1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
26 | #include <sproto.h> |
27 | #include <sounds.h> |
27 | #include <sounds.h> |
28 | #include <living.h> |
28 | #include <living.h> |
29 | #include <object.h> |
29 | #include <object.h> |
30 | #include <spells.h> |
30 | #include <spells.h> |
31 | #include <skills.h> |
31 | #include <skills.h> |
32 | |
32 | |
33 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
35 | #endif |
|
|
36 | |
35 | |
37 | player * |
36 | playervec players; |
38 | find_player (const char *plname) |
|
|
39 | { |
|
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40 | player *pl; |
|
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41 | |
|
|
42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
43 | { |
|
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44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
45 | return pl; |
|
|
46 | }; |
|
|
47 | return NULL; |
|
|
48 | } |
|
|
49 | |
|
|
50 | player * |
|
|
51 | find_player_partial_name (const char *plname) |
|
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52 | { |
|
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53 | player *pl; |
|
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54 | player *found = NULL; |
|
|
55 | size_t namelen = strlen (plname); |
|
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56 | |
|
|
57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
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58 | { |
|
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59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
60 | continue; |
|
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61 | |
|
|
62 | if (!strcmp (pl->ob->name, plname)) |
|
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63 | return pl; |
|
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64 | |
|
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65 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
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66 | { |
|
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67 | if (found) |
|
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68 | return NULL; |
|
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69 | |
|
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70 | found = pl; |
|
|
71 | } |
|
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72 | } |
|
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73 | return found; |
|
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74 | } |
|
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75 | |
37 | |
76 | void |
38 | void |
77 | display_motd (const object *op) |
39 | display_motd (const object *op) |
78 | { |
40 | { |
79 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
87 | return; |
49 | return; |
88 | |
50 | |
89 | motd[0] = '\0'; |
51 | motd[0] = '\0'; |
90 | size = 0; |
52 | size = 0; |
91 | |
53 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
54 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
55 | { |
94 | if (*buf == '#') |
56 | if (*buf == '#') |
95 | continue; |
57 | continue; |
96 | |
58 | |
97 | strncat (motd + size, buf, HUGE_BUF - size); |
59 | strncat (motd + size, buf, HUGE_BUF - size); |
… | |
… | |
116 | return; |
78 | return; |
117 | |
79 | |
118 | rules[0] = '\0'; |
80 | rules[0] = '\0'; |
119 | size = 0; |
81 | size = 0; |
120 | |
82 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
83 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
84 | { |
123 | if (*buf == '#') |
85 | if (*buf == '#') |
124 | continue; |
86 | continue; |
125 | |
87 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
88 | if (size + strlen (buf) >= HUGE_BUF) |
… | |
… | |
153 | |
115 | |
154 | news[0] = '\0'; |
116 | news[0] = '\0'; |
155 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
156 | size = 0; |
118 | size = 0; |
157 | |
119 | |
158 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
159 | { |
121 | { |
160 | if (*buf == '#') |
122 | if (*buf == '#') |
161 | continue; |
123 | continue; |
162 | |
124 | |
163 | if (*buf == '%') |
125 | if (*buf == '%') |
164 | { /* send one news */ |
126 | { /* send one news */ |
165 | if (size > 0) |
127 | if (size > 0) |
166 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
129 | |
167 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
168 | strip_endline (subject); |
131 | strip_endline (subject); |
169 | size = 0; |
132 | size = 0; |
170 | news[0] = '\0'; |
133 | news[0] = '\0'; |
171 | } |
134 | } |
… | |
… | |
180 | size += strlen (buf); |
143 | size += strlen (buf); |
181 | } |
144 | } |
182 | } |
145 | } |
183 | |
146 | |
184 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
185 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
186 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
187 | } |
|
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188 | |
|
|
189 | int |
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190 | playername_ok (const char *cp) |
|
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191 | { |
|
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192 | /* Don't allow - or _ as first character in the name */ |
|
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193 | if (*cp == '-' || *cp == '_') |
|
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194 | return 0; |
|
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195 | |
|
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196 | for (; *cp != '\0'; cp++) |
|
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197 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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198 | return 0; |
|
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199 | |
|
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200 | return 1; |
|
|
201 | } |
|
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202 | |
|
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203 | /* This no longer sets the player map. Also, it now updates |
|
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204 | * all the pointers so the caller doesn't need to do that. |
|
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205 | * Caller is responsible for setting the correct map. |
|
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206 | */ |
|
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207 | |
|
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208 | /* Redo this to do both get_player_ob and get_player. |
|
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209 | * Hopefully this will be less bugfree and simpler. |
|
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210 | * Returns the player structure. If 'p' is null, |
|
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211 | * we create a new one. Otherwise, we recycle |
|
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212 | * the one that is passed. |
|
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213 | */ |
|
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214 | static player * |
|
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215 | get_player (player *p) |
|
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216 | { |
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217 | object *op = arch_to_object (get_player_archetype (0)); |
|
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218 | int i; |
|
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219 | |
|
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220 | /* Clears basically the entire player structure except |
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221 | * for next and socket. |
|
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222 | */ |
|
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223 | p->clear (); |
|
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224 | |
|
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225 | /* There are some elements we want initialized to non zero value - |
|
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226 | * we deal with that below this point. |
|
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227 | */ |
|
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228 | p->party = NULL; |
|
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229 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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230 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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231 | p->unapply = unapply_nochoice; |
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232 | p->Swap_First = -1; |
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233 | |
