1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_player_c = |
2 | * CrossFire, A Multiplayer game |
4 | * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
5 | */ |
23 | */ |
6 | |
24 | |
7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The author can be reached via e-mail to crossfire-devel@real-time.com |
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28 | */ |
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29 | |
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30 | #include <global.h> |
25 | #include <global.h> |
31 | #ifndef WIN32 /* ---win32 remove headers */ |
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32 | # include <pwd.h> |
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33 | #endif |
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34 | #ifndef __CEXTRACT__ |
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35 | # include <sproto.h> |
26 | #include <sproto.h> |
36 | #endif |
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37 | #include <sounds.h> |
27 | #include <sounds.h> |
38 | #include <living.h> |
28 | #include <living.h> |
39 | #include <object.h> |
29 | #include <object.h> |
40 | #include <spells.h> |
30 | #include <spells.h> |
41 | #include <skills.h> |
31 | #include <skills.h> |
42 | #include <newclient.h> |
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43 | |
32 | |
44 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
45 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
46 | #endif |
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47 | |
35 | |
48 | player * |
36 | playervec players; |
49 | find_player (const char *plname) |
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50 | { |
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51 | player *pl; |
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52 | |
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53 | for (pl = first_player; pl != NULL; pl = pl->next) |
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54 | { |
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55 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
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56 | return pl; |
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57 | }; |
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58 | return NULL; |
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59 | } |
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60 | |
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61 | player * |
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62 | find_player_partial_name (const char *plname) |
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63 | { |
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64 | player *pl; |
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65 | player *found = NULL; |
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66 | size_t namelen = strlen (plname); |
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67 | |
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68 | for (pl = first_player; pl != NULL; pl = pl->next) |
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69 | { |
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70 | if ((size_t) strlen (pl->ob->name) < namelen) |
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71 | continue; |
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72 | |
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73 | if (!strcmp (pl->ob->name, plname)) |
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74 | return pl; |
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75 | |
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76 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
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77 | { |
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78 | if (found) |
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79 | return NULL; |
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80 | |
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81 | found = pl; |
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82 | } |
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83 | } |
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84 | return found; |
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85 | } |
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86 | |
37 | |
87 | void |
38 | void |
88 | display_motd (const object *op) |
39 | display_motd (const object *op) |
89 | { |
40 | { |
90 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
93 | int comp; |
44 | int comp; |
94 | int size; |
45 | int size; |
95 | |
46 | |
96 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
47 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
97 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
48 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
98 | { |
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99 | return; |
49 | return; |
100 | } |
50 | |
101 | motd[0] = '\0'; |
51 | motd[0] = '\0'; |
102 | size = 0; |
52 | size = 0; |
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53 | |
103 | while (fgets (buf, MAX_BUF, fp) != NULL) |
54 | while (fgets (buf, MAX_BUF, fp)) |
104 | { |
55 | { |
105 | if (*buf == '#') |
56 | if (*buf == '#') |
106 | continue; |
57 | continue; |
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58 | |
107 | strncat (motd + size, buf, HUGE_BUF - size); |
59 | strncat (motd + size, buf, HUGE_BUF - size); |
108 | size += strlen (buf); |
60 | size += strlen (buf); |
109 | } |
61 | } |
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62 | |
110 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
63 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
111 | close_and_delete (fp, comp); |
64 | close_and_delete (fp, comp); |
112 | } |
65 | } |
113 | |
66 | |
114 | void |
67 | void |
… | |
… | |
120 | int comp; |
73 | int comp; |
121 | int size; |
74 | int size; |
122 | |
75 | |
123 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
76 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
124 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
77 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
125 | { |
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126 | return; |
78 | return; |
127 | } |
79 | |
128 | rules[0] = '\0'; |
80 | rules[0] = '\0'; |
129 | size = 0; |
81 | size = 0; |
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82 | |
130 | while (fgets (buf, MAX_BUF, fp) != NULL) |
83 | while (fgets (buf, MAX_BUF, fp)) |
131 | { |
84 | { |
132 | if (*buf == '#') |
85 | if (*buf == '#') |
133 | continue; |
86 | continue; |
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87 | |
134 | if (size + strlen (buf) >= HUGE_BUF) |
88 | if (size + strlen (buf) >= HUGE_BUF) |
135 | { |
89 | { |
136 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
90 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
137 | break; |
91 | break; |
138 | } |
92 | } |
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93 | |
139 | strncat (rules + size, buf, HUGE_BUF - size); |
94 | strncat (rules + size, buf, HUGE_BUF - size); |
140 | size += strlen (buf); |
95 | size += strlen (buf); |
141 | } |
96 | } |
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97 | |
142 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
98 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
143 | close_and_delete (fp, comp); |
99 | close_and_delete (fp, comp); |
144 | } |
100 | } |
145 | |
101 | |
146 | void |
102 | void |
… | |
… | |
154 | int size; |
110 | int size; |
155 | |
111 | |
156 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
112 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
157 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
158 | return; |
114 | return; |
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115 | |
159 | news[0] = '\0'; |
116 | news[0] = '\0'; |
160 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
161 | size = 0; |
118 | size = 0; |
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119 | |
162 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
163 | { |
121 | { |
164 | if (*buf == '#') |
122 | if (*buf == '#') |
165 | continue; |
123 | continue; |
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124 | |
166 | if (*buf == '%') |
125 | if (*buf == '%') |
167 | { /* send one news */ |
126 | { /* send one news */ |
168 | if (size > 0) |
127 | if (size > 0) |
169 | 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 */ |
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129 | |
170 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
171 | strip_endline (subject); |
131 | strip_endline (subject); |
172 | size = 0; |
132 | size = 0; |
173 | news[0] = '\0'; |
133 | news[0] = '\0'; |
174 | } |
134 | } |
… | |
… | |
183 | size += strlen (buf); |
143 | size += strlen (buf); |
184 | } |
144 | } |
185 | } |
145 | } |
186 | |
146 | |
187 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
188 | 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); |
189 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
190 | } |
150 | } |
191 | |
151 | |
192 | int |
152 | float |
193 | playername_ok (const char *cp) |
153 | player::weapon_speed () const |
194 | { |
154 | { |
195 | /* Don't allow - or _ as first character in the name */ |
155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
196 | if (*cp == '-' || *cp == '_') |
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197 | return 0; |
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198 | |
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199 | for (; *cp != '\0'; cp++) |
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200 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
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201 | return 0; |
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202 | return 1; |
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203 | } |
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204 | |
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205 | /* This no longer sets the player map. Also, it now updates |
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206 | * all the pointers so the caller doesn't need to do that. |
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207 | * Caller is responsible for setting the correct map. |
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208 | */ |
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209 | |
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210 | /* Redo this to do both get_player_ob and get_player. |
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211 | * Hopefully this will be less bugfree and simpler. |
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212 | * Returns the player structure. If 'p' is null, |
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213 | * we create a new one. Otherwise, we recycle |
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214 | * the one that is passed. |
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215 | */ |
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216 | static player * |
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217 | get_player (player *p) |
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218 | { |
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219 | object *op = arch_to_object (get_player_archetype (NULL)); |
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220 | int i; |
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221 | |
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222 | if (!p) |
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223 | { |
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224 | p = new player; |
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225 | |
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226 | /* This adds the player in the linked list. There is extra |
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227 | * complexity here because we want to add the new player at the |
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228 | * end of the list - there is in fact no compelling reason that |
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229 | * that needs to be done except for things like output of |
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230 | * 'who'. |
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231 | */ |
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232 | player *tmp = first_player; |
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233 | |
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234 | while (tmp != NULL && tmp->next != NULL) |
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235 | tmp = tmp->next; |
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236 | if (tmp != NULL) |
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237 | tmp->next = p; |
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238 | else |
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239 | first_player = p; |
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240 | |
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241 | p->next = NULL; |
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242 | } |
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243 | |
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244 | /* Clears basically the entire player structure except |
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245 | * for next and socket. |
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246 | */ |
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247 | p->clear (); |
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248 | |
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249 | /* There are some elements we want initialized to non zero value - |
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250 | * we deal with that below this point. |
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251 | */ |
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252 | p->party = NULL; |
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253 | p->outputs_sync = 16; /* Every 2 seconds */ |
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254 | p->outputs_count = 8; /* Keeps present behaviour */ |
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255 | p->unapply = unapply_nochoice; |
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256 | p->Swap_First = -1; |
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257 | |
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258 | #ifdef AUTOSAVE |
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259 | p->last_save_tick = 9999999; |
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260 | #endif |
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261 | |
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262 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
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263 | |
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264 | op->contr = p; /* this aren't yet in archetype */ |
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265 | p->ob = op; |
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266 | op->speed_left = 0.5; |
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267 | op->speed = 1.0; |
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268 | op->direction = 5; /* So player faces south */ |
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269 | op->stats.wc = 2; |
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270 | op->run_away = 25; /* Then we panick... */ |
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271 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
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272 | |
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273 | roll_stats (op); |
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274 | p->state = ST_ROLL_STAT; |
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275 | clear_los (op); |
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276 | |
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277 | p->gen_sp_armour = 10; |
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278 | p->last_speed = -1; |
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279 | p->shoottype = range_none; |
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280 | p->bowtype = bow_normal; |
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281 | p->petmode = pet_normal; |
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282 | p->listening = 10; |
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283 | p->usekeys = containers; |
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284 | p->last_weapon_sp = -1; |
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285 | p->peaceful = 1; /* default peaceful */ |
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286 | p->do_los = 1; |
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287 | p->explore = 0; |
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288 | p->no_shout = 0; /* default can shout */ |
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289 | |
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290 | strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); |
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291 | p->title[sizeof (p->title) - 1] = '\0'; |
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292 | op->race = op->arch->clone.race; |
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293 | |
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294 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
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295 | |
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296 | /* we need to clear these to -1 and not zero - otherwise, |
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297 | * if a player quits and starts a new character, we wont |
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298 | * send new values to the client, as things like exp start |
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299 | * at zero. |
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300 | */ |
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301 | for (i = 0; i < NUM_SKILLS; i++) |
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302 | { |
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303 | p->last_skill_exp[i] = -1; |
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304 | p->last_skill_ob[i] = NULL; |
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305 | } |
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306 | for (i = 0; i < NROFATTACKS; i++) |
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307 | { |
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308 | p->last_resist[i] = -1; |
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309 | } |
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310 | p->last_stats.exp = -1; |
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311 | p->last_weight = (uint32) - 1; |
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312 | |
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313 | p->socket.update_look = 0; |
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314 | p->socket.look_position = 0; |
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315 | return p; |
|
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316 | } |
156 | } |
317 | |
157 | |
318 | /* This loads the first map an puts the player on it. */ |
158 | /* This loads the first map an puts the player on it. */ |
319 | static void |
159 | static void |
320 | set_first_map (object *op) |
160 | set_first_map (object *op) |
321 | { |
161 | { |
322 | strcpy (op->contr->maplevel, first_map_path); |
162 | op->contr->maplevel = first_map_path; |
323 | op->x = -1; |
163 | op->x = -1; |
324 | op->y = -1; |
164 | op->y = -1; |
325 | enter_exit (op, NULL); |
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326 | } |
165 | } |
327 | |
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; |
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175 | ob->enter_exit (tmp); |
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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 | |
|
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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 | |
|
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217 | // connect the player with a specific client |
|
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218 | // also changes, rationalises, and fixes some incorrect settings |
|
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219 | void |
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220 | player::connect (client *ns) |
|
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221 | { |
|
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222 | this->ns = ns; |
|
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223 | ns->pl = this; |
|
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224 | |
|
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225 | run_on = 0; |
|
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226 | fire_on = 0; |
|
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227 | ob->close_container (); //TODO: client-specific |
|
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228 | |
|
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229 | ns->update_look = 0; |
|
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230 | ns->look_position = 0; |
|
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231 | |
|
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232 | clear_los (ob); |
|
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233 | |
|
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234 | ns->reset_stats (); |
|
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235 | |
|
|
236 | /* make sure he's a player -- needed because of class change. */ |
|
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237 | ob->type = PLAYER; // we are paranoid |
|
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238 | ob->race = ob->arch->clone.race; |
|
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239 | |
|
|
240 | ob->carrying = sum_weight (ob); |
|
