can do. |
2298 | * Returns true if there are more actions we can do. |
2239 | */ |
2299 | */ |
|
|
2300 | int |
2240 | int handle_newcs_player(object *op) |
2301 | handle_newcs_player (object *op) |
2241 | { |
2302 | { |
2242 | if (op->contr->hidden) { |
2303 | if (op->contr->hidden) |
|
|
2304 | { |
2243 | op->invisible = 1000; |
2305 | op->invisible = 1000; |
2244 | /* the socket code flashes the player visible/invisible |
2306 | /* the socket code flashes the player visible/invisible |
2245 | * depending on the value of invisible, so we need to |
2307 | * depending on the value of invisible, so we need to |
2246 | * alternate it here for it to work correctly. |
2308 | * alternate it here for it to work correctly. |
2247 | */ |
2309 | */ |
2248 | if (pticks & 2) op->invisible--; |
2310 | if (pticks & 2) |
2249 | } |
|
|
2250 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
|
|
2251 | op->invisible--; |
2311 | op->invisible--; |
|
|
2312 | } |
|
|
2313 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2314 | { |
|
|
2315 | op->invisible--; |
2252 | if(!op->invisible) { |
2316 | if (!op->invisible) |
|
|
2317 | { |
2253 | make_visible(op); |
2318 | make_visible (op); |
2254 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2319 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2255 | } |
2320 | } |
2256 | } |
2321 | } |
2257 | |
2322 | |
2258 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2323 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2324 | { |
2259 | flee_player(op); |
2325 | flee_player (op); |
2260 | /* If player is still scared, that is his action for this tick */ |
2326 | /* If player is still scared, that is his action for this tick */ |
2261 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2327 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2328 | { |
2262 | op->speed_left--; |
2329 | op->speed_left--; |
2263 | return 0; |
2330 | return 0; |
2264 | } |
2331 | } |
2265 | } |
2332 | } |
2266 | |
2333 | |
2267 | /* I've been seeing crashes where the golem has been destroyed, but |
2334 | /* I've been seeing crashes where the golem has been destroyed, but |
2268 | * the player object still points to the defunct golem. The code that |
2335 | * the player object still points to the defunct golem. The code that |
2269 | * destroys the golem looks correct, and it doesn't always happen, so |
2336 | * destroys the golem looks correct, and it doesn't always happen, so |
2270 | * put this in a a workaround to clean up the golem pointer. |
2337 | * put this in a a workaround to clean up the golem pointer. |
2271 | */ |
2338 | */ |
2272 | if (op->contr->ranges[range_golem] && |
2339 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
2273 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
|
|
2274 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
|
|
2275 | op->contr->ranges[range_golem] = NULL; |
2340 | op->contr->ranges[range_golem] = 0; |
2276 | op->contr->golem_count = 0; |
|
|
2277 | } |
|
|
2278 | |
2341 | |
2279 | /* call this here - we also will call this in do_ericserver, but |
2342 | /* call this here - we also will call this in do_ericserver, but |
2280 | * the players time has been increased when doericserver has been |
2343 | * the players time has been increased when doericserver has been |
2281 | * called, so we recheck it here. |
2344 | * called, so we recheck it here. |
2282 | */ |
2345 | */ |
2283 | HandleClient(&op->contr->socket, op->contr); |
2346 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2284 | if (op->speed_left<0) return 0; |
2347 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2285 | |
|
|
2286 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
|
|
2287 | /* All move commands take 1 tick, at least for now */ |
|
|
2288 | op->speed_left--; |
|
|
2289 | |
|
|
2290 | /* Instead of all the stuff below, let move_player take care |
|
|
2291 | * of it. Also, some of the skill stuff is only put in |
|
|
2292 | * there, as well as the confusion stuff. |
|
|
2293 | */ |
|
|
2294 | move_player(op, op->direction); |
|
|
2295 | if (op->speed_left>0) return 1; |
|
|
2296 | else return 0; |
|
|
2297 | } |
2348 | ; |
|
|
2349 | |
|
|
2350 | if (op->speed_left < 0) |
2298 | return 0; |
2351 | return 0; |
2299 | } |
|
|
2300 | |
2352 | |
2301 | int save_life(object *op) { |
2353 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2302 | object *tmp; |
2354 | { |
|
|
2355 | /* All move commands take 1 tick, at least for now */ |
|
|
2356 | op->speed_left--; |
2303 | |
2357 | |
2304 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
2358 | /* Instead of all the stuff below, let move_player take care |
|
|
2359 | * of it. Also, some of the skill stuff is only put in |
|
|
2360 | * there, as well as the confusion stuff. |
|
|
2361 | */ |
|
|
2362 | move_player (op, op->direction); |
|
|
2363 | if (op->speed_left > 0) |
|
|
2364 | return 1; |
|
|
2365 | else |
2305 | return 0; |
2366 | return 0; |
|
|
2367 | } |
2306 | |
2368 | |
2307 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2369 | return 0; |
2308 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2370 | } |
2309 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2371 | |
2310 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2372 | int |
2311 | "Your %s vibrates violently, then evaporates.", |
2373 | save_life (object *op) |
2312 | query_name(tmp)); |
2374 | { |
2313 | if (op->contr) |
|
|
2314 | esrv_del_item(op->contr, tmp->count); |
|
|
2315 | remove_ob(tmp); |
|
|
2316 | free_object(tmp); |
|
|
2317 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
|
|
2318 | if(op->stats.hp<0) |
|
|
2319 | op->stats.hp = op->stats.maxhp; |
|
|
2320 | if(op->stats.food<0) |
|
|
2321 | op->stats.food = 999; |
|
|
2322 | fix_player(op); |
|
|
2323 | return 1; |
|
|
2324 | } |
|
|
2325 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
|
|
2326 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2375 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2327 | enter_player_savebed(op); /* bring him home. */ |
|
|
2328 | return 0; |
2376 | return 0; |
|
|
2377 | |
|
|
2378 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2379 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
|
|
2380 | { |
|
|
2381 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
|
|
2382 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2383 | |
|
|
2384 | if (op->contr) |
|
|
2385 | esrv_del_item (op->contr, tmp->count); |
|
|
2386 | |
|
|
2387 | tmp->destroy (); |
|
|
2388 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2389 | |
|
|
2390 | if (op->stats.hp < 0) |
|
|
2391 | op->stats.hp = op->stats.maxhp; |
|
|
2392 | |
|
|
2393 | if (op->stats.food < 0) |
|
|
2394 | op->stats.food = 999; |
|
|
2395 | |
|
|
2396 | op->update_stats (); |
|
|
2397 | return 1; |
|
|
2398 | } |
|
|
2399 | |
|
|
2400 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
|
|
2401 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2402 | enter_player_savebed (op); /* bring him home. */ |
|
|
2403 | return 0; |
2329 | } |
2404 | } |
2330 | |
2405 | |
2331 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2406 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2332 | * back in the map (location and map determined by values of env). This |
2407 | * back in the map (location and map determined by values of env). This |
2333 | * function will descend into containers. op is the object to start the search |
2408 | * function will descend into containers. op is the object to start the search |
2334 | * from. |
2409 | * from. |
2335 | */ |
2410 | */ |
|
|
2411 | void |
2336 | void remove_unpaid_objects(object *op, object *env) |
2412 | remove_unpaid_objects (object *op, object *env) |
2337 | { |
2413 | { |
2338 | object *next; |
2414 | object *next; |
2339 | |
2415 | |
2340 | while (op) { |
2416 | while (op) |
|
|
2417 | { |
2341 | next=op->below; /* Make sure we have a good value, in case |
2418 | next = op->below; /* Make sure we have a good value, in case |
2342 | * we remove object 'op' |
2419 | * we remove object 'op' |
2343 | */ |
2420 | */ |
2344 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2421 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2422 | { |
2345 | remove_ob(op); |
2423 | op->remove (); |
2346 | op->x = env->x; |
2424 | op->x = env->x; |
2347 | op->y = env->y; |
2425 | op->y = env->y; |
2348 | if (env->type == PLAYER) |
2426 | if (env->type == PLAYER) |
2349 | esrv_del_item(env->contr, op->count); |
2427 | esrv_del_item (env->contr, op->count); |
2350 | insert_ob_in_map(op, env->map, NULL,0); |
2428 | insert_ob_in_map (op, env->map, NULL, 0); |
2351 | } |
2429 | } |
|
|
2430 | else if (op->inv) |
2352 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
2431 | remove_unpaid_objects (op->inv, env); |
|
|
2432 | |
2353 | op=next; |
2433 | op = next; |
2354 | } |
2434 | } |
2355 | } |
2435 | } |
2356 | |
|
|
2357 | |
2436 | |
2358 | /* |
2437 | /* |
2359 | * Returns pointer a static string containing gravestone text |
2438 | * Returns pointer a static string containing gravestone text |
2360 | * Moved from apply.c to player.c - player.c is what |
2439 | * Moved from apply.c to player.c - player.c is what |
2361 | * actually uses this function. player.c may not be quite the |
2440 | * actually uses this function. player.c may not be quite the |
2362 | * best, a misc file for object actions is probably better, |
2441 | * best, a misc file for object actions is probably better, |
2363 | * but there isn't one in the server directory. |
2442 | * but there isn't one in the server directory. |
2364 | */ |
2443 | */ |
|
|
2444 | char * |
2365 | char *gravestone_text (object *op) |
2445 | gravestone_text (object *op) |
2366 | { |
2446 | { |
2367 | static char buf2[MAX_BUF]; |
2447 | static char buf2[MAX_BUF]; |
2368 | char buf[MAX_BUF]; |
2448 | char buf[MAX_BUF]; |
2369 | time_t now = time (NULL); |
2449 | time_t now = time (NULL); |
2370 | |
2450 | |
2371 | strcpy (buf2, " R.I.P.\n\n"); |
2451 | strcpy (buf2, " R.I.P.\n\n"); |
2372 | if (op->type == PLAYER) |
2452 | if (op->type == PLAYER) |
2373 | sprintf (buf, "%s the %s\n", op->name, op->contr->title); |
2453 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2374 | else |
2454 | else |
2375 | sprintf (buf, "%s\n", op->name); |
2455 | sprintf (buf, "%s\n", &op->name); |
|
|
2456 | |
2376 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2457 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2377 | strcat (buf2, buf); |
2458 | strcat (buf2, buf); |
2378 | if (op->type == PLAYER) |
2459 | if (op->type == PLAYER) |
2379 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2460 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2380 | else |
2461 | else |
2381 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2462 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2463 | |