|
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234 | #ifdef AUTOSAVE |
|
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235 | p->last_save_tick = 9999999; |
|
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236 | #endif |
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237 | |
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238 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
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239 | |
|
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240 | op->contr = p; /* this aren't yet in archetype */ |
|
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241 | p->ob = op; |
|
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242 | op->speed_left = 0.5; |
|
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243 | op->speed = 1.0; |
|
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244 | op->direction = 5; /* So player faces south */ |
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245 | op->stats.wc = 2; |
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246 | op->run_away = 25; /* Then we panick... */ |
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247 | |
|
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248 | { |
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249 | int oldmon = p->socket->monitor_spells; // what a hack |
|
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250 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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251 | roll_stats (op); |
|
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252 | p->socket->monitor_spells = oldmon; |
|
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253 | } |
|
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254 | p->state = ST_ROLL_STAT; |
|
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255 | clear_los (op); |
|
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256 | |
|
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257 | p->gen_sp_armour = 10; |
|
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258 | p->last_speed = -1; |
|
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259 | p->shoottype = range_none; |
|
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260 | p->bowtype = bow_normal; |
|
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261 | p->petmode = pet_normal; |
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262 | p->listening = 10; |
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263 | p->usekeys = containers; |
|
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264 | p->last_weapon_sp = -1; |
|
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265 | p->peaceful = 1; /* default peaceful */ |
|
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266 | p->do_los = 1; |
|
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267 | p->explore = 0; |
|
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268 | |
|
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269 | assign (p->title, op->arch->clone.name); |
|
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270 | op->race = op->arch->clone.race; |
|
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271 | |
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272 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
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273 | |
|
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274 | /* we need to clear these to -1 and not zero - otherwise, |
|
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275 | * if a player quits and starts a new character, we wont |
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276 | * send new values to the client, as things like exp start |
|
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277 | * at zero. |
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278 | */ |
|
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279 | for (i = 0; i < NUM_SKILLS; i++) |
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280 | { |
|
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281 | p->last_skill_exp[i] = -1; |
|
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282 | p->last_skill_ob[i] = NULL; |
|
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283 | } |
|
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284 | |
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285 | for (i = 0; i < NROFATTACKS; i++) |
|
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286 | p->last_resist[i] = -1; |
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287 | |
|
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288 | p->last_stats.exp = -1; |
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289 | p->last_weight = (uint32) - 1; |
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290 | |
|
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291 | p->socket->update_look = 0; |
|
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292 | p->socket->look_position = 0; |
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293 | |
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294 | return p; |
|
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295 | } |
150 | } |
296 | |
151 | |
297 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
298 | static void |
153 | static void |
299 | set_first_map (object *op) |
154 | set_first_map (object *op) |
300 | { |
155 | { |
301 | strcpy (op->contr->maplevel, first_map_path); |
156 | op->contr->maplevel = first_map_path; |
302 | op->x = -1; |
157 | op->x = -1; |
303 | op->y = -1; |
158 | op->y = -1; |
304 | enter_exit (op, NULL); |
|
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305 | } |
159 | } |
306 | |
160 | |
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161 | void |
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162 | player::activate () |
|
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163 | { |
|
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164 | if (active) |
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165 | return; |
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166 | |
|
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167 | players.insert (this); |
|
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168 | ob->remove (); |
|
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169 | ob->map = 0; |
|
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170 | ob->activate_recursive (); |
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171 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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172 | add_friendly_object (ob); |
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173 | } |
|
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174 | |
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175 | void |
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176 | player::deactivate () |
|
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177 | { |
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178 | if (!active) |
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179 | return; |
|
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180 | |
|
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181 | terminate_all_pets (ob); |
|
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182 | remove_friendly_object (ob); |
|
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183 | ob->deactivate_recursive (); |
|
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184 | |
|
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185 | if (ob->map) |
|
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186 | maplevel = ob->map->path; |
|
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187 | |
|
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188 | ob->remove (); |
|
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189 | ob->map = 0; |
|
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190 | party = 0; |
|
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191 | |
|
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192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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193 | |
|
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194 | players.erase (this); |
|
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195 | } |
|
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196 | |
|
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197 | // connect the player with a specific client |
|
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198 | // also changes, rationalises, and fixes some incorrect settings |
