1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
26 | #include <sproto.h> |
27 | #include <sounds.h> |
27 | #include <sounds.h> |
28 | #include <living.h> |
28 | #include <living.h> |
29 | #include <object.h> |
29 | #include <object.h> |
30 | #include <spells.h> |
30 | #include <spells.h> |
31 | #include <skills.h> |
31 | #include <skills.h> |
32 | |
32 | |
33 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
35 | #endif |
|
|
36 | |
35 | |
37 | player * |
36 | playervec players; |
38 | find_player (const char *plname) |
|
|
39 | { |
|
|
40 | player *pl; |
|
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41 | |
|
|
42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
43 | { |
|
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44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
45 | return pl; |
|
|
46 | }; |
|
|
47 | return NULL; |
|
|
48 | } |
|
|
49 | |
|
|
50 | player * |
|
|
51 | find_player_partial_name (const char *plname) |
|
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52 | { |
|
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53 | player *pl; |
|
|
54 | player *found = NULL; |
|
|
55 | size_t namelen = strlen (plname); |
|
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56 | |
|
|
57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
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58 | { |
|
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59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
60 | continue; |
|
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61 | |
|
|
62 | if (!strcmp (pl->ob->name, plname)) |
|
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63 | return pl; |
|
|
64 | |
|
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65 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
66 | { |
|
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67 | if (found) |
|
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68 | return NULL; |
|
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69 | |
|
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70 | found = pl; |
|
|
71 | } |
|
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72 | } |
|
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73 | return found; |
|
|
74 | } |
|
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75 | |
37 | |
76 | void |
38 | void |
77 | display_motd (const object *op) |
39 | display_motd (const object *op) |
78 | { |
40 | { |
79 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
87 | return; |
49 | return; |
88 | |
50 | |
89 | motd[0] = '\0'; |
51 | motd[0] = '\0'; |
90 | size = 0; |
52 | size = 0; |
91 | |
53 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
54 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
55 | { |
94 | if (*buf == '#') |
56 | if (*buf == '#') |
95 | continue; |
57 | continue; |
96 | |
58 | |
97 | strncat (motd + size, buf, HUGE_BUF - size); |
59 | strncat (motd + size, buf, HUGE_BUF - size); |
… | |
… | |
116 | return; |
78 | return; |
117 | |
79 | |
118 | rules[0] = '\0'; |
80 | rules[0] = '\0'; |
119 | size = 0; |
81 | size = 0; |
120 | |
82 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
83 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
84 | { |
123 | if (*buf == '#') |
85 | if (*buf == '#') |
124 | continue; |
86 | continue; |
125 | |
87 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
88 | if (size + strlen (buf) >= HUGE_BUF) |
… | |
… | |
153 | |
115 | |
154 | news[0] = '\0'; |
116 | news[0] = '\0'; |
155 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
156 | size = 0; |
118 | size = 0; |
157 | |
119 | |
158 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
159 | { |
121 | { |
160 | if (*buf == '#') |
122 | if (*buf == '#') |
161 | continue; |
123 | continue; |
162 | |
124 | |
163 | if (*buf == '%') |
125 | if (*buf == '%') |
164 | { /* send one news */ |
126 | { /* send one news */ |
165 | if (size > 0) |
127 | if (size > 0) |
166 | 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 */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
129 | |
167 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
168 | strip_endline (subject); |
131 | strip_endline (subject); |
169 | size = 0; |
132 | size = 0; |
170 | news[0] = '\0'; |
133 | news[0] = '\0'; |
171 | } |
134 | } |
… | |
… | |
180 | size += strlen (buf); |
143 | size += strlen (buf); |
181 | } |
144 | } |
182 | } |
145 | } |
183 | |
146 | |
184 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
185 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
186 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
187 | } |
150 | } |
188 | |
151 | |
189 | int |
152 | float |
190 | playername_ok (const char *cp) |
153 | player::weapon_speed () const |
191 | { |
154 | { |
192 | /* Don't allow - or _ as first character in the name */ |
155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
193 | if (*cp == '-' || *cp == '_') |
|
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194 | return 0; |
|
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195 | |
|
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196 | for (; *cp != '\0'; cp++) |
|
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197 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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198 | return 0; |
|
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199 | |
|
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200 | return 1; |
|
|
201 | } |
|
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202 | |
|
|
203 | /* This no longer sets the player map. Also, it now updates |
|
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204 | * all the pointers so the caller doesn't need to do that. |
|
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205 | * Caller is responsible for setting the correct map. |
|
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206 | */ |
|
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207 | |
|
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208 | /* Redo this to do both get_player_ob and get_player. |
|
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209 | * Hopefully this will be less bugfree and simpler. |
|
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210 | * Returns the player structure. If 'p' is null, |
|
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211 | * we create a new one. Otherwise, we recycle |
|
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212 | * the one that is passed. |
|
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213 | */ |
|
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214 | static player * |
|
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215 | get_player (player *p) |
|
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216 | { |
|
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217 | object *op = arch_to_object (get_player_archetype (0)); |
|
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218 | int i; |
|
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219 | |
|
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220 | /* Clears basically the entire player structure except |
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221 | * for next and socket. |
|
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222 | */ |
|
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223 | p->clear (); |
|
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224 | |
|
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225 | /* There are some elements we want initialized to non zero value - |
|
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226 | * we deal with that below this point. |
|
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227 | */ |
|
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228 | p->party = NULL; |
|
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229 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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230 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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231 | p->unapply = unapply_nochoice; |
|
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232 | p->Swap_First = -1; |
|
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233 | |
|
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234 | #ifdef AUTOSAVE |
|
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235 | p->last_save_tick = 9999999; |
|
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236 | #endif |
|
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237 | |
|
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238 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
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239 | |
|
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240 | op->contr = p; /* this aren't yet in archetype */ |
|
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241 | p->ob = op; |
|
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242 | op->speed_left = 0.5; |
|
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243 | op->speed = 1.0; |
|
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244 | op->direction = 5; /* So player faces south */ |
|
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245 | op->stats.wc = 2; |
|
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246 | op->run_away = 25; /* Then we panick... */ |
|
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247 | |
|
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248 | { |
|
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249 | int oldmon = p->socket->monitor_spells; // what a hack |
|
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250 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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251 | roll_stats (op); |
|
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252 | p->socket->monitor_spells = oldmon; |
|
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253 | } |
|
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254 | p->state = ST_ROLL_STAT; |
|
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255 | clear_los (op); |
|
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256 | |
|
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257 | p->gen_sp_armour = 10; |
|
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258 | p->last_speed = -1; |
|
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259 | p->shoottype = range_none; |
|
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260 | p->bowtype = bow_normal; |
|
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261 | p->petmode = pet_normal; |
|
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262 | p->listening = 10; |
|
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263 | p->usekeys = containers; |
|
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264 | p->last_weapon_sp = -1; |
|
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265 | p->peaceful = 1; /* default peaceful */ |
|
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266 | p->do_los = 1; |
|
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267 | p->explore = 0; |
|
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268 | |
|
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269 | assign (p->title, op->arch->clone.name); |
|
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270 | op->race = op->arch->clone.race; |
|
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271 | |
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272 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
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273 | |
|
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274 | /* we need to clear these to -1 and not zero - otherwise, |
|
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275 | * if a player quits and starts a new character, we wont |
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276 | * send new values to the client, as things like exp start |
|
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277 | * at zero. |
|
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278 | */ |
|
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279 | for (i = 0; i < NUM_SKILLS; i++) |
|
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280 | { |
|
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281 | p->last_skill_exp[i] = -1; |
|
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282 | p->last_skill_ob[i] = NULL; |
|
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283 | } |
|
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284 | |
|
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285 | for (i = 0; i < NROFATTACKS; i++) |
|
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286 | p->last_resist[i] = -1; |
|
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287 | |
|
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288 | p->last_stats.exp = -1; |
|
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289 | p->last_weight = (uint32) - 1; |
|
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290 | |
|
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291 | p->socket->update_look = 0; |
|
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292 | p->socket->look_position = 0; |
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293 | |
|
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294 | return p; |
|
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295 | } |
156 | } |
296 | |
157 | |
297 | /* This loads the first map an puts the player on it. */ |
158 | /* This loads the first map an puts the player on it. */ |
298 | static void |
159 | static void |
299 | set_first_map (object *op) |
160 | set_first_map (object *op) |
300 | { |
161 | { |
301 | strcpy (op->contr->maplevel, first_map_path); |
162 | op->contr->maplevel = first_map_path; |
302 | op->x = -1; |
163 | op->x = -1; |
303 | op->y = -1; |
164 | op->y = -1; |
|
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165 | } |
|
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166 | |
|
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167 | void |
|
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168 | player::enter_map () |
|
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169 | { |
|
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170 | object *tmp = object::create (); |
|
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171 | |
|
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172 | EXIT_PATH (tmp) = maplevel; |
|
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173 | EXIT_X (tmp) = ob->x; |
|
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174 | EXIT_Y (tmp) = ob->y; |
304 | enter_exit (op, 0); |
175 | ob->enter_exit (tmp); |
305 | } |
|
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306 | |
176 | |
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177 | tmp->destroy (); |
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178 | } |
|
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179 | |
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180 | void |
|
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181 | player::activate () |
|
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182 | { |
|
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183 | if (active) |
|
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184 | return; |
|
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185 | |
|
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186 | players.insert (this); |
|
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187 | ob->remove (); |
|
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188 | ob->map = 0; |
|
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189 | ob->activate_recursive (); |
|
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190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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191 | add_friendly_object (ob); |
|
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192 | enter_map (); |
|
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193 | } |
|
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194 | |
|
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195 | void |
|
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196 | player::deactivate () |
|
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197 | { |
|
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198 | if (!active) |
|
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199 | return; |
|
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200 | |
|
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201 | terminate_all_pets (ob); |
|
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202 | remove_friendly_object (ob); |
|
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203 | ob->deactivate_recursive (); |
|
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204 | |
|
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205 | if (ob->map) |
|
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206 | maplevel = ob->map->path; |
|
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207 | |
|
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208 | ob->remove (); |
|
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209 | ob->map = 0; |
|
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210 | party = 0; |
|
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211 | |
|
|
212 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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213 | |
|
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214 | players.erase (this); |
|
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215 | } |
|
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216 | |
|
|
217 | // connect the player with a specific client |
|
|
218 | // also changes, rationalises, and fixes some incorrect settings |
|
|
219 | void |
|
|
220 | player::connect (client *ns) |
|
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221 | { |
|
|
222 | this->ns = ns; |
|
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223 | ns->pl = this; |
|
|
224 | |
|
|
225 | run_on = 0; |
|
|
226 | fire_on = 0; |
|
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227 | ob->close_container (); //TODO: client-specific |
|
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228 | |
|
|
229 | ns->update_look = 0; |
|
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230 | ns->look_position = 0; |