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241 | link_player_skills (ob); |
|
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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); |
|
|
268 | |
|
|
269 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
270 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
271 | ob->flag [FLAG_READY_BOW] = false; |
|
|
272 | |
|
|
273 | for (object *op = ob->inv; op; op = op->below) |
|
|
274 | if (op->flag [FLAG_APPLIED]) |
|
|
275 | switch (op->type) |
|
|
276 | { |
|
|
277 | case WAND: |
|
|
278 | case ROD: |
|
|
279 | case HORN: |
|
|
280 | case BOW: |
|
|
281 | case SKILL_TOOL: |
|
|
282 | case WEAPON: |
|
|
283 | op->flag [FLAG_APPLIED] = false; |
|
|
284 | apply_special (ob, op, AP_APPLY); |
|
|
285 | break; |
|
|
286 | |
|
|
287 | case SKILL: |
|
|
288 | op->flag [FLAG_APPLIED] = false; |
|
|
289 | break; |
|
|
290 | } |
|
|
291 | |
|
|
292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
293 | ob->update_stats (); |
|
|
294 | |
|
|
295 | ns->floorbox_update (); |
|
|
296 | esrv_send_inventory (ob, ob); |
|
|
297 | esrv_add_spells (this, 0); |
|
|
298 | |
|
|
299 | activate (); |
|
|
300 | |
|
|
301 | send_rules (ob); |
|
|
302 | send_news (ob); |
|
|
303 | display_motd (ob); |
|
|
304 | |
|
|
305 | INVOKE_PLAYER (CONNECT, this); |
|
|
306 | INVOKE_PLAYER (LOGIN, this); |
|
|
307 | } |
|
|
308 | |
|
|
309 | void |
|
|
310 | player::disconnect () |
|
|
311 | { |
|
|
312 | if (ns) |
|
|
313 | { |
|
|
314 | if (active) |
|
|
315 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
316 | |
|
|
317 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
318 | |
|
|
319 | ns->reset_stats (); |
|
|
320 | ns->pl = 0; |
|
|
321 | ns = 0; |
|
|
322 | } |
|
|
323 | |
|
|
324 | if (ob) |
|
|
325 | ob->close_container (); //TODO: client-specific |
|
|
326 | |
|
|
327 | deactivate (); |
|
|
328 | } |
|
|
329 | |
|
|
330 | // the need for this function can be explained |
|
|
331 | // by load_object not returning the object |
|
|
332 | void |
|
|
333 | player::set_object (object *op) |
|
|
334 | { |
|
|
335 | ob = op; |
|
|
336 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
337 | |
|
|
338 | ob->speed_left = 0.5f; |
|
|
339 | ob->speed = 1.0f; |
|
|
340 | ob->direction = 5; /* So player faces south */ |
|
|
341 | } |
|
|
342 | |
|
|
343 | player::player () |
|
|
344 | { |
|
|
345 | /* There are some elements we want initialised to non zero value - |
|
|
346 | * we deal with that below this point. |
|
|
347 | */ |
|
|
348 | outputs_sync = 4; |
|
|
349 | outputs_count = 4; |
|
|
350 | unapply = unapply_nochoice; |
|
|
351 | |
|
|
352 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
353 | |
|
|
354 | gen_sp_armour = 10; |
|
|
355 | bowtype = bow_normal; |
|
|
356 | petmode = pet_normal; |
|
|
357 | listening = 10; |
|
|
358 | usekeys = containers; |
|
|
359 | peaceful = 1; /* default peaceful */ |
|
|
360 | do_los = 1; |
|
|
361 | } |
|
|
362 | |
|
|
363 | void |
|
|
364 | player::do_destroy () |
|
|
365 | { |
|
|
366 | disconnect (); |
|
|
367 | |
|
|
368 | attachable::do_destroy (); |
|
|
369 | |
|
|
370 | if (ob) |
|
|
371 | { |
|
|
372 | ob->destroy_inv (false); |
|
|
373 | ob->destroy (); |
|
|
374 | } |
|
|
375 | } |
|
|
376 | |
|
|
377 | player::~player () |
|
|
378 | { |
|
|
379 | /* Clear item stack */ |
|
|
380 | free (stack_items); |
|
|
381 | } |
|
|
382 | |
328 | /* Tries to add player on the connection passwd in ns. |
383 | /* Tries to add player on the connection passed in ns. |
329 | * All we can really get in this is some settings like host and display |
384 | * All we can really get in this is some settings like host and display |
330 | * mode. |
385 | * mode. |
331 | */ |
386 | */ |
332 | |
|
|
333 | int |
|
|
334 | add_player (NewSocket * ns) |
|
|
335 | { |
|
|
336 | player *p; |
387 | player * |
|
|
388 | player::create () |
|
|
389 | { |
|
|
390 | player *pl = new player; |
337 | |
391 | |
338 | p = get_player (NULL); |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
339 | p->socket = *ns; |
393 | |
340 | p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
394 | pl->ob->roll_stats (); |
341 | if (p->socket.faces_sent == NULL) |
395 | pl->ob->stats.wc = 2; |
342 | fatal (OUT_OF_MEMORY); |
396 | pl->ob->run_away = 25; /* Then we panick... */ |
343 | memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
397 | |
344 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
345 | * Note that this can result in a client reset if there is partial data |
|
|
346 | * on the uncoming socket. |
|
|
347 | */ |
|
|
348 | p->socket.inbuf.len = 0; |
|
|
349 | set_first_map (p->ob); |
398 | set_first_map (pl->ob); |
350 | |
399 | |
351 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
352 | add_friendly_object (p->ob); |
|
|
353 | send_rules (p->ob); |
|
|
354 | send_news (p->ob); |
|
|
355 | display_motd (p->ob); |
|
|
356 | get_name (p->ob); |
|
|
357 | return 0; |
400 | return pl; |
358 | } |
401 | } |
359 | |
402 | |
360 | /* |
403 | /* |
361 | * get_player_archetype() return next player archetype from archetype |
404 | * get_player_archetype() return next player archetype from archetype |
362 | * list. Not very efficient routine, but used only creating new players. |
405 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
371 | { |
414 | { |
372 | if (at == NULL || at->next == NULL) |
415 | if (at == NULL || at->next == NULL) |
373 | at = first_archetype; |
416 | at = first_archetype; |
374 | else |
417 | else |
375 | at = at->next; |
418 | at = at->next; |
|
|
419 | |
376 | if (at->clone.type == PLAYER) |
420 | if (at->clone.type == PLAYER) |
377 | return at; |
421 | return at; |
|
|
422 | |
378 | if (at == start) |
423 | if (at == start) |
379 | { |
424 | { |
380 | LOG (llevError, "No Player archetypes\n"); |
425 | LOG (llevError, "No Player archetypes\n"); |
381 | exit (-1); |
426 | exit (-1); |
382 | } |
427 | } |
383 | } |
428 | } |
384 | } |
429 | } |
385 | |
430 | |
386 | |
|
|
387 | object * |
431 | object * |
388 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
389 | { |
433 | { |
390 | object *op = NULL; |
434 | object *op = NULL; |
391 | player *pl = NULL; |
|
|
392 | objectlink *ol; |
435 | objectlink *ol; |
393 | unsigned lastdist; |
436 | unsigned lastdist; |
394 | rv_vector rv; |
437 | rv_vector rv; |
395 | |
438 | |
396 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
397 | { |
440 | { |
398 | /* We should not find free objects on this friendly list, but it |
441 | /* We should not find free objects on this friendly list, but it |
399 | * does periodically happen. Given that, lets deal with it. |
442 | * does periodically happen. Given that, lets deal with it. |
400 | * While unlikely, it is possible the next object on the friendly |
443 | * While unlikely, it is possible the next object on the friendly |
401 | * list is also free, so encapsulate this in a while loop. |
444 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
405 | object *tmp = ol->ob; |
448 | object *tmp = ol->ob; |
406 | |
449 | |
407 | /* Can't do much more other than log the fact, because the object |
450 | /* Can't do much more other than log the fact, because the object |
408 | * itself will have been cleared. |
451 | * itself will have been cleared. |
409 | */ |
452 | */ |
410 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
453 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
454 | tmp->debug_desc ()); |
411 | ol = ol->next; |
455 | ol = ol->next; |
412 | remove_friendly_object (tmp); |
456 | remove_friendly_object (tmp); |
413 | if (!ol) |
457 | if (!ol) |
414 | return op; |
458 | return op; |
415 | } |
459 | } |
… | |
… | |
428 | { |
472 | { |
429 | op = ol->ob; |
473 | op = ol->ob; |
430 | lastdist = rv.distance; |
474 | lastdist = rv.distance; |
431 | } |
475 | } |
432 | } |
476 | } |
433 | for (pl = first_player; pl != NULL; pl = pl->next) |
477 | |
434 | { |
478 | for_all_players (pl) |
435 | if (can_detect_enemy (mon, pl->ob, &rv)) |
479 | if (can_detect_enemy (mon, pl->ob, &rv)) |
436 | { |
|
|
437 | |
|
|
438 | if (lastdist > rv.distance) |
480 | if (lastdist > rv.distance) |
439 | { |
481 | { |
440 | op = pl->ob; |
482 | op = pl->ob; |
441 | lastdist = rv.distance; |
483 | lastdist = rv.distance; |
442 | } |
484 | } |
443 | } |
485 | |
444 | } |
|
|
445 | #if 0 |
486 | #if 0 |
446 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
487 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
447 | #endif |
488 | #endif |
448 | return op; |
489 | return op; |
449 | } |
490 | } |
… | |
… | |
467 | * circling behaviour. Unfortunately, this function is also used to determined |
508 | * circling behaviour. Unfortunately, this function is also used to determined |
468 | * if the creature should cast a spell, so returning a direction in that case |
509 | * if the creature should cast a spell, so returning a direction in that case |
469 | * is probably not a good thing. |
510 | * is probably not a good thing. |
470 | */ |
511 | */ |
471 | #define MAX_SPACES 50 |
512 | #define MAX_SPACES 50 |
472 | |
|
|
473 | |
513 | |
474 | /* |
514 | /* |
475 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
515 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
476 | * modified to verify there is a path to the player. Does this by stepping towards |
516 | * modified to verify there is a path to the player. Does this by stepping towards |
477 | * player and if path is blocked then see if blockage is close enough to player that |
517 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
496 | path_to_player (object *mon, object *pl, unsigned mindiff) |
536 | path_to_player (object *mon, object *pl, unsigned mindiff) |
497 | { |
537 | { |
498 | rv_vector rv; |
538 | rv_vector rv; |
499 | sint16 x, y; |
539 | sint16 x, y; |
500 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
540 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
501 | mapstruct *m, *lastmap; |
541 | maptile *m, *lastmap; |
502 | |
542 | |
503 | get_rangevector (mon, pl, &rv, 0); |
543 | get_rangevector (mon, pl, &rv, 0); |
504 | |
544 | |
505 | if (rv.distance < mindiff) |
545 | if (rv.distance < mindiff) |
506 | return 0; |
546 | return 0; |
… | |
… | |
508 | x = mon->x; |
548 | x = mon->x; |
509 | y = mon->y; |
549 | y = mon->y; |
510 | m = mon->map; |
550 | m = mon->map; |
511 | dir = rv.direction; |
551 | dir = rv.direction; |
512 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
552 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
513 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
553 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
554 | |
514 | /* If we can't solve it within the search distance, return now. */ |
555 | /* If we can't solve it within the search distance, return now. */ |
515 | if (diff > max) |
556 | if (diff > max) |
516 | return 0; |
557 | return 0; |
|
|
558 | |
517 | while (diff > 1 && max > 0) |
559 | while (diff > 1 && max > 0) |
518 | { |
560 | { |
519 | lastx = x; |
561 | lastx = x; |
520 | lasty = y; |
562 | lasty = y; |
521 | lastmap = m; |
563 | lastmap = m; |
… | |
… | |
603 | max--; |
645 | max--; |
604 | lastdir = dir; |
646 | lastdir = dir; |
605 | if (!firstdir) |
647 | if (!firstdir) |
606 | firstdir = dir; |
648 | firstdir = dir; |
607 | } |
649 | } |
|
|
650 | |
608 | if (diff <= 1) |
651 | if (diff <= 1) |
609 | { |
652 | { |
610 | /* Recalculate diff (distance) because we may not have actually |
653 | /* Recalculate diff (distance) because we may not have actually |
611 | * headed toward player for entire distance. |
654 | * headed toward player for entire distance. |
612 | */ |
655 | */ |
613 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
656 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
614 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
657 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
615 | } |
658 | } |
|
|
659 | |
616 | if (diff > max) |
660 | if (diff > max) |
617 | return 0; |
661 | return 0; |
618 | } |
662 | } |
|
|
663 | |
619 | /* If we reached the max, didn't find a direction in time */ |
664 | /* If we reached the max, didn't find a direction in time */ |
620 | if (!max) |
665 | if (!max) |
621 | return 0; |
666 | return 0; |
622 | |
667 | |
623 | return firstdir; |
668 | return firstdir; |
… | |
… | |
650 | (op->type == ARMOUR || op->type == BOOTS || |
695 | (op->type == ARMOUR || op->type == BOOTS || |
651 | op->type == CLOAK || op->type == HELMET || |
696 | op->type == CLOAK || op->type == HELMET || |
652 | op->type == SHIELD || op->type == GLOVES || |
697 | op->type == SHIELD || op->type == GLOVES || |
653 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
698 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
654 | { |
699 | { |
655 | remove_ob (op); |
700 | op->destroy (); |
656 | free_object (op); |
|
|
657 | continue; |
701 | continue; |
658 | } |
702 | } |
659 | } |
703 | } |
660 | |
704 | |
661 | /* This really needs to be better - we should really give |
705 | /* This really needs to be better - we should really give |
… | |
… | |
672 | if (tmp->type == op->type && tmp->name == op->name) |
716 | if (tmp->type == op->type && tmp->name == op->name) |
673 | break; |
717 | break; |
674 | |
718 | |
675 | if (tmp) |
719 | if (tmp) |
676 | { |
720 | { |
677 | remove_ob (op); |
721 | op->destroy (); |
678 | free_object (op); |
|
|
679 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
722 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
680 | continue; |
723 | continue; |
681 | } |
724 | } |
|
|
725 | |
682 | if (op->nrof > 1) |
726 | if (op->nrof > 1) |
683 | op->nrof = 1; |
727 | op->nrof = 1; |
684 | } |
728 | } |
685 | |
729 | |
686 | if (op->type == SPELLBOOK && op->inv) |
730 | if (op->type == SPELLBOOK && op->inv) |
… | |
… | |
698 | CLEAR_FLAG (op, FLAG_CURSED); |
742 | CLEAR_FLAG (op, FLAG_CURSED); |
699 | CLEAR_FLAG (op, FLAG_DAMNED); |
743 | CLEAR_FLAG (op, FLAG_DAMNED); |
700 | } |
744 | } |
701 | if (op->type == SPELL) |
745 | if (op->type == SPELL) |
702 | { |
746 | { |
703 | remove_ob (op); |
747 | op->destroy (); |
704 | free_object (op); |
|
|
705 | continue; |
748 | continue; |
706 | } |
749 | } |
707 | else if (op->type == SKILL) |
750 | else if (op->type == SKILL) |
708 | { |
751 | { |
709 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
752 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
… | |
… | |
718 | /* Need to set up the skill pointers */ |
761 | /* Need to set up the skill pointers */ |
719 | link_player_skills (pl); |
762 | link_player_skills (pl); |
720 | } |
763 | } |
721 | |
764 | |
722 | void |
765 | void |
723 | get_name (object *op) |
|
|
724 | { |
|
|
725 | op->contr->write_buf[0] = '\0'; |
|
|
726 | op->contr->state = ST_GET_NAME; |
|
|
727 | send_query (&op->contr->socket, 0, "What is your name?\n:"); |
|
|
728 | } |
|
|
729 | |
|
|
730 | void |
|
|
731 | get_password (object *op) |
|
|
732 | { |
|
|
733 | op->contr->write_buf[0] = '\0'; |
|
|
734 | op->contr->state = ST_GET_PASSWORD; |
|
|
735 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
736 | } |
|
|
737 | |
|
|
738 | void |
|
|
739 | play_again (object *op) |
|
|
740 | { |
|
|
741 | op->contr->state = ST_PLAY_AGAIN; |
|
|
742 | op->chosen_skill = NULL; |
|
|
743 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
744 | /* a bit of a hack, but there are various places early in th |
|
|
745 | * player creation process that a user can quit (eg, roll |
|
|
746 | * stats) that isn't removing the player. Taking a quick |
|
|
747 | * look, there are many places that call play_again without |
|
|
748 | * removing the player - it probably makes more sense |
|
|
749 | * to leave it to play_again to remove the object in all |
|
|
750 | * cases. |
|
|
751 | */ |
|
|
752 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
753 | remove_ob (op); |
|
|
754 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
755 | * and draw() doesn't check to see if the player is removed, only if |
|
|
756 | * the map is null or not swapped out. |
|
|
757 | */ |
|
|
758 | op->map = NULL; |
|
|
759 | } |
|
|
760 | |
|
|
761 | |
|
|
762 | int |
|
|
763 | receive_play_again (object *op, char key) |
|
|
764 | { |
|
|
765 | if (key == 'q' || key == 'Q') |
|
|
766 | { |
|
|
767 | remove_friendly_object (op); |
|
|
768 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
769 | return 2; |
|
|
770 | } |
|
|
771 | else if (key == 'a' || key == 'A') |
|
|
772 | { |
|
|
773 | player *pl = op->contr; |
|
|
774 | shstr name = op->name; |
|
|
775 | |
|
|
776 | remove_friendly_object (op); |
|
|
777 | free_object (op); |
|
|
778 | pl = get_player (pl); |
|
|
779 | op = pl->ob; |
|
|
780 | add_friendly_object (op); |
|
|
781 | op->contr->password[0] = '~'; |
|
|
782 | op->name = op->name_pl = 0; |
|
|
783 | /* Lets put a space in here */ |
|
|
784 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
785 | get_name (op); |
|
|
786 | op->name = op->name_pl = name; |
|
|
787 | set_first_map (op); |
|
|
788 | } |
|
|
789 | else |
|
|
790 | { |
|
|
791 | /* user pressed something else so just ask again... */ |
|
|
792 | play_again (op); |
|
|
793 | } |
|
|
794 | return 0; |
|
|
795 | } |
|
|
796 | |
|
|
797 | void |
|
|
798 | confirm_password (object *op) |
|
|
799 | { |
|
|
800 | |
|
|
801 | op->contr->write_buf[0] = '\0'; |
|
|
802 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
803 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
804 | } |
|
|
805 | |
|
|
806 | void |
|
|
807 | get_party_password (object *op, partylist *party) |
766 | get_party_password (object *op, partylist *party) |
808 | { |
767 | { |
809 | if (party == NULL) |
768 | if (party == NULL) |
810 | { |
769 | { |
811 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
770 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
812 | return; |
771 | return; |
813 | } |
772 | } |
|
|
773 | |
814 | op->contr->write_buf[0] = '\0'; |
774 | op->contr->write_buf[0] = '\0'; |
815 | op->contr->state = ST_GET_PARTY_PASSWORD; |
775 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
816 | op->contr->party_to_join = party; |
776 | op->contr->party_to_join = party; |
817 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
777 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
818 | } |
778 | } |
819 | |
|
|
820 | |
779 | |
821 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
780 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
822 | int |
781 | static int |
823 | roll_stat (void) |
782 | roll_stat (void) |
824 | { |
783 | { |
825 | int a[4], i, j, k; |
784 | int a[4], i, j, k; |
826 | |
785 | |
827 | for (i = 0; i < 4; i++) |
786 | for (i = 0; i < 4; i++) |
828 | a[i] = (int) RANDOM () % 6 + 1; |
787 | a[i] = (int) rndm (6) + 1; |
829 | |
788 | |
830 | for (i = 0, j = 0, k = 7; i < 4; i++) |
789 | for (i = 0, j = 0, k = 7; i < 4; i++) |
831 | if (a[i] < k) |
790 | if (a[i] < k) |
832 | k = a[i], j = i; |
791 | k = a[i], j = i; |
833 | |
792 | |
834 | for (i = 0, k = 0; i < 4; i++) |
793 | for (i = 0, k = 0; i < 4; i++) |
835 | { |
|
|
836 | if (i != j) |
794 | if (i != j) |
837 | k += a[i]; |
795 | k += a[i]; |
838 | } |
796 | |
839 | return k; |
797 | return k; |
840 | } |
798 | } |
841 | |
799 | |
842 | void |
800 | void |
843 | roll_stats (object *op) |
801 | object::roll_stats () |
844 | { |
802 | { |
|
|
803 | int statsort [NUM_STATS]; |
|
|
804 | |
|
|
805 | for (;;) |
|
|
806 | { |
845 | int sum = 0; |
807 | int sum = 0; |
846 | int i = 0, j = 0; |
808 | for (int i = NUM_STATS; i--; ) |
847 | int statsort[7]; |
809 | sum += statsort [i] = roll_stat (); |
848 | |
810 | |
849 | do |
811 | if (sum >= 82 && sum <= 116) |
|
|
812 | break; |
850 | { |
813 | } |
851 | op->stats.Str = roll_stat (); |
|
|
852 | op->stats.Dex = roll_stat (); |
|
|
853 | op->stats.Int = roll_stat (); |
|
|
854 | op->stats.Con = roll_stat (); |
|
|
855 | op->stats.Wis = roll_stat (); |
|
|
856 | op->stats.Pow = roll_stat (); |
|
|
857 | op->stats.Cha = roll_stat (); |
|
|
858 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
859 | } |
|
|
860 | while (sum < 82 || sum > 116); |
|
|
861 | |
814 | |
862 | /* Sort the stats so that rerolling is easier... */ |
815 | // Sort the stats so that rerolling is easier... |
863 | statsort[0] = op->stats.Str; |
816 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
864 | statsort[1] = op->stats.Dex; |
|
|
865 | statsort[2] = op->stats.Int; |
|
|
866 | statsort[3] = op->stats.Con; |
|
|
867 | statsort[4] = op->stats.Wis; |
|
|
868 | statsort[5] = op->stats.Pow; |
|
|
869 | statsort[6] = op->stats.Cha; |
|
|
870 | |
817 | |
871 | /* a quick and dirty bubblesort? */ |
818 | for (int i = 0; i < NUM_STATS; ++i) |
872 | do |
819 | stats.stat (i) = statsort [i]; |
873 | { |
|
|
874 | if (statsort[i] < statsort[i + 1]) |
|
|
875 | { |
|
|
876 | j = statsort[i]; |
|
|
877 | statsort[i] = statsort[i + 1]; |
|
|
878 | statsort[i + 1] = j; |
|
|
879 | i = 0; |
|
|
880 | } |
|
|
881 | else |
|
|
882 | { |
|
|
883 | i++; |
|
|
884 | } |
|
|
885 | } |
|
|
886 | while (i < 6); |
|
|
887 | |
820 | |
888 | op->stats.Str = statsort[0]; |
|
|
889 | op->stats.Dex = statsort[1]; |
|
|
890 | op->stats.Con = statsort[2]; |
|
|
891 | op->stats.Int = statsort[3]; |
|
|
892 | op->stats.Wis = statsort[4]; |
|
|
893 | op->stats.Pow = statsort[5]; |
|
|
894 | op->stats.Cha = statsort[6]; |
|
|
895 | |
|
|
896 | |
|
|
897 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
898 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
899 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
900 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
901 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
902 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
903 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
904 | |
|
|
905 | op->level = 1; |
|
|
906 | op->stats.exp = 0; |
821 | stats.exp = 0; |
907 | op->stats.ac = 0; |
822 | stats.ac = 0; |
908 | |
823 | |
909 | op->contr->levhp[1] = 9; |
|
|
910 | op->contr->levsp[1] = 6; |
|
|
911 | op->contr->levgrace[1] = 3; |
|
|
912 | |
|
|
913 | fix_player (op); |
|
|
914 | op->stats.hp = op->stats.maxhp; |
824 | stats.hp = stats.maxhp; |
915 | op->stats.sp = op->stats.maxsp; |
825 | stats.sp = stats.maxsp; |
916 | op->stats.grace = op->stats.maxgrace; |
826 | stats.grace = stats.maxgrace; |
|
|
827 | |
|
|
828 | if (contr) |
|
|
829 | { |
|
|
830 | contr->levhp[1] = 9; |
|
|
831 | contr->levsp[1] = 6; |
|
|
832 | contr->levgrace[1] = 3; |
|
|
833 | |