2382 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2464 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2383 | strcat (buf2, buf); |
2465 | strcat (buf2, buf); |
2384 | if (op->type == PLAYER) { |
2466 | if (op->type == PLAYER) |
|
|
2467 | { |
2385 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2468 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2386 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2469 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2387 | strcat (buf2, buf); |
2470 | strcat (buf2, buf); |
2388 | } |
2471 | } |
|
|
2472 | |
2389 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2473 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2390 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2474 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2391 | strcat (buf2, buf); |
2475 | strcat (buf2, buf); |
|
|
2476 | |
2392 | return buf2; |
2477 | return buf2; |
2393 | } |
2478 | } |
2394 | |
2479 | |
2395 | |
2480 | void |
2396 | |
|
|
2397 | void do_some_living(object *op) { |
2481 | do_some_living (object *op) |
|
|
2482 | { |
2398 | int last_food=op->stats.food; |
2483 | int last_food = op->stats.food; |
2399 | int gen_hp, gen_sp, gen_grace; |
2484 | int gen_hp, gen_sp, gen_grace; |
2400 | int over_hp, over_sp, over_grace; |
2485 | int over_hp, over_sp, over_grace; |
2401 | int i; |
2486 | int i; |
2402 | int rate_hp = 1200; |
2487 | int rate_hp = 1200; |
2403 | int rate_sp = 2500; |
2488 | int rate_sp = 2500; |
2404 | int rate_grace = 2000; |
2489 | int rate_grace = 2000; |
2405 | const int max_hp = 1; |
2490 | const int max_hp = 1; |
2406 | const int max_sp = 1; |
2491 | const int max_sp = 1; |
2407 | const int max_grace = 1; |
2492 | const int max_grace = 1; |
2408 | |
2493 | |
2409 | if (op->contr->outputs_sync) { |
2494 | if (op->contr->outputs_sync) |
|
|
2495 | { |
2410 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2496 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2411 | if (op->contr->outputs[i].buf!=NULL && |
|
|
2412 | (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2497 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2413 | flush_output_element(op, &op->contr->outputs[i]); |
2498 | flush_output_element (op, &op->contr->outputs[i]); |
2414 | } |
2499 | } |
2415 | |
2500 | |
2416 | if(op->contr->state==ST_PLAYING) { |
2501 | if (op->contr->ns->state == ST_PLAYING) |
2417 | |
2502 | { |
2418 | /* these next three if clauses make it possible to SLOW DOWN |
2503 | /* these next three if clauses make it possible to SLOW DOWN |
2419 | hp/grace/spellpoint regeneration. */ |
2504 | hp/grace/spellpoint regeneration. */ |
2420 | if(op->contr->gen_hp >= 0 ) |
2505 | if (op->contr->gen_hp >= 0) |
2421 | gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; |
2506 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2422 | else { |
2507 | else |
|
|
2508 | { |
2423 | gen_hp = op->stats.maxhp; |
2509 | gen_hp = op->stats.maxhp; |
2424 | rate_hp -= rate_hp/2 * op->contr->gen_hp; |
2510 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2425 | } |
2511 | } |
|
|
2512 | |
2426 | if(op->contr->gen_sp >= 0 ) |
2513 | if (op->contr->gen_sp >= 0) |
2427 | gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; |
2514 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2428 | else { |
2515 | else |
|
|
2516 | { |
2429 | gen_sp = op->stats.maxsp; |
2517 | gen_sp = op->stats.maxsp; |
2430 | rate_sp -= rate_sp/2 * op->contr->gen_sp; |
2518 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2431 | } |
2519 | } |
|
|
2520 | |
2432 | if(op->contr->gen_grace >= 0) |
2521 | if (op->contr->gen_grace >= 0) |
2433 | gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; |
2522 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2434 | else { |
2523 | else |
|
|
2524 | { |
2435 | gen_grace = op->stats.maxgrace; |
2525 | gen_grace = op->stats.maxgrace; |
2436 | rate_grace -= rate_grace/2 * op->contr->gen_grace; |
2526 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2437 | } |
2527 | } |
2438 | |
2528 | |
2439 | /* Regenerate Spell Points */ |
2529 | /* Regenerate Spell Points */ |
2440 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
2530 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2531 | { |
2441 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
2532 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2442 | if(op->stats.sp<op->stats.maxsp) { |
|
|
2443 | op->stats.sp++; |
|
|
2444 | /* dms do not consume food */ |
|
|
2445 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
2446 | op->stats.food--; |
|
|
2447 | if(op->contr->digestion<0) |
|
|
2448 | op->stats.food+=op->contr->digestion; |
|
|
2449 | else if(op->contr->digestion>0 && |
|
|
2450 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2451 | op->stats.food=last_food; |
|
|
2452 | } |
|
|
2453 | } |
|
|
2454 | if (max_sp>1) { |
|
|
2455 | over_sp = (gen_sp+10)/rate_sp; |
|
|
2456 | if (over_sp > 0) { |
|
|
2457 | if(op->stats.sp<op->stats.maxsp) { |
2533 | if (op->stats.sp < op->stats.maxsp) |
2458 | op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
2534 | { |
2459 | if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
|
|
2460 | op->stats.sp--; |
2535 | op->stats.sp++; |
2461 | if(op->stats.sp>op->stats.maxsp) |
2536 | /* dms do not consume food */ |
2462 | op->stats.sp=op->stats.maxsp; |
2537 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2538 | { |
|
|
2539 | op->stats.food--; |
|
|
2540 | if (op->contr->digestion < 0) |
|
|
2541 | op->stats.food += op->contr->digestion; |
|
|
2542 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2543 | op->stats.food = last_food; |
2463 | } |
2544 | } |
2464 | op->last_sp=0; |
|
|
2465 | } else { |
|
|
2466 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2467 | } |
|
|
2468 | } else { |
|
|
2469 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2470 | } |
|
|
2471 | } |
|
|
2472 | |
|
|
2473 | /* Regenerate Grace */ |
|
|
2474 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
|
|
2475 | if(--op->last_grace<0) { |
|
|
2476 | if(op->stats.grace<op->stats.maxgrace/2) |
|
|
2477 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2478 | if(max_grace>1) { |
|
|
2479 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
|
|
2480 | if (over_grace > 0) { |
|
|
2481 | op->stats.sp += over_grace |
|
|
2482 | + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; |
|
|
2483 | op->last_grace=0; |
|
|
2484 | } else { |
|
|
2485 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
|
|
2486 | } |
2545 | } |
|
|
2546 | |
|
|
2547 | if (max_sp > 1) |
|
|
2548 | { |
|
|
2549 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2550 | if (over_sp > 0) |
|
|
2551 | { |
|
|
2552 | if (op->stats.sp < op->stats.maxsp) |
|
|
2553 | { |
|
|
2554 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2555 | |
|
|
2556 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2557 | op->stats.sp--; |
|
|
2558 | |
|
|
2559 | if (op->stats.sp > op->stats.maxsp) |
|
|
2560 | op->stats.sp = op->stats.maxsp; |
|
|
2561 | } |
|
|
2562 | op->last_sp = 0; |
|
|
2563 | } |
|
|
2564 | else |
|
|
2565 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2566 | } |
2487 | } else { |
2567 | else |
|
|
2568 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2569 | } |
|
|
2570 | |
|
|
2571 | /* Regenerate Grace */ |
|
|
2572 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
|
|
2573 | if (--op->last_grace < 0) |
|
|
2574 | { |
|
|
2575 | if (op->stats.grace < op->stats.maxgrace / 2) |
|
|
2576 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2577 | |
|
|
2578 | if (max_grace > 1) |
|
|
2579 | { |
|
|
2580 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
|
|
2581 | if (over_grace > 0) |
|
|
2582 | { |
|
|
2583 | op->stats.sp += over_grace |
|
|
2584 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2585 | op->last_grace = 0; |
|
|
2586 | } |
|
|
2587 | else |
|
|
2588 | { |
|
|
2589 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2590 | } |
|
|
2591 | } |
|
|
2592 | else |
|
|
2593 | { |
2488 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2594 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2489 | } |
2595 | } |
2490 | /* wearing stuff doesn't detract from grace generation. */ |
2596 | /* wearing stuff doesn't detract from grace generation. */ |
2491 | } |
2597 | } |
2492 | |
2598 | |
2493 | /* Regenerate Hit Points */ |
2599 | /* Regenerate Hit Points */ |
2494 | if(--op->last_heal<0) { |
2600 | if (--op->last_heal < 0) |
|
|
2601 | { |
2495 | if(op->stats.hp<op->stats.maxhp) { |
2602 | if (op->stats.hp < op->stats.maxhp) |
|
|
2603 | { |
2496 | op->stats.hp++; |
2604 | op->stats.hp++; |
2497 | /* dms do not consume food */ |
2605 | /* dms do not consume food */ |
2498 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2606 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2499 | op->stats.food--; |
2607 | { |
|
|
2608 | op->stats.food--; |
2500 | if(op->contr->digestion<0) |
2609 | if (op->contr->digestion < 0) |
2501 | op->stats.food+=op->contr->digestion; |
2610 | op->stats.food += op->contr->digestion; |
2502 | else if(op->contr->digestion>0 && |
2611 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2503 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2504 | op->stats.food=last_food; |
2612 | op->stats.food = last_food; |
|
|
2613 | } |
|
|
2614 | } |
|
|
2615 | |
|
|
2616 | if (max_hp > 1) |
|
|
2617 | { |
|
|
2618 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2619 | if (over_hp > 0) |
|
|
2620 | { |
|
|
2621 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2622 | op->last_heal = 0; |
|
|
2623 | } |
|
|
2624 | else |
|
|
2625 | { |
|
|
2626 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2627 | } |
|
|
2628 | } |
|
|
2629 | else |
|
|
2630 | { |
|
|
2631 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2632 | } |
2505 | } |
2633 | } |
2506 | } |
|
|
2507 | if(max_hp>1) { |
|
|
2508 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
|
|
2509 | if (over_hp > 0) { |
|
|
2510 | op->stats.sp += over_hp |
|
|
2511 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
|
|
2512 | op->last_heal=0; |
|
|
2513 | } else { |
|
|
2514 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2515 | } |
|
|
2516 | } else { |
|
|
2517 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2518 | } |
|
|
2519 | } |
|
|
2520 | |
2634 | |
2521 | /* Digestion */ |
2635 | /* Digestion */ |
2522 | if(--op->last_eat<0) { |
2636 | if (--op->last_eat < 0) |
|
|
2637 | { |
2523 | #ifdef COZY_SERVER |
2638 | #ifdef COZY_SERVER |
2524 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
2639 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2525 | int bonus=dg>0?dg:0, |
2640 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
2526 | penalty=dg<0?-dg:0; |
|
|
2527 | #else |
2641 | #else |
2528 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2642 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2529 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