|
|
231 | |
|
|
232 | clear_los (ob); |
|
|
233 | |
|
|
234 | ns->reset_stats (); |
|
|
235 | |
|
|
236 | /* make sure he's a player -- needed because of class change. */ |
|
|
237 | ob->type = PLAYER; // we are paranoid |
|
|
238 | ob->race = ob->arch->clone.race; |
|
|
239 | |
|
|
240 | ob->carrying = sum_weight (ob); |
|
|
241 | link_player_skills (ob); |
|
|
242 | |
|
|
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
244 | |
|
|
245 | assign (title, ob->arch->clone.name); |
|
|
246 | |
|
|
247 | /* if it's a dragon player, set the correct title here */ |
|
|
248 | if (is_dragon_pl (ob)) |
|
|
249 | { |
|
|
250 | object *tmp, *abil = 0, *skin = 0; |
|
|
251 | |
|
|
252 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
253 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
254 | |
|
|
255 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
256 | if (tmp->type == FORCE) |
|
|
257 | if (tmp->arch->name == dragon_ability_force) |
|
|
258 | abil = tmp; |
|
|
259 | else if (tmp->arch->name == dragon_skin_force) |
|
|
260 | skin = tmp; |
|
|
261 | |
|
|
262 | set_dragon_name (ob, abil, skin); |
|
|
263 | } |
|
|
264 | |
|
|
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
266 | |
|
|
267 | esrv_new_player (this, ob->weight + ob->carrying); |
|
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268 | |
|
|
269 | for (object *op = ob->inv; op; op = op->below) |
|
|
270 | if (op->flag [FLAG_APPLIED]) |
|
|
271 | switch (op->type) |
|
|
272 | { |
|
|
273 | case WAND: |
|
|
274 | case ROD: |
|
|
275 | case HORN: |
|
|
276 | case BOW: |
|
|
277 | case SKILL: |
|
|
278 | case SKILL_TOOL: |
|
|
279 | case WEAPON: |
|
|
280 | apply_special (ob, op, AP_UNAPPLY); |
|
|
281 | apply_special (ob, op, AP_APPLY); |
|
|
282 | break; |
|
|
283 | } |
|
|
284 | |
|
|
285 | ob->update_stats (); |
|
|
286 | ns->floorbox_update (); |
|
|
287 | |
|
|
288 | esrv_send_inventory (ob, ob); |
|
|
289 | esrv_add_spells (this, 0); |
|
|
290 | |
|
|
291 | activate (); |
|
|
292 | |
|
|
293 | send_rules (ob); |
|
|
294 | send_news (ob); |
|
|
295 | display_motd (ob); |
|
|
296 | |
|
|
297 | INVOKE_PLAYER (CONNECT, this); |
|
|
298 | INVOKE_PLAYER (LOGIN, this); |
|
|
299 | } |
|
|
300 | |
|
|
301 | void |
|
|
302 | player::disconnect () |
|
|
303 | { |
|
|
304 | if (ns) |
|
|
305 | { |
|
|
306 | if (active) |
|
|
307 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
308 | |
|
|
309 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
310 | |
|
|
311 | ns->reset_stats (); |
|
|
312 | ns->pl = 0; |
|
|
313 | ns = 0; |
|
|
314 | } |
|
|
315 | |
|
|
316 | if (ob) |
|
|
317 | ob->close_container (); //TODO: client-specific |
|
|
318 | |
|
|
319 | deactivate (); |
|
|
320 | } |
|
|
321 | |
|
|
322 | // the need for this function can be explained |
|
|
323 | // by load_object not returning the object |
|
|
324 | void |
|
|
325 | player::set_object (object *op) |
|
|
326 | { |
|
|
327 | ob = op; |
|
|
328 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
329 | |
|
|
330 | ob->speed_left = 0.5f; |
|
|
331 | ob->speed = 1.0f; |
|
|
332 | ob->direction = 5; /* So player faces south */ |
|
|
333 | } |
|
|
334 | |
|
|
335 | player::player () |
|
|
336 | { |
|
|
337 | /* There are some elements we want initialised to non zero value - |
|
|
338 | * we deal with that below this point. |
|
|
339 | */ |
|
|
340 | outputs_sync = 4; |
|
|
341 | outputs_count = 4; |
|
|
342 | unapply = unapply_nochoice; |
|
|
343 | |
|
|
344 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
345 | |
|
|
346 | gen_sp_armour = 10; |
|
|
347 | bowtype = bow_normal; |
|
|
348 | petmode = pet_normal; |
|
|
349 | listening = 10; |
|
|
350 | usekeys = containers; |
|
|
351 | peaceful = 1; /* default peaceful */ |
|
|
352 | do_los = 1; |
|
|
353 | } |
|
|
354 | |
|
|
355 | void |
|
|
356 | player::do_destroy () |
|
|
357 | { |
|
|
358 | disconnect (); |
|
|
359 | |
|
|
360 | attachable::do_destroy (); |
|
|
361 | |
|
|
362 | if (ob) |
|
|
363 | { |
|
|
364 | ob->destroy_inv (false); |
|
|
365 | ob->destroy (); |
|
|
366 | } |
|
|
367 | } |
|
|
368 | |
|
|
369 | player::~player () |
|
|
370 | { |
|
|
371 | /* Clear item stack */ |
|
|
372 | free (stack_items); |
|
|
373 | } |
|
|
374 | |
307 | /* Tries to add player on the connection passwd in ns. |
375 | /* Tries to add player on the connection passed in ns. |
308 | * All we can really get in this is some settings like host and display |
376 | * All we can really get in this is some settings like host and display |
309 | * mode. |
377 | * mode. |
310 | */ |
378 | */ |
311 | |
379 | player * |
312 | int |
380 | player::create () |
313 | add_player (client *ns) |
|
|
314 | { |
381 | { |
315 | player *p = new player; |
382 | player *pl = new player; |
316 | |
383 | |
317 | p->socket = ns; |
384 | pl->set_object (arch_to_object (get_player_archetype (0))); |
318 | ns->pl = p; |
|
|
319 | |
385 | |
320 | p->next = first_player; |
386 | pl->ob->roll_stats (); |
321 | first_player = p; |
387 | pl->ob->stats.wc = 2; |
|
|
388 | pl->ob->run_away = 25; /* Then we panick... */ |
322 | |
389 | |
323 | p = get_player (p); |
|
|
324 | |
|
|
325 | set_first_map (p->ob); |
390 | set_first_map (pl->ob); |
326 | |
391 | |
327 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
328 | add_friendly_object (p->ob); |
|
|
329 | send_rules (p->ob); |
|
|
330 | send_news (p->ob); |
|
|
331 | display_motd (p->ob); |
|
|
332 | get_name (p->ob); |
|
|
333 | |
|
|
334 | return 0; |
392 | return pl; |
335 | } |
393 | } |
336 | |
394 | |
337 | /* |
395 | /* |
338 | * get_player_archetype() return next player archetype from archetype |
396 | * get_player_archetype() return next player archetype from archetype |
339 | * list. Not very efficient routine, but used only creating new players. |
397 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
364 | |
422 | |
365 | object * |
423 | object * |
366 | get_nearest_player (object *mon) |
424 | get_nearest_player (object *mon) |
367 | { |
425 | { |
368 | object *op = NULL; |
426 | object *op = NULL; |
369 | player *pl = NULL; |
|
|
370 | objectlink *ol; |
427 | objectlink *ol; |
371 | unsigned lastdist; |
428 | unsigned lastdist; |
372 | rv_vector rv; |
429 | rv_vector rv; |
373 | |
430 | |
374 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
431 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
375 | { |
432 | { |
376 | /* We should not find free objects on this friendly list, but it |
433 | /* We should not find free objects on this friendly list, but it |
377 | * does periodically happen. Given that, lets deal with it. |
434 | * does periodically happen. Given that, lets deal with it. |
378 | * While unlikely, it is possible the next object on the friendly |
435 | * While unlikely, it is possible the next object on the friendly |
379 | * list is also free, so encapsulate this in a while loop. |
436 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
383 | object *tmp = ol->ob; |
440 | object *tmp = ol->ob; |
384 | |
441 | |
385 | /* Can't do much more other than log the fact, because the object |
442 | /* Can't do much more other than log the fact, because the object |
386 | * itself will have been cleared. |
443 | * itself will have been cleared. |
387 | */ |
444 | */ |
388 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
445 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
446 | tmp->debug_desc ()); |
389 | ol = ol->next; |
447 | ol = ol->next; |
390 | remove_friendly_object (tmp); |
448 | remove_friendly_object (tmp); |
391 | if (!ol) |
449 | if (!ol) |
392 | return op; |
450 | return op; |
393 | } |
451 | } |
… | |
… | |
406 | { |
464 | { |
407 | op = ol->ob; |
465 | op = ol->ob; |
408 | lastdist = rv.distance; |
466 | lastdist = rv.distance; |
409 | } |
467 | } |
410 | } |
468 | } |
411 | for (pl = first_player; pl != NULL; pl = pl->next) |
469 | |
412 | { |
470 | for_all_players (pl) |
413 | if (can_detect_enemy (mon, pl->ob, &rv)) |
471 | if (can_detect_enemy (mon, pl->ob, &rv)) |
414 | { |
|
|
415 | |
|
|
416 | if (lastdist > rv.distance) |
472 | if (lastdist > rv.distance) |
417 | { |
473 | { |
418 | op = pl->ob; |
474 | op = pl->ob; |
419 | lastdist = rv.distance; |
475 | lastdist = rv.distance; |
420 | } |
476 | } |
421 | } |
477 | |
422 | } |
|
|
423 | #if 0 |
478 | #if 0 |
424 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
479 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
425 | #endif |
480 | #endif |
426 | return op; |
481 | return op; |
427 | } |
482 | } |
… | |
… | |
445 | * circling behaviour. Unfortunately, this function is also used to determined |
500 | * circling behaviour. Unfortunately, this function is also used to determined |
446 | * if the creature should cast a spell, so returning a direction in that case |
501 | * if the creature should cast a spell, so returning a direction in that case |
447 | * is probably not a good thing. |
502 | * is probably not a good thing. |
448 | */ |
503 | */ |
449 | #define MAX_SPACES 50 |
504 | #define MAX_SPACES 50 |
450 | |
|
|
451 | |
505 | |
452 | /* |
506 | /* |
453 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
507 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
454 | * modified to verify there is a path to the player. Does this by stepping towards |
508 | * modified to verify there is a path to the player. Does this by stepping towards |
455 | * player and if path is blocked then see if blockage is close enough to player that |
509 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
486 | x = mon->x; |
540 | x = mon->x; |
487 | y = mon->y; |
541 | y = mon->y; |
488 | m = mon->map; |
542 | m = mon->map; |
489 | dir = rv.direction; |
543 | dir = rv.direction; |
490 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
544 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
491 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
545 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
546 | |
492 | /* If we can't solve it within the search distance, return now. */ |
547 | /* If we can't solve it within the search distance, return now. */ |
493 | if (diff > max) |
548 | if (diff > max) |
494 | return 0; |
549 | return 0; |
|
|
550 | |
495 | while (diff > 1 && max > 0) |
551 | while (diff > 1 && max > 0) |
496 | { |
552 | { |
497 | lastx = x; |
553 | lastx = x; |
498 | lasty = y; |
554 | lasty = y; |
499 | lastmap = m; |
555 | lastmap = m; |
… | |
… | |
581 | max--; |
637 | max--; |
582 | lastdir = dir; |
638 | lastdir = dir; |
583 | if (!firstdir) |
639 | if (!firstdir) |
584 | firstdir = dir; |
640 | firstdir = dir; |
585 | } |
641 | } |
|
|
642 | |
586 | if (diff <= 1) |
643 | if (diff <= 1) |
587 | { |
644 | { |
588 | /* Recalculate diff (distance) because we may not have actually |
645 | /* Recalculate diff (distance) because we may not have actually |
589 | * headed toward player for entire distance. |
646 | * headed toward player for entire distance. |
590 | */ |
647 | */ |
591 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
648 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
592 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
649 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
593 | } |
650 | } |
|
|
651 | |
594 | if (diff > max) |
652 | if (diff > max) |
595 | return 0; |
653 | return 0; |
596 | } |
654 | } |
|
|
655 | |
597 | /* If we reached the max, didn't find a direction in time */ |
656 | /* If we reached the max, didn't find a direction in time */ |
598 | if (!max) |
657 | if (!max) |
599 | return 0; |
658 | return 0; |
600 | |
659 | |
601 | return firstdir; |
660 | return firstdir; |
… | |
… | |
694 | /* Need to set up the skill pointers */ |
753 | /* Need to set up the skill pointers */ |
695 | link_player_skills (pl); |
754 | link_player_skills (pl); |
696 | } |
755 | } |
697 | |
756 | |
698 | void |
757 | void |
699 | get_name (object *op) |
|
|
700 | { |
|
|
701 | op->contr->write_buf[0] = '\0'; |
|
|
702 | op->contr->state = ST_GET_NAME; |
|
|
703 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
704 | } |
|
|
705 | |
|
|
706 | void |
|
|
707 | get_password (object *op) |
|
|
708 | { |
|
|
709 | op->contr->write_buf[0] = '\0'; |
|
|
710 | op->contr->state = ST_GET_PASSWORD; |
|
|
711 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
712 | } |
|
|
713 | |
|
|
714 | void |
|
|
715 | play_again (object *op) |
|
|
716 | { |
|
|
717 | op->contr->state = ST_PLAY_AGAIN; |
|
|
718 | op->chosen_skill = NULL; |
|
|
719 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
720 | /* a bit of a hack, but there are various places early in th |
|
|
721 | * player creation process that a user can quit (eg, roll |
|
|
722 | * stats) that isn't removing the player. Taking a quick |
|
|
723 | * look, there are many places that call play_again without |
|
|
724 | * removing the player - it probably makes more sense |
|
|
725 | * to leave it to play_again to remove the object in all |
|
|
726 | * cases. |
|
|
727 | */ |
|
|
728 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
729 | op->remove (); |
|
|
730 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
731 | * and draw() doesn't check to see if the player is removed, only if |
|
|
732 | * the map is null or not swapped out. |
|
|
733 | */ |
|
|
734 | op->map = NULL; |
|
|
735 | } |
|
|
736 | |
|
|
737 | int |
|
|
738 | receive_play_again (object *op, char key) |
|
|
739 | { |
|
|
740 | if (key == 'q' || key == 'Q') |
|
|
741 | { |
|
|
742 | remove_friendly_object (op); |
|
|
743 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
744 | return 2; |
|
|
745 | } |
|
|
746 | else if (key == 'a' || key == 'A') |
|
|
747 | { |
|
|
748 | player *pl = op->contr; |
|
|
749 | shstr name = op->name; |
|
|
750 | |
|
|
751 | op->contr = 0; |
|
|
752 | op->type = 0; |
|
|
753 | op->destroy (1); |
|
|
754 | pl = get_player (pl); |
|
|
755 | op = pl->ob; |
|
|
756 | add_friendly_object (op); |
|
|
757 | op->contr->password[0] = '~'; |
|
|
758 | op->name = op->name_pl = 0; |
|
|
759 | /* Lets put a space in here */ |
|
|
760 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
761 | get_name (op); |
|
|
762 | op->name = op->name_pl = name; |
|
|
763 | set_first_map (op); |
|
|
764 | } |
|
|
765 | else |
|
|
766 | /* user pressed something else so just ask again... */ |
|
|
767 | play_again (op); |
|
|
768 | |
|
|
769 | return 0; |
|
|
770 | } |
|
|
771 | |
|
|
772 | void |
|
|
773 | confirm_password (object *op) |
|
|
774 | { |
|
|
775 | |
|
|
776 | op->contr->write_buf[0] = '\0'; |
|
|
777 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
778 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
779 | } |
|
|
780 | |
|
|
781 | void |
|
|
782 | get_party_password (object *op, partylist *party) |
758 | get_party_password (object *op, partylist *party) |
783 | { |
759 | { |
784 | if (party == NULL) |
760 | if (party == NULL) |
785 | { |
761 | { |
786 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
762 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
787 | return; |
763 | return; |
788 | } |
764 | } |
|
|
765 | |
789 | op->contr->write_buf[0] = '\0'; |
766 | op->contr->write_buf[0] = '\0'; |
790 | op->contr->state = ST_GET_PARTY_PASSWORD; |
767 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
791 | op->contr->party_to_join = party; |
768 | op->contr->party_to_join = party; |
792 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
769 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
793 | } |
770 | } |
794 | |
|
|
795 | |
771 | |
796 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
772 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
797 | int |
773 | static int |
798 | roll_stat (void) |
774 | roll_stat (void) |
799 | { |
775 | { |
800 | int a[4], i, j, k; |
776 | int a[4], i, j, k; |
801 | |
777 | |
802 | for (i = 0; i < 4; i++) |
778 | for (i = 0; i < 4; i++) |
803 | a[i] = (int) RANDOM () % 6 + 1; |
779 | a[i] = (int) rndm (6) + 1; |
804 | |
780 | |
805 | for (i = 0, j = 0, k = 7; i < 4; i++) |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
806 | if (a[i] < k) |
782 | if (a[i] < k) |
807 | k = a[i], j = i; |
783 | k = a[i], j = i; |
808 | |
784 | |
809 | for (i = 0, k = 0; i < 4; i++) |
785 | for (i = 0, k = 0; i < 4; i++) |
810 | { |
|
|
811 | if (i != j) |
786 | if (i != j) |
812 | k += a[i]; |
787 | k += a[i]; |
813 | } |
788 | |
814 | return k; |
789 | return k; |
815 | } |
790 | } |
816 | |
791 | |
817 | void |
792 | void |
818 | roll_stats (object *op) |
793 | object::roll_stats () |
819 | { |
794 | { |
|
|
795 | int statsort [NUM_STATS]; |
|
|
796 | |
|
|
797 | for (;;) |
|
|
798 | { |
820 | int sum = 0; |
799 | int sum = 0; |
821 | int i = 0, j = 0; |
800 | for (int i = NUM_STATS; i--; ) |
822 | int statsort[7]; |
801 | sum += statsort [i] = roll_stat (); |
823 | |
802 | |
824 | do |
803 | if (sum >= 82 && sum <= 116) |
|
|
804 | break; |
825 | { |
805 | } |
826 | op->stats.Str = roll_stat (); |
|
|
827 | op->stats.Dex = roll_stat (); |
|
|
828 | op->stats.Int = roll_stat (); |
|
|
829 | op->stats.Con = roll_stat (); |
|
|
830 | op->stats.Wis = roll_stat (); |
|
|
831 | op->stats.Pow = roll_stat (); |
|
|
832 | op->stats.Cha = roll_stat (); |
|
|
833 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
834 | } |
|
|
835 | while (sum < 82 || sum > 116); |
|
|
836 | |
806 | |
837 | /* Sort the stats so that rerolling is easier... */ |
807 | // Sort the stats so that rerolling is easier... |
838 | statsort[0] = op->stats.Str; |
808 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
839 | statsort[1] = op->stats.Dex; |
|
|
840 | statsort[2] = op->stats.Int; |
|
|
841 | statsort[3] = op->stats.Con; |
|
|
842 | statsort[4] = op->stats.Wis; |
|
|
843 | statsort[5] = op->stats.Pow; |
|
|
844 | statsort[6] = op->stats.Cha; |
|
|
845 | |
809 | |
846 | /* a quick and dirty bubblesort? */ |
810 | for (int i = 0; i < NUM_STATS; ++i) |
847 | do |
811 | stats.stat (i) = statsort [i]; |
848 | { |
|
|
849 | if (statsort[i] < statsort[i + 1]) |
|
|
850 | { |
|
|
851 | j = statsort[i]; |
|
|
852 | statsort[i] = statsort[i + 1]; |
|
|
853 | statsort[i + 1] = j; |
|
|
854 | i = 0; |
|
|
855 | } |
|
|
856 | else |
|
|
857 | { |
|
|
858 | i++; |
|
|
859 | } |
|
|
860 | } |
|
|
861 | while (i < 6); |
|
|
862 | |
812 | |
863 | op->stats.Str = statsort[0]; |
|
|
864 | op->stats.Dex = statsort[1]; |
|
|
865 | op->stats.Con = statsort[2]; |
|
|
866 | op->stats.Int = statsort[3]; |
|
|
867 | op->stats.Wis = statsort[4]; |
|
|
868 | op->stats.Pow = statsort[5]; |
|
|
869 | op->stats.Cha = statsort[6]; |
|
|
870 | |
|
|
871 | |
|
|
872 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