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199 | void |
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200 | player::connect (client *ns) |
|
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201 | { |
|
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202 | this->ns = ns; |
|
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203 | ns->pl = this; |
|
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204 | |
|
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205 | run_on = 0; |
|
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206 | fire_on = 0; |
|
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207 | ob->close_container (); //TODO: client-specific |
|
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208 | |
|
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209 | ns->update_look = 0; |
|
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210 | ns->look_position = 0; |
|
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211 | |
|
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212 | clear_los (ob); |
|
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213 | |
|
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214 | ns->reset_stats (); |
|
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215 | |
|
|
216 | /* make sure he's a player -- needed because of class change. */ |
|
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217 | ob->type = PLAYER; // we are paranoid |
|
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218 | ob->race = ob->arch->clone.race; |
|
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219 | |
|
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220 | ob->carrying = sum_weight (ob); |
|
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221 | link_player_skills (ob); |
|
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222 | |
|
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223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
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224 | |
|
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225 | assign (title, ob->arch->clone.name); |
|
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226 | |
|
|
227 | /* if it's a dragon player, set the correct title here */ |
|
|
228 | if (is_dragon_pl (ob)) |
|
|
229 | { |
|
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230 | object *tmp, *abil = 0, *skin = 0; |
|
|
231 | |
|
|
232 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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233 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
234 | |
|
|
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
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236 | if (tmp->type == FORCE) |
|
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237 | if (tmp->arch->name == dragon_ability_force) |
|
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238 | abil = tmp; |
|
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239 | else if (tmp->arch->name == dragon_skin_force) |
|
|
240 | skin = tmp; |
|
|
241 | |
|
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242 | set_dragon_name (ob, abil, skin); |
|
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243 | } |
|
|
244 | |
|
|
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
246 | |
|
|
247 | esrv_new_player (this, ob->weight + ob->carrying); |
|
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248 | |
|
|
249 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
250 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
251 | ob->flag [FLAG_READY_BOW] = false; |
|
|
252 | |
|
|
253 | for (object *op = ob->inv; op; op = op->below) |
|
|
254 | if (op->flag [FLAG_APPLIED]) |
|
|
255 | switch (op->type) |
|
|
256 | { |
|
|
257 | case SKILL: |
|
|
258 | ob->flag [FLAG_APPLIED] = false; |
|
|
259 | break; |
|
|
260 | |
|
|
261 | case WAND: |
|
|
262 | case ROD: |
|
|
263 | case HORN: |
|
|
264 | case BOW: |
|
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265 | ranged_ob = op; |
|
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266 | break; |
|
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267 | |
|
|
268 | case WEAPON: |
|
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269 | combat_ob = op; |
|
|
270 | break; |
|
|
271 | } |
|
|
272 | |
|
|
273 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
274 | ob->update_stats (); |
|
|
275 | |
|
|
276 | ns->floorbox_update (); |
|
|
277 | esrv_send_inventory (ob, ob); |
|
|
278 | esrv_add_spells (this, 0); |
|
|
279 | |
|
|
280 | activate (); |
|
|
281 | |
|
|
282 | send_rules (ob); |
|
|
283 | send_news (ob); |
|
|
284 | display_motd (ob); |
|
|
285 | |
|
|
286 | INVOKE_PLAYER (CONNECT, this); |
|
|
287 | INVOKE_PLAYER (LOGIN, this); |
|
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288 | } |
|
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289 | |
|
|
290 | void |
|
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291 | player::disconnect () |
|
|
292 | { |
|
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293 | if (ns) |
|
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294 | { |
|
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295 | if (active) |
|
|
296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
297 | |
|
|
298 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
299 | |
|
|
300 | ns->reset_stats (); |
|
|
301 | ns->pl = 0; |
|
|
302 | ns = 0; |
|
|
303 | } |
|
|
304 | |
|
|
305 | if (ob) |
|
|
306 | ob->close_container (); //TODO: client-specific |
|
|
307 | |
|
|
308 | deactivate (); |
|
|
309 | } |
|
|
310 | |
|
|
311 | // the need for this function can be explained |
|
|
312 | // by load_object not returning the object |
|
|
313 | void |
|
|
314 | player::set_object (object *op) |
|
|
315 | { |
|
|
316 | ob = op; |
|
|
317 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
318 | |
|
|
319 | ob->speed = 1.0f; |
|
|
320 | ob->speed_left = 0.5f; |
|
|
321 | |
|
|
322 | ob->direction = 5; /* So player faces south */ |
|
|
323 | } |
|
|
324 | |
|
|
325 | player::player () |
|
|
326 | { |
|
|
327 | /* There are some elements we want initialised to non zero value - |
|
|
328 | * we deal with that below this point. |
|
|
329 | */ |
|
|
330 | outputs_sync = 4; |
|
|
331 | outputs_count = 4; |
|
|
332 | unapply = unapply_nochoice; |
|
|
333 | |
|
|
334 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
335 | |
|
|
336 | gen_sp_armour = 10; |
|
|
337 | bowtype = bow_normal; |
|
|
338 | petmode = pet_normal; |
|
|
339 | listening = 10; |
|
|
340 | usekeys = containers; |
|
|
341 | peaceful = 1; /* default peaceful */ |
|
|
342 | do_los = 1; |
|
|
343 | |
|
|
344 | weapon_sp = 1.0f; |
|
|
345 | weapon_sp_left = 0.5f; |
|
|
346 | } |
|
|
347 | |
|
|
348 | void |
|
|
349 | player::do_destroy () |
|
|
350 | { |
|
|
351 | disconnect (); |
|
|
352 | |
|
|
353 | attachable::do_destroy (); |
|
|
354 | |
|
|
355 | if (ob) |
|
|
356 | { |
|
|
357 | ob->destroy_inv (false); |
|
|
358 | ob->destroy (); |
|
|
359 | } |
|
|
360 | } |
|
|
361 | |
|
|
362 | player::~player () |
|
|
363 | { |
|
|
364 | /* Clear item stack */ |
|
|
365 | free (stack_items); |
|
|
366 | } |
|
|
367 | |
307 | /* Tries to add player on the connection passwd in ns. |
368 | /* Tries to add player on the connection passed in ns. |
308 | * All we can really get in this is some settings like host and display |
369 | * All we can really get in this is some settings like host and display |
309 | * mode. |
370 | * mode. |
310 | */ |
371 | */ |
311 | |
372 | player * |
312 | int |
373 | player::create () |
313 | add_player (client *ns) |
|
|
314 | { |
374 | { |
315 | player *p = new player; |
375 | player *pl = new player; |
316 | |
376 | |
317 | p->socket = ns; |
377 | pl->set_object (arch_to_object (get_player_archetype (0))); |
318 | ns->pl = p; |
|
|
319 | |
378 | |
320 | p->next = first_player; |
379 | pl->ob->roll_stats (); |
321 | first_player = p; |
380 | pl->ob->stats.wc = 2; |
|
|
381 | pl->ob->run_away = 25; /* Then we panick... */ |
322 | |
382 | |
323 | p = get_player (p); |
|
|
324 | |
|
|
325 | set_first_map (p->ob); |
383 | set_first_map (pl->ob); |
326 | |
384 | |
327 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
328 | add_friendly_object (p->ob); |
|
|
329 | send_rules (p->ob); |
|
|
330 | send_news (p->ob); |
|
|
331 | display_motd (p->ob); |
|
|
332 | get_name (p->ob); |
|
|
333 | |
|
|
334 | return 0; |
385 | return pl; |
335 | } |
386 | } |
336 | |
387 | |
337 | /* |
388 | /* |
338 | * get_player_archetype() return next player archetype from archetype |