|
|
2530 | #endif |
2643 | #endif |
2531 | |
2644 | |
2532 | if(op->contr->gen_hp > 0) |
2645 | if (op->contr->gen_hp > 0) |
2533 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2646 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2534 | else |
2647 | else |
2535 | op->last_eat=25*(1+bonus)/(penalty +1); |
2648 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2649 | |
2536 | /* dms do not consume food */ |
2650 | /* dms do not consume food */ |
2537 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2651 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2538 | } |
2652 | op->stats.food--; |
2539 | } |
2653 | } |
2540 | |
2654 | |
2541 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2655 | if (op->stats.food < 0 && op->stats.hp >= 0) |
|
|
2656 | { |
2542 | object *tmp, *flesh=NULL; |
2657 | object *tmp, *flesh = 0; |
2543 | |
2658 | |
2544 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2659 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2660 | { |
2545 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2661 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2662 | { |
2546 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2663 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2664 | { |
2547 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2665 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2548 | manual_apply(op,tmp,0); |
2666 | manual_apply (op, tmp, 0); |
2549 | if(op->stats.food>=0||op->stats.hp<0) |
2667 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2550 | break; |
2668 | break; |
2551 | } |
2669 | } |
2552 | else if (tmp->type==FLESH) flesh=tmp; |
2670 | else if (tmp->type == FLESH) |
|
|
2671 | flesh = tmp; |
2553 | } /* End if paid for object */ |
2672 | } /* End if paid for object */ |
2554 | } /* end of for loop */ |
2673 | } /* end of for loop */ |
|
|
2674 | |
2555 | /* If player is still starving, it means they don't have any food, so |
2675 | /* If player is still starving, it means they don't have any food, so |
2556 | * eat flesh instead. |
2676 | * eat flesh instead. |
2557 | */ |
2677 | */ |
2558 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2678 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
|
|
2679 | { |
2559 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2680 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2560 | manual_apply(op,flesh,0); |
2681 | manual_apply (op, flesh, 0); |
2561 | } |
2682 | } |
2562 | } /* end if player is starving */ |
2683 | } |
2563 | |
2684 | |
2564 | while(op->stats.food<0&&op->stats.hp>0) |
2685 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2565 | op->stats.food++,op->stats.hp--; |
2686 | op->stats.food++, op->stats.hp--; |
2566 | |
2687 | |
2567 | if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2688 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2568 | kill_player(op); |
2689 | kill_player (op); |
|
|
2690 | } |
2569 | } |
2691 | } |
2570 | |
|
|
2571 | |
|
|
2572 | |
2692 | |
2573 | /* If the player should die (lack of hp, food, etc), we call this. |
2693 | /* If the player should die (lack of hp, food, etc), we call this. |
2574 | * op is the player in jeopardy. If the player can not be saved (not |
2694 | * op is the player in jeopardy. If the player can not be saved (not |
2575 | * permadeath, no lifesave), this will take care of removing the player |
2695 | * permadeath, no lifesave), this will take care of removing the player |
2576 | * file. |
2696 | * file. |
2577 | */ |
2697 | */ |
|
|
2698 | void |
2578 | void kill_player(object *op) |
2699 | kill_player (object *op) |
2579 | { |
2700 | { |
2580 | char buf[MAX_BUF]; |
2701 | char buf[MAX_BUF]; |
2581 | int x,y,i; |
2702 | int x, y; |
|
|
2703 | |
|
|
2704 | //int i; |
2582 | mapstruct *map; /* this is for resurrection */ |
2705 | maptile *map; /* this is for resurrection */ |
|
|
2706 | |
2583 | int z; |
2707 | /* int z; |
2584 | int num_stats_lose; |
2708 | int num_stats_lose; |
2585 | int lost_a_stat; |
2709 | int lost_a_stat; |
2586 | int lose_this_stat; |
2710 | int lose_this_stat; |
2587 | int this_stat; |
2711 | int this_stat; */ |
2588 | int will_kill_again; |
2712 | int will_kill_again; |
2589 | archetype *at; |
2713 | archetype *at; |
2590 | object *tmp; |
2714 | object *tmp; |
2591 | |
2715 | |
2592 | if(save_life(op)) |
2716 | if (save_life (op)) |
2593 | return; |
2717 | return; |
2594 | |
2718 | |
2595 | |
2719 | |
2596 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2720 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2597 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2721 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2598 | * Look at op_on_battleground() for more info --AndreasV |
2722 | * Look at op_on_battleground() for more info --AndreasV |
2599 | */ |
2723 | */ |
2600 | if (op_on_battleground(op, &x, &y)) { |
2724 | if (op_on_battleground (op, &x, &y)) |
2601 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2725 | { |
2602 | "You have been defeated in combat!"); |
2726 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2603 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2727 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2604 | "Local medics have saved your life..."); |
2728 | |
2605 | |
|
|
2606 | /* restore player */ |
2729 | /* restore player */ |
2607 | at = find_archetype("poisoning"); |
2730 | at = archetype::find ("poisoning"); |
2608 | tmp=present_arch_in_ob(at,op); |
2731 | tmp = present_arch_in_ob (at, op); |
2609 | if (tmp) { |
2732 | if (tmp) |
2610 | remove_ob(tmp); |
2733 | { |
2611 | free_object(tmp); |
2734 | tmp->destroy (); |
2612 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2735 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2613 | } |
2736 | } |
2614 | |
2737 | |
2615 | at = find_archetype("confusion"); |
2738 | at = archetype::find ("confusion"); |
2616 | tmp=present_arch_in_ob(at,op); |
2739 | tmp = present_arch_in_ob (at, op); |
2617 | if (tmp) { |
2740 | if (tmp) |
2618 | remove_ob(tmp); |
2741 | { |
2619 | free_object(tmp); |
2742 | tmp->destroy (); |
2620 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2743 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2621 | } |
2744 | } |
2622 | |
2745 | |
2623 | cure_disease(op,0); /* remove any disease */ |
2746 | cure_disease (op, 0); /* remove any disease */ |
2624 | op->stats.hp=op->stats.maxhp; |
2747 | op->stats.hp = op->stats.maxhp; |
2625 | if (op->stats.food<=0) op->stats.food=999; |
2748 | if (op->stats.food <= 0) |
2626 | |
2749 | op->stats.food = 999; |
|
|
2750 | |
2627 | /* create a bodypart-trophy to make the winner happy */ |
2751 | /* create a bodypart-trophy to make the winner happy */ |
2628 | tmp=arch_to_object(find_archetype("finger")); |
2752 | tmp = arch_to_object (archetype::find ("finger")); |
2629 | if (tmp != NULL) |
2753 | if (tmp != NULL) |
2630 | { |
2754 | { |
2631 | sprintf(buf,"%s's finger",op->name); |
2755 | sprintf (buf, "%s's finger", &op->name); |
2632 | tmp->name = add_string(buf); |
2756 | tmp->name = buf; |
2633 | sprintf(buf," This finger has been cut off %s\n" |
2757 | sprintf (buf, " This finger has been cut off %s\n" |
2634 | " the %s, when he was defeated at\n level %d by %s.\n", |
2758 | " the %s, when he was defeated at\n level %d by %s.\n", |
2635 | op->name, op->contr->title, (int)(op->level), |
2759 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2636 | op->contr->killer); |
2760 | tmp->msg = buf; |
2637 | tmp->msg=add_string(buf); |
|
|
2638 | tmp->value=0, tmp->material=0, tmp->type=0; |
2761 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2639 | tmp->materialname = NULL; |
2762 | tmp->materialname = NULL; |
2640 | tmp->x = op->x, tmp->y = op->y; |
2763 | tmp->x = op->x, tmp->y = op->y; |
2641 | insert_ob_in_map(tmp,op->map,op,0); |
2764 | insert_ob_in_map (tmp, op->map, op, 0); |
2642 | } |
|
|
2643 | |
2765 | } |
|
|
2766 | |
2644 | /* teleport defeated player to new destination*/ |
2767 | /* teleport defeated player to new destination */ |
2645 | transfer_ob(op, x, y, 0, NULL); |
2768 | transfer_ob (op, x, y, 0, NULL); |
2646 | op->contr->braced=0; |
2769 | op->contr->braced = 0; |
2647 | return; |
2770 | return; |
2648 | } |
2771 | } |
2649 | |
2772 | |
2650 | INVOKE_PLAYER (DEATH, op->contr); |
2773 | INVOKE_PLAYER (DEATH, op->contr); |
2651 | |
2774 | |
2652 | command_kill_pets (op, 0); |
2775 | command_kill_pets (op, 0); |
2653 | |
2776 | |
2654 | if(op->stats.food<0) { |
2777 | if (op->stats.food < 0) |
|
|
2778 | { |
2655 | if (op->contr->explore) { |
2779 | if (op->contr->explore) |
|
|
2780 | { |
2656 | new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
2781 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
2657 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2782 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2658 | op->stats.food=999; |
2783 | op->stats.food = 999; |
2659 | return; |
2784 | return; |
2660 | } |
2785 | } |
2661 | sprintf(buf,"%s starved to death.",op->name); |
2786 | sprintf (buf, "%s starved to death.", &op->name); |
2662 | strcpy(op->contr->killer,"starvation"); |
2787 | strcpy (op->contr->killer, "starvation"); |
|
|
2788 | } |
|
|
2789 | else |
2663 | } |
2790 | { |
2664 | else { |
|
|
2665 | if (op->contr->explore) { |
2791 | if (op->contr->explore) |
|
|
2792 | { |
2666 | new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
2793 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
2667 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2794 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2668 | op->stats.hp=op->stats.maxhp; |
2795 | op->stats.hp = op->stats.maxhp; |
2669 | return; |
2796 | return; |
2670 | } |
2797 | } |
2671 | sprintf(buf,"%s died.",op->name); |
2798 | sprintf (buf, "%s died.", &op->name); |
2672 | } |
2799 | } |
2673 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
2800 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2674 | |
2801 | |
2675 | /* save the map location for corpse, gravestone*/ |
2802 | /* save the map location for corpse, gravestone */ |
2676 | x=op->x;y=op->y;map=op->map; |
2803 | x = op->x; |
|
|
2804 | y = op->y; |
|
|
2805 | map = op->map; |
2677 | |
2806 | |
2678 | |
2807 | |
2679 | if (settings.not_permadeth == TRUE) { |
|
|
2680 | /* NOT_PERMADEATH code. This basically brings the character back to |
2808 | /* NOT_PERMADEATH code. This basically brings the character back to |
2681 | * life if they are dead - it takes some exp and a random stat. |
2809 | * life if they are dead - it takes some exp and a random stat. |
2682 | * See the config.h file for a little more in depth detail about this. |
2810 | * See the config.h file for a little more in depth detail about this. |
2683 | */ |
2811 | */ |
2684 | |
2812 | |
2685 | /* Basically two ways to go - remove a stat permanently, or just |