873 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
874 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
875 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
876 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
877 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
878 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
879 | |
|
|
880 | op->level = 1; |
|
|
881 | op->stats.exp = 0; |
813 | stats.exp = 0; |
882 | op->stats.ac = 0; |
814 | stats.ac = 0; |
883 | |
815 | |
884 | op->contr->levhp[1] = 9; |
|
|
885 | op->contr->levsp[1] = 6; |
|
|
886 | op->contr->levgrace[1] = 3; |
|
|
887 | |
|
|
888 | fix_player (op); |
|
|
889 | op->stats.hp = op->stats.maxhp; |
816 | stats.hp = stats.maxhp; |
890 | op->stats.sp = op->stats.maxsp; |
817 | stats.sp = stats.maxsp; |
891 | op->stats.grace = op->stats.maxgrace; |
818 | stats.grace = stats.maxgrace; |
|
|
819 | |
|
|
820 | if (contr) |
|
|
821 | { |
|
|
822 | contr->levhp[1] = 9; |
|
|
823 | contr->levsp[1] = 6; |
|
|
824 | contr->levgrace[1] = 3; |
|
|
825 | |
892 | op->contr->orig_stats = op->stats; |
826 | contr->orig_stats = stats; |
|
|
827 | } |
893 | } |
828 | } |
894 | |
829 | |
895 | void |
830 | void |
896 | Roll_Again (object *op) |
831 | object::swap_stats (int a, int b) |
897 | { |
832 | { |
898 | esrv_new_player (op->contr, 0); |
833 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
899 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
900 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
901 | } |
|
|
902 | |
834 | |
903 | void |
835 | for (int i = 0; i < NUM_STATS; ++i) |
904 | Swap_Stat (object *op, int Swap_Second) |
836 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
837 | |
|
|
838 | //TODO: the following code looks so borked and should, at the very least, |
|
|
839 | // be merged with the similar code in roll_stats |
|
|
840 | stats.ac = 0; |
|
|
841 | |
|
|
842 | level = 1; |
|
|
843 | stats.exp = 0; |
|
|
844 | stats.ac = 0; |
|
|
845 | |
|
|
846 | stats.hp = stats.maxhp; |
|
|
847 | stats.sp = stats.maxsp; |
|
|
848 | stats.grace = stats.maxgrace; |
|
|
849 | |
|
|
850 | if (contr) |
|
|
851 | { |
|
|
852 | contr->levhp[1] = 9; |
|
|
853 | contr->levsp[1] = 6; |
|
|
854 | contr->levgrace[1] = 3; |
|
|
855 | |
|
|
856 | contr->orig_stats = stats; |
|
|
857 | } |
|
|
858 | } |
|
|
859 | |
|
|
860 | static void |
|
|
861 | start_info (object *op) |
905 | { |
862 | { |
906 | signed char tmp; |
|
|
907 | char buf[MAX_BUF]; |
863 | char buf[MAX_BUF]; |
908 | |
864 | |
909 | if (op->contr->Swap_First == -1) |
865 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
910 | { |
|
|
911 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
912 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
913 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
914 | return; |
|
|
915 | } |
|
|
916 | |
|
|
917 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
918 | |
|
|
919 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
920 | |
|
|
921 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
922 | |
|
|
923 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
924 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
866 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
925 | op->stats.Str = op->contr->orig_stats.Str; |
867 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
926 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
927 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
928 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
929 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
930 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
931 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
932 | op->stats.ac = 0; |
|
|
933 | |
|
|
934 | op->level = 1; |
|
|
935 | op->stats.exp = 0; |
|
|
936 | op->stats.ac = 0; |
|
|
937 | |
|
|
938 | op->contr->levhp[1] = 9; |
|
|
939 | op->contr->levsp[1] = 6; |
|
|
940 | op->contr->levgrace[1] = 3; |
|
|
941 | |
|
|
942 | fix_player (op); |
|
|
943 | op->stats.hp = op->stats.maxhp; |
|
|
944 | op->stats.sp = op->stats.maxsp; |
|
|
945 | op->stats.grace = op->stats.maxgrace; |
|
|
946 | op->contr->orig_stats = op->stats; |
|
|
947 | op->contr->Swap_First = -1; |
|
|
948 | } |
|
|
949 | |
|
|
950 | |
|
|
951 | /* This code has been greatly reduced, because with set_attr_value |
|
|
952 | * and get_attr_value, the stats can be accessed just numeric |
|
|
953 | * ids. stat_trans is a table that translate the number entered |
|
|
954 | * into the actual stat. It is needed because the order the stats |
|
|
955 | * are displayed in the stat window is not the same as how |
|
|
956 | * the number's access that stat. The table does that translation. |
|
|
957 | */ |
|
|
958 | int |
|
|
959 | key_roll_stat (object *op, char key) |
|
|
960 | { |
|
|
961 | int keynum = key - '0'; |
|
|
962 | char buf[MAX_BUF]; |
|
|
963 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
964 | |
|
|
965 | if (keynum > 0 && keynum <= 7) |
|
|
966 | { |
|
|
967 | if (op->contr->Swap_First == -1) |
|
|
968 | { |
|
|
969 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
970 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
971 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
868 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
972 | } |
|
|
973 | else |
|
|
974 | Swap_Stat (op, stat_trans[keynum]); |
|
|
975 | |
|
|
976 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
977 | return 1; |
|
|
978 | } |
|
|
979 | switch (key) |
|
|
980 | { |
|
|
981 | case 'n': |
|
|
982 | case 'N': |
|
|
983 | { |
|
|
984 | SET_FLAG (op, FLAG_WIZ); |
|
|
985 | if (op->map == NULL) |
|
|
986 | { |
|
|
987 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
988 | break; |
|
|
989 | } |
|
|
990 | |
|
|
991 | #if 0 |
|
|
992 | /* So that enter_exit will put us at startx/starty */ |
|
|
993 | op->x = -1; |
|
|
994 | |
|
|
995 | enter_exit (op, NULL); |
|
|
996 | #endif |
|
|
997 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
998 | /* Enter exit adds a player otherwise */ |
|
|
999 | add_statbonus (op); |
|
|
1000 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1001 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1002 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1003 | if (op->msg) |
|
|
1004 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1005 | return 0; |
|
|
1006 | } |
|
|
1007 | case 'y': |
|
|
1008 | case 'Y': |
|
|
1009 | roll_stats (op); |
|
|
1010 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1011 | return 1; |
|
|
1012 | |
|
|
1013 | case 'q': |
|
|
1014 | case 'Q': |
|
|
1015 | play_again (op); |
|
|
1016 | return 1; |
|
|
1017 | |
|
|
1018 | default: |
|
|
1019 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1020 | return 0; |
|
|
1021 | } |
|
|
1022 | return 0; |
|
|
1023 | } |
869 | } |
1024 | |
870 | |
1025 | /* This function takes the key that is passed, and does the |
871 | /* This function takes the key that is passed, and does the |
1026 | * appropriate action with it (change race, or other things). |
872 | * appropriate action with it (change race, or other things). |
1027 | * The function name is for historical reasons - now we have |
873 | * The function name is for historical reasons - now we have |
1028 | * separate race and class; this actually changes the RACE, |
874 | * separate race and class; this actually changes the RACE, |
1029 | * not the class. |
875 | * not the class. |
1030 | */ |
876 | */ |
1031 | |
877 | void |
1032 | int |
878 | player::chargen_race_done () |
1033 | key_change_class (object *op, char key) |
|
|
1034 | { |
879 | { |
1035 | int tmp_loop; |
|
|
1036 | |
|
|
1037 | if (key == 'q' || key == 'Q') |
|
|
1038 | { |
|
|
1039 | op->remove (); |
|
|
1040 | play_again (op); |
|
|
1041 | return 0; |
|
|
1042 | } |
|
|
1043 | if (key == 'd' || key == 'D') |
|
|
1044 | { |
|
|
1045 | char buf[MAX_BUF]; |
|
|
1046 | |
|
|
1047 | /* this must before then initial items are given */ |
880 | /* this must before then initial items are given */ |
1048 | esrv_new_player (op->contr, op->weight + op->carrying); |
881 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
1049 | |
882 | |
1050 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
883 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
1051 | if (tl) |
884 | if (tl) |
1052 | create_treasure (tl, op, 0, 0, 0); |
885 | create_treasure (tl, ob, 0, 0, 0); |
1053 | |
886 | |
1054 | INVOKE_PLAYER (BIRTH, op->contr); |
887 | INVOKE_PLAYER (BIRTH, ob->contr); |
1055 | INVOKE_PLAYER (LOGIN, op->contr); |
888 | INVOKE_PLAYER (LOGIN, ob->contr); |
1056 | |
889 | |
1057 | op->contr->state = ST_PLAYING; |
890 | ob->contr->ns->state = ST_PLAYING; |
1058 | |
891 | |
1059 | if (op->msg) |
892 | if (ob->msg) |
1060 | op->msg = NULL; |
893 | ob->msg = 0; |
1061 | |
894 | |
1062 | /* We create this now because some of the unique maps will need it |
895 | /* We create this now because some of the unique maps will need it |
1063 | * to save here. |
896 | * to save here. |
1064 | */ |
897 | */ |
|
|
898 | { |
|
|
899 | char buf[MAX_BUF]; |
1065 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
900 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1066 | make_path_to_file (buf); |
901 | make_path_to_file (buf); |
|
|
902 | } |
1067 | |
903 | |
1068 | #ifdef AUTOSAVE |
|
|
1069 | op->contr->last_save_tick = pticks; |
|
|
1070 | #endif |
|
|
1071 | start_info (op); |
904 | start_info (ob); |
1072 | CLEAR_FLAG (op, FLAG_WIZ); |
905 | CLEAR_FLAG (ob, FLAG_WIZ); |
1073 | give_initial_items (op, op->randomitems); |
906 | give_initial_items (ob, ob->randomitems); |
1074 | link_player_skills (op); |
907 | link_player_skills (ob); |
1075 | esrv_send_inventory (op, op); |
908 | esrv_send_inventory (ob, ob); |
1076 | fix_player (op); |
909 | ob->update_stats (); |
1077 | |
910 | |
1078 | /* This moves the player to a different start map, if there |
911 | /* This moves the player to a different start map, if there |
1079 | * is one for this race |
912 | * is one for this race |
1080 | */ |
913 | */ |
1081 | if (*first_map_ext_path) |
914 | if (*first_map_ext_path) |
1082 | { |
915 | { |
1083 | object *tmp; |
916 | object *tmp; |
1084 | char mapname[MAX_BUF]; |
917 | char mapname[MAX_BUF]; |
1085 | |
918 | |
1086 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
919 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
1087 | tmp = object::create (); |
920 | tmp = object::create (); |
1088 | EXIT_PATH (tmp) = mapname; |
921 | EXIT_PATH (tmp) = mapname; |
1089 | EXIT_X (tmp) = op->x; |
922 | EXIT_X (tmp) = ob->x; |
1090 | EXIT_Y (tmp) = op->y; |
923 | EXIT_Y (tmp) = ob->y; |
1091 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
924 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
1092 | * if the map isn't there, then stay on the |
925 | * if the map isn't there, then stay on the |
1093 | * default initial map */ |
926 | * default initial map */ |
1094 | tmp->destroy (); |
927 | tmp->destroy (); |
1095 | } |
928 | } |
1096 | else |
929 | else |
1097 | LOG (llevDebug, "first_map_ext_path not set\n"); |
930 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
931 | } |
1098 | |
932 | |
1099 | return 0; |
933 | void |
1100 | } |
934 | player::chargen_race_next () |
1101 | |
935 | { |
1102 | /* Following actually changes the race - this is the default command |
936 | /* Following actually changes the race - this is the default command |
1103 | * if we don't match with one of the options above. |
937 | * if we don't match with one of the options above. |
1104 | */ |
938 | */ |
1105 | |
939 | |
1106 | tmp_loop = 0; |
940 | do |
1107 | while (!tmp_loop) |
|
|
1108 | { |
941 | { |
1109 | shstr name = op->name; |
942 | shstr name = ob->name; |
1110 | int x = op->x, y = op->y; |
943 | int x = ob->x, y = ob->y; |
1111 | |
944 | |
1112 | remove_statbonus (op); |
945 | ob->remove_statbonus (); |
1113 | op->remove (); |
946 | ob->remove (); |
1114 | op->arch = get_player_archetype (op->arch); |
947 | ob->arch = get_player_archetype (ob->arch); |
1115 | op->arch->clone.copy_to (op); |
948 | ob->arch->clone.copy_to (ob); |
1116 | op->instantiate (); |
949 | ob->instantiate (); |
1117 | op->stats = op->contr->orig_stats; |
950 | ob->stats = ob->contr->orig_stats; |
1118 | op->name = op->name_pl = name; |
951 | ob->name = ob->name_pl = name; |
1119 | op->x = x; |
952 | ob->x = x; |
1120 | op->y = y; |
953 | ob->y = y; |
1121 | SET_ANIMATION (op, 2); /* So player faces south */ |
954 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1122 | insert_ob_in_map (op, op->map, op, 0); |
955 | insert_ob_in_map (ob, ob->map, ob, 0); |
1123 | assign (op->contr->title, op->arch->clone.name); |
956 | assign (ob->contr->title, ob->arch->clone.name); |
1124 | add_statbonus (op); |
957 | ob->add_statbonus (); |
1125 | tmp_loop = allowed_class (op); |
|
|
1126 | } |
958 | } |
|
|
959 | while (!allowed_class (ob)); |
1127 | |
960 | |
1128 | update_object (op, UP_OBJ_FACE); |
961 | update_object (ob, UP_OBJ_FACE); |
1129 | esrv_update_item (UPD_FACE, op, op); |
962 | esrv_update_item (UPD_FACE, ob, ob); |
1130 | fix_player (op); |
963 | ob->update_stats (); |
1131 | op->stats.hp = op->stats.maxhp; |
964 | ob->stats.hp = ob->stats.maxhp; |
1132 | op->stats.sp = op->stats.maxsp; |
965 | ob->stats.sp = ob->stats.maxsp; |
1133 | op->stats.grace = 0; |
966 | ob->stats.grace = 0; |
1134 | |
|
|
1135 | if (op->msg) |
|
|
1136 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1137 | |
|
|
1138 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1139 | return 0; |
|
|
1140 | } |
|
|
1141 | |
|
|
1142 | int |
|
|
1143 | key_confirm_quit (object *op, char key) |
|
|
1144 | { |
|
|
1145 | char buf[MAX_BUF]; |
|
|
1146 | |
|
|
1147 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1148 | { |
|
|
1149 | op->contr->state = ST_PLAYING; |
|
|
1150 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1151 | return 1; |
|
|
1152 | } |
|
|
1153 | |
|
|
1154 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1155 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1156 | |
|
|
1157 | terminate_all_pets (op); |
|
|
1158 | leave_map (op); |
|
|
1159 | op->direction = 0; |
|
|
1160 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1161 | |
|
|
1162 | strcpy (op->contr->killer, "quit"); |
|
|
1163 | check_score (op); |
|
|
1164 | op->contr->party = NULL; |
|
|
1165 | if (settings.set_title == TRUE) |
|
|
1166 | op->contr->own_title[0] = '\0'; |
|
|
1167 | |
|
|
1168 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1169 | { |
|
|
1170 | maptile *mp, *next; |
|
|
1171 | |
|
|
1172 | /* We need to hunt for any per player unique maps in memory and |
|
|
1173 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1174 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1175 | */ |
|
|
1176 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1177 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1178 | { |
|
|
1179 | next = mp->next; |
|
|
1180 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1181 | delete_map (mp); |
|
|
1182 | } |
|
|
1183 | |
|
|
1184 | delete_character (op->name, 1); |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | play_again (op); |
|
|
1188 | return 1; |
|
|
1189 | } |
967 | } |
1190 | |
968 | |
1191 | void |
969 | void |
1192 | flee_player (object *op) |
970 | flee_player (object *op) |
1193 | { |
971 | { |
… | |
… | |
1223 | { |
1001 | { |
1224 | op->enemy = NULL; |
1002 | op->enemy = NULL; |
1225 | CLEAR_FLAG (op, FLAG_SCARED); |
1003 | CLEAR_FLAG (op, FLAG_SCARED); |
1226 | return; |
1004 | return; |
1227 | } |
1005 | } |
|
|
1006 | |
1228 | get_rangevector (op, op->enemy, &rv, 0); |
1007 | get_rangevector (op, op->enemy, &rv, 0); |
1229 | |
1008 | |
1230 | dir = absdir (4 + rv.direction); |
1009 | dir = absdir (4 + rv.direction); |
1231 | for (diff = 0; diff < 3; diff++) |
1010 | for (diff = 0; diff < 3; diff++) |
1232 | { |
1011 | { |
1233 | int m = 1 - (RANDOM () & 2); |
1012 | int m = 1 - (RANDOM () & 2); |
1234 | |
1013 | |
1235 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1014 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1236 | { |
|
|
1237 | return; |
1015 | return; |
1238 | } |
|
|
1239 | } |
1016 | } |
|
|
1017 | |
1240 | /* Cornered, get rid of scared */ |
1018 | /* Cornered, get rid of scared */ |
1241 | CLEAR_FLAG (op, FLAG_SCARED); |
1019 | CLEAR_FLAG (op, FLAG_SCARED); |
1242 | op->enemy = NULL; |
1020 | op->enemy = NULL; |
1243 | } |
1021 | } |
1244 | |
1022 | |
1245 | |
|
|
1246 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1023 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1247 | * IT returns 1 if the player should keep on moving, 0 if he should |
1024 | * It returns 1 if the player should keep on moving, 0 if he should |
1248 | * stop. |
1025 | * stop. |
1249 | */ |
1026 | */ |
1250 | int |
1027 | int |
1251 | check_pick (object *op) |
1028 | check_pick (object *op) |
1252 | { |
1029 | { |
1253 | object *tmp, *next; |
1030 | object *tmp, *next; |
1254 | int stop = 0; |
1031 | int stop = 0; |
1255 | int j, k, wvratio; |
1032 | int wvratio; |
1256 | char putstring[128], tmpstr[16]; |
1033 | char putstring[128]; |
1257 | |
1034 | |
1258 | /* if you're flying, you cna't pick up anything */ |
1035 | /* if you're flying, you cna't pick up anything */ |
1259 | if (op->move_type & MOVE_FLYING) |
1036 | if (op->move_type & MOVE_FLYING) |
1260 | return 1; |
1037 | return 1; |
1261 | |
1038 | |
… | |
… | |
1330 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1331 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1108 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1332 | else |
1109 | else |
1333 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1334 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1111 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1112 | |
1335 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1113 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1336 | |
|
|
1337 | sprintf (putstring, "...flags: "); |
|
|
1338 | for (k = 0; k < 4; k++) |
|
|
1339 | { |
|
|
1340 | for (j = 0; j < 32; j++) |
|
|
1341 | { |
|
|
1342 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1343 | { |
|
|
1344 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1345 | strcat (putstring, tmpstr); |
|
|
1346 | } |
|
|
1347 | } |
|
|
1348 | } |
|
|
1349 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1350 | |
|
|
1351 | #if 0 |
|
|
1352 | /* print the flags too */ |
|
|
1353 | for (k = 0; k < 4; k++) |
|
|
1354 | { |
|
|
1355 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1356 | for (j = 0; j < 32; j++) |
|
|
1357 | { |
|
|