917 | op->contr->orig_stats = op->stats; |
834 | contr->orig_stats = stats; |
|
|
835 | } |
918 | } |
836 | } |
919 | |
837 | |
920 | void |
838 | void |
921 | Roll_Again (object *op) |
839 | object::swap_stats (int a, int b) |
922 | { |
840 | { |
923 | esrv_new_player (op->contr, 0); |
841 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
924 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
925 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
926 | } |
|
|
927 | |
842 | |
928 | void |
843 | for (int i = 0; i < NUM_STATS; ++i) |
929 | Swap_Stat (object *op, int Swap_Second) |
844 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
845 | |
|
|
846 | //TODO: the following code looks so borked and should, at the very least, |
|
|
847 | // be merged with the similar code in roll_stats |
|
|
848 | stats.ac = 0; |
|
|
849 | |
|
|
850 | level = 1; |
|
|
851 | stats.exp = 0; |
|
|
852 | stats.ac = 0; |
|
|
853 | |
|
|
854 | stats.hp = stats.maxhp; |
|
|
855 | stats.sp = stats.maxsp; |
|
|
856 | stats.grace = stats.maxgrace; |
|
|
857 | |
|
|
858 | if (contr) |
|
|
859 | { |
|
|
860 | contr->levhp[1] = 9; |
|
|
861 | contr->levsp[1] = 6; |
|
|
862 | contr->levgrace[1] = 3; |
|
|
863 | |
|
|
864 | contr->orig_stats = stats; |
|
|
865 | } |
|
|
866 | } |
|
|
867 | |
|
|
868 | static void |
|
|
869 | start_info (object *op) |
930 | { |
870 | { |
931 | signed char tmp; |
|
|
932 | char buf[MAX_BUF]; |
871 | char buf[MAX_BUF]; |
933 | |
872 | |
934 | if (op->contr->Swap_First == -1) |
873 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
935 | { |
|
|
936 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
937 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
938 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
939 | return; |
|
|
940 | } |
|
|
941 | |
|
|
942 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
943 | |
|
|
944 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
945 | |
|
|
946 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
947 | |
|
|
948 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
949 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
874 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
950 | op->stats.Str = op->contr->orig_stats.Str; |
875 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
951 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
952 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
953 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
954 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
955 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
956 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
957 | op->stats.ac = 0; |
|
|
958 | |
|
|
959 | op->level = 1; |
|
|
960 | op->stats.exp = 0; |
|
|
961 | op->stats.ac = 0; |
|
|
962 | |
|
|
963 | op->contr->levhp[1] = 9; |
|
|
964 | op->contr->levsp[1] = 6; |
|
|
965 | op->contr->levgrace[1] = 3; |
|
|
966 | |
|
|
967 | fix_player (op); |
|
|
968 | op->stats.hp = op->stats.maxhp; |
|
|
969 | op->stats.sp = op->stats.maxsp; |
|
|
970 | op->stats.grace = op->stats.maxgrace; |
|
|
971 | op->contr->orig_stats = op->stats; |
|
|
972 | op->contr->Swap_First = -1; |
|
|
973 | } |
|
|
974 | |
|
|
975 | |
|
|
976 | /* This code has been greatly reduced, because with set_attr_value |
|
|
977 | * and get_attr_value, the stats can be accessed just numeric |
|
|
978 | * ids. stat_trans is a table that translate the number entered |
|
|
979 | * into the actual stat. It is needed because the order the stats |
|
|
980 | * are displayed in the stat window is not the same as how |
|
|
981 | * the number's access that stat. The table does that translation. |
|
|
982 | */ |
|
|
983 | int |
|
|
984 | key_roll_stat (object *op, char key) |
|
|
985 | { |
|
|
986 | int keynum = key - '0'; |
|
|
987 | char buf[MAX_BUF]; |
|
|
988 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
989 | |
|
|
990 | if (keynum > 0 && keynum <= 7) |
|
|
991 | { |
|
|
992 | if (op->contr->Swap_First == -1) |
|
|
993 | { |
|
|
994 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
995 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
996 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
876 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
997 | } |
|
|
998 | else |
|
|
999 | Swap_Stat (op, stat_trans[keynum]); |
|
|
1000 | |
|
|
1001 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1002 | return 1; |
|
|
1003 | } |
|
|
1004 | switch (key) |
|
|
1005 | { |
|
|
1006 | case 'n': |
|
|
1007 | case 'N': |
|
|
1008 | { |
|
|
1009 | SET_FLAG (op, FLAG_WIZ); |
|
|
1010 | if (op->map == NULL) |
|
|
1011 | { |
|
|
1012 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
1013 | break; |
|
|
1014 | } |
|
|
1015 | |
|
|
1016 | #if 0 |
|
|
1017 | /* So that enter_exit will put us at startx/starty */ |
|
|
1018 | op->x = -1; |
|
|
1019 | |
|
|
1020 | enter_exit (op, NULL); |
|
|
1021 | #endif |
|
|
1022 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1023 | /* Enter exit adds a player otherwise */ |
|
|
1024 | add_statbonus (op); |
|
|
1025 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1026 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1027 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1028 | if (op->msg) |
|
|
1029 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1030 | return 0; |
|
|
1031 | } |
|
|
1032 | case 'y': |
|
|
1033 | case 'Y': |
|
|
1034 | roll_stats (op); |
|
|
1035 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1036 | return 1; |
|
|
1037 | |
|
|
1038 | case 'q': |
|
|
1039 | case 'Q': |
|
|
1040 | play_again (op); |
|
|
1041 | return 1; |
|
|
1042 | |
|
|
1043 | default: |
|
|
1044 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1045 | return 0; |
|
|
1046 | } |
|
|
1047 | return 0; |
|
|
1048 | } |
877 | } |
1049 | |
878 | |
1050 | /* This function takes the key that is passed, and does the |
879 | /* This function takes the key that is passed, and does the |
1051 | * appropriate action with it (change race, or other things). |
880 | * appropriate action with it (change race, or other things). |
1052 | * The function name is for historical reasons - now we have |
881 | * The function name is for historical reasons - now we have |
1053 | * separate race and class; this actually changes the RACE, |
882 | * separate race and class; this actually changes the RACE, |
1054 | * not the class. |
883 | * not the class. |
1055 | */ |
884 | */ |
1056 | |
885 | void |
1057 | int |
886 | player::chargen_race_done () |
1058 | key_change_class (object *op, char key) |
|
|
1059 | { |
887 | { |
1060 | int tmp_loop; |
|
|
1061 | |
|
|
1062 | if (key == 'q' || key == 'Q') |
|
|
1063 | { |
|
|
1064 | remove_ob (op); |
|
|
1065 | play_again (op); |
|
|
1066 | return 0; |
|
|
1067 | } |
|
|
1068 | if (key == 'd' || key == 'D') |
|
|
1069 | { |
|
|
1070 | char buf[MAX_BUF]; |
|
|
1071 | |
|
|
1072 | /* this must before then initial items are given */ |
888 | /* this must before then initial items are given */ |
1073 | esrv_new_player (op->contr, op->weight + op->carrying); |
889 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
1074 | create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); |
|
|
1075 | |
890 | |
|
|
891 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
|
|
892 | if (tl) |
|
|
893 | create_treasure (tl, ob, 0, 0, 0); |
|
|
894 | |
1076 | INVOKE_PLAYER (BIRTH, op->contr); |
895 | INVOKE_PLAYER (BIRTH, ob->contr); |
1077 | INVOKE_PLAYER (LOGIN, op->contr); |
896 | INVOKE_PLAYER (LOGIN, ob->contr); |
1078 | |
897 | |
1079 | op->contr->state = ST_PLAYING; |
898 | ob->contr->ns->state = ST_PLAYING; |
1080 | |
899 | |
1081 | if (op->msg) |
900 | if (ob->msg) |
1082 | op->msg = NULL; |
901 | ob->msg = 0; |
1083 | |
902 | |
1084 | /* We create this now because some of the unique maps will need it |
903 | /* We create this now because some of the unique maps will need it |
1085 | * to save here. |
904 | * to save here. |
1086 | */ |
905 | */ |
|
|
906 | { |
|
|
907 | char buf[MAX_BUF]; |
1087 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
908 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1088 | make_path_to_file (buf); |
909 | make_path_to_file (buf); |
|
|
910 | } |
1089 | |
911 | |
1090 | #ifdef AUTOSAVE |
|
|
1091 | op->contr->last_save_tick = pticks; |
|
|
1092 | #endif |
|
|
1093 | start_info (op); |
912 | start_info (ob); |
1094 | CLEAR_FLAG (op, FLAG_WIZ); |
913 | CLEAR_FLAG (ob, FLAG_WIZ); |
1095 | give_initial_items (op, op->randomitems); |
914 | give_initial_items (ob, ob->randomitems); |
1096 | link_player_skills (op); |
915 | link_player_skills (ob); |
1097 | esrv_send_inventory (op, op); |
916 | esrv_send_inventory (ob, ob); |
1098 | fix_player (op); |
917 | ob->update_stats (); |
1099 | |
918 | |
1100 | /* This moves the player to a different start map, if there |
919 | /* This moves the player to a different start map, if there |
1101 | * is one for this race |
920 | * is one for this race |
1102 | */ |
921 | */ |
1103 | if (*first_map_ext_path) |
922 | if (*first_map_ext_path) |
1104 | { |
923 | { |
1105 | object *tmp; |
924 | object *tmp; |
1106 | char mapname[MAX_BUF]; |
925 | char mapname[MAX_BUF]; |
1107 | |
926 | |
1108 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
927 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
1109 | tmp = get_object (); |
928 | tmp = object::create (); |
1110 | EXIT_PATH (tmp) = mapname; |
929 | EXIT_PATH (tmp) = mapname; |
1111 | EXIT_X (tmp) = op->x; |
930 | EXIT_X (tmp) = ob->x; |
1112 | EXIT_Y (tmp) = op->y; |
931 | EXIT_Y (tmp) = ob->y; |
1113 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
932 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
1114 | * if the map isn't there, then stay on the |
933 | * if the map isn't there, then stay on the |
1115 | * default initial map */ |
934 | * default initial map */ |
1116 | free_object (tmp); |
935 | tmp->destroy (); |
1117 | } |
936 | } |
1118 | else |
937 | else |
1119 | { |
|
|
1120 | LOG (llevDebug, "first_map_ext_path not set\n"); |
938 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1121 | } |
939 | } |
1122 | return 0; |
|
|
1123 | } |
|
|
1124 | |
940 | |
|
|
941 | void |
|
|
942 | player::chargen_race_next () |
|
|
943 | { |
1125 | /* Following actually changes the race - this is the default command |
944 | /* Following actually changes the race - this is the default command |
1126 | * if we don't match with one of the options above. |
945 | * if we don't match with one of the options above. |
1127 | */ |
946 | */ |
1128 | |
947 | |
1129 | tmp_loop = 0; |
948 | do |
1130 | while (!tmp_loop) |
|
|
1131 | { |
949 | { |
1132 | shstr name = op->name; |
950 | shstr name = ob->name; |
1133 | int x = op->x, y = op->y; |
951 | int x = ob->x, y = ob->y; |
1134 | |
952 | |
1135 | remove_statbonus (op); |
953 | ob->remove_statbonus (); |
1136 | remove_ob (op); |
954 | ob->remove (); |
1137 | op->arch = get_player_archetype (op->arch); |
955 | ob->arch = get_player_archetype (ob->arch); |
1138 | copy_object (&op->arch->clone, op); |
956 | ob->arch->clone.copy_to (ob); |
1139 | op->instantiate (); |
957 | ob->instantiate (); |
1140 | op->stats = op->contr->orig_stats; |
958 | ob->stats = ob->contr->orig_stats; |
1141 | op->name = op->name_pl = name; |
959 | ob->name = ob->name_pl = name; |
1142 | op->x = x; |
960 | ob->x = x; |
1143 | op->y = y; |
961 | ob->y = y; |
1144 | SET_ANIMATION (op, 2); /* So player faces south */ |
962 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1145 | insert_ob_in_map (op, op->map, op, 0); |
963 | insert_ob_in_map (ob, ob->map, ob, 0); |
1146 | strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); |
964 | assign (ob->contr->title, ob->arch->clone.name); |
1147 | op->contr->title[sizeof (op->contr->title) - 1] = '\0'; |
|
|
1148 | add_statbonus (op); |
965 | ob->add_statbonus (); |
1149 | tmp_loop = allowed_class (op); |
|
|
1150 | } |
966 | } |
|
|
967 | while (!allowed_class (ob)); |
|
|
968 | |
1151 | update_object (op, UP_OBJ_FACE); |
969 | update_object (ob, UP_OBJ_FACE); |
1152 | esrv_update_item (UPD_FACE, op, op); |
970 | esrv_update_item (UPD_FACE, ob, ob); |
1153 | fix_player (op); |
971 | ob->update_stats (); |
1154 | op->stats.hp = op->stats.maxhp; |
972 | ob->stats.hp = ob->stats.maxhp; |
1155 | op->stats.sp = op->stats.maxsp; |
973 | ob->stats.sp = ob->stats.maxsp; |
1156 | op->stats.grace = 0; |
974 | ob->stats.grace = 0; |
1157 | if (op->msg) |
|
|
1158 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1159 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1160 | return 0; |
|
|
1161 | } |
|
|
1162 | |
|
|
1163 | int |
|
|
1164 | key_confirm_quit (object *op, char key) |
|
|
1165 | { |
|
|
1166 | char buf[MAX_BUF]; |
|
|
1167 | |
|
|
1168 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1169 | { |
|
|
1170 | op->contr->state = ST_PLAYING; |
|
|
1171 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1172 | return 1; |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1176 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1177 | |
|
|
1178 | terminate_all_pets (op); |
|
|
1179 | leave_map (op); |
|
|
1180 | op->direction = 0; |
|
|
1181 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1182 | |
|
|
1183 | strcpy (op->contr->killer, "quit"); |
|
|
1184 | check_score (op); |
|
|
1185 | op->contr->party = NULL; |
|
|
1186 | if (settings.set_title == TRUE) |
|
|
1187 | op->contr->own_title[0] = '\0'; |
|
|
1188 | |
|
|
1189 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1190 | { |
|
|
1191 | mapstruct *mp, *next; |
|
|
1192 | |
|
|
1193 | /* We need to hunt for any per player unique maps in memory and |
|
|
1194 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1195 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1196 | */ |
|
|
1197 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1198 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1199 | { |
|
|
1200 | next = mp->next; |
|
|
1201 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1202 | delete_map (mp); |
|
|
1203 | } |
|
|
1204 | |
|
|
1205 | delete_character (op->name, 1); |
|
|
1206 | } |
|
|
1207 | play_again (op); |
|
|
1208 | return 1; |
|
|
1209 | } |
975 | } |
1210 | |
976 | |
1211 | void |
977 | void |
1212 | flee_player (object *op) |
978 | flee_player (object *op) |
1213 | { |
979 | { |
… | |
… | |
1243 | { |
1009 | { |
1244 | op->enemy = NULL; |
1010 | op->enemy = NULL; |
1245 | CLEAR_FLAG (op, FLAG_SCARED); |
1011 | CLEAR_FLAG (op, FLAG_SCARED); |
1246 | return; |
1012 | return; |
1247 | } |
1013 | } |
|
|
1014 | |
1248 | get_rangevector (op, op->enemy, &rv, 0); |
1015 | get_rangevector (op, op->enemy, &rv, 0); |
1249 | |
1016 | |
1250 | dir = absdir (4 + rv.direction); |
1017 | dir = absdir (4 + rv.direction); |
1251 | for (diff = 0; diff < 3; diff++) |
1018 | for (diff = 0; diff < 3; diff++) |
1252 | { |
1019 | { |
1253 | int m = 1 - (RANDOM () & 2); |
1020 | int m = 1 - (RANDOM () & 2); |
1254 | |
1021 | |
1255 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1022 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1256 | { |
|
|
1257 | return; |
1023 | return; |
1258 | } |
|
|
1259 | } |
1024 | } |
|
|
1025 | |
1260 | /* Cornered, get rid of scared */ |
1026 | /* Cornered, get rid of scared */ |
1261 | CLEAR_FLAG (op, FLAG_SCARED); |
1027 | CLEAR_FLAG (op, FLAG_SCARED); |
1262 | op->enemy = NULL; |
1028 | op->enemy = NULL; |
1263 | } |
1029 | } |
1264 | |
1030 | |
1265 | |
|
|
1266 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1031 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1267 | * IT returns 1 if the player should keep on moving, 0 if he should |
1032 | * It returns 1 if the player should keep on moving, 0 if he should |
1268 | * stop. |
1033 | * stop. |
1269 | */ |
1034 | */ |
1270 | int |
1035 | int |
1271 | check_pick (object *op) |
1036 | check_pick (object *op) |
1272 | { |
1037 | { |
1273 | object *tmp, *next; |
1038 | object *tmp, *next; |
1274 | tag_t next_tag = 0, op_tag; |
|
|
1275 | int stop = 0; |
1039 | int stop = 0; |
1276 | int j, k, wvratio; |
1040 | int wvratio; |
1277 | char putstring[128], tmpstr[16]; |
1041 | char putstring[128]; |
1278 | |
|
|
1279 | |
1042 | |
1280 | /* if you're flying, you cna't pick up anything */ |
1043 | /* if you're flying, you cna't pick up anything */ |
1281 | if (op->move_type & MOVE_FLYING) |
1044 | if (op->move_type & MOVE_FLYING) |
1282 | return 1; |
1045 | return 1; |
1283 | |
1046 | |
1284 | op_tag = op->count; |
|
|
1285 | |
|
|
1286 | next = op->below; |
1047 | next = op->below; |
1287 | if (next) |
|
|
1288 | next_tag = next->count; |
|
|
1289 | |
1048 | |
1290 | /* loop while there are items on the floor that are not marked as |
1049 | /* loop while there are items on the floor that are not marked as |
1291 | * destroyed */ |
1050 | * destroyed */ |
1292 | while (next && !was_destroyed (next, next_tag)) |
1051 | while (next && !next->destroyed ()) |
1293 | { |
1052 | { |
1294 | tmp = next; |
1053 | tmp = next; |
1295 | next = tmp->below; |
1054 | next = tmp->below; |
1296 | if (next) |
|
|
1297 | next_tag = next->count; |
|
|
1298 | |
1055 | |
1299 | if (was_destroyed (op, op_tag)) |
1056 | if (op->destroyed ()) |
1300 | return 0; |
1057 | return 0; |
1301 | |
1058 | |
1302 | if (!can_pick (op, tmp)) |
1059 | if (!can_pick (op, tmp)) |
1303 | continue; |
1060 | continue; |
1304 | |
1061 | |
… | |
… | |
1312 | /* high not bit set? We're using the old autopickup model */ |
1069 | /* high not bit set? We're using the old autopickup model */ |
1313 | if (!(op->contr->mode & PU_NEWMODE)) |
1070 | if (!(op->contr->mode & PU_NEWMODE)) |
1314 | { |
1071 | { |
1315 | switch (op->contr->mode) |
1072 | switch (op->contr->mode) |
1316 | { |
1073 | { |
1317 | case 0: |
1074 | case 0: |
1318 | return 1; /* don't pick up */ |
1075 | return 1; /* don't pick up */ |
1319 | case 1: |
1076 | case 1: |
|
|
1077 | pick_up (op, tmp); |
|
|
1078 | return 1; |
|
|
1079 | case 2: |
|
|
1080 | pick_up (op, tmp); |
|
|
1081 | return 0; |
|
|
1082 | case 3: |
|
|
1083 | return 0; /* stop before pickup */ |
|
|
1084 | case 4: |
|
|
1085 | pick_up (op, tmp); |
|
|
1086 | break; |
|
|
1087 | case 5: |
|
|
1088 | pick_up (op, tmp); |
|
|
1089 | stop = 1; |
|
|
1090 | break; |
|
|
1091 | case 6: |
|
|
1092 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1320 | pick_up (op, tmp); |
1093 | pick_up (op, tmp); |
1321 | return 1; |
1094 | break; |
|
|
1095 | |
1322 | case 2: |
1096 | case 7: |
|
|
1097 | if (tmp->type == MONEY || tmp->type == GEM) |
1323 | pick_up (op, tmp); |
1098 | pick_up (op, tmp); |
1324 | return 0; |
1099 | break; |
1325 | case 3: |
1100 | |
1326 | return 0; /* stop before pickup */ |
1101 | default: |
1327 | case 4: |
1102 | /* use value density */ |
|
|
1103 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1104 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1328 | pick_up (op, tmp); |
1105 | pick_up (op, tmp); |
1329 | break; |
|
|
1330 | case 5: |
|
|
1331 | pick_up (op, tmp); |
|
|
1332 | stop = 1; |
|
|
1333 | break; |
|
|
1334 | case 6: |
|
|
1335 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1336 | pick_up (op, tmp); |
|
|
1337 | break; |
|
|
1338 | |
|
|
1339 | case 7: |
|
|
1340 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1341 | pick_up (op, tmp); |
|
|
1342 | break; |
|
|
1343 | |
|
|
1344 | default: |
|
|
1345 | /* use value density */ |
|
|
1346 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1347 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1348 | pick_up (op, tmp); |
|
|
1349 | } |
1106 | } |
1350 | } |
1107 | } |
1351 | else |
1108 | else |
1352 | { /* old model */ |
1109 | { /* old model */ |
1353 | /* NEW pickup handling */ |
1110 | /* NEW pickup handling */ |
… | |
… | |
1358 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1115 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1359 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1116 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1360 | else |
1117 | else |
1361 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1118 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1362 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1119 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1120 | |
1363 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1121 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1364 | |
|
|
1365 | sprintf (putstring, "...flags: "); |
|
|
1366 | for (k = 0; k < 4; k++) |
|
|
1367 | { |
|
|
1368 | for (j = 0; j < 32; j++) |
|
|
1369 | { |
|
|
1370 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1371 | { |
|
|
1372 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1373 | strcat (putstring, tmpstr); |
|
|
1374 | } |
|
|
1375 | } |
|
|
1376 | } |
|
|
1377 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1378 | |
|
|
1379 | #if 0 |
|
|
1380 | /* print the flags too */ |
|
|
1381 | for (k = 0; k < 4; k++) |
|
|
1382 | { |
|
|
1383 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1384 | for (j = 0; j < 32; j++) |
|
|
1385 | { |
|
|
1386 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1387 | if (!((j + 1) % 4)) |
|
|
1388 | fprintf (stderr, " "); |
|
|
1389 | } |
|
|
1390 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1391 | } |
|
|
1392 | #endif |
|
|
1393 | } |
1122 | } |
|
|
1123 | |
1394 | /* philosophy: |
1124 | /* philosophy: |
1395 | * It's easy to grab an item type from a pile, as long as it's |
1125 | * It's easy to grab an item type from a pile, as long as it's |
1396 | * generic. This takes no game-time. For more detailed pickups |
1126 | * generic. This takes no game-time. For more detailed pickups |
1397 | * and selections, select-items shoul dbe used. This is a |
1127 | * and selections, select-items should be used. This is a |
1398 | * grab-as-you-run type mode that's really useful for arrows for |
1128 | * grab-as-you-run type mode that's really useful for arrows for |
1399 | * example. |
1129 | * example. |
1400 | * The drawback: right now it has no frontend, so you need to |
1130 | * The drawback: right now it has no frontend, so you need to |
1401 | * stick the bits you want into a calculator in hex mode and then |
1131 | * stick the bits you want into a calculator in hex mode and then |
1402 | * convert to decimal and then 'pickup <#> |
1132 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1436 | /* question: don't pick up known-poisonous stuff? */ |