2813 | /* Basically two ways to go - remove a stat permanently, or just |
2686 | * make it depletion. This bunch of code deals with that aspect |
2814 | * make it depletion. This bunch of code deals with that aspect |
2687 | * of death. |
2815 | * of death. |
2688 | */ |
2816 | */ |
2689 | #ifndef COZY_SERVER |
2817 | #ifndef COZY_SERVER |
2690 | if (settings.balanced_stat_loss) { |
2818 | if (settings.balanced_stat_loss) |
|
|
2819 | { |
2691 | /* If stat loss is permanent, lose one stat only. */ |
2820 | /* If stat loss is permanent, lose one stat only. */ |
2692 | /* Lower level chars don't lose as many stats because they suffer |
2821 | /* Lower level chars don't lose as many stats because they suffer |
2693 | more if they do. */ |
2822 | more if they do. */ |
2694 | /* Higher level characters can afford things such as potions of |
2823 | /* Higher level characters can afford things such as potions of |
2695 | restoration, or better, stat potions. So we slug them that |
2824 | restoration, or better, stat potions. So we slug them that |
2696 | little bit harder. */ |
2825 | little bit harder. */ |
2697 | /* GD */ |
2826 | /* GD */ |
2698 | if (settings.stat_loss_on_death) |
2827 | if (settings.stat_loss_on_death) |
2699 | num_stats_lose = 1; |
|
|
2700 | else |
|
|
2701 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
|
|
2702 | } else { |
|
|
2703 | num_stats_lose = 1; |
2828 | num_stats_lose = 1; |
2704 | } |
2829 | else |
|
|
2830 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2831 | } |
|
|
2832 | else |
|
|
2833 | { |
|
|
2834 | num_stats_lose = 1; |
|
|
2835 | } |
2705 | lost_a_stat = 0; |
2836 | lost_a_stat = 0; |
2706 | |
2837 | |
2707 | for (z=0; z<num_stats_lose; z++) { |
2838 | for (z = 0; z < num_stats_lose; z++) |
|
|
2839 | { |
2708 | i = RANDOM() % NUM_STATS; |
2840 | i = RANDOM () % NUM_STATS; |
2709 | |
2841 | |
2710 | if (settings.stat_loss_on_death) { |
2842 | if (settings.stat_loss_on_death) |
|
|
2843 | { |
2711 | /* Pick a random stat and take a point off it. Tell the player |
2844 | /* Pick a random stat and take a point off it. Tell the player |
2712 | * what he lost. |
2845 | * what he lost. |
2713 | */ |
2846 | */ |
2714 | change_attr_value(&(op->stats), i,-1); |
2847 | change_attr_value (&(op->stats), i, -1); |
2715 | check_stat_bounds(&(op->stats)); |
2848 | check_stat_bounds (&(op->stats)); |
2716 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2849 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2717 | check_stat_bounds(&(op->contr->orig_stats)); |
2850 | check_stat_bounds (&(op->contr->orig_stats)); |
2718 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2851 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2719 | lost_a_stat = 1; |
2852 | lost_a_stat = 1; |
2720 | } else { |
2853 | } |
|
|
2854 | else |
|
|
2855 | { |
2721 | /* deplete a stat */ |
2856 | /* deplete a stat */ |
2722 | archetype *deparch=find_archetype("depletion"); |
2857 | archetype *deparch = archetype::find ("depletion"); |
2723 | object *dep; |
2858 | object *dep; |
|
|
2859 | |
|
|
2860 | dep = present_arch_in_ob (deparch, op); |
|
|
2861 | if (!dep) |
2724 | |
2862 | { |
2725 | dep = present_arch_in_ob(deparch,op); |
|
|
2726 | if(!dep) { |
|
|
2727 | dep = arch_to_object(deparch); |
2863 | dep = arch_to_object (deparch); |
2728 | insert_ob_in_ob(dep, op); |
2864 | insert_ob_in_ob (dep, op); |
2729 | } |
2865 | } |
2730 | lose_this_stat = 1; |
2866 | lose_this_stat = 1; |
2731 | if (settings.balanced_stat_loss) { |
2867 | if (settings.balanced_stat_loss) |
|
|
2868 | { |
2732 | /* GD */ |
2869 | /* GD */ |
2733 | /* Get the stat that we're about to deplete. */ |
2870 | /* Get the stat that we're about to deplete. */ |
2734 | this_stat = get_attr_value(&(dep->stats), i); |
2871 | this_stat = get_attr_value (&(dep->stats), i); |
2735 | if (this_stat < 0) { |
2872 | if (this_stat < 0) |
|
|
2873 | { |
2736 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
2874 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
2737 | int keep_chance = this_stat * this_stat; |
2875 | int keep_chance = this_stat * this_stat; |
|
|
2876 | |
2738 | /* Yes, I am paranoid. Sue me. */ |
2877 | /* Yes, I am paranoid. Sue me. */ |
2739 | if (keep_chance < 1) |
2878 | if (keep_chance < 1) |
2740 | keep_chance = 1; |
2879 | keep_chance = 1; |
2741 | |
2880 | |
2742 | /* There is a maximum depletion total per level. */ |
2881 | /* There is a maximum depletion total per level. */ |
2743 | if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
2882 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
2883 | { |
2744 | lose_this_stat = 0; |
2884 | lose_this_stat = 0; |
2745 | /* Take loss chance vs keep chance to see if we |
2885 | /* Take loss chance vs keep chance to see if we |
2746 | retain the stat. */ |
2886 | retain the stat. */ |
2747 | } else { |
|
|
2748 | if (random_roll(0, loss_chance + keep_chance-1, |
|
|
2749 | op, PREFER_LOW) < keep_chance) |
|
|
2750 | lose_this_stat = 0; |
|
|
2751 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2752 | this_stat, keep_chance, loss_chance, |
|
|
2753 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
2754 | } |
|
|
2755 | } |
2887 | } |
2756 | } |
2888 | else |
2757 | |
|
|
2758 | if (lose_this_stat) { |
|
|
2759 | this_stat = get_attr_value(&(dep->stats), i); |
|
|
2760 | /* We could try to do something clever like find another |
|
|
2761 | * stat to reduce if this fails. But chances are, if |
|
|
2762 | * stats have been depleted to -50, all are pretty low |
|
|
2763 | * and should be roughly the same, so it shouldn't make a |
|
|
2764 | * difference. |
|
|
2765 | */ |
2889 | { |
2766 | if (this_stat>=-50) { |
2890 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2767 | change_attr_value(&(dep->stats), i, -1); |
|
|
2768 | SET_FLAG(dep, FLAG_APPLIED); |
|
|
2769 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
|
|
2770 | fix_player(op); |
|
|
2771 | lost_a_stat = 1; |
2891 | lose_this_stat = 0; |
|
|
2892 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2893 | this_stat, keep_chance, loss_chance, |
|
|
2894 | lose_this_stat?"LOSE":"KEEP"); */ |
2772 | } |
2895 | } |
2773 | } |
2896 | } |
2774 | } |
2897 | } |
2775 | } |
2898 | |
2776 | /* If no stat lost, tell the player. */ |
|
|
2777 | if (!lost_a_stat) |
2899 | if (lose_this_stat) |
|
|
2900 | { |
|
|
2901 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2902 | /* We could try to do something clever like find another |
|
|
2903 | * stat to reduce if this fails. But chances are, if |
|
|
2904 | * stats have been depleted to -50, all are pretty low |
|
|
2905 | * and should be roughly the same, so it shouldn't make a |
|
|
2906 | * difference. |
|
|
2907 | */ |
|
|
2908 | if (this_stat >= -50) |
2778 | { |
2909 | { |
2779 | /* determine_god() seems to not work sometimes... why is this? |
2910 | change_attr_value (&(dep->stats), i, -1); |
2780 | Should I be using something else? GD */ |
2911 | SET_FLAG (dep, FLAG_APPLIED); |
2781 | const char *god = determine_god(op); |
|
|
2782 | if (god && (strcmp(god, "none"))) |
|
|
2783 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2912 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2784 | "moment you feel the holy presence of %s protecting" |
2913 | op->update_stats (); |
2785 | " you.", god); |
2914 | lost_a_stat = 1; |
2786 | else |
2915 | } |
2787 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2788 | " feel a holy presence protecting you."); |
|
|
2789 | } |
2916 | } |
|
|
2917 | } |
|
|
2918 | } |
|
|
2919 | /* If no stat lost, tell the player. */ |
|
|
2920 | if (!lost_a_stat) |
|
|
2921 | { |
|
|
2922 | /* determine_god() seems to not work sometimes... why is this? |
|
|
2923 | Should I be using something else? GD */ |
|
|
2924 | const char *god = determine_god (op); |
|
|
2925 | |
|
|
2926 | if (god && (strcmp (god, "none"))) |
|
|
2927 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
|
|
2928 | else |
|
|
2929 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
|
|
2930 | } |
|
|
2931 | #else |
|
|
2932 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2790 | #endif |
2933 | #endif |
2791 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2792 | " feel a holy presence protecting you from losing yourself completely."); |
|
|
2793 | |
2934 | |
2794 | /* Put a gravestone up where the character 'almost' died. List the |
2935 | /* Put a gravestone up where the character 'almost' died. List the |
2795 | * exp loss on the stone. |
2936 | * exp loss on the stone. |
2796 | */ |
2937 | */ |
2797 | tmp=arch_to_object(find_archetype("gravestone")); |
2938 | tmp = arch_to_object (archetype::find ("gravestone")); |
2798 | sprintf(buf,"%s's gravestone",op->name); |
2939 | sprintf (buf, "%s's gravestone", &op->name); |
2799 | FREE_AND_COPY(tmp->name, buf); |
2940 | tmp->name = buf; |
2800 | sprintf(buf,"%s's gravestones",op->name); |
2941 | sprintf (buf, "%s's gravestones", &op->name); |
2801 | FREE_AND_COPY(tmp->name_pl, buf); |
2942 | tmp->name_pl = buf; |
2802 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
2943 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
2803 | "who was killed\n" |
2944 | tmp->msg = buf; |
2804 | "by %s.\n", |
|
|
2805 | op->name, op->contr->title, |
|
|
2806 | op->contr->killer); |
|
|
2807 | tmp->msg = add_string(buf); |
|
|
2808 | tmp->x=op->x,tmp->y=op->y; |
2945 | tmp->x = op->x, tmp->y = op->y; |
2809 | insert_ob_in_map (tmp, op->map, NULL,0); |
2946 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2810 | |
2947 | |
2811 | /**************************************/ |
2948 | /**************************************/ |
2812 | /* */ |
2949 | /* */ |
2813 | /* Subtract the experience points, */ |
2950 | /* Subtract the experience points, */ |
2814 | /* if we died cause of food, give us */ |
2951 | /* if we died cause of food, give us */ |
2815 | /* food, and reset HP's... */ |
2952 | /* food, and reset HP's... */ |
2816 | /* */ |
2953 | /* */ |
2817 | /**************************************/ |
2954 | /**************************************/ |
2818 | |
2955 | |
2819 | /* remove any poisoning and confusion the character may be suffering.*/ |
2956 | /* remove any poisoning and confusion the character may be suffering. */ |
2820 | /* restore player */ |
2957 | /* restore player */ |
2821 | at = find_archetype("poisoning"); |
2958 | at = archetype::find ("poisoning"); |
2822 | tmp=present_arch_in_ob(at,op); |
2959 | tmp = present_arch_in_ob (at, op); |
2823 | if (tmp) { |
2960 | |
2824 | remove_ob(tmp); |
2961 | if (tmp) |
2825 | free_object(tmp); |
2962 | { |
|
|
2963 | tmp->destroy (); |
2826 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2964 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2827 | } |
2965 | } |
2828 | |
2966 | |
2829 | at = find_archetype("confusion"); |
2967 | at = archetype::find ("confusion"); |