1358 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1359 | if (!((j + 1) % 4)) |
|
|
1360 | fprintf (stderr, " "); |
|
|
1361 | } |
|
|
1362 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1363 | } |
|
|
1364 | #endif |
|
|
1365 | } |
1114 | } |
|
|
1115 | |
1366 | /* philosophy: |
1116 | /* philosophy: |
1367 | * It's easy to grab an item type from a pile, as long as it's |
1117 | * It's easy to grab an item type from a pile, as long as it's |
1368 | * generic. This takes no game-time. For more detailed pickups |
1118 | * generic. This takes no game-time. For more detailed pickups |
1369 | * and selections, select-items shoul dbe used. This is a |
1119 | * and selections, select-items should be used. This is a |
1370 | * grab-as-you-run type mode that's really useful for arrows for |
1120 | * grab-as-you-run type mode that's really useful for arrows for |
1371 | * example. |
1121 | * example. |
1372 | * The drawback: right now it has no frontend, so you need to |
1122 | * The drawback: right now it has no frontend, so you need to |
1373 | * stick the bits you want into a calculator in hex mode and then |
1123 | * stick the bits you want into a calculator in hex mode and then |
1374 | * convert to decimal and then 'pickup <#> |
1124 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1625 | * found object is returned. |
1375 | * found object is returned. |
1626 | */ |
1376 | */ |
1627 | object * |
1377 | object * |
1628 | find_arrow (object *op, const char *type) |
1378 | find_arrow (object *op, const char *type) |
1629 | { |
1379 | { |
1630 | object *tmp = NULL; |
1380 | object *tmp = 0; |
1631 | |
1381 | |
1632 | for (op = op->inv; op; op = op->below) |
1382 | for (op = op->inv; op; op = op->below) |
1633 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1383 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1634 | tmp = find_arrow (op, type); |
1384 | tmp = find_arrow (op, type); |
1635 | else if (op->type == ARROW && op->race == type) |
1385 | else if (op->type == ARROW && op->race == type) |
1636 | return op; |
1386 | return op; |
|
|
1387 | |
1637 | return tmp; |
1388 | return tmp; |
1638 | } |
1389 | } |
1639 | |
1390 | |
1640 | /* |
1391 | /* |
1641 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1392 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1642 | * against the target. A full test is not performed, simply a basic test |
1393 | * against the target. A full test is not performed, simply a basic test |
1643 | * of resistances. The archer is making a quick guess at what he sees down |
1394 | * of resistances. The archer is making a quick guess at what he sees down |
1644 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1395 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1645 | */ |
1396 | */ |
1646 | |
|
|
1647 | object * |
1397 | object * |
1648 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1398 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1649 | { |
1399 | { |
1650 | object *tmp = NULL, *arrow, *ntmp; |
1400 | object *tmp = NULL, *arrow, *ntmp; |
1651 | int attacknum, attacktype, betterby = 0, i; |
1401 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1717 | * find_better_arrow to find a decent arrow to use. |
1467 | * find_better_arrow to find a decent arrow to use. |
1718 | * op = the shooter |
1468 | * op = the shooter |
1719 | * type = bow->race |
1469 | * type = bow->race |
1720 | * dir = fire direction |
1470 | * dir = fire direction |
1721 | */ |
1471 | */ |
1722 | |
|
|
1723 | object * |
1472 | object * |
1724 | pick_arrow_target (object *op, const char *type, int dir) |
1473 | pick_arrow_target (object *op, const char *type, int dir) |
1725 | { |
1474 | { |
1726 | object *tmp = NULL; |
1475 | object *tmp = NULL; |
1727 | maptile *m; |
1476 | maptile *m; |
… | |
… | |
1792 | */ |
1541 | */ |
1793 | int |
1542 | int |
1794 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1543 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1795 | { |
1544 | { |
1796 | object *left, *bow; |
1545 | object *left, *bow; |
1797 | int bowspeed, mflags; |
1546 | int mflags; |
1798 | maptile *m; |
1547 | maptile *m; |
1799 | |
1548 | |
1800 | if (!dir) |
1549 | if (!dir) |
1801 | { |
1550 | { |
1802 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1551 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1803 | return 0; |
1552 | return 0; |
1804 | } |
1553 | } |
1805 | |
1554 | |
1806 | if (op->type == PLAYER) |
1555 | if (op->contr) |
1807 | bow = op->contr->ranges[range_bow]; |
1556 | bow = op->current_weapon; |
1808 | else |
1557 | else |
1809 | { |
1558 | { |
1810 | for (bow = op->inv; bow; bow = bow->below) |
1559 | for (bow = op->inv; bow; bow = bow->below) |
1811 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1560 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1812 | * don't need to switch back and forth between bows and weapons. |
1561 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1817 | if (!bow) |
1566 | if (!bow) |
1818 | { |
1567 | { |
1819 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1568 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1820 | return 0; |
1569 | return 0; |
1821 | } |
1570 | } |
|
|
1571 | |
|
|
1572 | // optimisation: move object to top so we will find it quickly again |
|
|
1573 | if (bow->below) |
|
|
1574 | { |
|
|
1575 | bow->remove (); |
|
|
1576 | op->insert (bow); |
|
|
1577 | } |
|
|
1578 | |
1822 | } |
1579 | } |
1823 | |
1580 | |
1824 | if (!bow->race || !bow->skill) |
1581 | if (!bow->race || !bow->skill) |
1825 | { |
1582 | { |
1826 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1583 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1827 | return 0; |
1584 | return 0; |
1828 | } |
1585 | } |
1829 | |
|
|
1830 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1831 | |
|
|
1832 | /* penalize ROF for bestarrow */ |
|
|
1833 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1834 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1835 | |
|
|
1836 | if (bowspeed < 1) |
|
|
1837 | bowspeed = 1; |
|
|
1838 | |
1586 | |
1839 | if (arrow == NULL) |
1587 | if (arrow == NULL) |
1840 | { |
1588 | { |
1841 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1842 | { |
1590 | { |
1843 | if (op->type == PLAYER) |
1591 | if (op->type == PLAYER) |
1844 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1592 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1845 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1593 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1846 | else |
1594 | else |
1847 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1595 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1596 | |
1848 | return 0; |
1597 | return 0; |
1849 | } |
1598 | } |
1850 | } |
1599 | } |
1851 | |
1600 | |
1852 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1601 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1874 | return 0; |
1623 | return 0; |
1875 | } |
1624 | } |
1876 | |
1625 | |
1877 | arrow->set_owner (op); |
1626 | arrow->set_owner (op); |
1878 | arrow->skill = bow->skill; |
1627 | arrow->skill = bow->skill; |
1879 | |
|
|
1880 | arrow->direction = dir; |
1628 | arrow->direction = dir; |
1881 | arrow->x = sx; |
1629 | |
1882 | arrow->y = sy; |
1630 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1631 | arrow->stats.hp = arrow->stats.dam; |
|
|
1632 | arrow->stats.grace = arrow->attacktype; |
|
|
1633 | |
|
|
1634 | if (arrow->slaying) |
|
|
1635 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1636 | |
|
|
1637 | if (player *pl = op->contr) |
|
|
1638 | { |
|
|
1639 | if (!pl->has_hit) |
|
|
1640 | { |
|
|
1641 | pl->has_hit = 1; |
|
|
1642 | pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed; |
|
|
1643 | } |
|
|
1644 | #if 0 |
|
|
1645 | float speed = pl->weapon_sp; |
|
|
1646 | |
|
|
1647 | /* penalize ROF for bestarrow */ |
|
|
1648 | if (pl->bowtype == bow_bestarrow) |
|
|
1649 | speed *= .9f; |
|
|
1650 | else |
|
|
1651 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1652 | |
|
|
1653 | op->speed_left += speed - op->speed; |
|
|
1654 | #endif |
|
|
1655 | } |
|
|
1656 | |
|
|
1657 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1658 | |
|
|
1659 | /* update the speed */ |
|
|
1660 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
|
|
1661 | + bow->stats.dam / 7.0; |
|
|
1662 | |
|
|
1663 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1664 | arrow->speed_left = 0; |
|
|
1665 | |
|
|
1666 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1883 | |
1667 | |
1884 | if (op->type == PLAYER) |
1668 | if (op->type == PLAYER) |
1885 | { |
1669 | { |
1886 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1887 | fix_player (op); |
|
|
1888 | } |
|
|
1889 | |
|
|
1890 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1891 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1892 | arrow->stats.hp = arrow->stats.dam; |
|
|
1893 | arrow->stats.grace = arrow->attacktype; |
|
|
1894 | if (arrow->slaying != NULL) |
|
|
1895 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1896 | |
|
|
1897 | /* Note that this was different for monsters - they got their level |
|
|
1898 | * added to the damage. I think the strength bonus is more proper. |
|
|
1899 | */ |
|
|
1900 | |
|
|
1901 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1902 | |
|
|
1903 | /* update the speed */ |
|
|
1904 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1905 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1906 | |
|
|
1907 | if (arrow->speed < 1.0) |
|
|
1908 | arrow->speed = 1.0; |
|
|
1909 | update_ob_speed (arrow); |
|
|
1910 | arrow->speed_left = 0; |
|
|
1911 | |
|
|
1912 | if (op->type == PLAYER) |
|
|
1913 | { |
|
|
1914 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1915 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1916 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1917 | |
|
|
1918 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1670 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1671 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1672 | |
|
|
1673 | if (!arrow->slaying) |
|
|
1674 | arrow->slaying = op->slaying; |
|
|
1675 | |
|
|
1676 | arrow->attacktype |= op->attacktype; |
1919 | } |
1677 | } |
1920 | else |
1678 | else |
1921 | { |
1679 | { |
1922 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1923 | arrow->level = op->level; |
1680 | arrow->level = op->level; |
1924 | } |
1681 | arrow->stats.wc -= bow->magic; |
1925 | |
1682 | |
1926 | if (arrow->attacktype == AT_PHYSICAL) |
1683 | if (!arrow->slaying) |
|
|
1684 | arrow->slaying = bow->slaying; |
|
|
1685 | |
1927 | arrow->attacktype |= bow->attacktype; |
1686 | arrow->attacktype |= bow->attacktype; |
|
|
1687 | } |
1928 | |
1688 | |
1929 | if (bow->slaying) |
1689 | wc -= arrow->level; |
1930 | arrow->slaying = bow->slaying; |
1690 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1931 | |
1691 | |
1932 | arrow->map = m; |
1692 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1933 | arrow->move_type = MOVE_FLY_LOW; |
1693 | arrow->move_type = MOVE_FLY_LOW; |
1934 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1694 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1935 | |
1695 | |
1936 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1696 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1937 | insert_ob_in_map (arrow, m, op, 0); |
1697 | m->insert (arrow, sx, sy, op); |
1938 | |
1698 | |
1939 | if (!arrow->destroyed ()) |
1699 | if (!arrow->destroyed ()) |
1940 | move_arrow (arrow); |
1700 | move_arrow (arrow); |
1941 | |
1701 | |
1942 | if (op->type == PLAYER) |
1702 | if (op->type == PLAYER) |
… | |
… | |
1962 | { |
1722 | { |
1963 | int ret = 0, wcmod = 0; |
1723 | int ret = 0, wcmod = 0; |
1964 | |
1724 | |
1965 | if (op->contr->bowtype == bow_bestarrow) |
1725 | if (op->contr->bowtype == bow_bestarrow) |
1966 | { |
1726 | { |
1967 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1727 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1968 | } |
1728 | } |
1969 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1729 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1970 | { |
1730 | { |
1971 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1731 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1972 | wcmod = -1; |
1732 | wcmod = -1; |
|
|
1733 | |
1973 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1734 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1974 | } |
1735 | } |
1975 | else if (op->contr->bowtype == bow_threewide) |
1736 | else if (op->contr->bowtype == bow_threewide) |
1976 | { |
1737 | { |
1977 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1738 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
1981 | else if (op->contr->bowtype == bow_spreadshot) |
1742 | else if (op->contr->bowtype == bow_spreadshot) |
1982 | { |
1743 | { |
1983 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1744 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1984 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1745 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1985 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1746 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1986 | |
|
|
1987 | } |
1747 | } |
1988 | else |
1748 | else |
1989 | { |
1749 | { |
1990 | /* Simple case */ |
1750 | /* Simple case */ |
1991 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1751 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1992 | } |
1752 | } |
|
|
1753 | |
1993 | return ret; |
1754 | return ret; |
1994 | } |
1755 | } |
1995 | |
|
|
1996 | |
1756 | |
1997 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1757 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1998 | * Broken apart from 'fire' to keep it more readable. |
1758 | * Broken apart from 'fire' to keep it more readable. |
1999 | */ |
1759 | */ |
2000 | void |
1760 | void |
2001 | fire_misc_object (object *op, int dir) |
1761 | fire_misc_object (object *op, int dir) |
2002 | { |
1762 | { |
2003 | object *item; |
1763 | object *item = op->contr->ranged_ob; |
2004 | |
1764 | |
2005 | if (!op->contr->ranges[range_misc]) |
1765 | if (!item) |
2006 | { |
1766 | { |
2007 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1767 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2008 | return; |
1768 | return; |
2009 | } |
1769 | } |
2010 | |
1770 | |
2011 | item = op->contr->ranges[range_misc]; |
|
|
2012 | if (!item->inv) |
1771 | if (!item->inv) |
2013 | { |
1772 | { |
2014 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1773 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2015 | return; |
1774 | return; |
2016 | } |
1775 | } |
|
|
1776 | |
|
|
1777 | if (!op->change_weapon (item)) |
|
|
1778 | return; |
|
|
1779 | |
2017 | if (item->type == WAND) |
1780 | if (item->type == WAND) |
2018 | { |
1781 | { |
2019 | if (item->stats.food <= 0) |
1782 | if (item->stats.food <= 0) |
2020 | { |
1783 | { |
2021 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1784 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
2022 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1785 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1786 | |
2023 | return; |
1787 | return; |
2024 | } |
1788 | } |
2025 | } |
1789 | } |
2026 | else if (item->type == ROD || item->type == HORN) |
1790 | else if (item->type == ROD || item->type == HORN) |
2027 | { |
1791 | { |
2028 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1792 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
2029 | { |
1793 | { |
2030 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1794 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1795 | |
2031 | if (item->type == ROD) |
1796 | if (item->type == ROD) |
2032 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1797 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2033 | else |
1798 | else |
2034 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1799 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1800 | |
2035 | return; |
1801 | return; |
2036 | } |
1802 | } |
2037 | } |
1803 | } |
2038 | |
1804 | |
2039 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1805 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
2047 | |
1813 | |
2048 | if (item->arch) |
1814 | if (item->arch) |
2049 | { |
1815 | { |
2050 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1816 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2051 | item->face = item->arch->clone.face; |
1817 | item->face = item->arch->clone.face; |
2052 | item->speed = 0; |
1818 | item->set_speed (0); |
2053 | update_ob_speed (item); |
|
|
2054 | } |
1819 | } |
|
|
1820 | |
2055 | if ((tmp = is_player_inv (item))) |
1821 | if ((tmp = item->in_player ())) |
2056 | esrv_update_item (UPD_ANIM, tmp, item); |
1822 | esrv_update_item (UPD_ANIM, tmp, item); |
2057 | } |
1823 | } |
2058 | } |
1824 | } |
2059 | else if (item->type == ROD || item->type == HORN) |
1825 | else if (item->type == ROD || item->type == HORN) |
2060 | { |
|
|
2061 | drain_rod_charge (item); |
1826 | drain_rod_charge (item); |
2062 | } |
|
|
2063 | } |
1827 | } |
2064 | } |
1828 | } |
2065 | |
1829 | |
2066 | /* Received a fire command for the player - go and do it. |
1830 | /* Received a fire command for the player - go and do it. |
2067 | */ |
1831 | */ |
… | |
… | |
2072 | |
1836 | |
2073 | /* check for loss of invisiblity/hide */ |
1837 | /* check for loss of invisiblity/hide */ |
2074 | if (action_makes_visible (op)) |
1838 | if (action_makes_visible (op)) |
2075 | make_visible (op); |
1839 | make_visible (op); |
2076 | |
1840 | |
2077 | switch (op->contr->shoottype) |
1841 | player *pl = op->contr; |
|
|
1842 | |
|
|
1843 | if (pl->golem) |
2078 | { |
1844 | { |
2079 | case range_none: |
1845 | control_golem (op->contr->golem, dir); |
2080 | return; |
1846 | return; |
|
|
1847 | } |
2081 | |
1848 | |
2082 | case range_bow: |
1849 | object *ob = pl->ranged_ob; |
|
|
1850 | |
|
|
1851 | if (!ob) |
|
|
1852 | return; |
|
|
1853 | |
|
|
1854 | if (!op->change_weapon (ob)) |
|
|
1855 | return; |
|
|
1856 | |
|
|
1857 | switch (ob->type) |
|
|
1858 | { |
|
|
1859 | case BOW: |
2083 | player_fire_bow (op, dir); |
1860 | player_fire_bow (op, dir); |
2084 | return; |
1861 | break; |
2085 | |
1862 | |
2086 | case range_magic: /* Casting spells */ |
1863 | case SPELL: |
2087 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1864 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
2088 | return; |
1865 | break; |
2089 | |
1866 | |
2090 | case range_misc: |
1867 | case BUILDER: |
|
|
1868 | apply_map_builder (op, dir); |
|
|
1869 | break; |
|
|
1870 | |
|
|