1166 | /* question: don't pick up known-poisonous stuff? */ |
1437 | if (op->contr->mode & PU_FOOD) |
1167 | if (op->contr->mode & PU_FOOD) |
1438 | if (tmp->type == FOOD) |
1168 | if (tmp->type == FOOD) |
1439 | { |
1169 | { |
1440 | pick_up (op, tmp); |
1170 | pick_up (op, tmp); |
1441 | if (0) |
|
|
1442 | fprintf (stderr, "FOOD\n"); |
|
|
1443 | continue; |
1171 | continue; |
1444 | } |
1172 | } |
|
|
1173 | |
1445 | if (op->contr->mode & PU_DRINK) |
1174 | if (op->contr->mode & PU_DRINK) |
1446 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1175 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1447 | { |
1176 | { |
1448 | pick_up (op, tmp); |
1177 | pick_up (op, tmp); |
1449 | if (0) |
|
|
1450 | fprintf (stderr, "DRINK\n"); |
|
|
1451 | continue; |
1178 | continue; |
1452 | } |
1179 | } |
1453 | |
1180 | |
1454 | if (op->contr->mode & PU_POTION) |
1181 | if (op->contr->mode & PU_POTION) |
1455 | if (tmp->type == POTION) |
1182 | if (tmp->type == POTION) |
1456 | { |
1183 | { |
1457 | pick_up (op, tmp); |
1184 | pick_up (op, tmp); |
1458 | if (0) |
|
|
1459 | fprintf (stderr, "POTION\n"); |
|
|
1460 | continue; |
1185 | continue; |
1461 | } |
1186 | } |
1462 | |
1187 | |
1463 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1188 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1464 | if (op->contr->mode & PU_SPELLBOOK) |
1189 | if (op->contr->mode & PU_SPELLBOOK) |
1465 | if (tmp->type == SPELLBOOK) |
1190 | if (tmp->type == SPELLBOOK) |
1466 | { |
1191 | { |
1467 | pick_up (op, tmp); |
1192 | pick_up (op, tmp); |
1468 | if (0) |
|
|
1469 | fprintf (stderr, "SPELLBOOK\n"); |
|
|
1470 | continue; |
1193 | continue; |
1471 | } |
1194 | } |
|
|
1195 | |
1472 | if (op->contr->mode & PU_SKILLSCROLL) |
1196 | if (op->contr->mode & PU_SKILLSCROLL) |
1473 | if (tmp->type == SKILLSCROLL) |
1197 | if (tmp->type == SKILLSCROLL) |
1474 | { |
1198 | { |
1475 | pick_up (op, tmp); |
1199 | pick_up (op, tmp); |
1476 | if (0) |
|
|
1477 | fprintf (stderr, "SKILLSCROLL\n"); |
|
|
1478 | continue; |
1200 | continue; |
1479 | } |
1201 | } |
|
|
1202 | |
1480 | if (op->contr->mode & PU_READABLES) |
1203 | if (op->contr->mode & PU_READABLES) |
1481 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1204 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1482 | { |
1205 | { |
1483 | pick_up (op, tmp); |
1206 | pick_up (op, tmp); |
1484 | if (0) |
|
|
1485 | fprintf (stderr, "READABLES\n"); |
|
|
1486 | continue; |
1207 | continue; |
1487 | } |
1208 | } |
1488 | |
1209 | |
1489 | /* wands/staves/rods/horns */ |
1210 | /* wands/staves/rods/horns */ |
1490 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1211 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1491 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1212 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1492 | { |
1213 | { |
1493 | pick_up (op, tmp); |
1214 | pick_up (op, tmp); |
1494 | if (0) |
|
|
1495 | fprintf (stderr, "MAGIC_DEVICE\n"); |
|
|
1496 | continue; |
1215 | continue; |
1497 | } |
1216 | } |
1498 | |
1217 | |
1499 | /* pick up all magical items */ |
1218 | /* pick up all magical items */ |
1500 | if (op->contr->mode & PU_MAGICAL) |
1219 | if (op->contr->mode & PU_MAGICAL) |
1501 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1220 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1502 | { |
1221 | { |
1503 | pick_up (op, tmp); |
1222 | pick_up (op, tmp); |
1504 | if (0) |
|
|
1505 | fprintf (stderr, "MAGICAL\n"); |
|
|
1506 | continue; |
1223 | continue; |
1507 | } |
1224 | } |
1508 | |
1225 | |
1509 | if (op->contr->mode & PU_VALUABLES) |
1226 | if (op->contr->mode & PU_VALUABLES) |
1510 | { |
1227 | { |
1511 | if (tmp->type == MONEY || tmp->type == GEM) |
1228 | if (tmp->type == MONEY || tmp->type == GEM) |
1512 | { |
1229 | { |
1513 | pick_up (op, tmp); |
1230 | pick_up (op, tmp); |
1514 | if (0) |
|
|
1515 | fprintf (stderr, "MONEY/GEM\n"); |
|
|
1516 | continue; |
1231 | continue; |
1517 | } |
1232 | } |
1518 | } |
1233 | } |
1519 | |
1234 | |
1520 | /* rings & amulets - talismans seems to be typed AMULET */ |
1235 | /* rings & amulets - talismans seems to be typed AMULET */ |
1521 | if (op->contr->mode & PU_JEWELS) |
1236 | if (op->contr->mode & PU_JEWELS) |
1522 | if (tmp->type == RING || tmp->type == AMULET) |
1237 | if (tmp->type == RING || tmp->type == AMULET) |
1523 | { |
1238 | { |
1524 | pick_up (op, tmp); |
1239 | pick_up (op, tmp); |
|
|
1240 | continue; |
1525 | if (0) |
1241 | } |
1526 | fprintf (stderr, "JEWELS\n"); |
1242 | |
|
|
1243 | /* we don't forget dragon food */ |
|
|
1244 | if (op->contr->mode & PU_FLESH) |
|
|
1245 | if (tmp->type == FLESH) |
|
|
1246 | { |
|
|
1247 | pick_up (op, tmp); |
1527 | continue; |
1248 | continue; |
1528 | } |
1249 | } |
1529 | |
1250 | |
1530 | /* bows and arrows. Bows are good for selling! */ |
1251 | /* bows and arrows. Bows are good for selling! */ |
1531 | if (op->contr->mode & PU_BOW) |
1252 | if (op->contr->mode & PU_BOW) |
1532 | if (tmp->type == BOW) |
1253 | if (tmp->type == BOW) |
1533 | { |
1254 | { |
1534 | pick_up (op, tmp); |
1255 | pick_up (op, tmp); |
1535 | if (0) |
|
|
1536 | fprintf (stderr, "BOW\n"); |
|
|
1537 | continue; |
1256 | continue; |
1538 | } |
1257 | } |
|
|
1258 | |
1539 | if (op->contr->mode & PU_ARROW) |
1259 | if (op->contr->mode & PU_ARROW) |
1540 | if (tmp->type == ARROW) |
1260 | if (tmp->type == ARROW) |
1541 | { |
1261 | { |
1542 | pick_up (op, tmp); |
1262 | pick_up (op, tmp); |
1543 | if (0) |
|
|
1544 | fprintf (stderr, "ARROW\n"); |
|
|
1545 | continue; |
1263 | continue; |
1546 | } |
1264 | } |
1547 | |
1265 | |
1548 | /* all kinds of armor etc. */ |
1266 | /* all kinds of armor etc. */ |
1549 | if (op->contr->mode & PU_ARMOUR) |
1267 | if (op->contr->mode & PU_ARMOUR) |
1550 | if (tmp->type == ARMOUR) |
1268 | if (tmp->type == ARMOUR) |
1551 | { |
1269 | { |
1552 | pick_up (op, tmp); |
1270 | pick_up (op, tmp); |
1553 | if (0) |
|
|
1554 | fprintf (stderr, "ARMOUR\n"); |
|
|
1555 | continue; |
1271 | continue; |
1556 | } |
1272 | } |
|
|
1273 | |
1557 | if (op->contr->mode & PU_HELMET) |
1274 | if (op->contr->mode & PU_HELMET) |
1558 | if (tmp->type == HELMET) |
1275 | if (tmp->type == HELMET) |
1559 | { |
1276 | { |
1560 | pick_up (op, tmp); |
1277 | pick_up (op, tmp); |
1561 | if (0) |
|
|
1562 | fprintf (stderr, "HELMET\n"); |
|
|
1563 | continue; |
1278 | continue; |
1564 | } |
1279 | } |
|
|
1280 | |
1565 | if (op->contr->mode & PU_SHIELD) |
1281 | if (op->contr->mode & PU_SHIELD) |
1566 | if (tmp->type == SHIELD) |
1282 | if (tmp->type == SHIELD) |
1567 | { |
1283 | { |
1568 | pick_up (op, tmp); |
1284 | pick_up (op, tmp); |
1569 | if (0) |
|
|
1570 | fprintf (stderr, "SHIELD\n"); |
|
|
1571 | continue; |
1285 | continue; |
1572 | } |
1286 | } |
|
|
1287 | |
1573 | if (op->contr->mode & PU_BOOTS) |
1288 | if (op->contr->mode & PU_BOOTS) |
1574 | if (tmp->type == BOOTS) |
1289 | if (tmp->type == BOOTS) |
1575 | { |
1290 | { |
1576 | pick_up (op, tmp); |
1291 | pick_up (op, tmp); |
1577 | if (0) |
|
|
1578 | fprintf (stderr, "BOOTS\n"); |
|
|
1579 | continue; |
1292 | continue; |
1580 | } |
1293 | } |
|
|
1294 | |
1581 | if (op->contr->mode & PU_GLOVES) |
1295 | if (op->contr->mode & PU_GLOVES) |
1582 | if (tmp->type == GLOVES) |
1296 | if (tmp->type == GLOVES) |
1583 | { |
1297 | { |
1584 | pick_up (op, tmp); |
1298 | pick_up (op, tmp); |
1585 | if (0) |
|
|
1586 | fprintf (stderr, "GLOVES\n"); |
|
|
1587 | continue; |
1299 | continue; |
1588 | } |
1300 | } |
|
|
1301 | |
1589 | if (op->contr->mode & PU_CLOAK) |
1302 | if (op->contr->mode & PU_CLOAK) |
1590 | if (tmp->type == CLOAK) |
1303 | if (tmp->type == CLOAK) |
1591 | { |
1304 | { |
1592 | pick_up (op, tmp); |
1305 | pick_up (op, tmp); |
1593 | if (0) |
|
|
1594 | fprintf (stderr, "GLOVES\n"); |
|
|
1595 | continue; |
1306 | continue; |
1596 | } |
1307 | } |
1597 | |
1308 | |
1598 | /* hoping to catch throwing daggers here */ |
1309 | /* hoping to catch throwing daggers here */ |
1599 | if (op->contr->mode & PU_MISSILEWEAPON) |
1310 | if (op->contr->mode & PU_MISSILEWEAPON) |
1600 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1311 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1601 | { |
1312 | { |
1602 | pick_up (op, tmp); |
1313 | pick_up (op, tmp); |
1603 | if (0) |
|
|
1604 | fprintf (stderr, "MISSILEWEAPON\n"); |
|
|
1605 | continue; |
1314 | continue; |
1606 | } |
1315 | } |
1607 | |
1316 | |
1608 | /* careful: chairs and tables are weapons! */ |
1317 | /* careful: chairs and tables are weapons! */ |
1609 | if (op->contr->mode & PU_ALLWEAPON) |
1318 | if (op->contr->mode & PU_ALLWEAPON) |
… | |
… | |
1612 | { |
1321 | { |
1613 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1322 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1614 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1323 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1615 | { |
1324 | { |
1616 | pick_up (op, tmp); |
1325 | pick_up (op, tmp); |
1617 | if (0) |
|
|
1618 | fprintf (stderr, "WEAPON\n"); |
|
|
1619 | continue; |
1326 | continue; |
1620 | } |
1327 | } |
1621 | } |
1328 | } |
|
|
1329 | |
1622 | if (tmp->type == WEAPON && tmp->name == NULL) |
1330 | if (tmp->type == WEAPON && tmp->name == NULL) |
1623 | { |
1331 | { |
1624 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1332 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1625 | { |
1333 | { |
1626 | pick_up (op, tmp); |
1334 | pick_up (op, tmp); |
1627 | if (0) |
|
|
1628 | fprintf (stderr, "WEAPON\n"); |
|
|
1629 | continue; |
1335 | continue; |
1630 | } |
1336 | } |
1631 | } |
1337 | } |
1632 | } |
1338 | } |
1633 | |
1339 | |
1634 | /* misc stuff that's useful */ |
1340 | /* misc stuff that's useful */ |
1635 | if (op->contr->mode & PU_KEY) |
1341 | if (op->contr->mode & PU_KEY) |
1636 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1342 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1637 | { |
1343 | { |
1638 | pick_up (op, tmp); |
1344 | pick_up (op, tmp); |
1639 | if (0) |
|
|
1640 | fprintf (stderr, "KEY\n"); |
|
|
1641 | continue; |
1345 | continue; |
1642 | } |
1346 | } |
1643 | |
1347 | |
1644 | /* any of the last 4 bits set means we use the ratio for value |
1348 | /* any of the last 4 bits set means we use the ratio for value |
1645 | * pickups */ |
1349 | * pickups */ |
… | |
… | |
1667 | continue; |
1371 | continue; |
1668 | } |
1372 | } |
1669 | } |
1373 | } |
1670 | } /* the new pickup model */ |
1374 | } /* the new pickup model */ |
1671 | } |
1375 | } |
|
|
1376 | |
1672 | return !stop; |
1377 | return !stop; |
1673 | } |
1378 | } |
1674 | |
1379 | |
1675 | /* |
1380 | /* |
1676 | * Find an arrow in the inventory and after that |
1381 | * Find an arrow in the inventory and after that |
… | |
… | |
1678 | * found object is returned. |
1383 | * found object is returned. |
1679 | */ |
1384 | */ |
1680 | object * |
1385 | object * |
1681 | find_arrow (object *op, const char *type) |
1386 | find_arrow (object *op, const char *type) |
1682 | { |
1387 | { |
1683 | object *tmp = NULL; |
1388 | object *tmp = 0; |
1684 | |
1389 | |
1685 | for (op = op->inv; op; op = op->below) |
1390 | for (op = op->inv; op; op = op->below) |
1686 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1391 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1687 | tmp = find_arrow (op, type); |
1392 | tmp = find_arrow (op, type); |
1688 | else if (op->type == ARROW && op->race == type) |
1393 | else if (op->type == ARROW && op->race == type) |
1689 | return op; |
1394 | return op; |
|
|
1395 | |
1690 | return tmp; |
1396 | return tmp; |
1691 | } |
1397 | } |
1692 | |
1398 | |
1693 | /* |
1399 | /* |
1694 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1400 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1695 | * against the target. A full test is not performed, simply a basic test |
1401 | * against the target. A full test is not performed, simply a basic test |
1696 | * of resistances. The archer is making a quick guess at what he sees down |
1402 | * of resistances. The archer is making a quick guess at what he sees down |
1697 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1403 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1698 | */ |
1404 | */ |
1699 | |
|
|
1700 | object * |
1405 | object * |
1701 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1406 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1702 | { |
1407 | { |
1703 | object *tmp = NULL, *arrow, *ntmp; |
1408 | object *tmp = NULL, *arrow, *ntmp; |
1704 | int attacknum, attacktype, betterby = 0, i; |
1409 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1770 | * find_better_arrow to find a decent arrow to use. |
1475 | * find_better_arrow to find a decent arrow to use. |
1771 | * op = the shooter |
1476 | * op = the shooter |
1772 | * type = bow->race |
1477 | * type = bow->race |
1773 | * dir = fire direction |
1478 | * dir = fire direction |
1774 | */ |
1479 | */ |
1775 | |
|
|
1776 | object * |
1480 | object * |
1777 | pick_arrow_target (object *op, const char *type, int dir) |
1481 | pick_arrow_target (object *op, const char *type, int dir) |
1778 | { |
1482 | { |
1779 | object *tmp = NULL; |
1483 | object *tmp = NULL; |
1780 | mapstruct *m; |
1484 | maptile *m; |
1781 | int i, mflags, found, number; |
1485 | int i, mflags, found, number; |
1782 | sint16 x, y; |
1486 | sint16 x, y; |
1783 | |
1487 | |
1784 | if (op->map == NULL) |
1488 | if (op->map == NULL) |
1785 | return find_arrow (op, type); |
1489 | return find_arrow (op, type); |
… | |
… | |
1845 | */ |
1549 | */ |
1846 | int |
1550 | int |
1847 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1551 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1848 | { |
1552 | { |
1849 | object *left, *bow; |
1553 | object *left, *bow; |
1850 | tag_t left_tag, tag; |
1554 | int mflags; |
1851 | int bowspeed, mflags; |
1555 | maptile *m; |
1852 | mapstruct *m; |
|
|
1853 | |
1556 | |
1854 | if (!dir) |
1557 | if (!dir) |
1855 | { |
1558 | { |
1856 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1559 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1857 | return 0; |
1560 | return 0; |
1858 | } |
1561 | } |
1859 | if (op->type == PLAYER) |
1562 | |
1860 | bow = op->contr->ranges[range_bow]; |
1563 | if (op->contr) |
|
|
1564 | bow = op->current_weapon; |
1861 | else |
1565 | else |
1862 | { |
1566 | { |
1863 | for (bow = op->inv; bow; bow = bow->below) |
1567 | for (bow = op->inv; bow; bow = bow->below) |
1864 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1568 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1865 | * don't need to switch back and forth between bows and weapons. |
1569 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1870 | if (!bow) |
1574 | if (!bow) |
1871 | { |
1575 | { |
1872 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1576 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1873 | return 0; |
1577 | return 0; |
1874 | } |
1578 | } |
|
|
1579 | |
|
|
1580 | // optimisation: move object to top so we will find it quickly again |
|
|
1581 | if (bow->below) |
|
|
1582 | { |
|
|
1583 | bow->remove (); |
|
|
1584 | op->insert (bow); |
|
|
1585 | } |
|
|
1586 | |
1875 | } |
1587 | } |
|
|
1588 | |
1876 | if (!bow->race || !bow->skill) |
1589 | if (!bow->race || !bow->skill) |
1877 | { |
1590 | { |
1878 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1879 | return 0; |
1592 | return 0; |
1880 | } |
1593 | } |
1881 | |
|
|
1882 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1883 | |
|
|
1884 | /* penalize ROF for bestarrow */ |
|
|
1885 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1886 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1887 | if (bowspeed < 1) |
|
|
1888 | bowspeed = 1; |
|
|
1889 | |
1594 | |
1890 | if (arrow == NULL) |
1595 | if (arrow == NULL) |
1891 | { |
1596 | { |
1892 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1597 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1893 | { |
1598 | { |
1894 | if (op->type == PLAYER) |
1599 | if (op->type == PLAYER) |
1895 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1600 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1896 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1601 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1897 | else |
1602 | else |
1898 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1603 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1604 | |
1899 | return 0; |
1605 | return 0; |
1900 | } |
1606 | } |
1901 | } |
1607 | } |
|
|
1608 | |
1902 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1609 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1903 | if (mflags & P_OUT_OF_MAP) |
1610 | if (mflags & P_OUT_OF_MAP) |
1904 | { |
|
|
1905 | return 0; |
1611 | return 0; |
1906 | } |
1612 | |
1907 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1613 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1908 | { |
1614 | { |
1909 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1615 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1910 | return 0; |
1616 | return 0; |
1911 | } |
1617 | } |
1912 | |
1618 | |
1913 | /* this should not happen, but sometimes does */ |
1619 | /* this should not happen, but sometimes does */ |
1914 | if (arrow->nrof == 0) |
1620 | if (arrow->nrof == 0) |
1915 | { |
1621 | { |
1916 | remove_ob (arrow); |
1622 | arrow->destroy (); |
1917 | free_object (arrow); |
|
|
1918 | return 0; |
1623 | return 0; |
1919 | } |
1624 | } |
1920 | |
1625 | |
1921 | left = arrow; /* these are arrows left to the player */ |
1626 | left = arrow; /* these are arrows left to the player */ |
1922 | left_tag = left->count; |
|
|
1923 | arrow = get_split_ob (arrow, 1); |
1627 | arrow = get_split_ob (arrow, 1); |
1924 | if (arrow == NULL) |
1628 | if (!arrow) |
1925 | { |
1629 | { |
1926 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1630 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1927 | return 0; |
1631 | return 0; |
1928 | } |
1632 | } |
1929 | set_owner (arrow, op); |
1633 | |
|
|
1634 | arrow->set_owner (op); |
1930 | arrow->skill = bow->skill; |
1635 | arrow->skill = bow->skill; |
1931 | |
|
|
1932 | arrow->direction = dir; |
1636 | arrow->direction = dir; |
1933 | arrow->x = sx; |
1637 | |
1934 | arrow->y = sy; |
1638 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1639 | arrow->stats.hp = arrow->stats.dam; |
|
|
1640 | arrow->stats.grace = arrow->attacktype; |
|
|
1641 | |
|
|
1642 | if (arrow->slaying) |
|
|
1643 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1644 | |
|
|
1645 | if (player *pl = op->contr) |
|
|
1646 | { |
|
|
1647 | if (!pl->has_hit) |
|
|
1648 | { |
|
|
1649 | pl->has_hit = 1; |
|
|
1650 | pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed; |
|
|
1651 | } |
|
|
1652 | #if 0 |
|
|
1653 | float speed = pl->weapon_sp; |
|
|
1654 | |
|
|
1655 | /* penalize ROF for bestarrow */ |
|
|
1656 | if (pl->bowtype == bow_bestarrow) |
|
|
1657 | speed *= .9f; |
|
|
1658 | else |
|
|
1659 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1660 | |
|
|
1661 | op->speed_left += speed - op->speed; |
|
|
1662 | #endif |
|
|
1663 | } |
|
|
1664 | |
|
|
1665 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1666 | |
|
|
1667 | /* update the speed */ |
|
|
1668 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
|
|
1669 | + bow->stats.dam / 7.0; |
|
|
1670 | |
|
|
1671 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1672 | arrow->speed_left = 0; |
|
|
1673 | |
|
|
1674 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1935 | |
1675 | |
1936 | if (op->type == PLAYER) |
1676 | if (op->type == PLAYER) |
1937 | { |
1677 | { |
1938 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1939 | fix_player (op); |
|
|
1940 | } |
|
|
1941 | |
|
|
1942 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1943 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1944 | arrow->stats.hp = arrow->stats.dam; |
|
|
1945 | arrow->stats.grace = arrow->attacktype; |
|
|
1946 | if (arrow->slaying != NULL) |
|
|
1947 | arrow->spellarg = strdup_local (arrow->slaying); |
|
|
1948 | |
|
|
1949 | /* Note that this was different for monsters - they got their level |
|
|
1950 | * added to the damage. I think the strength bonus is more proper. |
|
|
1951 | */ |
|
|
1952 | |
|
|
1953 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1954 | |
|
|
1955 | /* update the speed */ |
|
|
1956 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1957 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1958 | |
|
|
1959 | if (arrow->speed < 1.0) |
|
|
1960 | arrow->speed = 1.0; |
|
|
1961 | update_ob_speed (arrow); |
|
|
1962 | arrow->speed_left = 0; |
|
|
1963 | |
|
|
1964 | if (op->type == PLAYER) |
|
|
1965 | { |
|
|
1966 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1967 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1968 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1969 | |
|
|
1970 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1678 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1679 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1680 | |
|
|
1681 | if (!arrow->slaying) |
|
|
1682 | arrow->slaying = op->slaying; |
|
|
1683 | |
|
|
1684 | arrow->attacktype |= op->attacktype; |
1971 | } |
1685 | } |
1972 | else |
1686 | else |
1973 | { |
1687 | { |
1974 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1975 | |
|
|
1976 | arrow->level = op->level; |
1688 | arrow->level = op->level; |
1977 | } |
1689 | arrow->stats.wc -= bow->magic; |
1978 | if (arrow->attacktype == AT_PHYSICAL) |
1690 | |
|
|
1691 | if (!arrow->slaying) |
|
|
1692 | arrow->slaying = bow->slaying; |
|
|
1693 | |
1979 | arrow->attacktype |= bow->attacktype; |
1694 | arrow->attacktype |= bow->attacktype; |
1980 | if (bow->slaying != NULL) |
1695 | } |
1981 | arrow->slaying = bow->slaying; |
|
|
1982 | |
1696 | |
1983 | arrow->map = m; |
1697 | wc -= arrow->level; |
|
|
1698 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1699 | |
|
|
1700 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1984 | arrow->move_type = MOVE_FLY_LOW; |
1701 | arrow->move_type = MOVE_FLY_LOW; |
1985 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1702 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1986 | |
1703 | |
1987 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1704 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1988 | tag = arrow->count; |
1705 | m->insert (arrow, sx, sy, op); |