2830 | tmp=present_arch_in_ob(at,op); |
2968 | tmp = present_arch_in_ob (at, op); |
2831 | if (tmp) { |
2969 | if (tmp) |
2832 | remove_ob(tmp); |
2970 | { |
2833 | free_object(tmp); |
2971 | tmp->destroy (); |
2834 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2972 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2835 | } |
2973 | } |
|
|
2974 | |
2836 | cure_disease(op,0); /* remove any disease */ |
2975 | cure_disease (op, 0); /* remove any disease */ |
2837 | |
2976 | |
2838 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2977 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2839 | apply_death_exp_penalty(op); |
2978 | apply_death_exp_penalty (op); |
2840 | if(op->stats.food < 100) op->stats.food = 900; |
2979 | if (op->stats.food < 100) |
|
|
2980 | op->stats.food = 900; |
2841 | op->stats.hp = op->stats.maxhp; |
2981 | op->stats.hp = op->stats.maxhp; |
2842 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
2982 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2843 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
2983 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2844 | |
2984 | |
2845 | /* |
2985 | /* |
2846 | * Check to see if the player is in a shop. IF so, then check to see if |
2986 | * Check to see if the player is in a shop. IF so, then check to see if |
2847 | * the player has any unpaid items. If so, remove them and put them back |
2987 | * the player has any unpaid items. If so, remove them and put them back |
2848 | * in the map. |
2988 | * in the map. |
2849 | */ |
2989 | */ |
2850 | |
2990 | |
2851 | if (is_in_shop (op)) |
2991 | if (is_in_shop (op)) |
2852 | remove_unpaid_objects(op->inv, op); |
2992 | remove_unpaid_objects (op->inv, op); |
2853 | |
2993 | |
2854 | /****************************************/ |
2994 | /****************************************/ |
2855 | /* */ |
2995 | /* */ |
2856 | /* Move player to his current respawn- */ |
2996 | /* Move player to his current respawn- */ |
2857 | /* position (usually last savebed) */ |
2997 | /* position (usually last savebed) */ |
2858 | /* */ |
2998 | /* */ |
2859 | /****************************************/ |
2999 | /****************************************/ |
2860 | |
3000 | |
2861 | enter_player_savebed(op); |
3001 | enter_player_savebed (op); |
2862 | |
3002 | |
2863 | /* Save the player before inserting the force to reduce |
3003 | /* Save the player before inserting the force to reduce |
2864 | * chance of abuse. |
3004 | * chance of abuse. |
2865 | */ |
3005 | */ |
2866 | op->contr->braced=0; |
3006 | op->contr->braced = 0; |
2867 | save_player(op,1); |
3007 | op->contr->save (); |
2868 | |
3008 | |
2869 | /* it is possible that the player has blown something up |
3009 | /* it is possible that the player has blown something up |
2870 | * at his savebed location, and that can have long lasting |
3010 | * at his savebed location, and that can have long lasting |
2871 | * spell effects. So first see if there is a spell effect |
3011 | * spell effects. So first see if there is a spell effect |
2872 | * on the space that might harm the player. |
3012 | * on the space that might harm the player. |
2873 | */ |
3013 | */ |
2874 | will_kill_again=0; |
3014 | will_kill_again = 0; |
2875 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
3015 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2876 | if (tmp->type ==SPELL_EFFECT) |
3016 | if (tmp->type == SPELL_EFFECT) |
2877 | will_kill_again|=tmp->attacktype; |
3017 | will_kill_again |= tmp->attacktype; |
2878 | } |
3018 | |
2879 | if (will_kill_again) { |
3019 | if (will_kill_again) |
|
|
3020 | { |
2880 | object *force; |
3021 | object *force; |
2881 | int at; |
3022 | int at; |
2882 | |
3023 | |
2883 | force=get_archetype(FORCE_NAME); |
3024 | force = get_archetype (FORCE_NAME); |
2884 | /* 50 ticks should be enough time for the spell to abate */ |
3025 | /* 50 ticks should be enough time for the spell to abate */ |
2885 | force->speed=0.1; |
3026 | force->speed = 0.1; |
2886 | force->speed_left=-5.0; |
3027 | force->speed_left = -5.0; |
2887 | SET_FLAG(force, FLAG_APPLIED); |
3028 | SET_FLAG (force, FLAG_APPLIED); |
2888 | for (at=0; at<NROFATTACKS; at++) { |
3029 | for (at = 0; at < NROFATTACKS; at++) |
2889 | if (will_kill_again & (1 << at)) |
3030 | if (will_kill_again & (1 << at)) |
2890 | force->resist[at] = 100; |
3031 | force->resist[at] = 100; |
|
|
3032 | |
|
|
3033 | insert_ob_in_ob (force, op); |
|
|
3034 | op->update_stats (); |
|
|
3035 | |
|
|
3036 | } |
|
|
3037 | |
|
|
3038 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
|
|
3039 | } |
|
|
3040 | |
|
|
3041 | void |
|
|
3042 | loot_object (object *op) |
|
|
3043 | { /* Grab and destroy some treasure */ |
|
|
3044 | object *tmp, *tmp2, *next; |
|
|
3045 | |
|
|
3046 | if (op->container) |
|
|
3047 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3048 | |
|
|
3049 | for (tmp = op->inv; tmp; tmp = next) |
|
|
3050 | { |
|
|
3051 | next = tmp->below; |
|
|
3052 | |
|
|
3053 | if (tmp->invisible) |
|
|
3054 | continue; |
|
|
3055 | |
|
|
3056 | tmp->remove (); |
|
|
3057 | tmp->x = op->x, tmp->y = op->y; |
|
|
3058 | if (tmp->type == CONTAINER) |
|
|
3059 | { /* empty container to ground */ |
|
|
3060 | loot_object (tmp); |
|
|
3061 | } |
|
|
3062 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
|
|
3063 | { |
|
|
3064 | if (tmp->nrof > 1) |
|
|
3065 | { |
|
|
3066 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
|
|
3067 | tmp2->destroy (); |
|
|
3068 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2891 | } |
3069 | } |
2892 | insert_ob_in_ob(force, op); |
|
|
2893 | fix_player(op); |
|
|
2894 | |
|
|
2895 | } |
|
|
2896 | /**************************************/ |
|
|
2897 | /* */ |
|
|
2898 | /* Repaint the characters inv, and */ |
|
|
2899 | /* stats, and show a nasty message ;) */ |
|
|
2900 | /* */ |
|
|
2901 | /**************************************/ |
|
|
2902 | |
|
|
2903 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
|
|
2904 | return; |
|
|
2905 | } /* NOT_PERMADETH */ |
|
|
2906 | else { |
|
|
2907 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
2908 | * should probably be embedded in an else statement. |
|
|
2909 | */ |
|
|
2910 | |
|
|
2911 | op->contr->party=NULL; |
|
|
2912 | if (settings.set_title == TRUE) |
|
|
2913 | op->contr->own_title[0]='\0'; |
|
|
2914 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
|
|
2915 | check_score(op); |
|
|
2916 | if(op->contr->ranges[range_golem]!=NULL) { |
|
|
2917 | remove_friendly_object(op->contr->ranges[range_golem]); |
|
|
2918 | remove_ob(op->contr->ranges[range_golem]); |
|
|
2919 | free_object(op->contr->ranges[range_golem]); |
|
|
2920 | op->contr->ranges[range_golem]=NULL; |
|
|
2921 | op->contr->golem_count=0; |
|
|
2922 | } |
|
|
2923 | loot_object(op); /* Remove some of the items for good */ |
|
|
2924 | remove_ob(op); |
|
|
2925 | op->direction=0; |
|
|
2926 | |
|
|
2927 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
|
|
2928 | delete_character(op->name,0); |
|
|
2929 | if (settings.resurrection == TRUE) { |
|
|
2930 | /* save playerfile sans equipment when player dies |
|
|
2931 | ** then save it as player.pl.dead so that future resurrection |
|
|
2932 | ** type spells will work on them nicely |
|
|
2933 | */ |
|
|
2934 | delete_character(op->name,0); |
|
|
2935 | op->stats.hp = op->stats.maxhp; |
|
|
2936 | op->stats.food = 999; |
|
|
2937 | |
|
|
2938 | /* set the location of where the person will reappear when */ |
|
|
2939 | /* maybe resurrection code should fix map also */ |
|
|
2940 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
|
|
2941 | if(op->map!=NULL) |
|
|
2942 | op->map = NULL; |
|
|
2943 | op->x = settings.emergency_x; |
|
|
2944 | op->y = settings.emergency_y; |
|
|
2945 | save_player(op,0); |
|
|
2946 | op->map = map; |
|
|
2947 | /* please see resurrection.c: peterm */ |
|
|
2948 | dead_player(op); |
|
|
2949 | } else { |
3070 | else |
2950 | delete_character(op->name,1); |
3071 | tmp->destroy (); |
2951 | } |
3072 | } |
2952 | } |
3073 | else |
2953 | play_again(op); |
|
|
2954 | |
|
|
2955 | /* peterm: added to create a corpse at deathsite. */ |
|
|
2956 | tmp=arch_to_object(find_archetype("corpse_pl")); |
|
|
2957 | sprintf(buf,"%s", op->name); |
|
|
2958 | FREE_AND_COPY(tmp->name, buf); |
|
|
2959 | FREE_AND_COPY(tmp->name_pl, buf); |
|
|
2960 | tmp->level=op->level; |
|
|
2961 | tmp->x=x;tmp->y=y; |
|
|
2962 | if (tmp->msg) |
|
|
2963 | free_string(tmp->msg); |
|
|
2964 | tmp->msg = add_string (gravestone_text(op)); |
|
|
2965 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
2966 | insert_ob_in_map (tmp, map, NULL,0); |
|
|
2967 | } |
|
|
2968 | } |
|
|
2969 | |
|
|
2970 | |
|
|
2971 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
|
|
2972 | object *tmp,*tmp2,*next; |
|
|
2973 | |
|
|
2974 | if (op->container) { /* close open sack first */ |
|
|
2975 | esrv_apply_container (op, op->container); |
|
|
2976 | } |
|
|
2977 | |
|
|
2978 | for(tmp=op->inv;tmp!=NULL;tmp=next) { |
|
|
2979 | next=tmp->below; |
|
|
2980 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
|
|
2981 | remove_ob(tmp); |
|
|
2982 | tmp->x=op->x,tmp->y=op->y; |
|
|
2983 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
|
|
2984 | loot_object(tmp); |
|
|
2985 | } |
|
|
2986 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
|
|
2987 | || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
|
|
2988 | if(tmp->nrof>1) { |
|
|
2989 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
|
|
2990 | free_object(tmp2); |
|
|
2991 | insert_ob_in_map(tmp,op->map,NULL,0); |
3074 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2992 | } else |
|
|
2993 | free_object(tmp); |
|
|
2994 | } else |
|
|
2995 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
2996 | } |
3075 | } |
2997 | } |
3076 | } |
2998 | |
3077 | |
2999 | /* |
3078 | /* |
3000 | * fix_weight(): Check recursively the weight of all players, and fix |
3079 | * fix_weight(): Check recursively the weight of all players, and fix |
3001 | * what needs to be fixed. Refresh windows and fix speed if anything |
3080 | * what needs to be fixed. Refresh windows and fix speed if anything |
3002 | * was changed. |
3081 | * was changed. |
3003 | */ |
3082 | */ |
3004 | |
3083 | |
|
|
3084 | void |
3005 | void fix_weight(void) { |
3085 | fix_weight (void) |
3006 | player *pl; |
3086 | { |
3007 | for (pl = first_player; pl != NULL; pl = pl->next) { |
3087 | for_all_players (pl) |
|
|
3088 | { |
3008 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
3089 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
|
|
3090 | |
3009 | if(old == sum) |
3091 | if (old == sum) |
3010 | continue; |
3092 | continue; |
3011 | fix_player(pl->ob); |
3093 | pl->ob->update_stats (); |
3012 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