389 | * get_player_archetype() return next player archetype from archetype |
339 | * list. Not very efficient routine, but used only creating new players. |
390 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
348 | { |
399 | { |
349 | if (at == NULL || at->next == NULL) |
400 | if (at == NULL || at->next == NULL) |
350 | at = first_archetype; |
401 | at = first_archetype; |
351 | else |
402 | else |
352 | at = at->next; |
403 | at = at->next; |
|
|
404 | |
353 | if (at->clone.type == PLAYER) |
405 | if (at->clone.type == PLAYER) |
354 | return at; |
406 | return at; |
|
|
407 | |
355 | if (at == start) |
408 | if (at == start) |
356 | { |
409 | { |
357 | LOG (llevError, "No Player archetypes\n"); |
410 | LOG (llevError, "No Player archetypes\n"); |
358 | exit (-1); |
411 | exit (-1); |
359 | } |
412 | } |
360 | } |
413 | } |
361 | } |
414 | } |
362 | |
415 | |
363 | |
|
|
364 | object * |
416 | object * |
365 | get_nearest_player (object *mon) |
417 | get_nearest_player (object *mon) |
366 | { |
418 | { |
367 | object *op = NULL; |
419 | object *op = NULL; |
368 | player *pl = NULL; |
|
|
369 | objectlink *ol; |
420 | objectlink *ol; |
370 | unsigned lastdist; |
421 | unsigned lastdist; |
371 | rv_vector rv; |
422 | rv_vector rv; |
372 | |
423 | |
373 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
424 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
374 | { |
425 | { |
375 | /* We should not find free objects on this friendly list, but it |
426 | /* We should not find free objects on this friendly list, but it |
376 | * does periodically happen. Given that, lets deal with it. |
427 | * does periodically happen. Given that, lets deal with it. |
377 | * While unlikely, it is possible the next object on the friendly |
428 | * While unlikely, it is possible the next object on the friendly |
378 | * list is also free, so encapsulate this in a while loop. |
429 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
382 | object *tmp = ol->ob; |
433 | object *tmp = ol->ob; |
383 | |
434 | |
384 | /* Can't do much more other than log the fact, because the object |
435 | /* Can't do much more other than log the fact, because the object |
385 | * itself will have been cleared. |
436 | * itself will have been cleared. |
386 | */ |
437 | */ |
387 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
438 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
439 | tmp->debug_desc ()); |
388 | ol = ol->next; |
440 | ol = ol->next; |
389 | remove_friendly_object (tmp); |
441 | remove_friendly_object (tmp); |
390 | if (!ol) |
442 | if (!ol) |
391 | return op; |
443 | return op; |
392 | } |
444 | } |
… | |
… | |
405 | { |
457 | { |
406 | op = ol->ob; |
458 | op = ol->ob; |
407 | lastdist = rv.distance; |
459 | lastdist = rv.distance; |
408 | } |
460 | } |
409 | } |
461 | } |
410 | for (pl = first_player; pl != NULL; pl = pl->next) |
462 | |
411 | { |
463 | for_all_players (pl) |
412 | if (can_detect_enemy (mon, pl->ob, &rv)) |
464 | if (can_detect_enemy (mon, pl->ob, &rv)) |
413 | { |
|
|
414 | |
|
|
415 | if (lastdist > rv.distance) |
465 | if (lastdist > rv.distance) |
416 | { |
466 | { |
417 | op = pl->ob; |
467 | op = pl->ob; |
418 | lastdist = rv.distance; |
468 | lastdist = rv.distance; |
419 | } |
469 | } |
420 | } |
470 | |
421 | } |
|
|
422 | #if 0 |
471 | #if 0 |
423 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
472 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
424 | #endif |
473 | #endif |
425 | return op; |
474 | return op; |
426 | } |
475 | } |
… | |
… | |
444 | * circling behaviour. Unfortunately, this function is also used to determined |
493 | * circling behaviour. Unfortunately, this function is also used to determined |
445 | * if the creature should cast a spell, so returning a direction in that case |
494 | * if the creature should cast a spell, so returning a direction in that case |
446 | * is probably not a good thing. |
495 | * is probably not a good thing. |
447 | */ |
496 | */ |
448 | #define MAX_SPACES 50 |
497 | #define MAX_SPACES 50 |
449 | |
|
|
450 | |
498 | |
451 | /* |
499 | /* |
452 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
500 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
453 | * modified to verify there is a path to the player. Does this by stepping towards |
501 | * modified to verify there is a path to the player. Does this by stepping towards |
454 | * player and if path is blocked then see if blockage is close enough to player that |
502 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
485 | x = mon->x; |
533 | x = mon->x; |
486 | y = mon->y; |
534 | y = mon->y; |
487 | m = mon->map; |
535 | m = mon->map; |
488 | dir = rv.direction; |
536 | dir = rv.direction; |
489 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
537 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
490 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
538 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
539 | |
491 | /* If we can't solve it within the search distance, return now. */ |
540 | /* If we can't solve it within the search distance, return now. */ |
492 | if (diff > max) |
541 | if (diff > max) |
493 | return 0; |
542 | return 0; |
|
|
543 | |
494 | while (diff > 1 && max > 0) |
544 | while (diff > 1 && max > 0) |
495 | { |
545 | { |
496 | lastx = x; |
546 | lastx = x; |
497 | lasty = y; |
547 | lasty = y; |
498 | lastmap = m; |
548 | lastmap = m; |
… | |
… | |
580 | max--; |
630 | max--; |
581 | lastdir = dir; |
631 | lastdir = dir; |
582 | if (!firstdir) |
632 | if (!firstdir) |
583 | firstdir = dir; |
633 | firstdir = dir; |
584 | } |
634 | } |
|
|
635 | |
585 | if (diff <= 1) |
636 | if (diff <= 1) |
586 | { |
637 | { |
587 | /* Recalculate diff (distance) because we may not have actually |
638 | /* Recalculate diff (distance) because we may not have actually |
588 | * headed toward player for entire distance. |
639 | * headed toward player for entire distance. |
589 | */ |
640 | */ |
590 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
641 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
591 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
642 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
592 | } |
643 | } |
|
|
644 | |
593 | if (diff > max) |
645 | if (diff > max) |
594 | return 0; |
646 | return 0; |
595 | } |
647 | } |
|
|
648 | |
596 | /* If we reached the max, didn't find a direction in time */ |
649 | /* If we reached the max, didn't find a direction in time */ |
597 | if (!max) |
650 | if (!max) |
598 | return 0; |
651 | return 0; |
599 | |
652 | |
600 | return firstdir; |
653 | return firstdir; |
… | |
… | |
693 | /* Need to set up the skill pointers */ |
746 | /* Need to set up the skill pointers */ |
694 | link_player_skills (pl); |
747 | link_player_skills (pl); |
695 | } |
748 | } |
696 | |
749 | |
697 | void |
750 | void |
698 | get_name (object *op) |
|
|
699 | { |
|
|
700 | op->contr->write_buf[0] = '\0'; |
|
|
701 | op->contr->state = ST_GET_NAME; |
|
|
702 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
703 | } |
|
|
704 | |
|
|
705 | void |
|
|
706 | get_password (object *op) |
|
|
707 | { |
|
|
708 | op->contr->write_buf[0] = '\0'; |
|
|
709 | op->contr->state = ST_GET_PASSWORD; |
|
|
710 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
711 | } |
|
|
712 | |
|
|
713 | void |
|
|
714 | play_again (object *op) |
|
|
715 | { |
|
|
716 | op->contr->state = ST_PLAY_AGAIN; |
|
|
717 | op->chosen_skill = NULL; |
|
|
718 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
719 | /* a bit of a hack, but there are various places early in th |
|
|
720 | * player creation process that a user can quit (eg, roll |
|
|
721 | * stats) that isn't removing the player. Taking a quick |
|
|
722 | * look, there are many places that call play_again without |
|
|
723 | * removing the player - it probably makes more sense |
|
|
724 | * to leave it to play_again to remove the object in all |
|
|
725 | * cases. |
|
|
726 | */ |
|
|
727 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
728 | op->remove (); |
|
|
729 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
730 | * and draw() doesn't check to see if the player is removed, only if |
|
|
731 | * the map is null or not swapped out. |
|
|
732 | */ |
|
|
733 | op->map = NULL; |
|
|
734 | } |
|
|
735 | |
|
|
736 | int |
|
|
737 | receive_play_again (object *op, char key) |
|
|
738 | { |
|
|
739 | if (key == 'q' || key == 'Q') |
|
|
740 | { |
|
|
741 | remove_friendly_object (op); |
|
|
742 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
743 | return 2; |
|
|
744 | } |
|
|
745 | else if (key == 'a' || key == 'A') |
|
|
746 | { |
|
|
747 | player *pl = op->contr; |