1989 | insert_ob_in_map (arrow, m, op, 0); |
|
|
1990 | |
1706 | |
1991 | if (!was_destroyed (arrow, tag)) |
1707 | if (!arrow->destroyed ()) |
1992 | move_arrow (arrow); |
1708 | move_arrow (arrow); |
1993 | |
1709 | |
1994 | if (op->type == PLAYER) |
1710 | if (op->type == PLAYER) |
1995 | { |
1711 | { |
1996 | if (was_destroyed (left, left_tag)) |
1712 | if (left->destroyed ()) |
1997 | esrv_del_item (op->contr, left_tag); |
1713 | esrv_del_item (op->contr, left->count); |
1998 | else |
1714 | else |
1999 | esrv_send_item (op, left); |
1715 | esrv_send_item (op, left); |
2000 | } |
1716 | } |
|
|
1717 | |
2001 | return 1; |
1718 | return 1; |
2002 | } |
1719 | } |
2003 | |
1720 | |
2004 | /* Special fire code for players - this takes into |
1721 | /* Special fire code for players - this takes into |
2005 | * account the special fire modes players can have |
1722 | * account the special fire modes players can have |
… | |
… | |
2013 | { |
1730 | { |
2014 | int ret = 0, wcmod = 0; |
1731 | int ret = 0, wcmod = 0; |
2015 | |
1732 | |
2016 | if (op->contr->bowtype == bow_bestarrow) |
1733 | if (op->contr->bowtype == bow_bestarrow) |
2017 | { |
1734 | { |
2018 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1735 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
2019 | } |
1736 | } |
2020 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1737 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
2021 | { |
1738 | { |
2022 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1739 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
2023 | wcmod = -1; |
1740 | wcmod = -1; |
|
|
1741 | |
2024 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1742 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
2025 | } |
1743 | } |
2026 | else if (op->contr->bowtype == bow_threewide) |
1744 | else if (op->contr->bowtype == bow_threewide) |
2027 | { |
1745 | { |
2028 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1746 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2032 | else if (op->contr->bowtype == bow_spreadshot) |
1750 | else if (op->contr->bowtype == bow_spreadshot) |
2033 | { |
1751 | { |
2034 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1752 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
2035 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1753 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
2036 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1754 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
2037 | |
|
|
2038 | } |
1755 | } |
2039 | else |
1756 | else |
2040 | { |
1757 | { |
2041 | /* Simple case */ |
1758 | /* Simple case */ |
2042 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1759 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
2043 | } |
1760 | } |
|
|
1761 | |
2044 | return ret; |
1762 | return ret; |
2045 | } |
1763 | } |
2046 | |
|
|
2047 | |
1764 | |
2048 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1765 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
2049 | * Broken apart from 'fire' to keep it more readable. |
1766 | * Broken apart from 'fire' to keep it more readable. |
2050 | */ |
1767 | */ |
2051 | void |
1768 | void |
2052 | fire_misc_object (object *op, int dir) |
1769 | fire_misc_object (object *op, int dir) |
2053 | { |
1770 | { |
2054 | object *item; |
1771 | object *item = op->contr->ranged_ob; |
2055 | |
1772 | |
2056 | if (!op->contr->ranges[range_misc]) |
1773 | if (!item) |
2057 | { |
1774 | { |
2058 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1775 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2059 | return; |
1776 | return; |
2060 | } |
1777 | } |
2061 | |
1778 | |
2062 | item = op->contr->ranges[range_misc]; |
|
|
2063 | if (!item->inv) |
1779 | if (!item->inv) |
2064 | { |
1780 | { |
2065 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1781 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2066 | return; |
1782 | return; |
2067 | } |
1783 | } |
|
|
1784 | |
|
|
1785 | if (!op->change_weapon (item)) |
|
|
1786 | return; |
|
|
1787 | |
2068 | if (item->type == WAND) |
1788 | if (item->type == WAND) |
2069 | { |
1789 | { |
2070 | if (item->stats.food <= 0) |
1790 | if (item->stats.food <= 0) |
2071 | { |
1791 | { |
2072 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1792 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
2073 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1793 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1794 | |
2074 | return; |
1795 | return; |
2075 | } |
1796 | } |
2076 | } |
1797 | } |
2077 | else if (item->type == ROD || item->type == HORN) |
1798 | else if (item->type == ROD || item->type == HORN) |
2078 | { |
1799 | { |
2079 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1800 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
2080 | { |
1801 | { |
2081 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1803 | |
2082 | if (item->type == ROD) |
1804 | if (item->type == ROD) |
2083 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1805 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2084 | else |
1806 | else |
2085 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1807 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1808 | |
2086 | return; |
1809 | return; |
2087 | } |
1810 | } |
2088 | } |
1811 | } |
2089 | |
1812 | |
2090 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1813 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
2098 | |
1821 | |
2099 | if (item->arch) |
1822 | if (item->arch) |
2100 | { |
1823 | { |
2101 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1824 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2102 | item->face = item->arch->clone.face; |
1825 | item->face = item->arch->clone.face; |
2103 | item->speed = 0; |
1826 | item->set_speed (0); |
2104 | update_ob_speed (item); |
|
|
2105 | } |
1827 | } |
|
|
1828 | |
2106 | if ((tmp = is_player_inv (item))) |
1829 | if ((tmp = item->in_player ())) |
2107 | esrv_update_item (UPD_ANIM, tmp, item); |
1830 | esrv_update_item (UPD_ANIM, tmp, item); |
2108 | } |
1831 | } |
2109 | } |
1832 | } |
2110 | else if (item->type == ROD || item->type == HORN) |
1833 | else if (item->type == ROD || item->type == HORN) |
2111 | { |
|
|
2112 | drain_rod_charge (item); |
1834 | drain_rod_charge (item); |
2113 | } |
|
|
2114 | } |
1835 | } |
2115 | } |
1836 | } |
2116 | |
1837 | |
2117 | /* Received a fire command for the player - go and do it. |
1838 | /* Received a fire command for the player - go and do it. |
2118 | */ |
1839 | */ |
… | |
… | |
2123 | |
1844 | |
2124 | /* check for loss of invisiblity/hide */ |
1845 | /* check for loss of invisiblity/hide */ |
2125 | if (action_makes_visible (op)) |
1846 | if (action_makes_visible (op)) |
2126 | make_visible (op); |
1847 | make_visible (op); |
2127 | |
1848 | |
2128 | switch (op->contr->shoottype) |
1849 | player *pl = op->contr; |
|
|
1850 | |
|
|
1851 | if (pl->golem) |
2129 | { |
1852 | { |
2130 | case range_none: |
1853 | control_golem (op->contr->golem, dir); |
2131 | return; |
1854 | return; |
|
|
1855 | } |
2132 | |
1856 | |
2133 | case range_bow: |
1857 | object *ob = pl->ranged_ob; |
|
|
1858 | |
|
|
1859 | if (!ob) |
|
|
1860 | return; |
|
|
1861 | |
|
|
1862 | if (!op->change_weapon (ob)) |
|
|
1863 | return; |
|
|
1864 | |
|
|
1865 | switch (ob->type) |
|
|
1866 | { |
|
|
1867 | case BOW: |
2134 | player_fire_bow (op, dir); |
1868 | player_fire_bow (op, dir); |
2135 | return; |
1869 | break; |
2136 | |
1870 | |
2137 | case range_magic: /* Casting spells */ |
1871 | case SPELL: |
2138 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); |
1872 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
2139 | return; |
1873 | break; |
2140 | |
1874 | |
2141 | case range_misc: |
1875 | case BUILDER: |
2142 | fire_misc_object (op, dir); |
|
|
2143 | return; |
|
|
2144 | |
|
|
2145 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2146 | if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) |
|
|
2147 | { |
|
|
2148 | op->contr->ranges[range_golem] = NULL; |
|
|
2149 | op->contr->shoottype = range_none; |
|
|
2150 | op->contr->golem_count = 0; |
|
|
2151 | } |
|
|
2152 | else |
|
|
2153 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2154 | return; |
|
|
2155 | |
|
|
2156 | case range_skill: |
|
|
2157 | if (!op->chosen_skill) |
|
|
2158 | { |
|
|
2159 | if (op->type == PLAYER) |
|
|
2160 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2161 | return; |
|
|
2162 | } |
|
|
2163 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2164 | return; |
|
|
2165 | case range_builder: |
|
|
2166 | apply_map_builder (op, dir); |
1876 | apply_map_builder (op, dir); |
2167 | return; |
1877 | break; |
|
|
1878 | |
|
|
1879 | case SKILL: |
|
|
1880 | do_skill (op, op, ob, dir, 0); |
|
|
1881 | break; |
|
|
1882 | |
2168 | default: |
1883 | default: |
2169 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1884 | fire_misc_object (op, dir); |
2170 | return; |
1885 | break; |
2171 | } |
1886 | } |
2172 | } |
1887 | } |
2173 | |
|
|
2174 | |
|
|
2175 | |
1888 | |
2176 | /* find_key |
1889 | /* find_key |
2177 | * We try to find a key for the door as passed. If we find a key |
1890 | * We try to find a key for the door as passed. If we find a key |
2178 | * and successfully use it, we return the key, otherwise NULL |
1891 | * and successfully use it, we return the key, otherwise NULL |
2179 | * This function merges both normal and locked door, since the logic |
1892 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2181 | * pl is the player, |
1894 | * pl is the player, |
2182 | * inv is the objects inventory to searched |
1895 | * inv is the objects inventory to searched |
2183 | * door is the door we are trying to match against. |
1896 | * door is the door we are trying to match against. |
2184 | * This function can be called recursively to search containers. |
1897 | * This function can be called recursively to search containers. |
2185 | */ |
1898 | */ |
2186 | |
|
|
2187 | object * |
1899 | object * |
2188 | find_key (object *pl, object *container, object *door) |
1900 | find_key (object *pl, object *container, object *door) |
2189 | { |
1901 | { |
2190 | object *tmp, *key; |
1902 | object *tmp, *key; |
2191 | |
1903 | |
2192 | /* Should not happen, but sanity checking is never bad */ |
1904 | /* Should not happen, but sanity checking is never bad */ |
2193 | if (container->inv == NULL) |
1905 | if (!container->inv) |
2194 | return NULL; |
1906 | return 0; |
2195 | |
1907 | |
2196 | /* First, lets try to find a key in the top level inventory */ |
1908 | /* First, lets try to find a key in the top level inventory */ |
2197 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1909 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2198 | { |
1910 | { |
2199 | if (door->type == DOOR && tmp->type == KEY) |
1911 | if (door->type == DOOR && tmp->type == KEY) |
2200 | break; |
1912 | break; |
2201 | /* For sanity, we should really check door type, but other stuff |
1913 | /* For sanity, we should really check door type, but other stuff |
2202 | * (like containers) can be locked with special keys |
1914 | * (like containers) can be locked with special keys |
2203 | */ |
1915 | */ |
2204 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1916 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2205 | break; |
1917 | break; |
2206 | } |
1918 | } |
|
|
1919 | |
2207 | /* No key found - lets search inventories now */ |
1920 | /* No key found - lets search inventories now */ |
2208 | /* If we find and use a key in an inventory, return at that time. |
1921 | /* If we find and use a key in an inventory, return at that time. |
2209 | * otherwise, if we search all the inventories and still don't find |
1922 | * otherwise, if we search all the inventories and still don't find |
2210 | * a key, return |
1923 | * a key, return |
2211 | */ |
1924 | */ |
2212 | if (!tmp) |
1925 | if (!tmp) |
2213 | { |
1926 | { |
2214 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1927 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2215 | { |
1928 | { |
2216 | /* No reason to search empty containers */ |
1929 | /* No reason to search empty containers */ |
2217 | if (tmp->type == CONTAINER && tmp->inv) |
1930 | if (tmp->type == CONTAINER && tmp->inv) |
2218 | { |
1931 | { |
2219 | if ((key = find_key (pl, tmp, door)) != NULL) |
1932 | if ((key = find_key (pl, tmp, door))) |
2220 | return key; |
1933 | return key; |
2221 | } |
1934 | } |
2222 | } |
1935 | } |
|
|
1936 | |
2223 | if (!tmp) |
1937 | if (!tmp) |
2224 | return NULL; |
1938 | return NULL; |
2225 | } |
1939 | } |
|
|
1940 | |
2226 | /* We get down here if we have found a key. Now if its in a container, |
1941 | /* We get down here if we have found a key. Now if its in a container, |
2227 | * see if we actually want to use it |
1942 | * see if we actually want to use it |
2228 | */ |
1943 | */ |
2229 | if (pl != container) |
1944 | if (pl != container) |
2230 | { |
1945 | { |
… | |
… | |
2251 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1966 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2252 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1967 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2253 | return NULL; |
1968 | return NULL; |
2254 | } |
1969 | } |
2255 | } |
1970 | } |
|
|
1971 | |
2256 | return tmp; |
1972 | return tmp; |
2257 | } |
1973 | } |
2258 | |
1974 | |
2259 | /* moved door processing out of move_player_attack. |
1975 | /* moved door processing out of move_player_attack. |
2260 | * returns 1 if player has opened the door with a key |
1976 | * returns 1 if player has opened the door with a key |
… | |
… | |
2262 | * 0 otherwise |
1978 | * 0 otherwise |
2263 | */ |
1979 | */ |
2264 | static int |
1980 | static int |
2265 | player_attack_door (object *op, object *door) |
1981 | player_attack_door (object *op, object *door) |
2266 | { |
1982 | { |
2267 | |
|
|
2268 | /* If its a door, try to find a use a key. If we do destroy the door, |
1983 | /* If its a door, try to find a use a key. If we do destroy the door, |
2269 | * might as well return immediately as there is nothing more to do - |
1984 | * might as well return immediately as there is nothing more to do - |
2270 | * otherwise, we fall through to the rest of the code. |
1985 | * otherwise, we fall through to the rest of the code. |
2271 | */ |
1986 | */ |
2272 | object *key = find_key (op, op, door); |
1987 | object *key = find_key (op, op, door); |
… | |
… | |
2275 | if (key) |
1990 | if (key) |
2276 | { |
1991 | { |
2277 | object *container = key->env; |
1992 | object *container = key->env; |
2278 | |
1993 | |
2279 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1994 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1995 | |
2280 | if (action_makes_visible (op)) |
1996 | if (action_makes_visible (op)) |
2281 | make_visible (op); |
1997 | make_visible (op); |
|
|
1998 | |
2282 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1999 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2283 | spring_trap (door->inv, op); |
2000 | spring_trap (door->inv, op); |
|
|
2001 | |
2284 | if (door->type == DOOR) |
2002 | if (door->type == DOOR) |
2285 | { |
|
|
2286 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2003 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2287 | } |
|
|
2288 | else if (door->type == LOCKED_DOOR) |
2004 | else if (door->type == LOCKED_DOOR) |
2289 | { |
2005 | { |
2290 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2006 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2291 | remove_door2 (door); /* remove door without violence ;-) */ |
2007 | remove_door2 (door); /* remove door without violence ;-) */ |
2292 | } |
2008 | } |
|
|
2009 | |
2293 | /* Do this after we print the message */ |
2010 | /* Do this after we print the message */ |
2294 | decrease_ob (key); /* Use up one of the keys */ |
2011 | decrease_ob (key); /* Use up one of the keys */ |
2295 | /* Need to update the weight the container the key was in */ |
2012 | /* Need to update the weight the container the key was in */ |
2296 | if (container != op) |
2013 | if (container != op) |
2297 | esrv_update_item (UPD_WEIGHT, op, container); |
2014 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2015 | |
2298 | return 1; /* Nothing more to do below */ |
2016 | return 1; /* Nothing more to do below */ |
2299 | } |
2017 | } |
2300 | else if (door->type == LOCKED_DOOR) |
2018 | else if (door->type == LOCKED_DOOR) |
2301 | { |
2019 | { |
2302 | /* Might as well return now - no other way to open this */ |
2020 | /* Might as well return now - no other way to open this */ |
2303 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2021 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2304 | return 1; |
2022 | return 1; |
2305 | } |
2023 | } |
|
|
2024 | |
2306 | return 0; |
2025 | return 0; |
2307 | } |
2026 | } |
2308 | |
2027 | |
2309 | /* This function is just part of a breakup from move_player. |
2028 | /* This function is just part of a breakup from move_player. |
2310 | * It should keep the code cleaner. |
2029 | * It should keep the code cleaner. |
2311 | * When this is called, the players direction has been updated |
2030 | * When this is called, the players direction has been updated |
2312 | * (taking into account confusion.) The player is also actually |
2031 | * (taking into account confusion.) The player is also actually |
2313 | * going to try and move (not fire weapons). |
2032 | * going to try and move (not fire weapons). |
2314 | */ |
2033 | */ |
2315 | |
|
|
2316 | void |
2034 | void |
2317 | move_player_attack (object *op, int dir) |
2035 | move_player_attack (object *op, int dir) |
2318 | { |
2036 | { |
2319 | object *tmp, *mon; |
2037 | object *tmp, *mon; |
2320 | sint16 nx, ny; |
|
|
2321 | int on_battleground; |
2038 | int on_battleground; |
2322 | mapstruct *m; |
2039 | maptile *m; |
2323 | |
2040 | |
2324 | nx = freearr_x[dir] + op->x; |
2041 | sint16 nx = freearr_x[dir] + op->x; |
2325 | ny = freearr_y[dir] + op->y; |
2042 | sint16 ny = freearr_y[dir] + op->y; |
2326 | |
2043 | |
2327 | on_battleground = op_on_battleground (op, NULL, NULL); |
2044 | on_battleground = op_on_battleground (op, 0, 0); |
2328 | |
2045 | |
2329 | /* If braced, or can't move to the square, and it is not out of the |
2046 | /* If braced, or can't move to the square, and it is not out of the |
2330 | * map, attack it. Note order of if statement is important - don't |
2047 | * map, attack it. Note order of if statement is important - don't |
2331 | * want to be calling move_ob if braced, because move_ob will move the |
2048 | * want to be calling move_ob if braced, because move_ob will move the |
2332 | * player. This is a pretty nasty hack, because if we could |
2049 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2337 | */ |
2054 | */ |
2338 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2055 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2339 | { |
2056 | { |
2340 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2057 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2341 | { |
2058 | { |
2342 | m = get_map_from_coord (op->map, &nx, &ny); |
2059 | m = op->map->xy_find (nx, ny); |
2343 | if (!m) |
2060 | if (!m) |
2344 | return; /* Don't think this should happen */ |
2061 | return; /* Don't think this should happen */ |
2345 | } |
2062 | } |
2346 | else |
2063 | else |
2347 | m = op->map; |
2064 | m = op->map; |
2348 | |
2065 | |
2349 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2066 | if (!(tmp = m->at (nx, ny).bot)) |
2350 | { |
|
|
2351 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2352 | return; |
2067 | return; |
2353 | } |
|
|
2354 | |
2068 | |
2355 | mon = NULL; |
2069 | mon = 0; |
2356 | /* Go through all the objects, and find ones of interest. Only stop if |
2070 | /* Go through all the objects, and find ones of interest. Only stop if |
2357 | * we find a monster - that is something we know we want to attack. |
2071 | * we find a monster - that is something we know we want to attack. |
2358 | * if its a door or barrel (can roll) see if there may be monsters |
2072 | * if its a door or barrel (can roll) see if there may be monsters |
2359 | * on the space |
2073 | * on the space |
2360 | */ |
2074 | */ |
2361 | while (tmp != NULL) |
2075 | while (tmp) |
2362 | { |
2076 | { |
2363 | if (tmp == op) |
2077 | if (tmp == op) |
2364 | { |
2078 | { |
2365 | tmp = tmp->above; |
2079 | tmp = tmp->above; |
2366 | continue; |
2080 | continue; |
2367 | } |
2081 | } |
|
|
2082 | |
2368 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2083 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2369 | { |
2084 | { |
2370 | mon = tmp; |
2085 | mon = tmp; |
2371 | break; |
2086 | break; |
2372 | } |
2087 | } |
|
|
2088 | |
2373 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
2089 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
2374 | mon = tmp; |
2090 | mon = tmp; |
|
|
2091 | |
2375 | tmp = tmp->above; |
2092 | tmp = tmp->above; |
2376 | } |
2093 | } |
2377 | |
2094 | |
2378 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2095 | if (!mon) /* This happens anytime the player tries to move */ |
2379 | return; /* into a wall */ |
2096 | return; /* into a wall */ |
2380 | |
2097 | |
2381 | if (mon->head != NULL) |
2098 | if (mon->head) |
2382 | mon = mon->head; |
2099 | mon = mon->head; |
2383 | |
2100 | |
2384 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2101 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2385 | if (player_attack_door (op, mon)) |
2102 | if (player_attack_door (op, mon)) |
2386 | return; |
2103 | return; |
… | |
… | |
2395 | |
2112 | |
2396 | /* If the creature is a pet, push it even if the player is not |
2113 | /* If the creature is a pet, push it even if the player is not |
2397 | * peaceful. Our assumption is the creature is a pet if the |
2114 | * peaceful. Our assumption is the creature is a pet if the |
2398 | * player owns it and it is either friendly or unagressive. |
2115 | * player owns it and it is either friendly or unagressive. |
2399 | */ |
2116 | */ |
2400 | if ((op->type == PLAYER) |
2117 | if (op->type == PLAYER |
2401 | #if COZY_SERVER |
2118 | && ((mon->owner && mon->owner->contr |
2402 | && |
|
|
2403 | ((get_owner (mon) && get_owner (mon)->contr |
|
|
2404 | && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) |