3094 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3013 | pl->ob->name, old, sum); |
|
|
3014 | } |
3095 | } |
3015 | } |
3096 | } |
3016 | |
3097 | |
|
|
3098 | void |
3017 | void fix_luck(void) { |
3099 | fix_luck (void) |
3018 | player *pl; |
3100 | { |
3019 | for (pl = first_player; pl != NULL; pl = pl->next) |
3101 | for_all_players (pl) |
3020 | if (!pl->ob->contr->state) |
3102 | if (!pl->ob->contr->ns->state) |
3021 | change_luck(pl->ob, 0); |
3103 | pl->ob->change_luck (0); |
3022 | } |
3104 | } |
3023 | |
|
|
3024 | |
3105 | |
3025 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3106 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3026 | * This is much simpler in the new spell code - we basically |
3107 | * This is much simpler in the new spell code - we basically |
3027 | * just treat this as any other spell casting object. |
3108 | * just treat this as any other spell casting object. |
3028 | */ |
3109 | */ |
3029 | |
|
|
3030 | void |
3110 | void |
3031 | cast_dust (object * op, object * throw_ob, int dir) |
3111 | cast_dust (object *op, object *throw_ob, int dir) |
3032 | { |
3112 | { |
3033 | object *skop, *spob; |
3113 | object *skop, *spob; |
3034 | |
3114 | |
3035 | skop = find_skill_by_name (op, throw_ob->skill); |
3115 | skop = find_skill_by_name (op, throw_ob->skill); |
3036 | |
3116 | |
3037 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3117 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3038 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3118 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3039 | { |
3119 | { |
3040 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", |
3120 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
3041 | op->name); |
|
|
3042 | return; |
3121 | return; |
3043 | } |
3122 | } |
3044 | |
3123 | |
3045 | spob = throw_ob->inv; |
3124 | spob = throw_ob->inv; |
3046 | |
3125 | |
3047 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3126 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3048 | // not pass NULL to cast_spell (which did indeed check itself, but |
3127 | // not pass NULL to cast_spell (which did indeed check itself, but |
3049 | // errors should be reported as early as possible IMHO) |
3128 | // errors should be reported as early as possible IMHO) |
3050 | if (!spob) |
3129 | if (!spob) |
3051 | { |
3130 | { |
3052 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", |
3131 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
3053 | throw_ob->name, op->name); |
|
|
3054 | return; |
3132 | return; |
3055 | } |
3133 | } |
3056 | |
3134 | |
3057 | if (op->type == PLAYER) |
3135 | if (op->type == PLAYER) |
3058 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); |
3136 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3059 | |
3137 | |
3060 | cast_spell (op, throw_ob, dir, spob, NULL); |
3138 | cast_spell (op, throw_ob, dir, spob, NULL); |
3061 | |
3139 | |
3062 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3140 | throw_ob->destroy (); |
3063 | remove_ob (throw_ob); |
|
|
3064 | free_object (throw_ob); |
|
|
3065 | } |
3141 | } |
3066 | |
3142 | |
|
|
3143 | void |
3067 | void make_visible (object *op) { |
3144 | make_visible (object *op) |
|
|
3145 | { |
3068 | op->hide = 0; |
3146 | op->hide = 0; |
3069 | op->invisible = 0; |
3147 | op->invisible = 0; |
3070 | if(op->type==PLAYER) { |
3148 | if (op->type == PLAYER) |
|
|
3149 | { |
3071 | op->contr->tmp_invis = 0; |
3150 | op->contr->tmp_invis = 0; |
3072 | if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
3151 | op->contr->invis_race = 0; |
3073 | } |
3152 | } |
3074 | update_object(op,UP_OBJ_FACE); |
3153 | update_object (op, UP_OBJ_FACE); |
3075 | } |
3154 | } |
3076 | |
3155 | |
|
|
3156 | int |
3077 | int is_true_undead(object *op) { |
3157 | is_true_undead (object *op) |
|
|
3158 | { |
3078 | object *tmp=NULL; |
3159 | object *tmp = NULL; |
3079 | |
3160 | |
3080 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
3161 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
3162 | return 1; |
3081 | |
3163 | |
3082 | if(op->type==PLAYER) |
|
|
3083 | for(tmp=op->inv;tmp;tmp=tmp->below) |
|
|
3084 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
|
|
3085 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
|
|
3086 | return 0; |
3164 | return 0; |
3087 | } |
3165 | } |
3088 | |
3166 | |
3089 | /* look at the surrounding terrain to determine |
3167 | /* look at the surrounding terrain to determine |
3090 | * the hideability of this object. Positive levels |
3168 | * the hideability of this object. Positive levels |
3091 | * indicate greater hideability. |
3169 | * indicate greater hideability. |
3092 | */ |
3170 | */ |
3093 | |
3171 | |
|
|
3172 | int |
3094 | int hideability(object *ob) { |
3173 | hideability (object *ob) |
|
|
3174 | { |
3095 | int i,level=0, mflag; |
3175 | int i, level = 0, mflag; |
3096 | sint16 x,y; |
3176 | sint16 x, y; |
3097 | |
3177 | |
3098 | if(!ob||!ob->map) return 0; |
3178 | if (!ob || !ob->map) |
|
|
3179 | return 0; |
3099 | |
3180 | |
3100 | /* so, on normal lighted maps, its hard to hide */ |
3181 | /* so, on normal lighted maps, its hard to hide */ |
3101 | level=ob->map->darkness - 2; |
3182 | level = ob->map->darkness - 2; |
3102 | |
3183 | |
3103 | /* this also picks up whether the object is glowing. |
3184 | /* this also picks up whether the object is glowing. |
3104 | * If you carry a light on a non-dark map, its not |
3185 | * If you carry a light on a non-dark map, its not |
3105 | * as bad as carrying a light on a pitch dark map */ |
3186 | * as bad as carrying a light on a pitch dark map */ |
3106 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
3187 | if (has_carried_lights (ob)) |
|
|
3188 | level = -(10 + (2 * ob->map->darkness)); |
3107 | |
3189 | |
3108 | /* scan through all nearby squares for terrain to hide in */ |
3190 | /* scan through all nearby squares for terrain to hide in */ |
3109 | for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
3191 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
|
|
3192 | { |
3110 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
3193 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3111 | if (mflag & P_OUT_OF_MAP) { continue; } |
3194 | if (mflag & P_OUT_OF_MAP) |
|
|
3195 | { |
|
|
3196 | continue; |
|
|
3197 | } |
3112 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3198 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3113 | level += 2; |
3199 | level += 2; |
3114 | else /* open terrain! */ |
3200 | else /* open terrain! */ |
3115 | level -= 1; |
3201 | level -= 1; |
3116 | } |
3202 | } |
3117 | |
3203 | |
3118 | #if 0 |
3204 | #if 0 |
3119 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
3205 | LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
3120 | #endif |
3206 | #endif |
3121 | return level; |
3207 | return level; |
3122 | } |
3208 | } |
3123 | |
3209 | |
3124 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3210 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3125 | * every time they move - as we subtract off 'invisibility' |
3211 | * every time they move - as we subtract off 'invisibility' |
3126 | * AND, for players, if they move into a ridiculously unhideable |
3212 | * AND, for players, if they move into a ridiculously unhideable |
3127 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3213 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3128 | */ |
3214 | */ |
3129 | |
3215 | |
|
|
3216 | void |
3130 | void do_hidden_move (object *op) { |
3217 | do_hidden_move (object *op) |
|
|
3218 | { |
3131 | int hide=0, num=random_roll(0, 19, op, PREFER_LOW); |
3219 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3132 | object *skop; |
3220 | object *skop; |
3133 | |
3221 | |
3134 | if(!op || !op->map) return; |
3222 | if (!op || !op->map) |
|
|
3223 | return; |
3135 | |
3224 | |
3136 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
3225 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3137 | |
3226 | |
3138 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3227 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3139 | if(op->type==PLAYER && op->contr->run_on) { |
3228 | if (op->type == PLAYER && op->contr->run_on) |
|
|
3229 | { |
3140 | if(!skop || num >= skop->level) { |
3230 | if (!skop || num >= skop->level) |
|
|
3231 | { |
3141 | new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
3232 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3142 | make_visible(op); |
3233 | make_visible (op); |
3143 | return; |
3234 | return; |
|
|
3235 | } |
|
|
3236 | else |
3144 | } else num += 20; |
3237 | num += 20; |
3145 | } |
3238 | } |
3146 | num += op->map->difficulty; |
3239 | num += op->map->difficulty; |
3147 | hide = hideability(op); /* modify by terrain hidden level */ |
3240 | hide = hideability (op); /* modify by terrain hidden level */ |
3148 | num -= hide; |
3241 | num -= hide; |
3149 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
3242 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
|
|
3243 | { |
3150 | make_visible(op); |
3244 | make_visible (op); |
3151 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
3245 | if (op->type == PLAYER) |
3152 | "You moved out of hiding! You are visible!"); |
3246 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3153 | } |
3247 | } |
3154 | else if (op->type == PLAYER && skop) { |
3248 | else if (op->type == PLAYER && skop) |
|
|
3249 | { |
3155 | change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
3250 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3156 | } |
3251 | } |
3157 | } |
3252 | } |
3158 | |
3253 | |
3159 | /* determine if who is standing near a hostile creature. */ |
3254 | /* determine if who is standing near a hostile creature. */ |
3160 | |
3255 | |
|
|
3256 | int |
3161 | int stand_near_hostile( object *who ) { |
3257 | stand_near_hostile (object *who) |
|
|
3258 | { |
3162 | object *tmp=NULL; |
3259 | object *tmp = NULL; |
3163 | int i,friendly=0,player=0, mflags; |
3260 | int i, friendly = 0, player = 0, mflags; |
3164 | mapstruct *m; |
3261 | maptile *m; |
3165 | sint16 x,y; |
3262 | sint16 x, y; |
3166 | |
3263 | |
3167 | if(!who) return 0; |
3264 | if (!who) |
|
|
3265 | return 0; |
3168 | |
3266 | |
3169 | if(who->type==PLAYER) player=1; |
3267 | if (who->type == PLAYER) |
|
|
3268 | player = 1; |
|
|
3269 | |
|
|
3270 | else |
3170 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
3271 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
3171 | |
3272 | |
3172 | /* search adjacent squares */ |
3273 | /* search adjacent squares */ |
3173 | for(i=1;i<9;i++) { |
3274 | for (i = 1; i < 9; i++) |
|
|
3275 | { |
3174 | x = who->x+freearr_x[i]; |
3276 | x = who->x + freearr_x[i]; |
3175 | y = who->y+freearr_y[i]; |
3277 | y = who->y + freearr_y[i]; |
3176 | m = who->map; |
3278 | m = who->map; |
3177 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