|
|
748 | shstr name = op->name; |
|
|
749 | |
|
|
750 | op->contr = 0; |
|
|
751 | op->type = 0; |
|
|
752 | op->destroy (1); |
|
|
753 | pl = get_player (pl); |
|
|
754 | op = pl->ob; |
|
|
755 | add_friendly_object (op); |
|
|
756 | op->contr->password[0] = '~'; |
|
|
757 | op->name = op->name_pl = 0; |
|
|
758 | /* Lets put a space in here */ |
|
|
759 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
760 | get_name (op); |
|
|
761 | op->name = op->name_pl = name; |
|
|
762 | set_first_map (op); |
|
|
763 | } |
|
|
764 | else |
|
|
765 | /* user pressed something else so just ask again... */ |
|
|
766 | play_again (op); |
|
|
767 | |
|
|
768 | return 0; |
|
|
769 | } |
|
|
770 | |
|
|
771 | void |
|
|
772 | confirm_password (object *op) |
|
|
773 | { |
|
|
774 | |
|
|
775 | op->contr->write_buf[0] = '\0'; |
|
|
776 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
777 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
778 | } |
|
|
779 | |
|
|
780 | void |
|
|
781 | get_party_password (object *op, partylist *party) |
751 | get_party_password (object *op, partylist *party) |
782 | { |
752 | { |
783 | if (party == NULL) |
753 | if (party == NULL) |
784 | { |
754 | { |
785 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
755 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
786 | return; |
756 | return; |
787 | } |
757 | } |
|
|
758 | |
788 | op->contr->write_buf[0] = '\0'; |
759 | op->contr->write_buf[0] = '\0'; |
789 | op->contr->state = ST_GET_PARTY_PASSWORD; |
760 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
790 | op->contr->party_to_join = party; |
761 | op->contr->party_to_join = party; |
791 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
762 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
792 | } |
763 | } |
793 | |
|
|
794 | |
764 | |
795 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
765 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
796 | int |
766 | static int |
797 | roll_stat (void) |
767 | roll_stat (void) |
798 | { |
768 | { |
799 | int a[4], i, j, k; |
769 | int a[4], i, j, k; |
800 | |
770 | |
801 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
802 | a[i] = (int) RANDOM () % 6 + 1; |
772 | a[i] = (int) rndm (6) + 1; |
803 | |
773 | |
804 | for (i = 0, j = 0, k = 7; i < 4; i++) |
774 | for (i = 0, j = 0, k = 7; i < 4; i++) |
805 | if (a[i] < k) |
775 | if (a[i] < k) |
806 | k = a[i], j = i; |
776 | k = a[i], j = i; |
807 | |
777 | |
808 | for (i = 0, k = 0; i < 4; i++) |
778 | for (i = 0, k = 0; i < 4; i++) |
809 | { |
|
|
810 | if (i != j) |
779 | if (i != j) |
811 | k += a[i]; |
780 | k += a[i]; |
812 | } |
781 | |
813 | return k; |
782 | return k; |
814 | } |
783 | } |
815 | |
784 | |
816 | void |
785 | void |
817 | roll_stats (object *op) |
786 | object::roll_stats () |
818 | { |
787 | { |
|
|
788 | int statsort [NUM_STATS]; |
|
|
789 | |
|
|
790 | for (;;) |
|
|
791 | { |
819 | int sum = 0; |
792 | int sum = 0; |
820 | int i = 0, j = 0; |
793 | for (int i = NUM_STATS; i--; ) |
821 | int statsort[7]; |
794 | sum += statsort [i] = roll_stat (); |
822 | |
795 | |
823 | do |
796 | if (sum >= 82 && sum <= 116) |
|
|
797 | break; |
824 | { |
798 | } |
825 | op->stats.Str = roll_stat (); |
|
|
826 | op->stats.Dex = roll_stat (); |
|
|
827 | op->stats.Int = roll_stat (); |
|
|
828 | op->stats.Con = roll_stat (); |
|
|
829 | op->stats.Wis = roll_stat (); |
|
|
830 | op->stats.Pow = roll_stat (); |
|
|
831 | op->stats.Cha = roll_stat (); |
|
|
832 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
833 | } |
|
|
834 | while (sum < 82 || sum > 116); |
|
|
835 | |
799 | |
836 | /* Sort the stats so that rerolling is easier... */ |
800 | // Sort the stats so that rerolling is easier... |
837 | statsort[0] = op->stats.Str; |
801 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
838 | statsort[1] = op->stats.Dex; |
|
|
839 | statsort[2] = op->stats.Int; |
|
|
840 | statsort[3] = op->stats.Con; |
|
|
841 | statsort[4] = op->stats.Wis; |
|
|
842 | statsort[5] = op->stats.Pow; |
|
|
843 | statsort[6] = op->stats.Cha; |
|
|
844 | |
802 | |
845 | /* a quick and dirty bubblesort? */ |
803 | for (int i = 0; i < NUM_STATS; ++i) |
846 | do |
804 | stats.stat (i) = statsort [i]; |
847 | { |
|
|
848 | if (statsort[i] < statsort[i + 1]) |
|
|
849 | { |
|
|
850 | j = statsort[i]; |
|
|
851 | statsort[i] = statsort[i + 1]; |
|
|
852 | statsort[i + 1] = j; |
|
|
853 | i = 0; |
|
|
854 | } |
|
|
855 | else |
|
|
856 | { |
|
|
857 | i++; |
|
|
858 | } |
|
|
859 | } |
|
|
860 | while (i < 6); |
|
|
861 | |
805 | |
862 | op->stats.Str = statsort[0]; |
|
|
863 | op->stats.Dex = statsort[1]; |
|
|
864 | op->stats.Con = statsort[2]; |
|
|
865 | op->stats.Int = statsort[3]; |
|
|
866 | op->stats.Wis = statsort[4]; |
|
|
867 | op->stats.Pow = statsort[5]; |
|
|
868 | op->stats.Cha = statsort[6]; |
|
|
869 | |
|
|
870 | |
|
|
871 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
872 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
873 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
874 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
875 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
876 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
877 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
878 | |
|
|
879 | op->level = 1; |
|
|
880 | op->stats.exp = 0; |
806 | stats.exp = 0; |
881 | op->stats.ac = 0; |
807 | stats.ac = 0; |
882 | |
808 | |
883 | op->contr->levhp[1] = 9; |
|
|
884 | op->contr->levsp[1] = 6; |
|
|
885 | op->contr->levgrace[1] = 3; |
|
|
886 | |
|
|
887 | fix_player (op); |
|
|
888 | op->stats.hp = op->stats.maxhp; |
809 | stats.hp = stats.maxhp; |
889 | op->stats.sp = op->stats.maxsp; |
810 | stats.sp = stats.maxsp; |
890 | op->stats.grace = op->stats.maxgrace; |
811 | stats.grace = stats.maxgrace; |
|
|
812 | |
|
|
813 | if (contr) |
|
|
814 | { |
|
|
815 | contr->levhp[1] = 9; |
|
|
816 | contr->levsp[1] = 6; |
|
|
817 | contr->levgrace[1] = 3; |
|
|
818 | |
891 | op->contr->orig_stats = op->stats; |
819 | contr->orig_stats = stats; |
|
|
820 | } |
892 | } |
821 | } |
893 | |
822 | |
894 | void |
823 | void |
895 | Roll_Again (object *op) |
824 | object::swap_stats (int a, int b) |
896 | { |
825 | { |
897 | esrv_new_player (op->contr, 0); |
826 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
898 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
899 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
900 | } |
|
|
901 | |
827 | |
902 | void |
828 | for (int i = 0; i < NUM_STATS; ++i) |
903 | Swap_Stat (object *op, int Swap_Second) |
829 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
830 | |
|
|
831 | //TODO: the following code looks so borked and should, at the very least, |
|
|
832 | // be merged with the similar code in roll_stats |
|
|
833 | stats.ac = 0; |
|
|
834 | |
|
|
835 | level = 1; |
|
|
836 | stats.exp = 0; |
|
|
837 | stats.ac = 0; |
|
|
838 | |
|
|
839 | stats.hp = stats.maxhp; |
|
|
840 | stats.sp = stats.maxsp; |
|
|
841 | stats.grace = stats.maxgrace; |
|
|
842 | |
|
|
843 | if (contr) |
|
|
844 | { |
|
|
845 | contr->levhp[1] = 9; |
|
|
846 | contr->levsp[1] = 6; |
|
|
847 | contr->levgrace[1] = 3; |
|
|
848 | |
|
|
849 | contr->orig_stats = stats; |
|
|
850 | } |
|
|
851 | } |
|
|
852 | |
|
|
853 | static void |
|
|
854 | start_info (object *op) |
904 | { |
855 | { |
905 | signed char tmp; |
|
|
906 | char buf[MAX_BUF]; |
856 | char buf[MAX_BUF]; |
907 | |
857 | |
908 | if (op->contr->Swap_First == -1) |
858 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
909 | { |
|
|
910 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
911 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
912 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
913 | return; |
|
|
914 | } |
|
|
915 | |
|
|
916 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
917 | |
|
|
918 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
919 | |
|
|
920 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
921 | |
|
|
922 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
923 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
859 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
924 | op->stats.Str = op->contr->orig_stats.Str; |
860 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
925 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
926 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
927 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
928 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
929 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
930 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
931 | op->stats.ac = 0; |
|
|
932 | |