2119 | && same_party (mon->owner->contr->party, op->contr->party)) |
2405 | #else |
2120 | || mon->owner == op) |
2406 | && get_owner (mon) == op |
|
|
2407 | #endif |
|
|
2408 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2121 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2409 | { |
2122 | { |
2410 | /* If we're braced, we don't want to switch places with it */ |
2123 | /* If we're braced, we don't want to switch places with it */ |
2411 | if (op->contr->braced) |
2124 | if (op->contr->braced) |
2412 | return; |
2125 | return; |
|
|
2126 | |
2413 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2127 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2414 | (void) push_ob (mon, dir, op); |
2128 | push_ob (mon, dir, op); |
2415 | if (op->contr->tmp_invis || op->hide) |
2129 | if (op->contr->tmp_invis || op->hide) |
2416 | make_visible (op); |
2130 | make_visible (op); |
|
|
2131 | |
2417 | return; |
2132 | return; |
2418 | } |
2133 | } |
2419 | |
2134 | |
2420 | /* in certain circumstances, you shouldn't attack friendly |
2135 | /* in certain circumstances, you shouldn't attack friendly |
2421 | * creatures. Note that if you are braced, you can't push |
2136 | * creatures. Note that if you are braced, you can't push |
2422 | * someone, but put it inside this loop so that you won't |
2137 | * someone, but put it inside this loop so that you won't |
2423 | * attack them either. |
2138 | * attack them either. |
2424 | */ |
2139 | */ |
2425 | if ((mon->type == PLAYER || mon->enemy != op) && |
2140 | if ((mon->type == PLAYER || mon->enemy != op) |
2426 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2141 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2427 | #ifdef PROHIBIT_PLAYERKILL |
2142 | && ((op->contr->peaceful |
2428 | (op->contr->peaceful |
2143 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2429 | || (mon->type == PLAYER |
2144 | && !on_battleground)) |
2430 | && mon->contr-> |
|
|
2431 | peaceful)) && |
|
|
2432 | #else |
|
|
2433 | op->contr->peaceful && |
|
|
2434 | #endif |
|
|
2435 | !on_battleground)) |
|
|
2436 | { |
2145 | { |
2437 | if (!op->contr->braced) |
2146 | if (!op->contr->braced) |
2438 | { |
2147 | { |
2439 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2148 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2440 | (void) push_ob (mon, dir, op); |
2149 | push_ob (mon, dir, op); |
2441 | } |
2150 | } |
2442 | else |
2151 | else |
2443 | { |
|
|
2444 | new_draw_info (0, 0, op, "You withhold your attack"); |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2445 | } |
2153 | |
2446 | if (op->contr->tmp_invis || op->hide) |
2154 | if (op->contr->tmp_invis || op->hide) |
2447 | make_visible (op); |
2155 | make_visible (op); |
2448 | } |
2156 | } |
2449 | |
2157 | |
2450 | /* If the object is a boulder or other rollable object, then |
2158 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2461 | * Way it works is like this: First, it must have some hit points |
2169 | * Way it works is like this: First, it must have some hit points |
2462 | * and be living. Then, it must be one of the following: |
2170 | * and be living. Then, it must be one of the following: |
2463 | * 1) Not a player, 2) A player, but of a different party. Note |
2171 | * 1) Not a player, 2) A player, but of a different party. Note |
2464 | * that party_number -1 is no party, so attacks can still happen. |
2172 | * that party_number -1 is no party, so attacks can still happen. |
2465 | */ |
2173 | */ |
2466 | |
|
|
2467 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2468 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2175 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2469 | { |
2176 | { |
2470 | |
|
|
2471 | /* If the player hasn't hit something this tick, and does |
|
|
2472 | * so, give them speed boost based on weapon speed. Doing |
|
|
2473 | * it here is better than process_players2, which basically |
|
|
2474 | * incurred a 1 tick offset. |
|
|
2475 | */ |
|
|
2476 | if (!op->contr->has_hit) |
2177 | if (!op->contr->has_hit) |
2477 | { |
2178 | { |
|
|
2179 | op->contr->has_hit = 1; |
2478 | op->speed_left += op->speed / op->contr->weapon_sp; |
2180 | op->speed_left += op->contr->weapon_speed () - op->speed; |
2479 | |
|
|
2480 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2481 | } |
2181 | } |
2482 | |
2182 | |
2483 | skill_attack (mon, op, 0, NULL, NULL); |
2183 | skill_attack (mon, op, 0, 0, 0); |
2484 | |
2184 | |
2485 | /* If attacking another player, that player gets automatic |
2185 | /* If attacking another player, that player gets automatic |
2486 | * hitback, and doesn't loose luck either. |
2186 | * hitback, and doesn't loose luck either. |
2487 | * Disable hitback on the battleground or if the target is |
2187 | * Disable hitback on the battleground or if the target is |
2488 | * the wiz. |
2188 | * the wiz. |
… | |
… | |
2490 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2190 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2491 | { |
2191 | { |
2492 | short luck = mon->stats.luck; |
2192 | short luck = mon->stats.luck; |
2493 | |
2193 | |
2494 | mon->contr->has_hit = 1; |
2194 | mon->contr->has_hit = 1; |
2495 | skill_attack (op, mon, 0, NULL, NULL); |
2195 | skill_attack (op, mon, 0, 0, 0); |
2496 | mon->stats.luck = luck; |
2196 | mon->stats.luck = luck; |
2497 | } |
2197 | } |
|
|
2198 | |
2498 | if (action_makes_visible (op)) |
2199 | if (action_makes_visible (op)) |
2499 | make_visible (op); |
2200 | make_visible (op); |
2500 | } |
2201 | } |
2501 | } /* if player should attack something */ |
2202 | } /* if player should attack something */ |
2502 | } |
2203 | } |
… | |
… | |
2504 | int |
2205 | int |
2505 | move_player (object *op, int dir) |
2206 | move_player (object *op, int dir) |
2506 | { |
2207 | { |
2507 | int pick; |
2208 | int pick; |
2508 | |
2209 | |
2509 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2210 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2510 | return 0; |
2211 | return 0; |
2511 | |
2212 | |
2512 | /* Sanity check: make sure dir is valid */ |
2213 | /* Sanity check: make sure dir is valid */ |
2513 | if ((dir < 0) || (dir >= 9)) |
2214 | if ((dir < 0) || (dir >= 9)) |
2514 | { |
2215 | { |
2515 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2216 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2516 | return 0; |
2217 | return 0; |
2517 | } |
2218 | } |
2518 | |
2219 | |
2519 | /* peterm: added following line */ |
2220 | /* peterm: added following line */ |
2520 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2221 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2521 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2222 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2522 | |
2223 | |
2523 | op->facing = dir; |
2224 | op->facing = dir; |
2524 | |
2225 | |
2525 | if (op->hide) |
2226 | if (op->hide) |
2526 | do_hidden_move (op); |
2227 | do_hidden_move (op); |
… | |
… | |
2537 | |
2238 | |
2538 | /* Add special check for newcs players and fire on - this way, the |
2239 | /* Add special check for newcs players and fire on - this way, the |
2539 | * server can handle repeat firing. |
2240 | * server can handle repeat firing. |
2540 | */ |
2241 | */ |
2541 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2242 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2542 | { |
|
|
2543 | op->direction = dir; |
2243 | op->direction = dir; |
2544 | } |
|
|
2545 | else |
2244 | else |
2546 | { |
|
|
2547 | op->direction = 0; |
2245 | op->direction = 0; |
2548 | } |
2246 | |
2549 | /* Update how the player looks. Use the facing, so direction may |
2247 | /* Update how the player looks. Use the facing, so direction may |
2550 | * get reset to zero. This allows for full animation capabilities |
2248 | * get reset to zero. This allows for full animation capabilities |
2551 | * for players. |
2249 | * for players. |
2552 | */ |
2250 | */ |
2553 | animate_object (op, op->facing); |
2251 | animate_object (op, op->facing); |
… | |
… | |
2562 | * Returns true if there are more actions we can do. |
2260 | * Returns true if there are more actions we can do. |
2563 | */ |
2261 | */ |
2564 | int |
2262 | int |
2565 | handle_newcs_player (object *op) |
2263 | handle_newcs_player (object *op) |
2566 | { |
2264 | { |
2567 | if (op->contr->hidden) |
|
|
2568 | { |
|
|
2569 | op->invisible = 1000; |
|
|
2570 | /* the socket code flashes the player visible/invisible |
|
|
2571 | * depending on the value of invisible, so we need to |
|
|
2572 | * alternate it here for it to work correctly. |
|
|
2573 | */ |
|
|
2574 | if (pticks & 2) |
|
|
2575 | op->invisible--; |
|
|
2576 | } |
|
|
2577 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2578 | { |
|
|
2579 | op->invisible--; |
|
|
2580 | if (!op->invisible) |
|
|
2581 | { |
|
|
2582 | make_visible (op); |
|
|
2583 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2584 | } |
|
|
2585 | } |
|
|
2586 | |
|
|
2587 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2588 | { |
2266 | { |
2589 | flee_player (op); |
2267 | flee_player (op); |
|
|
2268 | |
2590 | /* If player is still scared, that is his action for this tick */ |
2269 | /* If player is still scared, that is his action for this tick */ |
2591 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2270 | if (op->flag [FLAG_SCARED]) |
2592 | { |
2271 | { |
2593 | op->speed_left--; |
2272 | --op->speed_left; |
2594 | return 0; |
2273 | return 0; |
2595 | } |
2274 | } |
2596 | } |
|
|
2597 | |
|
|
2598 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2599 | * the player object still points to the defunct golem. The code that |
|
|
2600 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2601 | * put this in a a workaround to clean up the golem pointer. |
|
|
2602 | */ |
|
|
2603 | if (op->contr->ranges[range_golem] && |
|
|
2604 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) |
|
|
2605 | { |
|
|
2606 | op->contr->ranges[range_golem] = NULL; |
|
|
2607 | op->contr->golem_count = 0; |
|
|
2608 | } |
2275 | } |
2609 | |
2276 | |
2610 | /* call this here - we also will call this in do_ericserver, but |
2277 | /* call this here - we also will call this in do_ericserver, but |
2611 | * the players time has been increased when doericserver has been |
2278 | * the players time has been increased when doericserver has been |
2612 | * called, so we recheck it here. |
2279 | * called, so we recheck it here. |
2613 | */ |
2280 | */ |
2614 | HandleClient (&op->contr->socket, op->contr); |
2281 | if (op->contr->ns->handle_command ()) |
2615 | if (op->speed_left < 0) |
|
|
2616 | return 0; |
2282 | return 1; |
2617 | |
2283 | |
|
|
2284 | if (op->speed_left > 0.f) |
|
|
2285 | { |
2618 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2619 | { |
2287 | { |
2620 | /* All move commands take 1 tick, at least for now */ |
2288 | /* All move commands take 1 tick, at least for now */ |
2621 | op->speed_left--; |
2289 | --op->speed_left; |
2622 | |
2290 | |
2623 | /* Instead of all the stuff below, let move_player take care |
2291 | /* Instead of all the stuff below, let move_player take care |
2624 | * of it. Also, some of the skill stuff is only put in |
2292 | * of it. Also, some of the skill stuff is only put in |
2625 | * there, as well as the confusion stuff. |
2293 | * there, as well as the confusion stuff. |
2626 | */ |
2294 | */ |
2627 | move_player (op, op->direction); |
2295 | move_player (op, op->direction); |
2628 | if (op->speed_left > 0) |
2296 | |
2629 | return 1; |
2297 | return op->speed_left > 0.f; |
2630 | else |
2298 | } |
2631 | return 0; |
|
|
2632 | } |
2299 | } |
|
|
2300 | |
2633 | return 0; |
2301 | return 0; |
2634 | } |
2302 | } |
2635 | |
2303 | |
2636 | int |
2304 | int |
2637 | save_life (object *op) |
2305 | save_life (object *op) |
2638 | { |
2306 | { |
2639 | object *tmp; |
|
|
2640 | |
|
|
2641 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2307 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2642 | return 0; |
2308 | return 0; |
2643 | |
2309 | |
2644 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2310 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2645 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2311 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2646 | { |
2312 | { |
2647 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2313 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2648 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2314 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2315 | |
2649 | if (op->contr) |
2316 | if (op->contr) |
2650 | esrv_del_item (op->contr, tmp->count); |
2317 | esrv_del_item (op->contr, tmp->count); |
2651 | remove_ob (tmp); |
2318 | |
2652 | free_object (tmp); |
2319 | tmp->destroy (); |
2653 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2320 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2321 | |
2654 | if (op->stats.hp < 0) |
2322 | if (op->stats.hp < 0) |
2655 | op->stats.hp = op->stats.maxhp; |
2323 | op->stats.hp = op->stats.maxhp; |
|
|
2324 | |
2656 | if (op->stats.food < 0) |
2325 | if (op->stats.food < 0) |
2657 | op->stats.food = 999; |
2326 | op->stats.food = 999; |
2658 | fix_player (op); |
2327 | |
|
|
2328 | op->update_stats (); |
2659 | return 1; |
2329 | return 1; |
2660 | } |
2330 | } |
|
|
2331 | |
2661 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2332 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2662 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2333 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2663 | enter_player_savebed (op); /* bring him home. */ |
2334 | enter_player_savebed (op); /* bring him home. */ |
2664 | return 0; |
2335 | return 0; |
2665 | } |
2336 | } |
… | |
… | |
2670 | * from. |
2341 | * from. |
2671 | */ |
2342 | */ |
2672 | void |
2343 | void |
2673 | remove_unpaid_objects (object *op, object *env) |
2344 | remove_unpaid_objects (object *op, object *env) |
2674 | { |
2345 | { |
2675 | object *next; |
|
|
2676 | |
|
|
2677 | while (op) |
2346 | while (op) |
2678 | { |
2347 | { |
2679 | next = op->below; /* Make sure we have a good value, in case |
2348 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2680 | * we remove object 'op' |
2349 | |
2681 | */ |
|
|
2682 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2350 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2683 | { |
2351 | { |
2684 | remove_ob (op); |
|
|
2685 | op->x = env->x; |
|
|
2686 | op->y = env->y; |
|
|
2687 | if (env->type == PLAYER) |
2352 | if (env->type == PLAYER) |
2688 | esrv_del_item (env->contr, op->count); |
2353 | esrv_del_item (env->contr, op->count); |
2689 | insert_ob_in_map (op, env->map, NULL, 0); |
2354 | |
|
|
2355 | op->insert_at (env); |
2690 | } |
2356 | } |
2691 | else if (op->inv) |
2357 | else if (op->inv) |
2692 | remove_unpaid_objects (op->inv, env); |
2358 | remove_unpaid_objects (op->inv, env); |
|
|
2359 | |
2693 | op = next; |
2360 | op = next; |
2694 | } |
2361 | } |
2695 | } |
2362 | } |
2696 | |
|
|
2697 | |
2363 | |
2698 | /* |
2364 | /* |
2699 | * Returns pointer a static string containing gravestone text |
2365 | * Returns pointer a static string containing gravestone text |
2700 | * Moved from apply.c to player.c - player.c is what |
2366 | * Moved from apply.c to player.c - player.c is what |
2701 | * actually uses this function. player.c may not be quite the |
2367 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2712 | strcpy (buf2, " R.I.P.\n\n"); |
2378 | strcpy (buf2, " R.I.P.\n\n"); |
2713 | if (op->type == PLAYER) |
2379 | if (op->type == PLAYER) |
2714 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2380 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2715 | else |
2381 | else |
2716 | sprintf (buf, "%s\n", &op->name); |
2382 | sprintf (buf, "%s\n", &op->name); |
|
|
2383 | |
2717 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2384 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2718 | strcat (buf2, buf); |
2385 | strcat (buf2, buf); |
2719 | if (op->type == PLAYER) |
2386 | if (op->type == PLAYER) |
2720 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2387 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2721 | else |
2388 | else |
2722 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2389 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2390 | |
2723 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2391 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2724 | strcat (buf2, buf); |
2392 | strcat (buf2, buf); |
2725 | if (op->type == PLAYER) |
2393 | if (op->type == PLAYER) |
2726 | { |
2394 | { |
2727 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2395 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2728 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2396 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2729 | strcat (buf2, buf); |
2397 | strcat (buf2, buf); |
2730 | } |
2398 | } |
|
|
2399 | |
2731 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2400 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2732 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2401 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2733 | strcat (buf2, buf); |
2402 | strcat (buf2, buf); |
|
|
2403 | |
2734 | return buf2; |
2404 | return buf2; |
2735 | } |
2405 | } |
2736 | |
|
|
2737 | |
|
|
2738 | |
2406 | |
2739 | void |
2407 | void |
2740 | do_some_living (object *op) |
2408 | do_some_living (object *op) |
2741 | { |
2409 | { |
2742 | int last_food = op->stats.food; |
2410 | int last_food = op->stats.food; |
… | |
… | |
2748 | int rate_grace = 2000; |
2416 | int rate_grace = 2000; |
2749 | const int max_hp = 1; |
2417 | const int max_hp = 1; |
2750 | const int max_sp = 1; |
2418 | const int max_sp = 1; |
2751 | const int max_grace = 1; |
2419 | const int max_grace = 1; |
2752 | |
2420 | |
2753 | if (op->contr->outputs_sync) |
2421 | if (op->contr->hidden) |
2754 | { |
|
|
2755 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2756 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2757 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2758 | } |
2422 | { |
|
|
2423 | op->invisible = 1000; |
|
|
2424 | /* the socket code flashes the player visible/invisible |
|
|
2425 | * depending on the value of invisible, so we need to |
|
|
2426 | * alternate it here for it to work correctly. |
|
|
2427 | */ |
|
|
2428 | if (pticks & 2) |
|
|
2429 | op->invisible--; |
|
|
2430 | } |
|
|
2431 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2432 | { |
|
|
2433 | if (!op->invisible--) |
|
|
2434 | { |
|
|
2435 | make_visible (op); |
|
|
2436 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2437 | } |
|
|
2438 | } |
2759 | |
2439 | |
2760 | if (op->contr->state == ST_PLAYING) |
2440 | if (op->contr->ns->state == ST_PLAYING) |
2761 | { |
2441 | { |
2762 | |
|
|
2763 | /* these next three if clauses make it possible to SLOW DOWN |
2442 | /* these next three if clauses make it possible to SLOW DOWN |
2764 | hp/grace/spellpoint regeneration. */ |
2443 | hp/grace/spellpoint regeneration. */ |
2765 | if (op->contr->gen_hp >= 0) |
2444 | if (op->contr->gen_hp >= 0) |
2766 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2445 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2767 | else |
2446 | else |
2768 | { |
2447 | { |
2769 | gen_hp = op->stats.maxhp; |
2448 | gen_hp = op->stats.maxhp; |
2770 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2449 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2771 | } |
2450 | } |
|
|
2451 | |
2772 | if (op->contr->gen_sp >= 0) |
2452 | if (op->contr->gen_sp >= 0) |
2773 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2453 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2774 | else |
2454 | else |
2775 | { |
2455 | { |
2776 | gen_sp = op->stats.maxsp; |
2456 | gen_sp = op->stats.maxsp; |
2777 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2457 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2778 | } |
2458 | } |
|
|
2459 | |
2779 | if (op->contr->gen_grace >= 0) |
2460 | if (op->contr->gen_grace >= 0) |
2780 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2461 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2781 | else |
2462 | else |
2782 | { |
2463 | { |
2783 | gen_grace = op->stats.maxgrace; |
2464 | gen_grace = op->stats.maxgrace; |
2784 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2465 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2785 | } |
2466 | } |
2786 | |
2467 | |
2787 | /* Regenerate Spell Points */ |
2468 | /* Regenerate Spell Points */ |
2788 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2469 | if (!op->contr->golem && --op->last_sp < 0) |
2789 | { |
2470 | { |
2790 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2471 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2791 | if (op->stats.sp < op->stats.maxsp) |
2472 | if (op->stats.sp < op->stats.maxsp) |
2792 | { |
2473 | { |
2793 | op->stats.sp++; |
2474 | op->stats.sp++; |
… | |
… | |
2799 | op->stats.food += op->contr->digestion; |
2480 | op->stats.food += op->contr->digestion; |
2800 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2481 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2801 | op->stats.food = last_food; |
2482 | op->stats.food = last_food; |
2802 | } |
2483 | } |
2803 | } |
2484 | } |
|
|
2485 | |
2804 | if (max_sp > 1) |
2486 | if (max_sp > 1) |
2805 | { |
2487 | { |
2806 | over_sp = (gen_sp + 10) / rate_sp; |
2488 | over_sp = (gen_sp + 10) / rate_sp; |
2807 | if (over_sp > 0) |
2489 | if (over_sp > 0) |
2808 | { |
2490 | { |
2809 | if (op->stats.sp < op->stats.maxsp) |
2491 | if (op->stats.sp < op->stats.maxsp) |
2810 | { |
2492 | { |
2811 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2493 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2494 | |
2812 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2495 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2813 | op->stats.sp--; |
2496 | op->stats.sp--; |
|
|
2497 | |
2814 | if (op->stats.sp > op->stats.maxsp) |
2498 | if (op->stats.sp > op->stats.maxsp) |
2815 | op->stats.sp = op->stats.maxsp; |
2499 | op->stats.sp = op->stats.maxsp; |
2816 | } |
2500 | } |
2817 | op->last_sp = 0; |
2501 | op->last_sp = 0; |
2818 | } |
2502 | } |
2819 | else |
2503 | else |
2820 | { |
|
|
2821 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2504 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2822 | } |
|
|
2823 | } |
2505 | } |
2824 | else |