3279 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
3178 | /* space must be blocked if there is a monster. If not |
3280 | /* space must be blocked if there is a monster. If not |
3179 | * blocked, don't need to check this space. |
3281 | * blocked, don't need to check this space. |
3180 | */ |
3282 | */ |
3181 | if (mflags & P_OUT_OF_MAP) continue; |
3283 | if (mflags & P_OUT_OF_MAP) |
|
|
3284 | continue; |
3182 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
3285 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3183 | |
3286 | continue; |
3184 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
3287 | |
3185 | if((player||friendly) |
3288 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
3289 | { |
3186 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
3290 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
3291 | return 1; |
|
|
3292 | else if (tmp->type == PLAYER) |
|
|
3293 | { |
|
|
3294 | /*don't let a hidden DM prevent you from hiding */ |
|
|
3295 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3187 | return 1; |
3296 | return 1; |
3188 | else if(tmp->type==PLAYER) |
|
|
3189 | { |
|
|
3190 | /*don't let a hidden DM prevent you from hiding*/ |
|
|
3191 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3192 | return 1; |
|
|
3193 | } |
3297 | } |
3194 | } |
3298 | } |
3195 | } |
3299 | } |
3196 | return 0; |
3300 | return 0; |
3197 | } |
3301 | } |
3198 | |
3302 | |
3199 | /* check the player los field for viewability of the |
3303 | /* check the player los field for viewability of the |
3200 | * object op. This function works fine for monsters, |
3304 | * object op. This function works fine for monsters, |
3201 | * but we dont worry if the object isnt the top one in |
3305 | * but we dont worry if the object isnt the top one in |
… | |
… | |
3208 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3312 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3209 | * -b.t. |
3313 | * -b.t. |
3210 | * This function is now map tiling safe. |
3314 | * This function is now map tiling safe. |
3211 | */ |
3315 | */ |
3212 | |
3316 | |
|
|
3317 | int |
3213 | int player_can_view (object *pl,object *op) { |
3318 | player_can_view (object *pl, object *op) |
|
|
3319 | { |
3214 | rv_vector rv; |
3320 | rv_vector rv; |
3215 | int dx,dy; |
3321 | int dx, dy; |
3216 | |
3322 | |
3217 | if(pl->type!=PLAYER) { |
3323 | if (pl->type != PLAYER) |
|
|
3324 | { |
3218 | LOG(llevError,"player_can_view() called for non-player object\n"); |
3325 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3219 | return -1; |
3326 | return -1; |
3220 | } |
3327 | } |
3221 | if (!pl || !op) return 0; |
3328 | if (!pl || !op) |
3222 | |
|
|
3223 | if(op->head) { op = op->head; } |
|
|
3224 | get_rangevector(pl, op, &rv, 0x1); |
|
|
3225 | |
|
|
3226 | /* starting with the 'head' part, lets loop |
|
|
3227 | * through the object and find if it has any |
|
|
3228 | * part that is in the los array but isnt on |
|
|
3229 | * a blocked los square. |
|
|
3230 | * we use the archetype to figure out offsets. |
|
|
3231 | */ |
|
|
3232 | while(op) { |
|
|
3233 | dx = rv.distance_x + op->arch->clone.x; |
|
|
3234 | dy = rv.distance_y + op->arch->clone.y; |
|
|
3235 | |
|
|
3236 | /* only the viewable area the player sees is updated by LOS |
|
|
3237 | * code, so we need to restrict ourselves to that range of values |
|
|
3238 | * for any meaningful values. |
|
|
3239 | */ |
|
|
3240 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
|
|
3241 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
|
|
3242 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
|
|
3243 | return 1; |
|
|
3244 | op = op->more; |
|
|
3245 | } |
|
|
3246 | return 0; |
3329 | return 0; |
|
|
3330 | |
|
|
3331 | if (op->head) |
|
|
3332 | { |
|
|
3333 | op = op->head; |
|
|
3334 | } |
|
|
3335 | get_rangevector (pl, op, &rv, 0x1); |
|
|
3336 | |
|
|
3337 | /* starting with the 'head' part, lets loop |
|
|
3338 | * through the object and find if it has any |
|
|
3339 | * part that is in the los array but isnt on |
|
|
3340 | * a blocked los square. |
|
|
3341 | * we use the archetype to figure out offsets. |
|
|
3342 | */ |
|
|
3343 | while (op) |
|
|
3344 | { |
|
|
3345 | dx = rv.distance_x + op->arch->clone.x; |
|
|
3346 | dy = rv.distance_y + op->arch->clone.y; |
|
|
3347 | |
|
|
3348 | /* only the viewable area the player sees is updated by LOS |
|
|
3349 | * code, so we need to restrict ourselves to that range of values |
|
|
3350 | * for any meaningful values. |
|
|
3351 | */ |
|
|
3352 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3353 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3354 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3355 | return 1; |
|
|
3356 | op = op->more; |
|
|
3357 | } |
|
|
3358 | return 0; |
3247 | } |
3359 | } |
3248 | |
3360 | |
3249 | /* routine for both players and monsters. We call this when |
3361 | /* routine for both players and monsters. We call this when |
3250 | * there is a possibility for our action distrubing our hiding |
3362 | * there is a possibility for our action distrubing our hiding |
3251 | * place or invisiblity spell. Artefact invisiblity is not |
3363 | * place or invisiblity spell. Artefact invisiblity is not |
3252 | * effected by this. If we arent invisible to begin with, we |
3364 | * effected by this. If we arent invisible to begin with, we |
3253 | * return 0. |
3365 | * return 0. |
3254 | */ |
3366 | */ |
|
|
3367 | int |
3255 | int action_makes_visible (object *op) { |
3368 | action_makes_visible (object *op) |
|
|
3369 | { |
3256 | |
3370 | |
3257 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3371 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3372 | { |
3258 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
3373 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3259 | return 0; |
3374 | return 0; |
3260 | |
3375 | |
3261 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
3376 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3377 | return 0; |
3262 | |
3378 | |
3263 | /* If monsters, they should become visible */ |
3379 | /* If monsters, they should become visible */ |
3264 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
3380 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3381 | { |
3265 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
3382 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3266 | return 1; |
3383 | return 1; |
3267 | } |
3384 | } |
3268 | } |
3385 | } |
3269 | return 0; |
3386 | return 0; |
3270 | } |
3387 | } |
3271 | |
3388 | |
3272 | /* op_on_battleground - checks if the given object op (usually |
3389 | /* op_on_battleground - checks if the given object op (usually |
3273 | * a player) is standing on a valid battleground-tile, |
3390 | * a player) is standing on a valid battleground-tile, |
3274 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3391 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3275 | * -exit-coord. (and if x, y not NULL) |
3392 | * -exit-coord. (and if x, y not NULL) |
3276 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3393 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3277 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3394 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3278 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3395 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3279 | */ |
3396 | */ |
|
|
3397 | int |
3280 | int op_on_battleground (object *op, int *x, int *y) { |
3398 | op_on_battleground (object *op, int *x, int *y) |
|
|
3399 | { |
3281 | object *tmp; |
3400 | object *tmp; |
3282 | |
3401 | |
3283 | /* A battleground-tile needs the following attributes to be valid: |
3402 | /* A battleground-tile needs the following attributes to be valid: |
3284 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3403 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3285 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3404 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3286 | * and the exit-coordinates sp/hp must both be > 0. |
3405 | * and the exit-coordinates sp/hp must both be > 0. |
3287 | * => The intention here is to prevent abuse of the battleground- |
3406 | * => The intention here is to prevent abuse of the battleground- |
3288 | * feature (like pickable or hidden battleground tiles). */ |
3407 | * feature (like pickable or hidden battleground tiles). */ |
3289 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3408 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
|
|
3409 | { |
3290 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3410 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
3411 | { |
3291 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3412 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3292 | strcmp(tmp->name, "battleground")==0 && |
3413 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3293 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3414 | { |
3294 | /*before we assign the exit, check if this is a teambattle*/ |
3415 | /*before we assign the exit, check if this is a teambattle */ |
3295 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3416 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
|
|
3417 | { |
3296 | object *invtmp; |
3418 | object *invtmp; |
|
|
3419 | |
3297 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3420 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3298 | if(invtmp->type==FORCE && invtmp->slaying && |
3421 | { |
3299 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
3422 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3423 | { |
3300 | if (x != NULL && y != NULL) |
3424 | if (x != NULL && y != NULL) |
3301 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
3425 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3302 | return 1; |
3426 | return 1; |
|
|
3427 | } |
3303 | } |
3428 | } |
3304 | } |
3429 | } |
3305 | } |
|
|
3306 | if (x != NULL && y != NULL) |
3430 | if (x != NULL && y != NULL) |
3307 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
3431 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3308 | return 1; |
3432 | return 1; |
|
|
3433 | } |
3309 | } |
3434 | } |
3310 | } |
|
|
3311 | } |
3435 | } |
3312 | /* If we got here, did not find a battleground */ |
3436 | /* If we got here, did not find a battleground */ |
3313 | return 0; |
3437 | return 0; |
3314 | } |
3438 | } |
3315 | |
3439 | |
3316 | /* |
3440 | /* |
… | |
… | |
3320 | * attributes: |
3444 | * attributes: |
3321 | * object *who the dragon player |
3445 | * object *who the dragon player |
3322 | * int atnr the attack-number of the ability focus |
3446 | * int atnr the attack-number of the ability focus |
3323 | * int level ability level |
3447 | * int level ability level |
3324 | */ |
3448 | */ |
|
|
3449 | void |
3325 | void dragon_ability_gain(object *who, int atnr, int level) { |