1871 | case SKILL: |
|
|
1872 | do_skill (op, op, ob, dir, 0); |
|
|
1873 | break; |
|
|
1874 | |
|
|
1875 | default: |
2091 | fire_misc_object (op, dir); |
1876 | fire_misc_object (op, dir); |
2092 | return; |
1877 | break; |
2093 | |
|
|
2094 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2095 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2096 | { |
|
|
2097 | op->contr->ranges[range_golem] = 0; |
|
|
2098 | op->contr->shoottype = range_none; |
|
|
2099 | } |
|
|
2100 | else |
|
|
2101 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2102 | return; |
|
|
2103 | |
|
|
2104 | case range_skill: |
|
|
2105 | if (!op->chosen_skill) |
|
|
2106 | { |
|
|
2107 | if (op->type == PLAYER) |
|
|
2108 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2109 | return; |
|
|
2110 | } |
|
|
2111 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2112 | return; |
|
|
2113 | case range_builder: |
|
|
2114 | apply_map_builder (op, dir); |
|
|
2115 | return; |
|
|
2116 | default: |
|
|
2117 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
2118 | return; |
|
|
2119 | } |
1878 | } |
2120 | } |
1879 | } |
2121 | |
|
|
2122 | |
|
|
2123 | |
1880 | |
2124 | /* find_key |
1881 | /* find_key |
2125 | * We try to find a key for the door as passed. If we find a key |
1882 | * We try to find a key for the door as passed. If we find a key |
2126 | * and successfully use it, we return the key, otherwise NULL |
1883 | * and successfully use it, we return the key, otherwise NULL |
2127 | * This function merges both normal and locked door, since the logic |
1884 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2129 | * pl is the player, |
1886 | * pl is the player, |
2130 | * inv is the objects inventory to searched |
1887 | * inv is the objects inventory to searched |
2131 | * door is the door we are trying to match against. |
1888 | * door is the door we are trying to match against. |
2132 | * This function can be called recursively to search containers. |
1889 | * This function can be called recursively to search containers. |
2133 | */ |
1890 | */ |
2134 | |
|
|
2135 | object * |
1891 | object * |
2136 | find_key (object *pl, object *container, object *door) |
1892 | find_key (object *pl, object *container, object *door) |
2137 | { |
1893 | { |
2138 | object *tmp, *key; |
1894 | object *tmp, *key; |
2139 | |
1895 | |
2140 | /* Should not happen, but sanity checking is never bad */ |
1896 | /* Should not happen, but sanity checking is never bad */ |
2141 | if (container->inv == NULL) |
1897 | if (!container->inv) |
2142 | return NULL; |
1898 | return 0; |
2143 | |
1899 | |
2144 | /* First, lets try to find a key in the top level inventory */ |
1900 | /* First, lets try to find a key in the top level inventory */ |
2145 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1901 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2146 | { |
1902 | { |
2147 | if (door->type == DOOR && tmp->type == KEY) |
1903 | if (door->type == DOOR && tmp->type == KEY) |
2148 | break; |
1904 | break; |
2149 | /* For sanity, we should really check door type, but other stuff |
1905 | /* For sanity, we should really check door type, but other stuff |
2150 | * (like containers) can be locked with special keys |
1906 | * (like containers) can be locked with special keys |
2151 | */ |
1907 | */ |
2152 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1908 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2153 | break; |
1909 | break; |
2154 | } |
1910 | } |
|
|
1911 | |
2155 | /* No key found - lets search inventories now */ |
1912 | /* No key found - lets search inventories now */ |
2156 | /* If we find and use a key in an inventory, return at that time. |
1913 | /* If we find and use a key in an inventory, return at that time. |
2157 | * otherwise, if we search all the inventories and still don't find |
1914 | * otherwise, if we search all the inventories and still don't find |
2158 | * a key, return |
1915 | * a key, return |
2159 | */ |
1916 | */ |
2160 | if (!tmp) |
1917 | if (!tmp) |
2161 | { |
1918 | { |
2162 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1919 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2163 | { |
1920 | { |
2164 | /* No reason to search empty containers */ |
1921 | /* No reason to search empty containers */ |
2165 | if (tmp->type == CONTAINER && tmp->inv) |
1922 | if (tmp->type == CONTAINER && tmp->inv) |
2166 | { |
1923 | { |
2167 | if ((key = find_key (pl, tmp, door)) != NULL) |
1924 | if ((key = find_key (pl, tmp, door))) |
2168 | return key; |
1925 | return key; |
2169 | } |
1926 | } |
2170 | } |
1927 | } |
|
|
1928 | |
2171 | if (!tmp) |
1929 | if (!tmp) |
2172 | return NULL; |
1930 | return NULL; |
2173 | } |
1931 | } |
|
|
1932 | |
2174 | /* We get down here if we have found a key. Now if its in a container, |
1933 | /* We get down here if we have found a key. Now if its in a container, |
2175 | * see if we actually want to use it |
1934 | * see if we actually want to use it |
2176 | */ |
1935 | */ |
2177 | if (pl != container) |
1936 | if (pl != container) |
2178 | { |
1937 | { |
… | |
… | |
2199 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1958 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2200 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1959 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2201 | return NULL; |
1960 | return NULL; |
2202 | } |
1961 | } |
2203 | } |
1962 | } |
|
|
1963 | |
2204 | return tmp; |
1964 | return tmp; |
2205 | } |
1965 | } |
2206 | |
1966 | |
2207 | /* moved door processing out of move_player_attack. |
1967 | /* moved door processing out of move_player_attack. |
2208 | * returns 1 if player has opened the door with a key |
1968 | * returns 1 if player has opened the door with a key |
… | |
… | |
2210 | * 0 otherwise |
1970 | * 0 otherwise |
2211 | */ |
1971 | */ |
2212 | static int |
1972 | static int |
2213 | player_attack_door (object *op, object *door) |
1973 | player_attack_door (object *op, object *door) |
2214 | { |
1974 | { |
2215 | |
|
|
2216 | /* If its a door, try to find a use a key. If we do destroy the door, |
1975 | /* If its a door, try to find a use a key. If we do destroy the door, |
2217 | * might as well return immediately as there is nothing more to do - |
1976 | * might as well return immediately as there is nothing more to do - |
2218 | * otherwise, we fall through to the rest of the code. |
1977 | * otherwise, we fall through to the rest of the code. |
2219 | */ |
1978 | */ |
2220 | object *key = find_key (op, op, door); |
1979 | object *key = find_key (op, op, door); |
… | |
… | |
2223 | if (key) |
1982 | if (key) |
2224 | { |
1983 | { |
2225 | object *container = key->env; |
1984 | object *container = key->env; |
2226 | |
1985 | |
2227 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1986 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1987 | |
2228 | if (action_makes_visible (op)) |
1988 | if (action_makes_visible (op)) |
2229 | make_visible (op); |
1989 | make_visible (op); |
|
|
1990 | |
2230 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1991 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2231 | spring_trap (door->inv, op); |
1992 | spring_trap (door->inv, op); |
|
|
1993 | |
2232 | if (door->type == DOOR) |
1994 | if (door->type == DOOR) |
2233 | { |
|
|
2234 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1995 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2235 | } |
|
|
2236 | else if (door->type == LOCKED_DOOR) |
1996 | else if (door->type == LOCKED_DOOR) |
2237 | { |
1997 | { |
2238 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1998 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2239 | remove_door2 (door); /* remove door without violence ;-) */ |
1999 | remove_door2 (door); /* remove door without violence ;-) */ |
2240 | } |
2000 | } |
|
|
2001 | |
2241 | /* Do this after we print the message */ |
2002 | /* Do this after we print the message */ |
2242 | decrease_ob (key); /* Use up one of the keys */ |
2003 | decrease_ob (key); /* Use up one of the keys */ |
2243 | /* Need to update the weight the container the key was in */ |
2004 | /* Need to update the weight the container the key was in */ |
2244 | if (container != op) |
2005 | if (container != op) |
2245 | esrv_update_item (UPD_WEIGHT, op, container); |
2006 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2007 | |
2246 | return 1; /* Nothing more to do below */ |
2008 | return 1; /* Nothing more to do below */ |
2247 | } |
2009 | } |
2248 | else if (door->type == LOCKED_DOOR) |
2010 | else if (door->type == LOCKED_DOOR) |
2249 | { |
2011 | { |
2250 | /* Might as well return now - no other way to open this */ |
2012 | /* Might as well return now - no other way to open this */ |
2251 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2013 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2252 | return 1; |
2014 | return 1; |
2253 | } |
2015 | } |
|
|
2016 | |
2254 | return 0; |
2017 | return 0; |
2255 | } |
2018 | } |
2256 | |
2019 | |
2257 | /* This function is just part of a breakup from move_player. |
2020 | /* This function is just part of a breakup from move_player. |
2258 | * It should keep the code cleaner. |
2021 | * It should keep the code cleaner. |
2259 | * When this is called, the players direction has been updated |
2022 | * When this is called, the players direction has been updated |
2260 | * (taking into account confusion.) The player is also actually |
2023 | * (taking into account confusion.) The player is also actually |
2261 | * going to try and move (not fire weapons). |
2024 | * going to try and move (not fire weapons). |
2262 | */ |
2025 | */ |
2263 | |
|
|
2264 | void |
2026 | void |
2265 | move_player_attack (object *op, int dir) |
2027 | move_player_attack (object *op, int dir) |
2266 | { |
2028 | { |
2267 | object *tmp, *mon; |
2029 | object *tmp, *mon; |
2268 | sint16 nx, ny; |
|
|
2269 | int on_battleground; |
2030 | int on_battleground; |
2270 | maptile *m; |
2031 | maptile *m; |
2271 | |
2032 | |
2272 | nx = freearr_x[dir] + op->x; |
2033 | sint16 nx = freearr_x[dir] + op->x; |
2273 | ny = freearr_y[dir] + op->y; |
2034 | sint16 ny = freearr_y[dir] + op->y; |
2274 | |
2035 | |
2275 | on_battleground = op_on_battleground (op, NULL, NULL); |
2036 | on_battleground = op_on_battleground (op, 0, 0); |
2276 | |
2037 | |
2277 | /* If braced, or can't move to the square, and it is not out of the |
2038 | /* If braced, or can't move to the square, and it is not out of the |
2278 | * map, attack it. Note order of if statement is important - don't |
2039 | * map, attack it. Note order of if statement is important - don't |
2279 | * want to be calling move_ob if braced, because move_ob will move the |
2040 | * want to be calling move_ob if braced, because move_ob will move the |
2280 | * player. This is a pretty nasty hack, because if we could |
2041 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2285 | */ |
2046 | */ |
2286 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2047 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2287 | { |
2048 | { |
2288 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2049 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2289 | { |
2050 | { |
2290 | m = get_map_from_coord (op->map, &nx, &ny); |
2051 | m = op->map->xy_find (nx, ny); |
2291 | if (!m) |
2052 | if (!m) |
2292 | return; /* Don't think this should happen */ |
2053 | return; /* Don't think this should happen */ |
2293 | } |
2054 | } |
2294 | else |
2055 | else |
2295 | m = op->map; |
2056 | m = op->map; |
2296 | |
2057 | |
2297 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2058 | if (!(tmp = m->at (nx, ny).bot)) |
2298 | { |
|
|
2299 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2300 | return; |
2059 | return; |
2301 | } |
|
|
2302 | |
2060 | |
2303 | mon = NULL; |
2061 | mon = 0; |
2304 | /* Go through all the objects, and find ones of interest. Only stop if |
2062 | /* Go through all the objects, and find ones of interest. Only stop if |
2305 | * we find a monster - that is something we know we want to attack. |
2063 | * we find a monster - that is something we know we want to attack. |
2306 | * if its a door or barrel (can roll) see if there may be monsters |
2064 | * if its a door or barrel (can roll) see if there may be monsters |
2307 | * on the space |
2065 | * on the space |
2308 | */ |
2066 | */ |
2309 | while (tmp != NULL) |
2067 | while (tmp) |
2310 | { |
2068 | { |
2311 | if (tmp == op) |
2069 | if (tmp == op) |
2312 | { |
2070 | { |
2313 | tmp = tmp->above; |
2071 | tmp = tmp->above; |
2314 | continue; |
2072 | continue; |
… | |
… | |
2324 | mon = tmp; |
2082 | mon = tmp; |
2325 | |
2083 | |
2326 | tmp = tmp->above; |
2084 | tmp = tmp->above; |
2327 | } |
2085 | } |
2328 | |
2086 | |
2329 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2087 | if (!mon) /* This happens anytime the player tries to move */ |
2330 | return; /* into a wall */ |
2088 | return; /* into a wall */ |
2331 | |
2089 | |
2332 | if (mon->head != NULL) |
2090 | if (mon->head) |
2333 | mon = mon->head; |
2091 | mon = mon->head; |
2334 | |
2092 | |
2335 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2093 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2336 | if (player_attack_door (op, mon)) |
2094 | if (player_attack_door (op, mon)) |
2337 | return; |
2095 | return; |
… | |
… | |
2359 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2117 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2360 | { |
2118 | { |
2361 | /* If we're braced, we don't want to switch places with it */ |
2119 | /* If we're braced, we don't want to switch places with it */ |
2362 | if (op->contr->braced) |
2120 | if (op->contr->braced) |
2363 | return; |
2121 | return; |
|
|
2122 | |
2364 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2123 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2365 | (void) push_ob (mon, dir, op); |
2124 | push_ob (mon, dir, op); |
2366 | if (op->contr->tmp_invis || op->hide) |
2125 | if (op->contr->tmp_invis || op->hide) |
2367 | make_visible (op); |
2126 | make_visible (op); |
|
|
2127 | |
2368 | return; |
2128 | return; |
2369 | } |
2129 | } |
2370 | |
2130 | |
2371 | /* in certain circumstances, you shouldn't attack friendly |
2131 | /* in certain circumstances, you shouldn't attack friendly |
2372 | * creatures. Note that if you are braced, you can't push |
2132 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2374 | * attack them either. |
2134 | * attack them either. |
2375 | */ |
2135 | */ |
2376 | if ((mon->type == PLAYER || mon->enemy != op) && |
2136 | if ((mon->type == PLAYER || mon->enemy != op) && |
2377 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2137 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2378 | #ifdef PROHIBIT_PLAYERKILL |
2138 | #ifdef PROHIBIT_PLAYERKILL |
2379 | (op->contr->peaceful |
2139 | (op->contr->peaceful |
2380 | || (mon->type == PLAYER |
2140 | || (mon->type == PLAYER |
2381 | && mon->contr-> |
2141 | && mon->contr-> |
2382 | peaceful)) && |
2142 | peaceful)) && |
2383 | #else |
2143 | #else |
2384 | op->contr->peaceful && |
2144 | op->contr->peaceful && |
2385 | #endif |
2145 | #endif |
2386 | !on_battleground)) |
2146 | !on_battleground)) |
2387 | { |
2147 | { |
2388 | if (!op->contr->braced) |
2148 | if (!op->contr->braced) |
2389 | { |
2149 | { |
2390 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2150 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2391 | (void) push_ob (mon, dir, op); |
2151 | push_ob (mon, dir, op); |
2392 | } |
2152 | } |
2393 | else |
2153 | else |
2394 | { |
|
|
2395 | new_draw_info (0, 0, op, "You withhold your attack"); |
2154 | new_draw_info (0, 0, op, "You withhold your attack"); |
2396 | } |
2155 | |
2397 | if (op->contr->tmp_invis || op->hide) |
2156 | if (op->contr->tmp_invis || op->hide) |
2398 | make_visible (op); |
2157 | make_visible (op); |
2399 | } |
2158 | } |
2400 | |
2159 | |
2401 | /* If the object is a boulder or other rollable object, then |
2160 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2412 | * Way it works is like this: First, it must have some hit points |
2171 | * Way it works is like this: First, it must have some hit points |
2413 | * and be living. Then, it must be one of the following: |
2172 | * and be living. Then, it must be one of the following: |
2414 | * 1) Not a player, 2) A player, but of a different party. Note |
2173 | * 1) Not a player, 2) A player, but of a different party. Note |
2415 | * that party_number -1 is no party, so attacks can still happen. |
2174 | * that party_number -1 is no party, so attacks can still happen. |
2416 | */ |
2175 | */ |
2417 | |
|
|
2418 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2176 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2419 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2177 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2420 | { |
2178 | { |
2421 | |
|
|
2422 | /* If the player hasn't hit something this tick, and does |
|
|
2423 | * so, give them speed boost based on weapon speed. Doing |
|
|
2424 | * it here is better than process_players2, which basically |
|
|
2425 | * incurred a 1 tick offset. |
|
|
2426 | */ |
|
|
2427 | if (!op->contr->has_hit) |
2179 | if (!op->contr->has_hit) |
2428 | { |
2180 | { |
|
|
2181 | op->contr->has_hit = 1; |
2429 | op->speed_left += op->speed / op->contr->weapon_sp; |
2182 | op->speed_left += op->contr->weapon_speed () - op->speed; |
2430 | |
|
|
2431 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2432 | } |
2183 | } |
2433 | |
2184 | |
2434 | skill_attack (mon, op, 0, NULL, NULL); |
2185 | skill_attack (mon, op, 0, 0, 0); |
2435 | |
2186 | |
2436 | /* If attacking another player, that player gets automatic |
2187 | /* If attacking another player, that player gets automatic |
2437 | * hitback, and doesn't loose luck either. |
2188 | * hitback, and doesn't loose luck either. |
2438 | * Disable hitback on the battleground or if the target is |
2189 | * Disable hitback on the battleground or if the target is |
2439 | * the wiz. |
2190 | * the wiz. |
… | |
… | |
2441 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2192 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2442 | { |
2193 | { |
2443 | short luck = mon->stats.luck; |
2194 | short luck = mon->stats.luck; |
2444 | |
2195 | |
2445 | mon->contr->has_hit = 1; |
2196 | mon->contr->has_hit = 1; |
2446 | skill_attack (op, mon, 0, NULL, NULL); |
2197 | skill_attack (op, mon, 0, 0, 0); |
2447 | mon->stats.luck = luck; |
2198 | mon->stats.luck = luck; |
2448 | } |