2506 | else |
2825 | { |
|
|
2826 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2507 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2827 | } |
|
|
2828 | } |
2508 | } |
2829 | |
2509 | |
2830 | /* Regenerate Grace */ |
2510 | /* Regenerate Grace */ |
2831 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2511 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2832 | if (--op->last_grace < 0) |
2512 | if (--op->last_grace < 0) |
2833 | { |
2513 | { |
2834 | if (op->stats.grace < op->stats.maxgrace / 2) |
2514 | if (op->stats.grace < op->stats.maxgrace / 2) |
2835 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2515 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2516 | |
2836 | if (max_grace > 1) |
2517 | if (max_grace > 1) |
2837 | { |
2518 | { |
2838 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2519 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2839 | if (over_grace > 0) |
2520 | if (over_grace > 0) |
2840 | { |
2521 | { |
… | |
… | |
2868 | op->stats.food += op->contr->digestion; |
2549 | op->stats.food += op->contr->digestion; |
2869 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2550 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2870 | op->stats.food = last_food; |
2551 | op->stats.food = last_food; |
2871 | } |
2552 | } |
2872 | } |
2553 | } |
|
|
2554 | |
2873 | if (max_hp > 1) |
2555 | if (max_hp > 1) |
2874 | { |
2556 | { |
2875 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2557 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2876 | if (over_hp > 0) |
2558 | if (over_hp > 0) |
2877 | { |
2559 | { |
… | |
… | |
2890 | } |
2572 | } |
2891 | |
2573 | |
2892 | /* Digestion */ |
2574 | /* Digestion */ |
2893 | if (--op->last_eat < 0) |
2575 | if (--op->last_eat < 0) |
2894 | { |
2576 | { |
2895 | #ifdef COZY_SERVER |
|
|
2896 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2897 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2898 | #else |
|
|
2899 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2577 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2900 | #endif |
|
|
2901 | |
2578 | |
2902 | if (op->contr->gen_hp > 0) |
2579 | if (op->contr->gen_hp > 0) |
2903 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2580 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2904 | else |
2581 | else |
2905 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2582 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2583 | |
2906 | /* dms do not consume food */ |
2584 | /* dms do not consume food */ |
2907 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2585 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2908 | op->stats.food--; |
2586 | op->stats.food--; |
2909 | } |
2587 | } |
2910 | } |
|
|
2911 | |
2588 | |
2912 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2589 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2913 | { |
2590 | { |
2914 | object *tmp, *flesh = NULL; |
2591 | object *tmp, *flesh = 0; |
2915 | |
2592 | |
2916 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2593 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2917 | { |
2594 | { |
2918 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2595 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2919 | { |
|
|
2920 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2921 | { |
2596 | { |
|
|
2597 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2598 | { |
2922 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2599 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2923 | manual_apply (op, tmp, 0); |
2600 | manual_apply (op, tmp, 0); |
2924 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2601 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2925 | break; |
2602 | break; |
2926 | } |
2603 | } |
2927 | else if (tmp->type == FLESH) |
2604 | else if (tmp->type == FLESH) |
2928 | flesh = tmp; |
2605 | flesh = tmp; |
2929 | } /* End if paid for object */ |
2606 | } /* End if paid for object */ |
2930 | } /* end of for loop */ |
2607 | } /* end of for loop */ |
|
|
2608 | |
2931 | /* If player is still starving, it means they don't have any food, so |
2609 | /* If player is still starving, it means they don't have any food, so |
2932 | * eat flesh instead. |
2610 | * eat flesh instead. |
2933 | */ |
2611 | */ |
2934 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2612 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2935 | { |
2613 | { |
2936 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2614 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2937 | manual_apply (op, flesh, 0); |
2615 | manual_apply (op, flesh, 0); |
2938 | } |
2616 | } |
2939 | } /* end if player is starving */ |
2617 | } |
2940 | |
2618 | |
2941 | while (op->stats.food < 0 && op->stats.hp > 0) |
2619 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2942 | op->stats.food++, op->stats.hp--; |
2620 | op->stats.food++, op->stats.hp--; |
2943 | |
2621 | |
2944 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2622 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2945 | kill_player (op); |
2623 | kill_player (op); |
|
|
2624 | } |
2946 | } |
2625 | } |
2947 | |
|
|
2948 | |
|
|
2949 | |
2626 | |
2950 | /* If the player should die (lack of hp, food, etc), we call this. |
2627 | /* If the player should die (lack of hp, food, etc), we call this. |
2951 | * op is the player in jeopardy. If the player can not be saved (not |
2628 | * op is the player in jeopardy. If the player can not be saved (not |
2952 | * permadeath, no lifesave), this will take care of removing the player |
2629 | * permadeath, no lifesave), this will take care of removing the player |
2953 | * file. |
2630 | * file. |
… | |
… | |
2957 | { |
2634 | { |
2958 | char buf[MAX_BUF]; |
2635 | char buf[MAX_BUF]; |
2959 | int x, y; |
2636 | int x, y; |
2960 | |
2637 | |
2961 | //int i; |
2638 | //int i; |
2962 | mapstruct *map; /* this is for resurrection */ |
2639 | maptile *map; /* this is for resurrection */ |
2963 | |
2640 | |
2964 | /* int z; |
2641 | /* int z; |
2965 | int num_stats_lose; |
2642 | int num_stats_lose; |
2966 | int lost_a_stat; |
2643 | int lost_a_stat; |
2967 | int lose_this_stat; |
2644 | int lose_this_stat; |
… | |
… | |
2982 | { |
2659 | { |
2983 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2660 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2984 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2661 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2985 | |
2662 | |
2986 | /* restore player */ |
2663 | /* restore player */ |
2987 | at = find_archetype ("poisoning"); |
2664 | at = archetype::find ("poisoning"); |
2988 | tmp = present_arch_in_ob (at, op); |
2665 | if (object *tmp = present_arch_in_ob (at, op)) |
2989 | if (tmp) |
|
|
2990 | { |
2666 | { |
2991 | remove_ob (tmp); |
2667 | tmp->destroy (); |
2992 | free_object (tmp); |
|
|
2993 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2668 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2994 | } |
2669 | } |
2995 | |
2670 | |
2996 | at = find_archetype ("confusion"); |
2671 | at = archetype::find ("confusion"); |
2997 | tmp = present_arch_in_ob (at, op); |
2672 | if (object *tmp = present_arch_in_ob (at, op)) |
2998 | if (tmp) |
|
|
2999 | { |
2673 | { |
3000 | remove_ob (tmp); |
2674 | tmp->destroy (); |
3001 | free_object (tmp); |
|
|
3002 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2675 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3003 | } |
2676 | } |
3004 | |
2677 | |
3005 | cure_disease (op, 0); /* remove any disease */ |
2678 | cure_disease (op, 0); /* remove any disease */ |
3006 | op->stats.hp = op->stats.maxhp; |
2679 | op->stats.hp = op->stats.maxhp; |
3007 | if (op->stats.food <= 0) |
2680 | if (op->stats.food <= 0) |
3008 | op->stats.food = 999; |
2681 | op->stats.food = 999; |
3009 | |
2682 | |
3010 | /* create a bodypart-trophy to make the winner happy */ |
2683 | /* create a bodypart-trophy to make the winner happy */ |
3011 | tmp = arch_to_object (find_archetype ("finger")); |
2684 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
3012 | if (tmp != NULL) |
|
|
3013 | { |
2685 | { |
3014 | sprintf (buf, "%s's finger", &op->name); |
2686 | sprintf (buf, "%s's finger", &op->name); |
3015 | tmp->name = buf; |
2687 | tmp->name = buf; |
3016 | sprintf (buf, " This finger has been cut off %s\n" |
2688 | sprintf (buf, " This finger has been cut off %s\n" |
3017 | " the %s, when he was defeated at\n level %d by %s.\n", |
2689 | " the %s, when he was defeated at\n level %d by %s.\n", |
3018 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2690 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
3019 | tmp->msg = buf; |
2691 | tmp->msg = buf; |
3020 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2692 | tmp->value = 0, tmp->type = 0; |
3021 | tmp->materialname = NULL; |
2693 | tmp->materialname = "organics"; |
3022 | tmp->x = op->x, tmp->y = op->y; |
2694 | tmp->insert_at (op, tmp); |
3023 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
3024 | } |
2695 | } |
3025 | |
2696 | |
3026 | /* teleport defeated player to new destination */ |
2697 | /* teleport defeated player to new destination */ |
3027 | transfer_ob (op, x, y, 0, NULL); |
2698 | transfer_ob (op, x, y, 0, NULL); |
3028 | op->contr->braced = 0; |
2699 | op->contr->braced = 0; |
… | |
… | |
3033 | |
2704 | |
3034 | command_kill_pets (op, 0); |
2705 | command_kill_pets (op, 0); |
3035 | |
2706 | |
3036 | if (op->stats.food < 0) |
2707 | if (op->stats.food < 0) |
3037 | { |
2708 | { |
3038 | if (op->contr->explore) |
|
|
3039 | { |
|
|
3040 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
3041 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3042 | op->stats.food = 999; |
|
|
3043 | return; |
|
|
3044 | } |
|
|
3045 | sprintf (buf, "%s starved to death.", &op->name); |
2709 | sprintf (buf, "%s starved to death.", &op->name); |
3046 | strcpy (op->contr->killer, "starvation"); |
2710 | strcpy (op->contr->killer, "starvation"); |
3047 | } |
2711 | } |
3048 | else |
2712 | else |
3049 | { |
|
|
3050 | if (op->contr->explore) |
|
|
3051 | { |
|
|
3052 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3053 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3054 | op->stats.hp = op->stats.maxhp; |
|
|
3055 | return; |
|
|
3056 | } |
|
|
3057 | sprintf (buf, "%s died.", &op->name); |
2713 | sprintf (buf, "%s died.", &op->name); |
3058 | } |
2714 | |
3059 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2715 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3060 | |
2716 | |
3061 | /* save the map location for corpse, gravestone */ |
2717 | /* save the map location for corpse, gravestone */ |
3062 | x = op->x; |
2718 | x = op->x; |
3063 | y = op->y; |
2719 | y = op->y; |
3064 | map = op->map; |
2720 | map = op->map; |
3065 | |
2721 | |
3066 | |
|
|
3067 | if (settings.not_permadeth == TRUE) |
|
|
3068 | { |
|
|
3069 | /* NOT_PERMADEATH code. This basically brings the character back to |
2722 | /* NOT_PERMADEATH code. This basically brings the character back to |
3070 | * life if they are dead - it takes some exp and a random stat. |
2723 | * life if they are dead - it takes some exp and a random stat. |
3071 | * See the config.h file for a little more in depth detail about this. |
2724 | * See the config.h file for a little more in depth detail about this. |
3072 | */ |
2725 | */ |
3073 | |
2726 | |
3074 | /* Basically two ways to go - remove a stat permanently, or just |
2727 | /* Basically two ways to go - remove a stat permanently, or just |
3075 | * make it depletion. This bunch of code deals with that aspect |
2728 | * make it depletion. This bunch of code deals with that aspect |
3076 | * of death. |
2729 | * of death. |
3077 | */ |
2730 | */ |
3078 | #ifndef COZY_SERVER |
2731 | #ifndef COZY_SERVER |
3079 | if (settings.balanced_stat_loss) |
2732 | if (settings.balanced_stat_loss) |
3080 | { |
2733 | { |
3081 | /* If stat loss is permanent, lose one stat only. */ |
2734 | /* If stat loss is permanent, lose one stat only. */ |
3082 | /* Lower level chars don't lose as many stats because they suffer |
2735 | /* Lower level chars don't lose as many stats because they suffer |
3083 | more if they do. */ |
2736 | more if they do. */ |
3084 | /* Higher level characters can afford things such as potions of |
2737 | /* Higher level characters can afford things such as potions of |
3085 | restoration, or better, stat potions. So we slug them that |
2738 | restoration, or better, stat potions. So we slug them that |
3086 | little bit harder. */ |
2739 | little bit harder. */ |
3087 | /* GD */ |
2740 | /* GD */ |
3088 | if (settings.stat_loss_on_death) |
2741 | if (settings.stat_loss_on_death) |
3089 | num_stats_lose = 1; |
2742 | num_stats_lose = 1; |
3090 | else |
|
|
3091 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3092 | } |
|
|
3093 | else |
2743 | else |
3094 | { |
2744 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2745 | } |
|
|
2746 | else |
3095 | num_stats_lose = 1; |
2747 | num_stats_lose = 1; |
3096 | } |
2748 | |
3097 | lost_a_stat = 0; |
2749 | lost_a_stat = 0; |
3098 | |
2750 | |
3099 | for (z = 0; z < num_stats_lose; z++) |
2751 | for (z = 0; z < num_stats_lose; z++) |
3100 | { |
2752 | { |
3101 | i = RANDOM () % NUM_STATS; |
2753 | i = RANDOM () % NUM_STATS; |
3102 | |
2754 | |
3103 | if (settings.stat_loss_on_death) |
2755 | if (settings.stat_loss_on_death) |
3104 | { |
2756 | { |
3105 | /* Pick a random stat and take a point off it. Tell the player |
2757 | /* Pick a random stat and take a point off it. Tell the player |
3106 | * what he lost. |
2758 | * what he lost. |
3107 | */ |
2759 | */ |
3108 | change_attr_value (&(op->stats), i, -1); |
2760 | change_attr_value (&(op->stats), i, -1); |
3109 | check_stat_bounds (&(op->stats)); |
2761 | check_stat_bounds (&(op->stats)); |
3110 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2762 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3111 | check_stat_bounds (&(op->contr->orig_stats)); |
2763 | check_stat_bounds (&(op->contr->orig_stats)); |
3112 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2764 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3113 | lost_a_stat = 1; |
2765 | lost_a_stat = 1; |
|
|
2766 | } |
|
|
2767 | else |
|
|
2768 | { |
|
|
2769 | /* deplete a stat */ |
|
|
2770 | archetype *deparch = archetype::find ("depletion"); |
|
|
2771 | object *dep; |
|
|
2772 | |
|
|
2773 | dep = present_arch_in_ob (deparch, op); |
|
|
2774 | if (!dep) |
|
|
2775 | { |
|
|
2776 | dep = arch_to_object (deparch); |
|
|
2777 | insert_ob_in_ob (dep, op); |
3114 | } |
2778 | } |
3115 | else |
2779 | lose_this_stat = 1; |
|
|
2780 | if (settings.balanced_stat_loss) |
3116 | { |
2781 | { |
3117 | /* deplete a stat */ |
2782 | /* GD */ |
3118 | archetype *deparch = find_archetype ("depletion"); |
2783 | /* Get the stat that we're about to deplete. */ |
3119 | object *dep; |
2784 | this_stat = get_attr_value (&(dep->stats), i); |
3120 | |
2785 | if (this_stat < 0) |
3121 | dep = present_arch_in_ob (deparch, op); |
|
|
3122 | if (!dep) |
|
|
3123 | { |
2786 | { |
3124 | dep = arch_to_object (deparch); |
2787 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3125 | insert_ob_in_ob (dep, op); |
2788 | int keep_chance = this_stat * this_stat; |
3126 | } |
2789 | |
3127 | lose_this_stat = 1; |
2790 | /* Yes, I am paranoid. Sue me. */ |
3128 | if (settings.balanced_stat_loss) |
|
|
3129 | { |
|
|
3130 | /* GD */ |
|
|
3131 | /* Get the stat that we're about to deplete. */ |
|
|
3132 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3133 | if (this_stat < 0) |
2791 | if (keep_chance < 1) |
|
|
2792 | keep_chance = 1; |
|
|
2793 | |
|
|
2794 | /* There is a maximum depletion total per level. */ |
|
|
2795 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3134 | { |
2796 | { |
3135 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3136 | int keep_chance = this_stat * this_stat; |
|
|
3137 | |
|
|
3138 | /* Yes, I am paranoid. Sue me. */ |
|
|
3139 | if (keep_chance < 1) |
|
|
3140 | keep_chance = 1; |
|
|
3141 | |
|
|
3142 | /* There is a maximum depletion total per level. */ |
|
|
3143 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3144 | { |
|
|
3145 | lose_this_stat = 0; |
2797 | lose_this_stat = 0; |
3146 | /* Take loss chance vs keep chance to see if we |
2798 | /* Take loss chance vs keep chance to see if we |
3147 | retain the stat. */ |
2799 | retain the stat. */ |
3148 | } |
|
|
3149 | else |
|
|
3150 | { |
|
|
3151 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3152 | lose_this_stat = 0; |
|
|
3153 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3154 | this_stat, keep_chance, loss_chance, |
|
|
3155 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3156 | } |
|
|
3157 | } |
2800 | } |
3158 | } |
|
|
3159 | |
|
|
3160 | if (lose_this_stat) |
|
|
3161 | { |
|
|
3162 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3163 | /* We could try to do something clever like find another |
|
|
3164 | * stat to reduce if this fails. But chances are, if |
|
|
3165 | * stats have been depleted to -50, all are pretty low |
|
|
3166 | * and should be roughly the same, so it shouldn't make a |
|
|
3167 | * difference. |
|
|
3168 | */ |
2801 | else |
3169 | if (this_stat >= -50) |
|
|
3170 | { |
2802 | { |
3171 | change_attr_value (&(dep->stats), i, -1); |
2803 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3172 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3173 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3174 | fix_player (op); |
|
|
3175 | lost_a_stat = 1; |
2804 | lose_this_stat = 0; |
|
|
2805 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2806 | this_stat, keep_chance, loss_chance, |
|
|
2807 | lose_this_stat?"LOSE":"KEEP"); */ |
3176 | } |
2808 | } |
3177 | } |
2809 | } |
3178 | } |
2810 | } |
|
|
2811 | |
|
|
2812 | if (lose_this_stat) |
|
|
2813 | { |
|
|
2814 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2815 | /* We could try to do something clever like find another |
|
|
2816 | * stat to reduce if this fails. But chances are, if |
|
|
2817 | * stats have been depleted to -50, all are pretty low |
|
|
2818 | * and should be roughly the same, so it shouldn't make a |
|
|
2819 | * difference. |
|
|
2820 | */ |
|
|
2821 | if (this_stat >= -50) |
|
|
2822 | { |
|
|
2823 | change_attr_value (&(dep->stats), i, -1); |
|
|
2824 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2825 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2826 | op->update_stats (); |
|
|
2827 | lost_a_stat = 1; |
|
|
2828 | } |
3179 | } |
2829 | } |
|
|
2830 | } |
|
|
2831 | } |
3180 | /* If no stat lost, tell the player. */ |
2832 | /* If no stat lost, tell the player. */ |
3181 | if (!lost_a_stat) |
2833 | if (!lost_a_stat) |
3182 | { |
2834 | { |
3183 | /* determine_god() seems to not work sometimes... why is this? |
2835 | /* determine_god() seems to not work sometimes... why is this? |
3184 | Should I be using something else? GD */ |
2836 | Should I be using something else? GD */ |
3185 | const char *god = determine_god (op); |
2837 | const char *god = determine_god (op); |
3186 | |
2838 | |
3187 | if (god && (strcmp (god, "none"))) |
2839 | if (god && (strcmp (god, "none"))) |
3188 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); |
2840 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3189 | else |
2841 | else |
3190 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); |
2842 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3191 | } |
2843 | } |
|
|
2844 | #else |
|
|
2845 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3192 | #endif |
2846 | #endif |
3193 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
|
|
3194 | |
2847 | |
3195 | /* Put a gravestone up where the character 'almost' died. List the |
2848 | /* Put a gravestone up where the character 'almost' died. List the |
3196 | * exp loss on the stone. |
2849 | * exp loss on the stone. |
3197 | */ |
2850 | */ |
3198 | tmp = arch_to_object (find_archetype ("gravestone")); |
2851 | tmp = arch_to_object (archetype::find ("gravestone")); |
3199 | sprintf (buf, "%s's gravestone", &op->name); |
2852 | sprintf (buf, "%s's gravestone", &op->name); |
3200 | tmp->name = buf; |
2853 | tmp->name = buf; |
3201 | sprintf (buf, "%s's gravestones", &op->name); |
2854 | sprintf (buf, "%s's gravestones", &op->name); |
3202 | tmp->name_pl = buf; |
2855 | tmp->name_pl = buf; |
3203 | 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); |
2856 | 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); |
3204 | tmp->msg = buf; |
2857 | tmp->msg = buf; |
3205 | tmp->x = op->x, tmp->y = op->y; |
2858 | tmp->x = op->x, tmp->y = op->y; |
3206 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2859 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3207 | |
2860 | |
3208 | /**************************************/ |
2861 | /**************************************/ |
3209 | /* */ |
2862 | /* */ |
3210 | /* Subtract the experience points, */ |
2863 | /* Subtract the experience points, */ |
3211 | /* if we died cause of food, give us */ |
2864 | /* if we died cause of food, give us */ |
3212 | /* food, and reset HP's... */ |
2865 | /* food, and reset HP's... */ |
3213 | /* */ |
2866 | /* */ |
3214 | |
|
|
3215 | /**************************************/ |
2867 | /**************************************/ |
3216 | |
2868 | |
3217 | /* remove any poisoning and confusion the character may be suffering. */ |
2869 | /* remove any poisoning and confusion the character may be suffering. */ |
3218 | /* restore player */ |
2870 | /* restore player */ |
3219 | at = find_archetype ("poisoning"); |
2871 | at = archetype::find ("poisoning"); |
3220 | tmp = present_arch_in_ob (at, op); |
2872 | tmp = present_arch_in_ob (at, op); |
|
|
2873 | |
3221 | if (tmp) |
2874 | if (tmp) |
3222 | { |
2875 | { |
3223 | remove_ob (tmp); |
2876 | tmp->destroy (); |
3224 | free_object (tmp); |
|
|
3225 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2877 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3226 | } |
2878 | } |
3227 | |
2879 | |
3228 | at = find_archetype ("confusion"); |
2880 | at = archetype::find ("confusion"); |
3229 | tmp = present_arch_in_ob (at, op); |
2881 | tmp = present_arch_in_ob (at, op); |
3230 | if (tmp) |
2882 | if (tmp) |
3231 | { |
2883 | { |
3232 | remove_ob (tmp); |
2884 | tmp->destroy (); |
3233 | free_object (tmp); |
|
|