|
|
933 | op->level = 1; |
|
|
934 | op->stats.exp = 0; |
|
|
935 | op->stats.ac = 0; |
|
|
936 | |
|
|
937 | op->contr->levhp[1] = 9; |
|
|
938 | op->contr->levsp[1] = 6; |
|
|
939 | op->contr->levgrace[1] = 3; |
|
|
940 | |
|
|
941 | fix_player (op); |
|
|
942 | op->stats.hp = op->stats.maxhp; |
|
|
943 | op->stats.sp = op->stats.maxsp; |
|
|
944 | op->stats.grace = op->stats.maxgrace; |
|
|
945 | op->contr->orig_stats = op->stats; |
|
|
946 | op->contr->Swap_First = -1; |
|
|
947 | } |
|
|
948 | |
|
|
949 | |
|
|
950 | /* This code has been greatly reduced, because with set_attr_value |
|
|
951 | * and get_attr_value, the stats can be accessed just numeric |
|
|
952 | * ids. stat_trans is a table that translate the number entered |
|
|
953 | * into the actual stat. It is needed because the order the stats |
|
|
954 | * are displayed in the stat window is not the same as how |
|
|
955 | * the number's access that stat. The table does that translation. |
|
|
956 | */ |
|
|
957 | int |
|
|
958 | key_roll_stat (object *op, char key) |
|
|
959 | { |
|
|
960 | int keynum = key - '0'; |
|
|
961 | char buf[MAX_BUF]; |
|
|
962 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
963 | |
|
|
964 | if (keynum > 0 && keynum <= 7) |
|
|
965 | { |
|
|
966 | if (op->contr->Swap_First == -1) |
|
|
967 | { |
|
|
968 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
969 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
970 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
971 | } |
|
|
972 | else |
|
|
973 | Swap_Stat (op, stat_trans[keynum]); |
|
|
974 | |
|
|
975 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
976 | return 1; |
|
|
977 | } |
|
|
978 | switch (key) |
|
|
979 | { |
|
|
980 | case 'n': |
|
|
981 | case 'N': |
|
|
982 | { |
|
|
983 | SET_FLAG (op, FLAG_WIZ); |
|
|
984 | if (op->map == NULL) |
|
|
985 | { |
|
|
986 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
987 | break; |
|
|
988 | } |
|
|
989 | |
|
|
990 | #if 0 |
|
|
991 | /* So that enter_exit will put us at startx/starty */ |
|
|
992 | op->x = -1; |
|
|
993 | |
|
|
994 | enter_exit (op, NULL); |
|
|
995 | #endif |
|
|
996 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
997 | /* Enter exit adds a player otherwise */ |
|
|
998 | add_statbonus (op); |
|
|
999 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1000 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1001 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1002 | if (op->msg) |
|
|
1003 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1004 | return 0; |
|
|
1005 | } |
|
|
1006 | case 'y': |
|
|
1007 | case 'Y': |
|
|
1008 | roll_stats (op); |
|
|
1009 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1010 | return 1; |
|
|
1011 | |
|
|
1012 | case 'q': |
|
|
1013 | case 'Q': |
|
|
1014 | play_again (op); |
|
|
1015 | return 1; |
|
|
1016 | |
|
|
1017 | default: |
|
|
1018 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1019 | return 0; |
|
|
1020 | } |
|
|
1021 | return 0; |
|
|
1022 | } |
862 | } |
1023 | |
863 | |
1024 | /* This function takes the key that is passed, and does the |
864 | /* This function takes the key that is passed, and does the |
1025 | * appropriate action with it (change race, or other things). |
865 | * appropriate action with it (change race, or other things). |
1026 | * The function name is for historical reasons - now we have |
866 | * The function name is for historical reasons - now we have |
1027 | * separate race and class; this actually changes the RACE, |
867 | * separate race and class; this actually changes the RACE, |
1028 | * not the class. |
868 | * not the class. |
1029 | */ |
869 | */ |
1030 | |
870 | void |
1031 | int |
871 | player::chargen_race_done () |
1032 | key_change_class (object *op, char key) |
|
|
1033 | { |
872 | { |
1034 | int tmp_loop; |
|
|
1035 | |
|
|
1036 | if (key == 'q' || key == 'Q') |
|
|
1037 | { |
|
|
1038 | op->remove (); |
|
|
1039 | play_again (op); |
|
|
1040 | return 0; |
|
|
1041 | } |
|
|
1042 | if (key == 'd' || key == 'D') |
|
|
1043 | { |
|
|
1044 | char buf[MAX_BUF]; |
|
|
1045 | |
|
|
1046 | /* this must before then initial items are given */ |
873 | /* this must before then initial items are given */ |
1047 | esrv_new_player (op->contr, op->weight + op->carrying); |
874 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
1048 | |
875 | |
1049 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
876 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
1050 | if (tl) |
877 | if (tl) |
1051 | create_treasure (tl, op, 0, 0, 0); |
878 | create_treasure (tl, ob, 0, 0, 0); |
1052 | |
879 | |
1053 | INVOKE_PLAYER (BIRTH, op->contr); |
880 | INVOKE_PLAYER (BIRTH, ob->contr); |
1054 | INVOKE_PLAYER (LOGIN, op->contr); |
881 | INVOKE_PLAYER (LOGIN, ob->contr); |
1055 | |
882 | |
1056 | op->contr->state = ST_PLAYING; |
883 | ob->contr->ns->state = ST_PLAYING; |
1057 | |
884 | |
1058 | if (op->msg) |
885 | if (ob->msg) |
1059 | op->msg = NULL; |
886 | ob->msg = 0; |
1060 | |
887 | |
1061 | /* We create this now because some of the unique maps will need it |
888 | /* We create this now because some of the unique maps will need it |
1062 | * to save here. |
889 | * to save here. |
1063 | */ |
890 | */ |
|
|
891 | { |
|
|
892 | char buf[MAX_BUF]; |
1064 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
893 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1065 | make_path_to_file (buf); |
894 | make_path_to_file (buf); |
|
|
895 | } |
1066 | |
896 | |
1067 | #ifdef AUTOSAVE |
|
|
1068 | op->contr->last_save_tick = pticks; |
|
|
1069 | #endif |
|
|
1070 | start_info (op); |
897 | start_info (ob); |
1071 | CLEAR_FLAG (op, FLAG_WIZ); |
898 | CLEAR_FLAG (ob, FLAG_WIZ); |
1072 | give_initial_items (op, op->randomitems); |
899 | give_initial_items (ob, ob->randomitems); |
1073 | link_player_skills (op); |
900 | link_player_skills (ob); |
1074 | esrv_send_inventory (op, op); |
901 | esrv_send_inventory (ob, ob); |
1075 | fix_player (op); |
902 | ob->update_stats (); |
1076 | |
903 | |
1077 | /* This moves the player to a different start map, if there |
904 | /* This moves the player to a different start map, if there |
1078 | * is one for this race |
905 | * is one for this race |
1079 | */ |
906 | */ |
1080 | if (*first_map_ext_path) |
907 | if (*first_map_ext_path) |
1081 | { |
908 | { |
1082 | object *tmp; |
909 | object *tmp; |
1083 | char mapname[MAX_BUF]; |
910 | char mapname[MAX_BUF]; |
1084 | |
911 | |
1085 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
912 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
1086 | tmp = object::create (); |
913 | tmp = object::create (); |
1087 | EXIT_PATH (tmp) = mapname; |
914 | EXIT_PATH (tmp) = mapname; |
1088 | EXIT_X (tmp) = op->x; |
915 | EXIT_X (tmp) = ob->x; |
1089 | EXIT_Y (tmp) = op->y; |
916 | EXIT_Y (tmp) = ob->y; |
1090 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
917 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
1091 | * if the map isn't there, then stay on the |
918 | * if the map isn't there, then stay on the |
1092 | * default initial map */ |
919 | * default initial map */ |
1093 | tmp->destroy (); |
920 | tmp->destroy (); |
1094 | } |
921 | } |
1095 | else |
922 | else |
1096 | { |
|
|
1097 | LOG (llevDebug, "first_map_ext_path not set\n"); |
923 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1098 | } |
924 | } |
1099 | return 0; |
|
|
1100 | } |
|
|
1101 | |
925 | |
|
|
926 | void |
|
|
927 | player::chargen_race_next () |
|
|
928 | { |
1102 | /* Following actually changes the race - this is the default command |
929 | /* Following actually changes the race - this is the default command |
1103 | * if we don't match with one of the options above. |
930 | * if we don't match with one of the options above. |
1104 | */ |
931 | */ |
1105 | |
932 | |
1106 | tmp_loop = 0; |
933 | do |
1107 | while (!tmp_loop) |
|
|
1108 | { |
934 | { |
1109 | shstr name = op->name; |
935 | shstr name = ob->name; |
1110 | int x = op->x, y = op->y; |
936 | int x = ob->x, y = ob->y; |
1111 | |
937 | |
1112 | remove_statbonus (op); |
938 | ob->remove_statbonus (); |
1113 | op->remove (); |
939 | ob->remove (); |
1114 | op->arch = get_player_archetype (op->arch); |
940 | ob->arch = get_player_archetype (ob->arch); |
1115 | op->arch->clone.copy_to (op); |
941 | ob->arch->clone.copy_to (ob); |
1116 | op->instantiate (); |
942 | ob->instantiate (); |
1117 | op->stats = op->contr->orig_stats; |
943 | ob->stats = ob->contr->orig_stats; |
1118 | op->name = op->name_pl = name; |
944 | ob->name = ob->name_pl = name; |
1119 | op->x = x; |
945 | ob->x = x; |
1120 | op->y = y; |
946 | ob->y = y; |