2199 | } |
|
|
2200 | |
2449 | if (action_makes_visible (op)) |
2201 | if (action_makes_visible (op)) |
2450 | make_visible (op); |
2202 | make_visible (op); |
2451 | } |
2203 | } |
2452 | } /* if player should attack something */ |
2204 | } /* if player should attack something */ |
2453 | } |
2205 | } |
… | |
… | |
2455 | int |
2207 | int |
2456 | move_player (object *op, int dir) |
2208 | move_player (object *op, int dir) |
2457 | { |
2209 | { |
2458 | int pick; |
2210 | int pick; |
2459 | |
2211 | |
2460 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2212 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2461 | return 0; |
2213 | return 0; |
2462 | |
2214 | |
2463 | /* Sanity check: make sure dir is valid */ |
2215 | /* Sanity check: make sure dir is valid */ |
2464 | if ((dir < 0) || (dir >= 9)) |
2216 | if ((dir < 0) || (dir >= 9)) |
2465 | { |
2217 | { |
2466 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2218 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2467 | return 0; |
2219 | return 0; |
2468 | } |
2220 | } |
2469 | |
2221 | |
2470 | /* peterm: added following line */ |
2222 | /* peterm: added following line */ |
2471 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2223 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2472 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2224 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2473 | |
2225 | |
2474 | op->facing = dir; |
2226 | op->facing = dir; |
2475 | |
2227 | |
2476 | if (op->hide) |
2228 | if (op->hide) |
2477 | do_hidden_move (op); |
2229 | do_hidden_move (op); |
… | |
… | |
2488 | |
2240 | |
2489 | /* Add special check for newcs players and fire on - this way, the |
2241 | /* Add special check for newcs players and fire on - this way, the |
2490 | * server can handle repeat firing. |
2242 | * server can handle repeat firing. |
2491 | */ |
2243 | */ |
2492 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2244 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2493 | { |
|
|
2494 | op->direction = dir; |
2245 | op->direction = dir; |
2495 | } |
|
|
2496 | else |
2246 | else |
2497 | { |
|
|
2498 | op->direction = 0; |
2247 | op->direction = 0; |
2499 | } |
2248 | |
2500 | /* Update how the player looks. Use the facing, so direction may |
2249 | /* Update how the player looks. Use the facing, so direction may |
2501 | * get reset to zero. This allows for full animation capabilities |
2250 | * get reset to zero. This allows for full animation capabilities |
2502 | * for players. |
2251 | * for players. |
2503 | */ |
2252 | */ |
2504 | animate_object (op, op->facing); |
2253 | animate_object (op, op->facing); |
… | |
… | |
2513 | * Returns true if there are more actions we can do. |
2262 | * Returns true if there are more actions we can do. |
2514 | */ |
2263 | */ |
2515 | int |
2264 | int |
2516 | handle_newcs_player (object *op) |
2265 | handle_newcs_player (object *op) |
2517 | { |
2266 | { |
2518 | if (op->contr->hidden) |
|
|
2519 | { |
|
|
2520 | op->invisible = 1000; |
|
|
2521 | /* the socket code flashes the player visible/invisible |
|
|
2522 | * depending on the value of invisible, so we need to |
|
|
2523 | * alternate it here for it to work correctly. |
|
|
2524 | */ |
|
|
2525 | if (pticks & 2) |
|
|
2526 | op->invisible--; |
|
|
2527 | } |
|
|
2528 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2529 | { |
|
|
2530 | op->invisible--; |
|
|
2531 | if (!op->invisible) |
|
|
2532 | { |
|
|
2533 | make_visible (op); |
|
|
2534 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2535 | } |
|
|
2536 | } |
|
|
2537 | |
|
|
2538 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2267 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2539 | { |
2268 | { |
2540 | flee_player (op); |
2269 | flee_player (op); |
|
|
2270 | |
2541 | /* If player is still scared, that is his action for this tick */ |
2271 | /* If player is still scared, that is his action for this tick */ |
2542 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2272 | if (op->flag [FLAG_SCARED]) |
2543 | { |
2273 | { |
2544 | op->speed_left--; |
2274 | --op->speed_left; |
2545 | return 0; |
2275 | return 0; |
2546 | } |
2276 | } |
2547 | } |
2277 | } |
2548 | |
|
|
2549 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2550 | * the player object still points to the defunct golem. The code that |
|
|
2551 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2552 | * put this in a a workaround to clean up the golem pointer. |
|
|
2553 | */ |
|
|
2554 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2555 | op->contr->ranges[range_golem] = 0; |
|
|
2556 | |
2278 | |
2557 | /* call this here - we also will call this in do_ericserver, but |
2279 | /* call this here - we also will call this in do_ericserver, but |
2558 | * the players time has been increased when doericserver has been |
2280 | * the players time has been increased when doericserver has been |
2559 | * called, so we recheck it here. |
2281 | * called, so we recheck it here. |
2560 | */ |
2282 | */ |
2561 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2283 | if (op->contr->ns->handle_command ()) |
2562 | for (int rep = 8; --rep && op->contr->socket->handle_command (); ) |
|
|
2563 | ; |
|
|
2564 | |
|
|
2565 | if (op->speed_left < 0) |
|
|
2566 | return 0; |
2284 | return 1; |
2567 | |
2285 | |
|
|
2286 | if (op->speed_left > 0.f) |
|
|
2287 | { |
2568 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2288 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2569 | { |
2289 | { |
2570 | /* All move commands take 1 tick, at least for now */ |
2290 | /* All move commands take 1 tick, at least for now */ |
2571 | op->speed_left--; |
2291 | --op->speed_left; |
2572 | |
2292 | |
2573 | /* Instead of all the stuff below, let move_player take care |
2293 | /* Instead of all the stuff below, let move_player take care |
2574 | * of it. Also, some of the skill stuff is only put in |
2294 | * of it. Also, some of the skill stuff is only put in |
2575 | * there, as well as the confusion stuff. |
2295 | * there, as well as the confusion stuff. |
2576 | */ |
2296 | */ |
2577 | move_player (op, op->direction); |
2297 | move_player (op, op->direction); |
2578 | if (op->speed_left > 0) |
2298 | |
2579 | return 1; |
2299 | return op->speed_left > 0.f; |
2580 | else |
2300 | } |
2581 | return 0; |
|
|
2582 | } |
2301 | } |
2583 | |
2302 | |
2584 | return 0; |
2303 | return 0; |
2585 | } |
2304 | } |
2586 | |
2305 | |
… | |
… | |
2606 | op->stats.hp = op->stats.maxhp; |
2325 | op->stats.hp = op->stats.maxhp; |
2607 | |
2326 | |
2608 | if (op->stats.food < 0) |
2327 | if (op->stats.food < 0) |
2609 | op->stats.food = 999; |
2328 | op->stats.food = 999; |
2610 | |
2329 | |
2611 | fix_player (op); |
2330 | op->update_stats (); |
2612 | return 1; |
2331 | return 1; |
2613 | } |
2332 | } |
2614 | |
2333 | |
2615 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2334 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2616 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2335 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2624 | * from. |
2343 | * from. |
2625 | */ |
2344 | */ |
2626 | void |
2345 | void |
2627 | remove_unpaid_objects (object *op, object *env) |
2346 | remove_unpaid_objects (object *op, object *env) |
2628 | { |
2347 | { |
2629 | object *next; |
|
|
2630 | |
|
|
2631 | while (op) |
2348 | while (op) |
2632 | { |
2349 | { |
2633 | next = op->below; /* Make sure we have a good value, in case |
2350 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2634 | * we remove object 'op' |
2351 | |
2635 | */ |
|
|
2636 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2352 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2637 | { |
2353 | { |
2638 | op->remove (); |
|
|
2639 | op->x = env->x; |
|
|
2640 | op->y = env->y; |
|
|
2641 | if (env->type == PLAYER) |
2354 | if (env->type == PLAYER) |
2642 | esrv_del_item (env->contr, op->count); |
2355 | esrv_del_item (env->contr, op->count); |
2643 | insert_ob_in_map (op, env->map, NULL, 0); |
2356 | |
|
|
2357 | op->insert_at (env); |
2644 | } |
2358 | } |
2645 | else if (op->inv) |
2359 | else if (op->inv) |
2646 | remove_unpaid_objects (op->inv, env); |
2360 | remove_unpaid_objects (op->inv, env); |
2647 | |
2361 | |
2648 | op = next; |
2362 | op = next; |
2649 | } |
2363 | } |
2650 | } |
2364 | } |
2651 | |
|
|
2652 | |
2365 | |
2653 | /* |
2366 | /* |
2654 | * Returns pointer a static string containing gravestone text |
2367 | * Returns pointer a static string containing gravestone text |
2655 | * Moved from apply.c to player.c - player.c is what |
2368 | * Moved from apply.c to player.c - player.c is what |
2656 | * actually uses this function. player.c may not be quite the |
2369 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2690 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2403 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2691 | strcat (buf2, buf); |
2404 | strcat (buf2, buf); |
2692 | |
2405 | |
2693 | return buf2; |
2406 | return buf2; |
2694 | } |
2407 | } |
2695 | |
|
|
2696 | |
|
|
2697 | |
2408 | |
2698 | void |
2409 | void |
2699 | do_some_living (object *op) |
2410 | do_some_living (object *op) |
2700 | { |
2411 | { |
2701 | int last_food = op->stats.food; |
2412 | int last_food = op->stats.food; |
… | |
… | |
2707 | int rate_grace = 2000; |
2418 | int rate_grace = 2000; |
2708 | const int max_hp = 1; |
2419 | const int max_hp = 1; |
2709 | const int max_sp = 1; |
2420 | const int max_sp = 1; |
2710 | const int max_grace = 1; |
2421 | const int max_grace = 1; |
2711 | |
2422 | |
2712 | if (op->contr->outputs_sync) |
2423 | if (op->contr->hidden) |
2713 | { |
|
|
2714 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2715 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2716 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2717 | } |
2424 | { |
|
|
2425 | op->invisible = 1000; |
|
|
2426 | /* the socket code flashes the player visible/invisible |
|
|
2427 | * depending on the value of invisible, so we need to |
|
|
2428 | * alternate it here for it to work correctly. |
|
|
2429 | */ |
|
|
2430 | if (pticks & 2) |
|
|
2431 | op->invisible--; |
|
|
2432 | } |
|
|
2433 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2434 | { |
|
|
2435 | if (!op->invisible--) |
|
|
2436 | { |
|
|
2437 | make_visible (op); |
|
|
2438 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2439 | } |
|
|
2440 | } |
2718 | |
2441 | |
2719 | if (op->contr->state == ST_PLAYING) |
2442 | if (op->contr->ns->state == ST_PLAYING) |
2720 | { |
2443 | { |
2721 | |
|
|
2722 | /* these next three if clauses make it possible to SLOW DOWN |
2444 | /* these next three if clauses make it possible to SLOW DOWN |
2723 | hp/grace/spellpoint regeneration. */ |
2445 | hp/grace/spellpoint regeneration. */ |
2724 | if (op->contr->gen_hp >= 0) |
2446 | if (op->contr->gen_hp >= 0) |
2725 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2447 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2726 | else |
2448 | else |
2727 | { |
2449 | { |
2728 | gen_hp = op->stats.maxhp; |
2450 | gen_hp = op->stats.maxhp; |
2729 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2451 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2730 | } |
2452 | } |
|
|
2453 | |
2731 | if (op->contr->gen_sp >= 0) |
2454 | if (op->contr->gen_sp >= 0) |
2732 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2455 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2733 | else |
2456 | else |
2734 | { |
2457 | { |
2735 | gen_sp = op->stats.maxsp; |
2458 | gen_sp = op->stats.maxsp; |
2736 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2459 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2737 | } |
2460 | } |
|
|
2461 | |
2738 | if (op->contr->gen_grace >= 0) |
2462 | if (op->contr->gen_grace >= 0) |
2739 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2463 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2740 | else |
2464 | else |
2741 | { |
2465 | { |
2742 | gen_grace = op->stats.maxgrace; |
2466 | gen_grace = op->stats.maxgrace; |
2743 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2467 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2744 | } |
2468 | } |
2745 | |
2469 | |
2746 | /* Regenerate Spell Points */ |
2470 | /* Regenerate Spell Points */ |
2747 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2471 | if (!op->contr->golem && --op->last_sp < 0) |
2748 | { |
2472 | { |
2749 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2473 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2750 | if (op->stats.sp < op->stats.maxsp) |
2474 | if (op->stats.sp < op->stats.maxsp) |
2751 | { |
2475 | { |
2752 | op->stats.sp++; |
2476 | op->stats.sp++; |
… | |
… | |
2758 | op->stats.food += op->contr->digestion; |
2482 | op->stats.food += op->contr->digestion; |
2759 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2483 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2760 | op->stats.food = last_food; |
2484 | op->stats.food = last_food; |
2761 | } |
2485 | } |
2762 | } |
2486 | } |
|
|
2487 | |
2763 | if (max_sp > 1) |
2488 | if (max_sp > 1) |
2764 | { |
2489 | { |
2765 | over_sp = (gen_sp + 10) / rate_sp; |
2490 | over_sp = (gen_sp + 10) / rate_sp; |
2766 | if (over_sp > 0) |
2491 | if (over_sp > 0) |
2767 | { |
2492 | { |
2768 | if (op->stats.sp < op->stats.maxsp) |
2493 | if (op->stats.sp < op->stats.maxsp) |
2769 | { |
2494 | { |
2770 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2495 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2496 | |
2771 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2497 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2772 | op->stats.sp--; |
2498 | op->stats.sp--; |
|
|
2499 | |
2773 | if (op->stats.sp > op->stats.maxsp) |
2500 | if (op->stats.sp > op->stats.maxsp) |
2774 | op->stats.sp = op->stats.maxsp; |
2501 | op->stats.sp = op->stats.maxsp; |
2775 | } |
2502 | } |
2776 | op->last_sp = 0; |
2503 | op->last_sp = 0; |
2777 | } |
2504 | } |
2778 | else |
2505 | else |
2779 | { |
|
|
2780 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2506 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2781 | } |
|
|
2782 | } |
2507 | } |
2783 | else |
2508 | else |
2784 | { |
|
|
2785 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2509 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2786 | } |
|
|
2787 | } |
2510 | } |
2788 | |
2511 | |
2789 | /* Regenerate Grace */ |
2512 | /* Regenerate Grace */ |
2790 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2513 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2791 | if (--op->last_grace < 0) |
2514 | if (--op->last_grace < 0) |
2792 | { |
2515 | { |
2793 | if (op->stats.grace < op->stats.maxgrace / 2) |
2516 | if (op->stats.grace < op->stats.maxgrace / 2) |
2794 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2517 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2518 | |
2795 | if (max_grace > 1) |
2519 | if (max_grace > 1) |
2796 | { |
2520 | { |
2797 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2521 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2798 | if (over_grace > 0) |
2522 | if (over_grace > 0) |
2799 | { |
2523 | { |
… | |
… | |
2827 | op->stats.food += op->contr->digestion; |
2551 | op->stats.food += op->contr->digestion; |
2828 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2552 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2829 | op->stats.food = last_food; |
2553 | op->stats.food = last_food; |
2830 | } |
2554 | } |
2831 | } |
2555 | } |
|
|
2556 | |
2832 | if (max_hp > 1) |
2557 | if (max_hp > 1) |
2833 | { |
2558 | { |
2834 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2559 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2835 | if (over_hp > 0) |
2560 | if (over_hp > 0) |
2836 | { |
2561 | { |
… | |
… | |
2860 | |
2585 | |
2861 | if (op->contr->gen_hp > 0) |
2586 | if (op->contr->gen_hp > 0) |
2862 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2587 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2863 | else |
2588 | else |
2864 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2589 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2590 | |
2865 | /* dms do not consume food */ |
2591 | /* dms do not consume food */ |
2866 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2592 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2867 | op->stats.food--; |
2593 | op->stats.food--; |
2868 | } |
2594 | } |
2869 | } |
|
|
2870 | |
2595 | |
2871 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2596 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2872 | { |
2597 | { |
2873 | object *tmp, *flesh = NULL; |
2598 | object *tmp, *flesh = 0; |
2874 | |
2599 | |
2875 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2600 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2876 | { |
2601 | { |
2877 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2602 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2878 | { |
|
|
2879 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2880 | { |
2603 | { |
|
|
2604 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2605 | { |
2881 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2606 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2882 | manual_apply (op, tmp, 0); |
2607 | manual_apply (op, tmp, 0); |
2883 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2608 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2884 | break; |
2609 | break; |
2885 | } |
2610 | } |
2886 | else if (tmp->type == FLESH) |
2611 | else if (tmp->type == FLESH) |
2887 | flesh = tmp; |
2612 | flesh = tmp; |
2888 | } /* End if paid for object */ |
2613 | } /* End if paid for object */ |
2889 | } /* end of for loop */ |
2614 | } /* end of for loop */ |
|
|
2615 | |
2890 | /* If player is still starving, it means they don't have any food, so |
2616 | /* If player is still starving, it means they don't have any food, so |
2891 | * eat flesh instead. |
2617 | * eat flesh instead. |
2892 | */ |
2618 | */ |
2893 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2619 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2894 | { |
2620 | { |
2895 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2621 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2896 | manual_apply (op, flesh, 0); |
2622 | manual_apply (op, flesh, 0); |
2897 | } |
2623 | } |
2898 | } /* end if player is starving */ |
2624 | } |
2899 | |
2625 | |
2900 | while (op->stats.food < 0 && op->stats.hp > 0) |
2626 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2901 | op->stats.food++, op->stats.hp--; |