3450 | dragon_ability_gain (object *who, int atnr, int level) |
|
|
3451 | { |
3326 | treasurelist *trlist = NULL; /* treasurelist */ |
3452 | treasurelist *trlist = NULL; /* treasurelist */ |
3327 | treasure *tr; /* treasure */ |
3453 | treasure *tr; /* treasure */ |
3328 | object *tmp,*skop; /* tmp. object */ |
3454 | object *tmp, *skop; /* tmp. object */ |
3329 | object *item; /* treasure object */ |
3455 | object *item; /* treasure object */ |
3330 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3456 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3331 | int i=0, j=0; |
3457 | int i = 0, j = 0; |
3332 | |
3458 | |
3333 | /* get the appropriate treasurelist */ |
3459 | /* get the appropriate treasurelist */ |
3334 | if (atnr == ATNR_FIRE) |
3460 | if (atnr == ATNR_FIRE) |
3335 | trlist = find_treasurelist("dragon_ability_fire"); |
3461 | trlist = find_treasurelist ("dragon_ability_fire"); |
3336 | else if (atnr == ATNR_COLD) |
3462 | else if (atnr == ATNR_COLD) |
3337 | trlist = find_treasurelist("dragon_ability_cold"); |
3463 | trlist = find_treasurelist ("dragon_ability_cold"); |
3338 | else if (atnr == ATNR_ELECTRICITY) |
3464 | else if (atnr == ATNR_ELECTRICITY) |
3339 | trlist = find_treasurelist("dragon_ability_elec"); |
3465 | trlist = find_treasurelist ("dragon_ability_elec"); |
3340 | else if (atnr == ATNR_POISON) |
3466 | else if (atnr == ATNR_POISON) |
3341 | trlist = find_treasurelist("dragon_ability_poison"); |
3467 | trlist = find_treasurelist ("dragon_ability_poison"); |
3342 | |
3468 | |
3343 | if (trlist == NULL || who->type != PLAYER) |
3469 | if (trlist == NULL || who->type != PLAYER) |
|
|
3470 | return; |
|
|
3471 | |
|
|
3472 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
|
|
3473 | |
|
|
3474 | if (tr == NULL || tr->item == NULL) |
|
|
3475 | { |
|
|
3476 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
|
|
3477 | return; |
|
|
3478 | } |
|
|
3479 | |
|
|
3480 | /* everything seems okay - now bring on the gift: */ |
|
|
3481 | item = &(tr->item->clone); |
|
|
3482 | |
|
|
3483 | if (item->type == SPELL) |
|
|
3484 | { |
|
|
3485 | if (check_spell_known (who, item->name)) |
3344 | return; |
3486 | return; |
3345 | |
3487 | |
3346 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3488 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3347 | tr = tr->next, i++); |
3489 | do_learn_spell (who, item, 0); |
3348 | |
3490 | return; |
3349 | if (tr == NULL || tr->item == NULL) { |
3491 | } |
3350 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3492 | |
|
|
3493 | /* grant direct spell */ |
|
|
3494 | if (item->type == SPELLBOOK) |
|
|
3495 | { |
|
|
3496 | if (!item->inv) |
|
|
3497 | { |
|
|
3498 | LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
|
|
3499 | return; |
|
|
3500 | } |
|
|
3501 | if (check_spell_known (who, item->inv->name)) |
3351 | return; |
3502 | return; |
3352 | } |
|
|
3353 | |
|
|
3354 | /* everything seems okay - now bring on the gift: */ |
|
|
3355 | item = &(tr->item->clone); |
|
|
3356 | |
|
|
3357 | if (item->type == SPELL) { |
|
|
3358 | if (check_spell_known (who, item->name)) |
|
|
3359 | return; |
|
|
3360 | |
|
|
3361 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); |
|
|
3362 | do_learn_spell (who, item, 0); |
|
|
3363 | return; |
|
|
3364 | } |
|
|
3365 | |
|
|
3366 | /* grant direct spell */ |
|
|
3367 | if (item->type == SPELLBOOK) { |
|
|
3368 | if (!item->inv) { |
|
|
3369 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", |
|
|
3370 | item->name); |
|
|
3371 | return; |
|
|
3372 | } |
|
|
3373 | if (check_spell_known (who, item->inv->name)) |
|
|
3374 | return; |
|
|
3375 | if (item->invisible) { |
3503 | if (item->invisible) |
|
|
3504 | { |
3376 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); |
3505 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3377 | do_learn_spell (who, item->inv, 0); |
3506 | do_learn_spell (who, item->inv, 0); |
3378 | return; |
3507 | return; |
3379 | } |
3508 | } |
3380 | } |
3509 | } |
3381 | else if (item->type == SKILL_TOOL && item->invisible) { |
3510 | else if (item->type == SKILL_TOOL && item->invisible) |
|
|
3511 | { |
3382 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3512 | if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
|
|
3513 | { |
3383 | |
3514 | |
3384 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3515 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3385 | * in this way, if the player is missing any of the attacktypes, he gets |
3516 | * in this way, if the player is missing any of the attacktypes, he gets |
3386 | * them. As it is now, if the player has any that match the granted skill, |
3517 | * them. As it is now, if the player has any that match the granted skill, |
3387 | * but not all of them, he gets nothing. |
3518 | * but not all of them, he gets nothing. |
3388 | */ |
3519 | */ |
3389 | if (!(skop->attacktype & item->attacktype)) { |
3520 | if (!(skop->attacktype & item->attacktype)) |
|
|
3521 | { |
3390 | /* Give new attacktype */ |
3522 | /* Give new attacktype */ |
3391 | skop->attacktype |= item->attacktype; |
3523 | skop->attacktype |= item->attacktype; |
3392 | |
3524 | |
3393 | /* always add physical if there's none */ |
3525 | /* always add physical if there's none */ |
3394 | skop->attacktype |= AT_PHYSICAL; |
3526 | skop->attacktype |= AT_PHYSICAL; |
3395 | |
3527 | |
3396 | if (item->msg != NULL) |
3528 | if (item->msg != NULL) |
3397 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3529 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3398 | |
3530 | |
3399 | /* Give player new face */ |
3531 | /* Give player new face */ |
3400 | if (item->animation_id) { |
3532 | if (item->animation_id) |
|
|
3533 | { |
3401 | who->face = skop->face; |
3534 | who->face = skop->face; |
3402 | who->animation_id = item->animation_id; |
3535 | who->animation_id = item->animation_id; |
3403 | who->anim_speed = item->anim_speed; |
3536 | who->anim_speed = item->anim_speed; |
3404 | who->last_anim = 0; |
3537 | who->last_anim = 0; |
3405 | who->state = 0; |
3538 | who->state = 0; |
3406 | animate_object(who, who->direction); |
3539 | animate_object (who, who->direction); |
3407 | } |
3540 | } |
3408 | } |
3541 | } |
3409 | } |
3542 | } |
3410 | } |
3543 | } |
3411 | else if (item->type == FORCE) { |
3544 | else if (item->type == FORCE) |
|
|
3545 | { |
3412 | /* forces in the treasurelist can alter the player's stats */ |
3546 | /* forces in the treasurelist can alter the player's stats */ |
3413 | object *skin; |
3547 | object *skin; |
|
|
3548 | |
3414 | /* first get the dragon skin force */ |
3549 | /* first get the dragon skin force */ |
3415 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3550 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3416 | skin=skin->below); |
3551 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3417 | if (skin == NULL) return; |
3552 | ; |
3418 | |
3553 | |
|
|
3554 | if (!skin) |
|
|
3555 | return; |
|
|
3556 | |
3419 | /* adding new spellpath attunements */ |
3557 | /* adding new spellpath attunements */ |
3420 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3558 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
|
|
3559 | { |
3421 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3560 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3422 | |
3561 | |
3423 | /* print message */ |
3562 | /* print message */ |
3424 | sprintf(buf, "You feel attuned to "); |
3563 | sprintf (buf, "You feel attuned to "); |
3425 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3564 | for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
|
|
3565 | { |
3426 | if(item->path_attuned & (1<<i)) { |
3566 | if (item->path_attuned & (1 << i)) |
|
|
3567 | { |
3427 | if (j) |
3568 | if (j) |
3428 | strcat(buf," and "); |
3569 | strcat (buf, " and "); |
3429 | else |
3570 | else |
3430 | j = 1; |
3571 | j = 1; |
3431 | strcat(buf, spellpathnames[i]); |
3572 | strcat (buf, spellpathnames[i]); |
3432 | } |
3573 | } |
3433 | } |
3574 | } |
3434 | strcat(buf,"."); |
3575 | strcat (buf, "."); |
3435 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3576 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3436 | } |
3577 | } |
3437 | |
3578 | |
3438 | /* evtl. adding flags: */ |
3579 | /* evtl. adding flags: */ |
3439 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3580 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3440 | SET_FLAG(skin, FLAG_XRAYS); |
3581 | SET_FLAG (skin, FLAG_XRAYS); |
3441 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3582 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3442 | SET_FLAG(skin, FLAG_STEALTH); |
3583 | SET_FLAG (skin, FLAG_STEALTH); |
3443 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3584 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3444 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3585 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3445 | |
3586 | |
3446 | /* print message if there is one */ |
3587 | /* print message if there is one */ |
3447 | if (item->msg != NULL) |
3588 | if (item->msg != NULL) |
3448 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3589 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
|
|
3590 | } |
|
|
3591 | else |
3449 | } |
3592 | { |
3450 | else { |
|
|
3451 | /* generate misc. treasure */ |
3593 | /* generate misc. treasure */ |
3452 | tmp = arch_to_object (tr->item); |
3594 | tmp = arch_to_object (tr->item); |
3453 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3595 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3454 | tmp = insert_ob_in_ob (tmp, who); |
3596 | tmp = insert_ob_in_ob (tmp, who); |
3455 | if (who->type == PLAYER) |
3597 | if (who->type == PLAYER) |
3456 | esrv_send_item(who, tmp); |
3598 | esrv_send_item (who, tmp); |
3457 | } |
3599 | } |
3458 | } |
3600 | } |
3459 | |
3601 | |
3460 | /** |
3602 | /** |
3461 | * Unready an object for a player. This function does nothing if the object was |
3603 | * Unready an object for a player. This function does nothing if the object was |
3462 | * not readied. |
3604 | * not readied. |
3463 | */ |
3605 | */ |
|
|
3606 | void |
3464 | void player_unready_range_ob(player *pl, object *ob) { |
3607 | player_unready_range_ob (player *pl, object *ob) |
|
|
3608 | { |
3465 | rangetype i; |
3609 | rangetype i; |
3466 | |
3610 | |
3467 | for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { |
3611 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
|
|
3612 | { |
3468 | if (pl->ranges[i] == ob) { |
3613 | if (pl->ranges[i] == ob) |
|
|
3614 | { |
3469 | pl->ranges[i] = NULL; |
3615 | pl->ranges[i] = NULL; |
3470 | if (pl->shoottype == i) { |
3616 | if (pl->shoottype == i) |
|
|
3617 | { |
3471 | pl->shoottype = range_none; |
3618 | pl->shoottype = range_none; |
3472 | } |
3619 | } |
3473 | } |
3620 | } |
3474 | } |
3621 | } |
3475 | } |
3622 | } |