1121 | SET_ANIMATION (op, 2); /* So player faces south */ |
947 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1122 | insert_ob_in_map (op, op->map, op, 0); |
948 | insert_ob_in_map (ob, ob->map, ob, 0); |
1123 | assign (op->contr->title, op->arch->clone.name); |
949 | assign (ob->contr->title, ob->arch->clone.name); |
1124 | add_statbonus (op); |
950 | ob->add_statbonus (); |
1125 | tmp_loop = allowed_class (op); |
|
|
1126 | } |
951 | } |
|
|
952 | while (!allowed_class (ob)); |
1127 | |
953 | |
1128 | update_object (op, UP_OBJ_FACE); |
954 | update_object (ob, UP_OBJ_FACE); |
1129 | esrv_update_item (UPD_FACE, op, op); |
955 | esrv_update_item (UPD_FACE, ob, ob); |
1130 | fix_player (op); |
956 | ob->update_stats (); |
1131 | op->stats.hp = op->stats.maxhp; |
957 | ob->stats.hp = ob->stats.maxhp; |
1132 | op->stats.sp = op->stats.maxsp; |
958 | ob->stats.sp = ob->stats.maxsp; |
1133 | op->stats.grace = 0; |
959 | ob->stats.grace = 0; |
1134 | |
|
|
1135 | if (op->msg) |
|
|
1136 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1137 | |
|
|
1138 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1139 | return 0; |
|
|
1140 | } |
|
|
1141 | |
|
|
1142 | int |
|
|
1143 | key_confirm_quit (object *op, char key) |
|
|
1144 | { |
|
|
1145 | char buf[MAX_BUF]; |
|
|
1146 | |
|
|
1147 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1148 | { |
|
|
1149 | op->contr->state = ST_PLAYING; |
|
|
1150 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1151 | return 1; |
|
|
1152 | } |
|
|
1153 | |
|
|
1154 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1155 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1156 | |
|
|
1157 | terminate_all_pets (op); |
|
|
1158 | leave_map (op); |
|
|
1159 | op->direction = 0; |
|
|
1160 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1161 | |
|
|
1162 | strcpy (op->contr->killer, "quit"); |
|
|
1163 | check_score (op); |
|
|
1164 | op->contr->party = NULL; |
|
|
1165 | if (settings.set_title == TRUE) |
|
|
1166 | op->contr->own_title[0] = '\0'; |
|
|
1167 | |
|
|
1168 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1169 | { |
|
|
1170 | maptile *mp, *next; |
|
|
1171 | |
|
|
1172 | /* We need to hunt for any per player unique maps in memory and |
|
|
1173 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1174 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1175 | */ |
|
|
1176 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1177 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1178 | { |
|
|
1179 | next = mp->next; |
|
|
1180 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1181 | delete_map (mp); |
|
|
1182 | } |
|
|
1183 | |
|
|
1184 | delete_character (op->name, 1); |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | play_again (op); |
|
|
1188 | return 1; |
|
|
1189 | } |
960 | } |
1190 | |
961 | |
1191 | void |
962 | void |
1192 | flee_player (object *op) |
963 | flee_player (object *op) |
1193 | { |
964 | { |
… | |
… | |
1223 | { |
994 | { |
1224 | op->enemy = NULL; |
995 | op->enemy = NULL; |
1225 | CLEAR_FLAG (op, FLAG_SCARED); |
996 | CLEAR_FLAG (op, FLAG_SCARED); |
1226 | return; |
997 | return; |
1227 | } |
998 | } |
|
|
999 | |
1228 | get_rangevector (op, op->enemy, &rv, 0); |
1000 | get_rangevector (op, op->enemy, &rv, 0); |
1229 | |
1001 | |
1230 | dir = absdir (4 + rv.direction); |
1002 | dir = absdir (4 + rv.direction); |
1231 | for (diff = 0; diff < 3; diff++) |
1003 | for (diff = 0; diff < 3; diff++) |
1232 | { |
1004 | { |
1233 | int m = 1 - (RANDOM () & 2); |
1005 | int m = 1 - (RANDOM () & 2); |
1234 | |
1006 | |
1235 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1007 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1236 | { |
|
|
1237 | return; |
1008 | return; |
1238 | } |
|
|
1239 | } |
1009 | } |
|
|
1010 | |
1240 | /* Cornered, get rid of scared */ |
1011 | /* Cornered, get rid of scared */ |
1241 | CLEAR_FLAG (op, FLAG_SCARED); |
1012 | CLEAR_FLAG (op, FLAG_SCARED); |
1242 | op->enemy = NULL; |
1013 | op->enemy = NULL; |
1243 | } |
1014 | } |
1244 | |
1015 | |
1245 | |
|
|
1246 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1016 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1247 | * IT returns 1 if the player should keep on moving, 0 if he should |
1017 | * It returns 1 if the player should keep on moving, 0 if he should |
1248 | * stop. |
1018 | * stop. |
1249 | */ |
1019 | */ |
1250 | int |
1020 | int |
1251 | check_pick (object *op) |
1021 | check_pick (object *op) |
1252 | { |
1022 | { |
1253 | object *tmp, *next; |
1023 | object *tmp, *next; |
1254 | int stop = 0; |
1024 | int stop = 0; |
1255 | int j, k, wvratio; |
1025 | int wvratio; |
1256 | char putstring[128], tmpstr[16]; |
1026 | char putstring[128]; |
1257 | |
1027 | |
1258 | /* if you're flying, you cna't pick up anything */ |
1028 | /* if you're flying, you cna't pick up anything */ |
1259 | if (op->move_type & MOVE_FLYING) |
1029 | if (op->move_type & MOVE_FLYING) |
1260 | return 1; |
1030 | return 1; |
1261 | |
1031 | |
… | |
… | |
1330 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1100 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1331 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1101 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1332 | else |
1102 | else |
1333 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1103 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1334 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1104 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1105 | |
1335 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1106 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1336 | |
|
|
1337 | sprintf (putstring, "...flags: "); |
|
|
1338 | for (k = 0; k < 4; k++) |
|
|
1339 | { |
|
|
1340 | for (j = 0; j < 32; j++) |
|
|
1341 | { |
|
|
1342 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1343 | { |
|
|
1344 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1345 | strcat (putstring, tmpstr); |
|
|
1346 | } |
|
|
1347 | } |
|
|
1348 | } |
|
|
1349 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1350 | |
|
|
1351 | #if 0 |
|
|
1352 | /* print the flags too */ |
|
|
1353 | for (k = 0; k < 4; k++) |
|
|
1354 | { |
|
|
1355 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1356 | for (j = 0; j < 32; j++) |
|
|
1357 | { |
|
|
1358 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1359 | if (!((j + 1) % 4)) |
|
|
1360 | fprintf (stderr, " "); |
|
|
1361 | } |
|
|
1362 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1363 | } |
|
|
1364 | #endif |
|
|
1365 | } |
1107 | } |
|
|
1108 | |
1366 | /* philosophy: |
1109 | /* philosophy: |
1367 | * It's easy to grab an item type from a pile, as long as it's |
1110 | * It's easy to grab an item type from a pile, as long as it's |
1368 | * generic. This takes no game-time. For more detailed pickups |
1111 | * generic. This takes no game-time. For more detailed pickups |
1369 | * and selections, select-items shoul dbe used. This is a |
1112 | * and selections, select-items should be used. This is a |
1370 | * grab-as-you-run type mode that's really useful for arrows for |
1113 | * grab-as-you-run type mode that's really useful for arrows for |
1371 | * example. |
1114 | * example. |
1372 | * The drawback: right now it has no frontend, so you need to |
1115 | * The drawback: right now it has no frontend, so you need to |
1373 | * stick the bits you want into a calculator in hex mode and then |
1116 | * stick the bits you want into a calculator in hex mode and then |
1374 | * convert to decimal and then 'pickup <#> |
1117 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1625 | * found object is returned. |
1368 | * found object is returned. |
1626 | */ |
1369 | */ |
1627 | object * |
1370 | object * |
1628 | find_arrow (object *op, const char *type) |
1371 | find_arrow (object *op, const char *type) |
1629 | { |
1372 | { |
1630 | object *tmp = NULL; |
1373 | object *tmp = 0; |
1631 | |
1374 | |
1632 | for (op = op->inv; op; op = op->below) |
1375 | for (op = op->inv; op; op = op->below) |
1633 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1376 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1634 | tmp = find_arrow (op, type); |
1377 | tmp = find_arrow (op, type); |
1635 | else if (op->type == ARROW && op->race == type) |
1378 | else if (op->type == ARROW && op->race == type) |
1636 | return op; |
1379 | return op; |
|
|
1380 | |
1637 | return tmp; |
1381 | return tmp; |
1638 | } |
1382 | } |
1639 | |
1383 | |
1640 | /* |
1384 | /* |
1641 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1385 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1642 | * against the target. A full test is not performed, simply a basic test |