2627 | op->stats.food++, op->stats.hp--; |
2902 | |
2628 | |
2903 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2629 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2904 | kill_player (op); |
2630 | kill_player (op); |
|
|
2631 | } |
2905 | } |
2632 | } |
2906 | |
|
|
2907 | |
|
|
2908 | |
2633 | |
2909 | /* If the player should die (lack of hp, food, etc), we call this. |
2634 | /* If the player should die (lack of hp, food, etc), we call this. |
2910 | * op is the player in jeopardy. If the player can not be saved (not |
2635 | * op is the player in jeopardy. If the player can not be saved (not |
2911 | * permadeath, no lifesave), this will take care of removing the player |
2636 | * permadeath, no lifesave), this will take care of removing the player |
2912 | * file. |
2637 | * file. |
… | |
… | |
2942 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2667 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2943 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2668 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2944 | |
2669 | |
2945 | /* restore player */ |
2670 | /* restore player */ |
2946 | at = archetype::find ("poisoning"); |
2671 | at = archetype::find ("poisoning"); |
2947 | tmp = present_arch_in_ob (at, op); |
2672 | if (object *tmp = present_arch_in_ob (at, op)) |
2948 | if (tmp) |
|
|
2949 | { |
2673 | { |
2950 | tmp->destroy (); |
2674 | tmp->destroy (); |
2951 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2675 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2952 | } |
2676 | } |
2953 | |
2677 | |
2954 | at = archetype::find ("confusion"); |
2678 | at = archetype::find ("confusion"); |
2955 | tmp = present_arch_in_ob (at, op); |
2679 | if (object *tmp = present_arch_in_ob (at, op)) |
2956 | if (tmp) |
|
|
2957 | { |
2680 | { |
2958 | tmp->destroy (); |
2681 | tmp->destroy (); |
2959 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2682 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2960 | } |
2683 | } |
2961 | |
2684 | |
… | |
… | |
2963 | op->stats.hp = op->stats.maxhp; |
2686 | op->stats.hp = op->stats.maxhp; |
2964 | if (op->stats.food <= 0) |
2687 | if (op->stats.food <= 0) |
2965 | op->stats.food = 999; |
2688 | op->stats.food = 999; |
2966 | |
2689 | |
2967 | /* create a bodypart-trophy to make the winner happy */ |
2690 | /* create a bodypart-trophy to make the winner happy */ |
2968 | tmp = arch_to_object (archetype::find ("finger")); |
2691 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2969 | if (tmp != NULL) |
|
|
2970 | { |
2692 | { |
2971 | sprintf (buf, "%s's finger", &op->name); |
2693 | sprintf (buf, "%s's finger", &op->name); |
2972 | tmp->name = buf; |
2694 | tmp->name = buf; |
2973 | sprintf (buf, " This finger has been cut off %s\n" |
2695 | sprintf (buf, " This finger has been cut off %s\n" |
2974 | " the %s, when he was defeated at\n level %d by %s.\n", |
2696 | " the %s, when he was defeated at\n level %d by %s.\n", |
2975 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2697 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2976 | tmp->msg = buf; |
2698 | tmp->msg = buf; |
2977 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2699 | tmp->value = 0, tmp->type = 0; |
2978 | tmp->materialname = NULL; |
2700 | tmp->materialname = "organics"; |
2979 | tmp->x = op->x, tmp->y = op->y; |
2701 | tmp->insert_at (op, tmp); |
2980 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2981 | } |
2702 | } |
2982 | |
2703 | |
2983 | /* teleport defeated player to new destination */ |
2704 | /* teleport defeated player to new destination */ |
2984 | transfer_ob (op, x, y, 0, NULL); |
2705 | transfer_ob (op, x, y, 0, NULL); |
2985 | op->contr->braced = 0; |
2706 | op->contr->braced = 0; |
… | |
… | |
2990 | |
2711 | |
2991 | command_kill_pets (op, 0); |
2712 | command_kill_pets (op, 0); |
2992 | |
2713 | |
2993 | if (op->stats.food < 0) |
2714 | if (op->stats.food < 0) |
2994 | { |
2715 | { |
2995 | if (op->contr->explore) |
|
|
2996 | { |
|
|
2997 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2998 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2999 | op->stats.food = 999; |
|
|
3000 | return; |
|
|
3001 | } |
|
|
3002 | sprintf (buf, "%s starved to death.", &op->name); |
2716 | sprintf (buf, "%s starved to death.", &op->name); |
3003 | strcpy (op->contr->killer, "starvation"); |
2717 | strcpy (op->contr->killer, "starvation"); |
3004 | } |
2718 | } |
3005 | else |
2719 | else |
3006 | { |
|
|
3007 | if (op->contr->explore) |
|
|
3008 | { |
|
|
3009 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3010 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3011 | op->stats.hp = op->stats.maxhp; |
|
|
3012 | return; |
|
|
3013 | } |
|
|
3014 | sprintf (buf, "%s died.", &op->name); |
2720 | sprintf (buf, "%s died.", &op->name); |
3015 | } |
2721 | |
3016 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2722 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3017 | |
2723 | |
3018 | /* save the map location for corpse, gravestone */ |
2724 | /* save the map location for corpse, gravestone */ |
3019 | x = op->x; |
2725 | x = op->x; |
3020 | y = op->y; |
2726 | y = op->y; |
3021 | map = op->map; |
2727 | map = op->map; |
3022 | |
2728 | |
3023 | |
|
|
3024 | if (settings.not_permadeth == TRUE) |
|
|
3025 | { |
|
|
3026 | /* NOT_PERMADEATH code. This basically brings the character back to |
2729 | /* NOT_PERMADEATH code. This basically brings the character back to |
3027 | * life if they are dead - it takes some exp and a random stat. |
2730 | * life if they are dead - it takes some exp and a random stat. |
3028 | * See the config.h file for a little more in depth detail about this. |
2731 | * See the config.h file for a little more in depth detail about this. |
3029 | */ |
2732 | */ |
3030 | |
2733 | |
3031 | /* Basically two ways to go - remove a stat permanently, or just |
2734 | /* Basically two ways to go - remove a stat permanently, or just |
3032 | * make it depletion. This bunch of code deals with that aspect |
2735 | * make it depletion. This bunch of code deals with that aspect |
3033 | * of death. |
2736 | * of death. |
3034 | */ |
2737 | */ |
3035 | #ifndef COZY_SERVER |
2738 | #ifndef COZY_SERVER |
3036 | if (settings.balanced_stat_loss) |
2739 | if (settings.balanced_stat_loss) |
3037 | { |
2740 | { |
3038 | /* If stat loss is permanent, lose one stat only. */ |
2741 | /* If stat loss is permanent, lose one stat only. */ |
3039 | /* Lower level chars don't lose as many stats because they suffer |
2742 | /* Lower level chars don't lose as many stats because they suffer |
3040 | more if they do. */ |
2743 | more if they do. */ |
3041 | /* Higher level characters can afford things such as potions of |
2744 | /* Higher level characters can afford things such as potions of |
3042 | restoration, or better, stat potions. So we slug them that |
2745 | restoration, or better, stat potions. So we slug them that |
3043 | little bit harder. */ |
2746 | little bit harder. */ |
3044 | /* GD */ |
2747 | /* GD */ |
3045 | if (settings.stat_loss_on_death) |
2748 | if (settings.stat_loss_on_death) |
3046 | num_stats_lose = 1; |
2749 | num_stats_lose = 1; |
3047 | else |
|
|
3048 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3049 | } |
|
|
3050 | else |
2750 | else |
3051 | { |
2751 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2752 | } |
|
|
2753 | else |
3052 | num_stats_lose = 1; |
2754 | num_stats_lose = 1; |
3053 | } |
2755 | |
3054 | lost_a_stat = 0; |
2756 | lost_a_stat = 0; |
3055 | |
2757 | |
3056 | for (z = 0; z < num_stats_lose; z++) |
2758 | for (z = 0; z < num_stats_lose; z++) |
3057 | { |
2759 | { |
3058 | i = RANDOM () % NUM_STATS; |
2760 | i = RANDOM () % NUM_STATS; |
3059 | |
2761 | |
3060 | if (settings.stat_loss_on_death) |
2762 | if (settings.stat_loss_on_death) |
3061 | { |
2763 | { |
3062 | /* Pick a random stat and take a point off it. Tell the player |
2764 | /* Pick a random stat and take a point off it. Tell the player |
3063 | * what he lost. |
2765 | * what he lost. |
3064 | */ |
2766 | */ |
3065 | change_attr_value (&(op->stats), i, -1); |
2767 | change_attr_value (&(op->stats), i, -1); |
3066 | check_stat_bounds (&(op->stats)); |
2768 | check_stat_bounds (&(op->stats)); |
3067 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2769 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3068 | check_stat_bounds (&(op->contr->orig_stats)); |
2770 | check_stat_bounds (&(op->contr->orig_stats)); |
3069 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2771 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3070 | lost_a_stat = 1; |
2772 | lost_a_stat = 1; |
|
|
2773 | } |
|
|
2774 | else |
|
|
2775 | { |
|
|
2776 | /* deplete a stat */ |
|
|
2777 | archetype *deparch = archetype::find ("depletion"); |
|
|
2778 | object *dep; |
|
|
2779 | |
|
|
2780 | dep = present_arch_in_ob (deparch, op); |
|
|
2781 | if (!dep) |
|
|
2782 | { |
|
|
2783 | dep = arch_to_object (deparch); |
|
|
2784 | insert_ob_in_ob (dep, op); |
3071 | } |
2785 | } |
3072 | else |
2786 | lose_this_stat = 1; |
|
|
2787 | if (settings.balanced_stat_loss) |
3073 | { |
2788 | { |
3074 | /* deplete a stat */ |
2789 | /* GD */ |
3075 | archetype *deparch = archetype::find ("depletion"); |
2790 | /* Get the stat that we're about to deplete. */ |
3076 | object *dep; |
2791 | this_stat = get_attr_value (&(dep->stats), i); |
3077 | |
2792 | if (this_stat < 0) |
3078 | dep = present_arch_in_ob (deparch, op); |
|
|
3079 | if (!dep) |
|
|
3080 | { |
2793 | { |
3081 | dep = arch_to_object (deparch); |
2794 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3082 | insert_ob_in_ob (dep, op); |
2795 | int keep_chance = this_stat * this_stat; |
3083 | } |
2796 | |
3084 | lose_this_stat = 1; |
2797 | /* Yes, I am paranoid. Sue me. */ |
3085 | if (settings.balanced_stat_loss) |
|
|
3086 | { |
|
|
3087 | /* GD */ |
|
|
3088 | /* Get the stat that we're about to deplete. */ |
|
|
3089 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3090 | if (this_stat < 0) |
2798 | if (keep_chance < 1) |
|
|
2799 | keep_chance = 1; |
|
|
2800 | |
|
|
2801 | /* There is a maximum depletion total per level. */ |
|
|
2802 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3091 | { |
2803 | { |
3092 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3093 | int keep_chance = this_stat * this_stat; |
|
|
3094 | |
|
|
3095 | /* Yes, I am paranoid. Sue me. */ |
|
|
3096 | if (keep_chance < 1) |
|
|
3097 | keep_chance = 1; |
|
|
3098 | |
|
|
3099 | /* There is a maximum depletion total per level. */ |
|
|
3100 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3101 | { |
|
|
3102 | lose_this_stat = 0; |
2804 | lose_this_stat = 0; |
3103 | /* Take loss chance vs keep chance to see if we |
2805 | /* Take loss chance vs keep chance to see if we |
3104 | retain the stat. */ |
2806 | retain the stat. */ |
3105 | } |
|
|
3106 | else |
|
|
3107 | { |
|
|
3108 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3109 | lose_this_stat = 0; |
|
|
3110 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3111 | this_stat, keep_chance, loss_chance, |
|
|
3112 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3113 | } |
|
|
3114 | } |
2807 | } |
3115 | } |
|
|
3116 | |
|
|
3117 | if (lose_this_stat) |
|
|
3118 | { |
|
|
3119 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3120 | /* We could try to do something clever like find another |
|
|
3121 | * stat to reduce if this fails. But chances are, if |
|
|
3122 | * stats have been depleted to -50, all are pretty low |
|
|
3123 | * and should be roughly the same, so it shouldn't make a |
|
|
3124 | * difference. |
|
|
3125 | */ |
2808 | else |
3126 | if (this_stat >= -50) |
|
|
3127 | { |
2809 | { |
3128 | change_attr_value (&(dep->stats), i, -1); |
2810 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3129 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3130 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3131 | fix_player (op); |
|
|
3132 | lost_a_stat = 1; |
2811 | lose_this_stat = 0; |
|
|
2812 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2813 | this_stat, keep_chance, loss_chance, |
|
|
2814 | lose_this_stat?"LOSE":"KEEP"); */ |
3133 | } |
2815 | } |
3134 | } |
2816 | } |
3135 | } |
2817 | } |
|
|
2818 | |
|
|
2819 | if (lose_this_stat) |
|
|
2820 | { |
|
|
2821 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2822 | /* We could try to do something clever like find another |
|
|
2823 | * stat to reduce if this fails. But chances are, if |
|
|
2824 | * stats have been depleted to -50, all are pretty low |
|
|
2825 | * and should be roughly the same, so it shouldn't make a |
|
|
2826 | * difference. |
|
|
2827 | */ |
|
|
2828 | if (this_stat >= -50) |
|
|
2829 | { |
|
|
2830 | change_attr_value (&(dep->stats), i, -1); |
|
|
2831 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2832 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2833 | op->update_stats (); |
|
|
2834 | lost_a_stat = 1; |
|
|
2835 | } |
3136 | } |
2836 | } |
|
|
2837 | } |
|
|
2838 | } |
3137 | /* If no stat lost, tell the player. */ |
2839 | /* If no stat lost, tell the player. */ |
3138 | if (!lost_a_stat) |
2840 | if (!lost_a_stat) |
3139 | { |
2841 | { |
3140 | /* determine_god() seems to not work sometimes... why is this? |
2842 | /* determine_god() seems to not work sometimes... why is this? |
3141 | Should I be using something else? GD */ |
2843 | Should I be using something else? GD */ |
3142 | const char *god = determine_god (op); |
2844 | const char *god = determine_god (op); |
3143 | |
2845 | |
3144 | if (god && (strcmp (god, "none"))) |
2846 | if (god && (strcmp (god, "none"))) |
3145 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2847 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3146 | else |
2848 | else |
3147 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2849 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3148 | } |
2850 | } |
3149 | #else |
2851 | #else |
3150 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2852 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3151 | #endif |
2853 | #endif |
3152 | |
2854 | |
3153 | /* Put a gravestone up where the character 'almost' died. List the |
2855 | /* Put a gravestone up where the character 'almost' died. List the |
3154 | * exp loss on the stone. |
2856 | * exp loss on the stone. |
3155 | */ |
2857 | */ |
3156 | tmp = arch_to_object (archetype::find ("gravestone")); |
2858 | tmp = arch_to_object (archetype::find ("gravestone")); |
3157 | sprintf (buf, "%s's gravestone", &op->name); |
2859 | sprintf (buf, "%s's gravestone", &op->name); |
3158 | tmp->name = buf; |
2860 | tmp->name = buf; |
3159 | sprintf (buf, "%s's gravestones", &op->name); |
2861 | sprintf (buf, "%s's gravestones", &op->name); |
3160 | tmp->name_pl = buf; |
2862 | tmp->name_pl = buf; |
3161 | 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); |
2863 | 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); |
3162 | tmp->msg = buf; |
2864 | tmp->msg = buf; |
3163 | tmp->x = op->x, tmp->y = op->y; |
2865 | tmp->x = op->x, tmp->y = op->y; |
3164 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2866 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3165 | |
2867 | |
3166 | /**************************************/ |
2868 | /**************************************/ |
3167 | /* */ |
2869 | /* */ |
3168 | /* Subtract the experience points, */ |
2870 | /* Subtract the experience points, */ |
3169 | /* if we died cause of food, give us */ |
2871 | /* if we died cause of food, give us */ |
3170 | /* food, and reset HP's... */ |
2872 | /* food, and reset HP's... */ |
3171 | /* */ |
2873 | /* */ |
3172 | /**************************************/ |
2874 | /**************************************/ |
3173 | |
2875 | |
3174 | /* remove any poisoning and confusion the character may be suffering. */ |
2876 | /* remove any poisoning and confusion the character may be suffering. */ |
3175 | /* restore player */ |
2877 | /* restore player */ |
3176 | at = archetype::find ("poisoning"); |
2878 | at = archetype::find ("poisoning"); |
3177 | tmp = present_arch_in_ob (at, op); |
2879 | tmp = present_arch_in_ob (at, op); |
3178 | |
2880 | |
3179 | if (tmp) |
2881 | if (tmp) |
3180 | { |
2882 | { |
3181 | tmp->destroy (); |
2883 | tmp->destroy (); |
3182 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2884 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3183 | } |
2885 | } |
3184 | |
2886 | |
3185 | at = archetype::find ("confusion"); |
2887 | at = archetype::find ("confusion"); |
3186 | tmp = present_arch_in_ob (at, op); |
2888 | tmp = present_arch_in_ob (at, op); |
3187 | if (tmp) |
2889 | if (tmp) |
3188 | { |
2890 | { |
3189 | tmp->destroy (); |
2891 | tmp->destroy (); |
3190 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2892 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3191 | } |
2893 | } |
3192 | |
2894 | |
3193 | cure_disease (op, 0); /* remove any disease */ |
2895 | cure_disease (op, 0); /* remove any disease */ |
3194 | |
2896 | |
3195 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2897 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3196 | apply_death_exp_penalty (op); |
2898 | apply_death_exp_penalty (op); |
3197 | if (op->stats.food < 100) |
2899 | if (op->stats.food < 100) |
3198 | op->stats.food = 900; |
2900 | op->stats.food = 900; |
3199 | op->stats.hp = op->stats.maxhp; |
2901 | op->stats.hp = op->stats.maxhp; |
3200 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2902 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3201 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2903 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3202 | |
2904 | |
3203 | /* |
2905 | /* |
3204 | * Check to see if the player is in a shop. IF so, then check to see if |
2906 | * Check to see if the player has any unpaid items. If so, remove them |
3205 | * the player has any unpaid items. If so, remove them and put them back |
2907 | * and put them back in the map. |
3206 | * in the map. |
2908 | */ |
3207 | */ |
|
|
3208 | |
|
|
3209 | if (is_in_shop (op)) |
|
|
3210 | remove_unpaid_objects (op->inv, op); |
2909 | remove_unpaid_objects (op->inv, op); |
3211 | |
2910 | |
3212 | /****************************************/ |
2911 | /****************************************/ |
3213 | /* */ |
2912 | /* */ |
3214 | /* Move player to his current respawn- */ |
2913 | /* Move player to his current respawn- */ |
3215 | /* position (usually last savebed) */ |
2914 | /* position (usually last savebed) */ |
3216 | /* */ |
2915 | /* */ |
3217 | /****************************************/ |