3234 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2885 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3235 | } |
2886 | } |
|
|
2887 | |
3236 | cure_disease (op, 0); /* remove any disease */ |
2888 | cure_disease (op, 0); /* remove any disease */ |
3237 | |
2889 | |
3238 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2890 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3239 | apply_death_exp_penalty (op); |
2891 | apply_death_exp_penalty (op); |
3240 | if (op->stats.food < 100) |
2892 | if (op->stats.food < 100) |
3241 | op->stats.food = 900; |
2893 | op->stats.food = 900; |
3242 | op->stats.hp = op->stats.maxhp; |
2894 | op->stats.hp = op->stats.maxhp; |
3243 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2895 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3244 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2896 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3245 | |
2897 | |
3246 | /* |
2898 | /* |
3247 | * Check to see if the player is in a shop. IF so, then check to see if |
2899 | * Check to see if the player has any unpaid items. If so, remove them |
3248 | * the player has any unpaid items. If so, remove them and put them back |
2900 | * and put them back in the map. |
3249 | * in the map. |
2901 | */ |
3250 | */ |
|
|
3251 | |
|
|
3252 | if (is_in_shop (op)) |
|
|
3253 | remove_unpaid_objects (op->inv, op); |
2902 | remove_unpaid_objects (op->inv, op); |
3254 | |
2903 | |
3255 | /****************************************/ |
2904 | /****************************************/ |
3256 | /* */ |
2905 | /* */ |
3257 | /* Move player to his current respawn- */ |
2906 | /* Move player to his current respawn- */ |
3258 | /* position (usually last savebed) */ |
2907 | /* position (usually last savebed) */ |
3259 | /* */ |
2908 | /* */ |
3260 | |
|
|
3261 | /****************************************/ |
2909 | /****************************************/ |
3262 | |
2910 | |
3263 | enter_player_savebed (op); |
2911 | enter_player_savebed (op); |
3264 | |
2912 | |
3265 | /* Save the player before inserting the force to reduce |
|
|
3266 | * chance of abuse. |
|
|
3267 | */ |
|
|
3268 | op->contr->braced = 0; |
2913 | op->contr->braced = 0; |
3269 | save_player (op, 1); |
|
|
3270 | |
2914 | |
3271 | /* it is possible that the player has blown something up |
2915 | /* it is possible that the player has blown something up |
3272 | * at his savebed location, and that can have long lasting |
2916 | * at his savebed location, and that can have long lasting |
3273 | * spell effects. So first see if there is a spell effect |
2917 | * spell effects. So first see if there is a spell effect |
3274 | * on the space that might harm the player. |
2918 | * on the space that might harm the player. |
3275 | */ |
2919 | */ |
3276 | will_kill_again = 0; |
2920 | will_kill_again = 0; |
3277 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2921 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3278 | { |
|
|
3279 | if (tmp->type == SPELL_EFFECT) |
2922 | if (tmp->type == SPELL_EFFECT) |
3280 | will_kill_again |= tmp->attacktype; |
2923 | will_kill_again |= tmp->attacktype; |
3281 | } |
2924 | |
3282 | if (will_kill_again) |
2925 | if (will_kill_again) |
3283 | { |
2926 | { |
3284 | object *force; |
2927 | object *force; |
3285 | int at; |
2928 | int at; |
3286 | |
2929 | |
3287 | force = get_archetype (FORCE_NAME); |
2930 | force = get_archetype (FORCE_NAME); |
3288 | /* 50 ticks should be enough time for the spell to abate */ |
2931 | /* 50 ticks should be enough time for the spell to abate */ |
3289 | force->speed = 0.1; |
2932 | force->speed = 0.1f; |
3290 | force->speed_left = -5.0; |
2933 | force->speed_left = -5.f; |
3291 | SET_FLAG (force, FLAG_APPLIED); |
2934 | SET_FLAG (force, FLAG_APPLIED); |
3292 | for (at = 0; at < NROFATTACKS; at++) |
2935 | for (at = 0; at < NROFATTACKS; at++) |
3293 | { |
|
|
3294 | if (will_kill_again & (1 << at)) |
2936 | if (will_kill_again & (1 << at)) |
3295 | force->resist[at] = 100; |
2937 | force->resist[at] = 100; |
3296 | } |
2938 | |
3297 | insert_ob_in_ob (force, op); |
2939 | insert_ob_in_ob (force, op); |
3298 | fix_player (op); |
2940 | op->update_stats (); |
3299 | |
2941 | |
3300 | } |
2942 | } |
3301 | |
2943 | |
3302 | /**************************************/ |
|
|
3303 | /* */ |
|
|
3304 | /* Repaint the characters inv, and */ |
|
|
3305 | /* stats, and show a nasty message ;) */ |
|
|
3306 | /* */ |
|
|
3307 | |
|
|
3308 | /**************************************/ |
|
|
3309 | |
|
|
3310 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2944 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3311 | return; |
|
|
3312 | } /* NOT_PERMADETH */ |
|
|
3313 | else |
|
|
3314 | { |
|
|
3315 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3316 | * should probably be embedded in an else statement. |
|
|
3317 | */ |
|
|
3318 | |
|
|
3319 | op->contr->party = NULL; |
|
|
3320 | if (settings.set_title == TRUE) |
|
|
3321 | op->contr->own_title[0] = '\0'; |
|
|
3322 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3323 | check_score (op); |
|
|
3324 | if (op->contr->ranges[range_golem] != NULL) |
|
|
3325 | { |
|
|
3326 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3327 | remove_ob (op->contr->ranges[range_golem]); |
|
|
3328 | free_object (op->contr->ranges[range_golem]); |
|
|
3329 | op->contr->ranges[range_golem] = NULL; |
|
|
3330 | op->contr->golem_count = 0; |
|
|
3331 | } |
|
|
3332 | loot_object (op); /* Remove some of the items for good */ |
|
|
3333 | remove_ob (op); |
|
|
3334 | op->direction = 0; |
|
|
3335 | |
|
|
3336 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3337 | { |
|
|
3338 | delete_character (op->name, 0); |
|
|
3339 | if (settings.resurrection == TRUE) |
|
|
3340 | { |
|
|
3341 | /* save playerfile sans equipment when player dies |
|
|
3342 | ** then save it as player.pl.dead so that future resurrection |
|
|
3343 | ** type spells will work on them nicely |
|
|
3344 | */ |
|
|
3345 | delete_character (op->name, 0); |
|
|
3346 | op->stats.hp = op->stats.maxhp; |
|
|
3347 | op->stats.food = 999; |
|
|
3348 | |
|
|
3349 | /* set the location of where the person will reappear when */ |
|
|
3350 | /* maybe resurrection code should fix map also */ |
|
|
3351 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3352 | if (op->map != NULL) |
|
|
3353 | op->map = NULL; |
|
|
3354 | op->x = settings.emergency_x; |
|
|
3355 | op->y = settings.emergency_y; |
|
|
3356 | save_player (op, 0); |
|
|
3357 | op->map = map; |
|
|
3358 | /* please see resurrection.c: peterm */ |
|
|
3359 | dead_player (op); |
|
|
3360 | } |
|
|
3361 | else |
|
|
3362 | { |
|
|
3363 | delete_character (op->name, 1); |
|
|
3364 | } |
|
|
3365 | } |
|
|
3366 | play_again (op); |
|
|
3367 | |
|
|
3368 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3369 | tmp = arch_to_object (find_archetype ("corpse_pl")); |
|
|
3370 | sprintf (buf, "%s", &op->name); |
|
|
3371 | tmp->name = tmp->name_pl = buf; |
|
|
3372 | tmp->level = op->level; |
|
|
3373 | tmp->x = x; |
|
|
3374 | tmp->y = y; |
|
|
3375 | tmp->msg = gravestone_text (op); |
|
|
3376 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3377 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3378 | } |
|
|
3379 | } |
2945 | } |
3380 | |
|
|
3381 | |
2946 | |
3382 | void |
2947 | void |
3383 | loot_object (object *op) |
2948 | loot_object (object *op) |
3384 | { /* Grab and destroy some treasure */ |
2949 | { /* Grab and destroy some treasure */ |
3385 | object *tmp, *tmp2, *next; |
2950 | object *tmp, *tmp2, *next; |
3386 | |
2951 | |
3387 | if (op->container) |
2952 | op->close_container (); /* close open sack first */ |
3388 | { /* close open sack first */ |
|
|
3389 | esrv_apply_container (op, op->container); |
|
|
3390 | } |
|
|
3391 | |
2953 | |
3392 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2954 | for (tmp = op->inv; tmp; tmp = next) |
3393 | { |
2955 | { |
3394 | next = tmp->below; |
2956 | next = tmp->below; |
3395 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2957 | |
|
|
2958 | if (tmp->invisible) |
3396 | continue; |
2959 | continue; |
3397 | remove_ob (tmp); |
2960 | |
|
|
2961 | tmp->remove (); |
3398 | tmp->x = op->x, tmp->y = op->y; |
2962 | tmp->x = op->x, tmp->y = op->y; |
|
|
2963 | |
3399 | if (tmp->type == CONTAINER) |
2964 | if (tmp->type == CONTAINER) |
3400 | { /* empty container to ground */ |
2965 | loot_object (tmp); /* empty container to ground */ |
3401 | loot_object (tmp); |
2966 | |
3402 | } |
|
|
3403 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2967 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3404 | { |
2968 | { |
3405 | if (tmp->nrof > 1) |
2969 | if (tmp->nrof > 1) |
3406 | { |
2970 | { |
3407 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2971 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3408 | free_object (tmp2); |
2972 | tmp2->destroy (); |
3409 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2973 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3410 | } |
2974 | } |
3411 | else |
2975 | else |
3412 | free_object (tmp); |
2976 | tmp->destroy (); |
3413 | } |
2977 | } |
3414 | else |
2978 | else |
3415 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2979 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3416 | } |
2980 | } |
3417 | } |
2981 | } |
… | |
… | |
3419 | /* |
2983 | /* |
3420 | * fix_weight(): Check recursively the weight of all players, and fix |
2984 | * fix_weight(): Check recursively the weight of all players, and fix |
3421 | * what needs to be fixed. Refresh windows and fix speed if anything |
2985 | * what needs to be fixed. Refresh windows and fix speed if anything |
3422 | * was changed. |
2986 | * was changed. |
3423 | */ |
2987 | */ |
3424 | |
|
|
3425 | void |
2988 | void |
3426 | fix_weight (void) |
2989 | fix_weight (void) |
3427 | { |
2990 | { |
3428 | player *pl; |
2991 | for_all_players (pl) |
3429 | |
|
|
3430 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3431 | { |
2992 | { |
3432 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2993 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3433 | |
2994 | |
3434 | if (old == sum) |
2995 | if (old == sum) |
3435 | continue; |
2996 | continue; |
3436 | fix_player (pl->ob); |
2997 | pl->ob->update_stats (); |
3437 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2998 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3438 | } |
2999 | } |
3439 | } |
3000 | } |
3440 | |
3001 | |
3441 | void |
3002 | void |
3442 | fix_luck (void) |
3003 | fix_luck (void) |
3443 | { |
3004 | { |
3444 | player *pl; |
3005 | for_all_players (pl) |
3445 | |
|
|
3446 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3447 | if (!pl->ob->contr->state) |
3006 | if (!pl->ob->contr->ns->state) |
3448 | change_luck (pl->ob, 0); |
3007 | pl->ob->change_luck (0); |
3449 | } |
3008 | } |
3450 | |
|
|
3451 | |
3009 | |
3452 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3010 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3453 | * This is much simpler in the new spell code - we basically |
3011 | * This is much simpler in the new spell code - we basically |
3454 | * just treat this as any other spell casting object. |
3012 | * just treat this as any other spell casting object. |
3455 | */ |
3013 | */ |
3456 | |
|
|
3457 | void |
3014 | void |
3458 | cast_dust (object *op, object *throw_ob, int dir) |
3015 | cast_dust (object *op, object *throw_ob, int dir) |
3459 | { |
3016 | { |
3460 | object *skop, *spob; |
3017 | object *skop, *spob; |
3461 | |
3018 | |
… | |
… | |
3482 | if (op->type == PLAYER) |
3039 | if (op->type == PLAYER) |
3483 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3040 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3484 | |
3041 | |
3485 | cast_spell (op, throw_ob, dir, spob, NULL); |
3042 | cast_spell (op, throw_ob, dir, spob, NULL); |
3486 | |
3043 | |
3487 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3044 | throw_ob->destroy (); |
3488 | remove_ob (throw_ob); |
|
|
3489 | free_object (throw_ob); |
|
|
3490 | } |
3045 | } |
3491 | |
3046 | |
3492 | void |
3047 | void |
3493 | make_visible (object *op) |
3048 | make_visible (object *op) |
3494 | { |
3049 | { |
… | |
… | |
3497 | if (op->type == PLAYER) |
3052 | if (op->type == PLAYER) |
3498 | { |
3053 | { |
3499 | op->contr->tmp_invis = 0; |
3054 | op->contr->tmp_invis = 0; |
3500 | op->contr->invis_race = 0; |
3055 | op->contr->invis_race = 0; |
3501 | } |
3056 | } |
|
|
3057 | |
3502 | update_object (op, UP_OBJ_FACE); |
3058 | update_object (op, UP_OBJ_CHANGE); |
3503 | } |
3059 | } |
3504 | |
3060 | |
3505 | int |
3061 | int |
3506 | is_true_undead (object *op) |
3062 | is_true_undead (object *op) |
3507 | { |
3063 | { |
3508 | object *tmp = NULL; |
|
|
3509 | |
|
|
3510 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3064 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3511 | return 1; |
3065 | return 1; |
3512 | |
3066 | |
3513 | if (op->type == PLAYER) |
|
|
3514 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3515 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3516 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3517 | return 1; |
|
|
3518 | return 0; |
3067 | return 0; |
3519 | } |
3068 | } |
3520 | |
3069 | |
3521 | /* look at the surrounding terrain to determine |
3070 | /* look at the surrounding terrain to determine |
3522 | * the hideability of this object. Positive levels |
3071 | * the hideability of this object. Positive levels |
… | |
… | |
3578 | |
3127 | |
3579 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3128 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3580 | |
3129 | |
3581 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3130 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3582 | if (op->type == PLAYER && op->contr->run_on) |
3131 | if (op->type == PLAYER && op->contr->run_on) |
3583 | { |
|
|
3584 | if (!skop || num >= skop->level) |
3132 | if (!skop || num >= skop->level) |
3585 | { |
3133 | { |
3586 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3134 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3587 | make_visible (op); |
3135 | make_visible (op); |
3588 | return; |
3136 | return; |
3589 | } |
3137 | } |
3590 | else |
3138 | else |
3591 | num += 20; |
3139 | num += 20; |
3592 | } |
3140 | |
3593 | num += op->map->difficulty; |
3141 | num += op->map->difficulty; |
3594 | hide = hideability (op); /* modify by terrain hidden level */ |
3142 | hide = hideability (op); /* modify by terrain hidden level */ |
3595 | num -= hide; |
3143 | num -= hide; |
|
|
3144 | |
3596 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3145 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3597 | { |
3146 | { |
3598 | make_visible (op); |
3147 | make_visible (op); |
3599 | if (op->type == PLAYER) |
3148 | if (op->type == PLAYER) |
3600 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3149 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3601 | } |
3150 | } |
3602 | else if (op->type == PLAYER && skop) |
3151 | else if (op->type == PLAYER && skop) |
3603 | { |
|
|
3604 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3152 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3605 | } |
|
|
3606 | } |
3153 | } |
3607 | |
3154 | |
3608 | /* determine if who is standing near a hostile creature. */ |
3155 | /* determine if who is standing near a hostile creature. */ |
3609 | |
3156 | |
3610 | int |
3157 | int |
3611 | stand_near_hostile (object *who) |
3158 | stand_near_hostile (object *who) |
3612 | { |
3159 | { |
3613 | object *tmp = NULL; |
3160 | object *tmp = NULL; |
3614 | int i, friendly = 0, player = 0, mflags; |
3161 | int i, friendly = 0, player = 0, mflags; |
3615 | mapstruct *m; |
3162 | maptile *m; |
3616 | sint16 x, y; |
3163 | sint16 x, y; |
3617 | |
3164 | |
3618 | if (!who) |
3165 | if (!who) |
3619 | return 0; |
3166 | return 0; |
3620 | |
3167 | |
… | |
… | |
3637 | if (mflags & P_OUT_OF_MAP) |
3184 | if (mflags & P_OUT_OF_MAP) |
3638 | continue; |
3185 | continue; |
3639 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3186 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3640 | continue; |
3187 | continue; |
3641 | |
3188 | |
3642 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3189 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3643 | { |
3190 | { |
3644 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3191 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3645 | return 1; |
3192 | return 1; |
3646 | else if (tmp->type == PLAYER) |
3193 | else if (tmp->type == PLAYER) |
3647 | { |
3194 | { |
… | |
… | |
3677 | if (pl->type != PLAYER) |
3224 | if (pl->type != PLAYER) |
3678 | { |
3225 | { |
3679 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3226 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3680 | return -1; |
3227 | return -1; |
3681 | } |
3228 | } |
|
|
3229 | |
3682 | if (!pl || !op) |
3230 | if (!pl || !op) |
3683 | return 0; |
3231 | return 0; |
3684 | |
3232 | |
3685 | if (op->head) |
|
|
3686 | { |
|
|
3687 | op = op->head; |
3233 | op = op->head_ (); |
3688 | } |
3234 | |
3689 | get_rangevector (pl, op, &rv, 0x1); |
3235 | get_rangevector (pl, op, &rv, 0x1); |
3690 | |
3236 | |
3691 | /* starting with the 'head' part, lets loop |
3237 | /* starting with the 'head' part, lets loop |
3692 | * through the object and find if it has any |
3238 | * through the object and find if it has any |
3693 | * part that is in the los array but isnt on |
3239 | * part that is in the los array but isnt on |
… | |
… | |
3701 | |
3247 | |
3702 | /* only the viewable area the player sees is updated by LOS |
3248 | /* only the viewable area the player sees is updated by LOS |
3703 | * code, so we need to restrict ourselves to that range of values |
3249 | * code, so we need to restrict ourselves to that range of values |
3704 | * for any meaningful values. |
3250 | * for any meaningful values. |
3705 | */ |
3251 | */ |
3706 | if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3252 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3707 | FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3253 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3708 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3254 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3709 | return 1; |
3255 | return 1; |
3710 | op = op->more; |
3256 | op = op->more; |
3711 | } |
3257 | } |
3712 | return 0; |
3258 | return 0; |
3713 | } |
3259 | } |
… | |
… | |
3810 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3356 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3811 | int i = 0, j = 0; |
3357 | int i = 0, j = 0; |
3812 | |
3358 | |
3813 | /* get the appropriate treasurelist */ |
3359 | /* get the appropriate treasurelist */ |
3814 | if (atnr == ATNR_FIRE) |
3360 | if (atnr == ATNR_FIRE) |
3815 | trlist = find_treasurelist ("dragon_ability_fire"); |
3361 | trlist = treasurelist::find ("dragon_ability_fire"); |
3816 | else if (atnr == ATNR_COLD) |
3362 | else if (atnr == ATNR_COLD) |
3817 | trlist = find_treasurelist ("dragon_ability_cold"); |
3363 | trlist = treasurelist::find ("dragon_ability_cold"); |
3818 | else if (atnr == ATNR_ELECTRICITY) |
3364 | else if (atnr == ATNR_ELECTRICITY) |
3819 | trlist = find_treasurelist ("dragon_ability_elec"); |
3365 | trlist = treasurelist::find ("dragon_ability_elec"); |
3820 | else if (atnr == ATNR_POISON) |
3366 | else if (atnr == ATNR_POISON) |
3821 | trlist = find_treasurelist ("dragon_ability_poison"); |
3367 | trlist = treasurelist::find ("dragon_ability_poison"); |
3822 | |
3368 | |
3823 | if (trlist == NULL || who->type != PLAYER) |
3369 | if (trlist == NULL || who->type != PLAYER) |
3824 | return; |
3370 | return; |
3825 | |
3371 | |
3826 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3372 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3827 | |
3373 | |
3828 | if (tr == NULL || tr->item == NULL) |
3374 | if (!tr || !tr->item) |
3829 | { |
3375 | { |
3830 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3376 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3831 | return; |
3377 | return; |
3832 | } |
3378 | } |
3833 | |
3379 | |
… | |
… | |
3899 | { |
3445 | { |
3900 | /* forces in the treasurelist can alter the player's stats */ |
3446 | /* forces in the treasurelist can alter the player's stats */ |
3901 | object *skin; |
3447 | object *skin; |
3902 | |
3448 | |
3903 | /* first get the dragon skin force */ |
3449 | /* first get the dragon skin force */ |
|
|
3450 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3904 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3451 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3452 | ; |
|
|
3453 | |
3905 | if (skin == NULL) |
3454 | if (!skin) |
3906 | return; |
3455 | return; |
3907 | |
3456 | |
3908 | /* adding new spellpath attunements */ |
3457 | /* adding new spellpath attunements */ |
3909 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3458 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3910 | { |
3459 | { |
… | |
… | |
3955 | * not readied. |
3504 | * not readied. |
3956 | */ |
3505 | */ |
3957 | void |
3506 | void |
3958 | player_unready_range_ob (player *pl, object *ob) |
3507 | player_unready_range_ob (player *pl, object *ob) |
3959 | { |
3508 | { |
3960 | rangetype i; |
3509 | if (pl->ob->current_weapon == ob) |
|
|
3510 | pl->ob->current_weapon = 0; |
3961 | |
3511 | |
3962 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3512 | if (pl->combat_ob == ob) |
3963 | { |
3513 | pl->combat_ob = 0; |
|
|
3514 | |
3964 | if (pl->ranges[i] == ob) |
3515 | if (pl->ranged_ob == ob) |
3965 | { |
3516 | pl->ranged_ob = 0; |
3966 | pl->ranges[i] = NULL; |
|
|
3967 | if (pl->shoottype == i) |
|
|
3968 | { |
|
|
3969 | pl->shoottype = range_none; |
|
|
3970 | } |
|
|
3971 | } |
|
|
3972 | } |
|
|
3973 | } |
3517 | } |
|
|
3518 | |
|
|
3519 | sint8 |
|
|
3520 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3521 | { |
|
|
3522 | if (!ns) |
|
|
3523 | return 0; |
|
|
3524 | |
|
|
3525 | int dx, dy; |
|
|
3526 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3527 | return 0; |
|
|
3528 | |
|
|
3529 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3530 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3531 | |
|
|
3532 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3533 | return 0; |
|
|
3534 | |
|
|
3535 | return 100 - blocked_los [x][y]; |
|
|
3536 | } |