2916 | /****************************************/ |
3218 | |
2917 | |
3219 | enter_player_savebed (op); |
2918 | enter_player_savebed (op); |
3220 | |
2919 | |
3221 | /* Save the player before inserting the force to reduce |
|
|
3222 | * chance of abuse. |
|
|
3223 | */ |
|
|
3224 | op->contr->braced = 0; |
2920 | op->contr->braced = 0; |
3225 | save_player (op, 1); |
|
|
3226 | |
2921 | |
3227 | /* it is possible that the player has blown something up |
2922 | /* it is possible that the player has blown something up |
3228 | * at his savebed location, and that can have long lasting |
2923 | * at his savebed location, and that can have long lasting |
3229 | * spell effects. So first see if there is a spell effect |
2924 | * spell effects. So first see if there is a spell effect |
3230 | * on the space that might harm the player. |
2925 | * on the space that might harm the player. |
3231 | */ |
2926 | */ |
3232 | will_kill_again = 0; |
2927 | will_kill_again = 0; |
3233 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2928 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3234 | if (tmp->type == SPELL_EFFECT) |
2929 | if (tmp->type == SPELL_EFFECT) |
3235 | will_kill_again |= tmp->attacktype; |
2930 | will_kill_again |= tmp->attacktype; |
3236 | |
2931 | |
3237 | if (will_kill_again) |
2932 | if (will_kill_again) |
3238 | { |
2933 | { |
3239 | object *force; |
2934 | object *force; |
3240 | int at; |
2935 | int at; |
3241 | |
2936 | |
3242 | force = get_archetype (FORCE_NAME); |
2937 | force = get_archetype (FORCE_NAME); |
3243 | /* 50 ticks should be enough time for the spell to abate */ |
2938 | /* 50 ticks should be enough time for the spell to abate */ |
3244 | force->speed = 0.1; |
2939 | force->speed = 0.1f; |
3245 | force->speed_left = -5.0; |
2940 | force->speed_left = -5.f; |
3246 | SET_FLAG (force, FLAG_APPLIED); |
2941 | SET_FLAG (force, FLAG_APPLIED); |
3247 | for (at = 0; at < NROFATTACKS; at++) |
2942 | for (at = 0; at < NROFATTACKS; at++) |
3248 | if (will_kill_again & (1 << at)) |
2943 | if (will_kill_again & (1 << at)) |
3249 | force->resist[at] = 100; |
2944 | force->resist[at] = 100; |
3250 | |
2945 | |
3251 | insert_ob_in_ob (force, op); |
2946 | insert_ob_in_ob (force, op); |
3252 | fix_player (op); |
2947 | op->update_stats (); |
3253 | |
2948 | |
3254 | } |
2949 | } |
3255 | |
2950 | |
3256 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2951 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3257 | return; |
|
|
3258 | } /* NOT_PERMADETH */ |
|
|
3259 | else |
|
|
3260 | { |
|
|
3261 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3262 | * should probably be embedded in an else statement. |
|
|
3263 | */ |
|
|
3264 | |
|
|
3265 | op->contr->party = NULL; |
|
|
3266 | if (settings.set_title == TRUE) |
|
|
3267 | op->contr->own_title[0] = '\0'; |
|
|
3268 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3269 | check_score (op); |
|
|
3270 | |
|
|
3271 | if (op->contr->ranges[range_golem]) |
|
|
3272 | { |
|
|
3273 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3274 | op->contr->ranges[range_golem]->destroy (); |
|
|
3275 | op->contr->ranges[range_golem] = 0; |
|
|
3276 | } |
|
|
3277 | |
|
|
3278 | loot_object (op); /* Remove some of the items for good */ |
|
|
3279 | op->remove (); |
|
|
3280 | op->direction = 0; |
|
|
3281 | |
|
|
3282 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3283 | { |
|
|
3284 | delete_character (op->name, 0); |
|
|
3285 | if (settings.resurrection == TRUE) |
|
|
3286 | { |
|
|
3287 | /* save playerfile sans equipment when player dies |
|
|
3288 | ** then save it as player.pl.dead so that future resurrection |
|
|
3289 | ** type spells will work on them nicely |
|
|
3290 | */ |
|
|
3291 | delete_character (op->name, 0); |
|
|
3292 | op->stats.hp = op->stats.maxhp; |
|
|
3293 | op->stats.food = 999; |
|
|
3294 | |
|
|
3295 | /* set the location of where the person will reappear when */ |
|
|
3296 | /* maybe resurrection code should fix map also */ |
|
|
3297 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3298 | if (op->map != NULL) |
|
|
3299 | op->map = NULL; |
|
|
3300 | op->x = settings.emergency_x; |
|
|
3301 | op->y = settings.emergency_y; |
|
|
3302 | save_player (op, 0); |
|
|
3303 | op->map = map; |
|
|
3304 | /* please see resurrection.c: peterm */ |
|
|
3305 | dead_player (op); |
|
|
3306 | } |
|
|
3307 | else |
|
|
3308 | delete_character (op->name, 1); |
|
|
3309 | } |
|
|
3310 | |
|
|
3311 | play_again (op); |
|
|
3312 | |
|
|
3313 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3314 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3315 | sprintf (buf, "%s", &op->name); |
|
|
3316 | tmp->name = tmp->name_pl = buf; |
|
|
3317 | tmp->level = op->level; |
|
|
3318 | tmp->x = x; |
|
|
3319 | tmp->y = y; |
|
|
3320 | tmp->msg = gravestone_text (op); |
|
|
3321 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3322 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3323 | } |
|
|
3324 | } |
2952 | } |
3325 | |
|
|
3326 | |
2953 | |
3327 | void |
2954 | void |
3328 | loot_object (object *op) |
2955 | loot_object (object *op) |
3329 | { /* Grab and destroy some treasure */ |
2956 | { /* Grab and destroy some treasure */ |
3330 | object *tmp, *tmp2, *next; |
2957 | object *tmp, *tmp2, *next; |
3331 | |
2958 | |
3332 | if (op->container) |
2959 | op->close_container (); /* close open sack first */ |
3333 | { /* close open sack first */ |
|
|
3334 | esrv_apply_container (op, op->container); |
|
|
3335 | } |
|
|
3336 | |
2960 | |
3337 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2961 | for (tmp = op->inv; tmp; tmp = next) |
3338 | { |
2962 | { |
3339 | next = tmp->below; |
2963 | next = tmp->below; |
3340 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2964 | |
|
|
2965 | if (tmp->invisible) |
3341 | continue; |
2966 | continue; |
|
|
2967 | |
3342 | tmp->remove (); |
2968 | tmp->remove (); |
3343 | tmp->x = op->x, tmp->y = op->y; |
2969 | tmp->x = op->x, tmp->y = op->y; |
|
|
2970 | |
3344 | if (tmp->type == CONTAINER) |
2971 | if (tmp->type == CONTAINER) |
3345 | { /* empty container to ground */ |
2972 | loot_object (tmp); /* empty container to ground */ |
3346 | loot_object (tmp); |
2973 | |
3347 | } |
|
|
3348 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2974 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3349 | { |
2975 | { |
3350 | if (tmp->nrof > 1) |
2976 | if (tmp->nrof > 1) |
3351 | { |
2977 | { |
3352 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2978 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3353 | tmp2->destroy (); |
2979 | tmp2->destroy (); |
… | |
… | |
3364 | /* |
2990 | /* |
3365 | * fix_weight(): Check recursively the weight of all players, and fix |
2991 | * fix_weight(): Check recursively the weight of all players, and fix |
3366 | * what needs to be fixed. Refresh windows and fix speed if anything |
2992 | * what needs to be fixed. Refresh windows and fix speed if anything |
3367 | * was changed. |
2993 | * was changed. |
3368 | */ |
2994 | */ |
3369 | |
|
|
3370 | void |
2995 | void |
3371 | fix_weight (void) |
2996 | fix_weight (void) |
3372 | { |
2997 | { |
3373 | player *pl; |
2998 | for_all_players (pl) |
3374 | |
|
|
3375 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3376 | { |
2999 | { |
3377 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3000 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3378 | |
3001 | |
3379 | if (old == sum) |
3002 | if (old == sum) |
3380 | continue; |
3003 | continue; |
3381 | fix_player (pl->ob); |
3004 | pl->ob->update_stats (); |
3382 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3005 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3383 | } |
3006 | } |
3384 | } |
3007 | } |
3385 | |
3008 | |
3386 | void |
3009 | void |
3387 | fix_luck (void) |
3010 | fix_luck (void) |
3388 | { |
3011 | { |
3389 | player *pl; |
3012 | for_all_players (pl) |
3390 | |
|
|
3391 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3392 | if (!pl->ob->contr->state) |
3013 | if (!pl->ob->contr->ns->state) |
3393 | change_luck (pl->ob, 0); |
3014 | pl->ob->change_luck (0); |
3394 | } |
3015 | } |
3395 | |
|
|
3396 | |
3016 | |
3397 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3017 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3398 | * This is much simpler in the new spell code - we basically |
3018 | * This is much simpler in the new spell code - we basically |
3399 | * just treat this as any other spell casting object. |
3019 | * just treat this as any other spell casting object. |
3400 | */ |
3020 | */ |
3401 | |
|
|
3402 | void |
3021 | void |
3403 | cast_dust (object *op, object *throw_ob, int dir) |
3022 | cast_dust (object *op, object *throw_ob, int dir) |
3404 | { |
3023 | { |
3405 | object *skop, *spob; |
3024 | object *skop, *spob; |
3406 | |
3025 | |
… | |
… | |
3440 | if (op->type == PLAYER) |
3059 | if (op->type == PLAYER) |
3441 | { |
3060 | { |
3442 | op->contr->tmp_invis = 0; |
3061 | op->contr->tmp_invis = 0; |
3443 | op->contr->invis_race = 0; |
3062 | op->contr->invis_race = 0; |
3444 | } |
3063 | } |
|
|
3064 | |
3445 | update_object (op, UP_OBJ_FACE); |
3065 | update_object (op, UP_OBJ_CHANGE); |
3446 | } |
3066 | } |
3447 | |
3067 | |
3448 | int |
3068 | int |
3449 | is_true_undead (object *op) |
3069 | is_true_undead (object *op) |
3450 | { |
3070 | { |
3451 | object *tmp = NULL; |
|
|
3452 | |
|
|
3453 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3071 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3454 | return 1; |
3072 | return 1; |
3455 | |
3073 | |
3456 | if (op->type == PLAYER) |
|
|
3457 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3458 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3459 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3460 | return 1; |
|
|
3461 | return 0; |
3074 | return 0; |
3462 | } |
3075 | } |
3463 | |
3076 | |
3464 | /* look at the surrounding terrain to determine |
3077 | /* look at the surrounding terrain to determine |
3465 | * the hideability of this object. Positive levels |
3078 | * the hideability of this object. Positive levels |
… | |
… | |
3521 | |
3134 | |
3522 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3135 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3523 | |
3136 | |
3524 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3137 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3525 | if (op->type == PLAYER && op->contr->run_on) |
3138 | if (op->type == PLAYER && op->contr->run_on) |
3526 | { |
|
|
3527 | if (!skop || num >= skop->level) |
3139 | if (!skop || num >= skop->level) |
3528 | { |
3140 | { |
3529 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3141 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3530 | make_visible (op); |
3142 | make_visible (op); |
3531 | return; |
3143 | return; |
3532 | } |
3144 | } |
3533 | else |
3145 | else |
3534 | num += 20; |
3146 | num += 20; |
3535 | } |
3147 | |
3536 | num += op->map->difficulty; |
3148 | num += op->map->difficulty; |
3537 | hide = hideability (op); /* modify by terrain hidden level */ |
3149 | hide = hideability (op); /* modify by terrain hidden level */ |
3538 | num -= hide; |
3150 | num -= hide; |
|
|
3151 | |
3539 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3152 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3540 | { |
3153 | { |
3541 | make_visible (op); |
3154 | make_visible (op); |
3542 | if (op->type == PLAYER) |
3155 | if (op->type == PLAYER) |
3543 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3156 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3544 | } |
3157 | } |
3545 | else if (op->type == PLAYER && skop) |
3158 | else if (op->type == PLAYER && skop) |
3546 | { |
|
|
3547 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3159 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3548 | } |
|
|
3549 | } |
3160 | } |
3550 | |
3161 | |
3551 | /* determine if who is standing near a hostile creature. */ |
3162 | /* determine if who is standing near a hostile creature. */ |
3552 | |
3163 | |
3553 | int |
3164 | int |
… | |
… | |
3580 | if (mflags & P_OUT_OF_MAP) |
3191 | if (mflags & P_OUT_OF_MAP) |
3581 | continue; |
3192 | continue; |
3582 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3193 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3583 | continue; |
3194 | continue; |
3584 | |
3195 | |
3585 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3196 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3586 | { |
3197 | { |
3587 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3198 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3588 | return 1; |
3199 | return 1; |
3589 | else if (tmp->type == PLAYER) |
3200 | else if (tmp->type == PLAYER) |
3590 | { |
3201 | { |
… | |
… | |
3620 | if (pl->type != PLAYER) |
3231 | if (pl->type != PLAYER) |
3621 | { |
3232 | { |
3622 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3233 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3623 | return -1; |
3234 | return -1; |
3624 | } |
3235 | } |
|
|
3236 | |
3625 | if (!pl || !op) |
3237 | if (!pl || !op) |
3626 | return 0; |
3238 | return 0; |
3627 | |
3239 | |
3628 | if (op->head) |
|
|
3629 | { |
|
|
3630 | op = op->head; |
3240 | op = op->head_ (); |
3631 | } |
3241 | |
3632 | get_rangevector (pl, op, &rv, 0x1); |
3242 | get_rangevector (pl, op, &rv, 0x1); |
3633 | |
3243 | |
3634 | /* starting with the 'head' part, lets loop |
3244 | /* starting with the 'head' part, lets loop |
3635 | * through the object and find if it has any |
3245 | * through the object and find if it has any |
3636 | * part that is in the los array but isnt on |
3246 | * part that is in the los array but isnt on |
… | |
… | |
3644 | |
3254 | |
3645 | /* only the viewable area the player sees is updated by LOS |
3255 | /* only the viewable area the player sees is updated by LOS |
3646 | * code, so we need to restrict ourselves to that range of values |
3256 | * code, so we need to restrict ourselves to that range of values |
3647 | * for any meaningful values. |
3257 | * for any meaningful values. |
3648 | */ |
3258 | */ |
3649 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3259 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3650 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3260 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3651 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
3261 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3652 | return 1; |
3262 | return 1; |
3653 | op = op->more; |
3263 | op = op->more; |
3654 | } |
3264 | } |
3655 | return 0; |
3265 | return 0; |
3656 | } |
3266 | } |
… | |
… | |
3753 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3363 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3754 | int i = 0, j = 0; |
3364 | int i = 0, j = 0; |
3755 | |
3365 | |
3756 | /* get the appropriate treasurelist */ |
3366 | /* get the appropriate treasurelist */ |
3757 | if (atnr == ATNR_FIRE) |
3367 | if (atnr == ATNR_FIRE) |
3758 | trlist = find_treasurelist ("dragon_ability_fire"); |
3368 | trlist = treasurelist::find ("dragon_ability_fire"); |
3759 | else if (atnr == ATNR_COLD) |
3369 | else if (atnr == ATNR_COLD) |
3760 | trlist = find_treasurelist ("dragon_ability_cold"); |
3370 | trlist = treasurelist::find ("dragon_ability_cold"); |
3761 | else if (atnr == ATNR_ELECTRICITY) |
3371 | else if (atnr == ATNR_ELECTRICITY) |
3762 | trlist = find_treasurelist ("dragon_ability_elec"); |
3372 | trlist = treasurelist::find ("dragon_ability_elec"); |
3763 | else if (atnr == ATNR_POISON) |
3373 | else if (atnr == ATNR_POISON) |
3764 | trlist = find_treasurelist ("dragon_ability_poison"); |
3374 | trlist = treasurelist::find ("dragon_ability_poison"); |
3765 | |
3375 | |
3766 | if (trlist == NULL || who->type != PLAYER) |
3376 | if (trlist == NULL || who->type != PLAYER) |
3767 | return; |
3377 | return; |
3768 | |
3378 | |
3769 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3379 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3770 | |
3380 | |
3771 | if (tr == NULL || tr->item == NULL) |
3381 | if (!tr || !tr->item) |
3772 | { |
3382 | { |
3773 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3383 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3774 | return; |
3384 | return; |
3775 | } |
3385 | } |
3776 | |
3386 | |
… | |
… | |
3842 | { |
3452 | { |
3843 | /* forces in the treasurelist can alter the player's stats */ |
3453 | /* forces in the treasurelist can alter the player's stats */ |
3844 | object *skin; |
3454 | object *skin; |
3845 | |
3455 | |
3846 | /* first get the dragon skin force */ |
3456 | /* first get the dragon skin force */ |
|
|
3457 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3847 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3458 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3459 | ; |
|
|
3460 | |
3848 | if (skin == NULL) |
3461 | if (!skin) |
3849 | return; |
3462 | return; |
3850 | |
3463 | |
3851 | /* adding new spellpath attunements */ |
3464 | /* adding new spellpath attunements */ |
3852 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3465 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3853 | { |
3466 | { |
… | |
… | |
3898 | * not readied. |
3511 | * not readied. |
3899 | */ |
3512 | */ |
3900 | void |
3513 | void |
3901 | player_unready_range_ob (player *pl, object *ob) |
3514 | player_unready_range_ob (player *pl, object *ob) |
3902 | { |
3515 | { |
3903 | rangetype i; |
3516 | if (pl->ob->current_weapon == ob) |
|
|
3517 | pl->ob->current_weapon = 0; |
3904 | |
3518 | |
3905 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3519 | if (pl->combat_ob == ob) |
3906 | { |
3520 | pl->combat_ob = 0; |
|
|
3521 | |
3907 | if (pl->ranges[i] == ob) |
3522 | if (pl->ranged_ob == ob) |
3908 | { |
3523 | pl->ranged_ob = 0; |
3909 | pl->ranges[i] = NULL; |
|
|
3910 | if (pl->shoottype == i) |
|
|
3911 | { |
|
|
3912 | pl->shoottype = range_none; |
|
|
3913 | } |
|
|
3914 | } |
|
|
3915 | } |
|
|
3916 | } |
3524 | } |
|
|
3525 | |
|
|
3526 | sint8 |
|
|
3527 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3528 | { |
|
|
3529 | if (!ns) |
|
|
3530 | return 0; |
|
|
3531 | |
|
|
3532 | int dx, dy; |
|
|
3533 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3534 | return 0; |
|
|
3535 | |
|
|
3536 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3537 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3538 | |
|
|
3539 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3540 | return 0; |
|
|
3541 | |
|
|
3542 | return 100 - blocked_los [x][y]; |
|
|
3543 | } |