1386 | * against the target. A full test is not performed, simply a basic test |
1643 | * of resistances. The archer is making a quick guess at what he sees down |
1387 | * of resistances. The archer is making a quick guess at what he sees down |
1644 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1388 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1645 | */ |
1389 | */ |
1646 | |
|
|
1647 | object * |
1390 | object * |
1648 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1391 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1649 | { |
1392 | { |
1650 | object *tmp = NULL, *arrow, *ntmp; |
1393 | object *tmp = NULL, *arrow, *ntmp; |
1651 | int attacknum, attacktype, betterby = 0, i; |
1394 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1717 | * find_better_arrow to find a decent arrow to use. |
1460 | * find_better_arrow to find a decent arrow to use. |
1718 | * op = the shooter |
1461 | * op = the shooter |
1719 | * type = bow->race |
1462 | * type = bow->race |
1720 | * dir = fire direction |
1463 | * dir = fire direction |
1721 | */ |
1464 | */ |
1722 | |
|
|
1723 | object * |
1465 | object * |
1724 | pick_arrow_target (object *op, const char *type, int dir) |
1466 | pick_arrow_target (object *op, const char *type, int dir) |
1725 | { |
1467 | { |
1726 | object *tmp = NULL; |
1468 | object *tmp = NULL; |
1727 | maptile *m; |
1469 | maptile *m; |
… | |
… | |
1792 | */ |
1534 | */ |
1793 | int |
1535 | int |
1794 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1536 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1795 | { |
1537 | { |
1796 | object *left, *bow; |
1538 | object *left, *bow; |
1797 | int bowspeed, mflags; |
1539 | int mflags; |
1798 | maptile *m; |
1540 | maptile *m; |
1799 | |
1541 | |
1800 | if (!dir) |
1542 | if (!dir) |
1801 | { |
1543 | { |
1802 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1544 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1803 | return 0; |
1545 | return 0; |
1804 | } |
1546 | } |
1805 | if (op->type == PLAYER) |
1547 | |
1806 | bow = op->contr->ranges[range_bow]; |
1548 | if (op->contr) |
|
|
1549 | bow = op->current_weapon; |
1807 | else |
1550 | else |
1808 | { |
1551 | { |
1809 | for (bow = op->inv; bow; bow = bow->below) |
1552 | for (bow = op->inv; bow; bow = bow->below) |
1810 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1553 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1811 | * don't need to switch back and forth between bows and weapons. |
1554 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1816 | if (!bow) |
1559 | if (!bow) |
1817 | { |
1560 | { |
1818 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1561 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1819 | return 0; |
1562 | return 0; |
1820 | } |
1563 | } |
|
|
1564 | |
|
|
1565 | // optimisation: move object to top so we will find it quickly again |
|
|
1566 | if (bow->below) |
|
|
1567 | { |
|
|
1568 | bow->remove (); |
|
|
1569 | op->insert (bow); |
|
|
1570 | } |
|
|
1571 | |
1821 | } |
1572 | } |
|
|
1573 | |
1822 | if (!bow->race || !bow->skill) |
1574 | if (!bow->race || !bow->skill) |
1823 | { |
1575 | { |
1824 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1576 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1825 | return 0; |
1577 | return 0; |
1826 | } |
1578 | } |
1827 | |
|
|
1828 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1829 | |
|
|
1830 | /* penalize ROF for bestarrow */ |
|
|
1831 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1832 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1833 | if (bowspeed < 1) |
|
|
1834 | bowspeed = 1; |
|
|
1835 | |
1579 | |
1836 | if (arrow == NULL) |
1580 | if (arrow == NULL) |
1837 | { |
1581 | { |
1838 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1582 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1839 | { |
1583 | { |
1840 | if (op->type == PLAYER) |
1584 | if (op->type == PLAYER) |
1841 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1585 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1842 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1586 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1843 | else |
1587 | else |
1844 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1588 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1589 | |
1845 | return 0; |
1590 | return 0; |
1846 | } |
1591 | } |
1847 | } |
1592 | } |
|
|
1593 | |
1848 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1594 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1849 | if (mflags & P_OUT_OF_MAP) |
1595 | if (mflags & P_OUT_OF_MAP) |
1850 | { |
|
|
1851 | return 0; |
1596 | return 0; |
1852 | } |
1597 | |
1853 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1598 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1854 | { |
1599 | { |
1855 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1600 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1856 | return 0; |
1601 | return 0; |
1857 | } |
1602 | } |
… | |
… | |
1863 | return 0; |
1608 | return 0; |
1864 | } |
1609 | } |
1865 | |
1610 | |
1866 | left = arrow; /* these are arrows left to the player */ |
1611 | left = arrow; /* these are arrows left to the player */ |
1867 | arrow = get_split_ob (arrow, 1); |
1612 | arrow = get_split_ob (arrow, 1); |
1868 | if (arrow == NULL) |
1613 | if (!arrow) |
1869 | { |
1614 | { |
1870 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1615 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1871 | return 0; |
1616 | return 0; |
1872 | } |
1617 | } |
|
|
1618 | |
1873 | arrow->set_owner (op); |
1619 | arrow->set_owner (op); |
1874 | arrow->skill = bow->skill; |
1620 | arrow->skill = bow->skill; |
1875 | |
|
|
1876 | arrow->direction = dir; |
1621 | arrow->direction = dir; |
1877 | arrow->x = sx; |
1622 | |
1878 | arrow->y = sy; |
1623 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1624 | arrow->stats.hp = arrow->stats.dam; |
|
|
1625 | arrow->stats.grace = arrow->attacktype; |
|
|
1626 | |
|
|
1627 | if (arrow->slaying) |
|
|
1628 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1629 | |
|
|
1630 | #if 0 |
|
|
1631 | if (player *pl = op->contr) |
|
|
1632 | { |
|
|
1633 | float speed = pl->weapon_sp; |
|
|
1634 | |
|
|
1635 | /* penalize ROF for bestarrow */ |
|
|
1636 | if (pl->bowtype == bow_bestarrow) |
|
|
1637 | speed *= .9f; |
|
|
1638 | else |
|
|
1639 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1640 | |
|
|
1641 | op->speed_left += speed - op->speed; |
|
|
1642 | } |
|
|
1643 | #endif |
|
|
1644 | |
|
|
1645 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1646 | |
|
|
1647 | /* update the speed */ |
|
|
1648 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1649 | + bow->stats.dam / 7.f; |
|
|
1650 | |
|
|
1651 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1652 | arrow->speed_left = 0; |
|
|
1653 | |
|
|
1654 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1879 | |
1655 | |
1880 | if (op->type == PLAYER) |
1656 | if (op->type == PLAYER) |
1881 | { |
1657 | { |
1882 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1883 | fix_player (op); |
|
|
1884 | } |
|
|
1885 | |
|
|
1886 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1887 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1888 | arrow->stats.hp = arrow->stats.dam; |
|
|
1889 | arrow->stats.grace = arrow->attacktype; |
|
|
1890 | if (arrow->slaying != NULL) |
|
|
1891 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1892 | |
|
|
1893 | /* Note that this was different for monsters - they got their level |
|
|
1894 | * added to the damage. I think the strength bonus is more proper. |
|
|
1895 | */ |
|
|
1896 | |
|
|
1897 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1898 | |
|
|
1899 | /* update the speed */ |
|
|
1900 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1901 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1902 | |
|
|
1903 | if (arrow->speed < 1.0) |
|
|
1904 | arrow->speed = 1.0; |
|
|
1905 | update_ob_speed (arrow); |
|
|
1906 | arrow->speed_left = 0; |
|
|
1907 | |
|
|
1908 | if (op->type == PLAYER) |
|
|
1909 | { |
|
|
1910 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1911 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1912 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1913 | |
|
|
1914 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1658 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1659 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1660 | |
|
|
1661 | if (!arrow->slaying) |
|
|
1662 | arrow->slaying = op->slaying; |
|
|
1663 | |
|
|
1664 | arrow->attacktype |= op->attacktype; |
1915 | } |
1665 | } |
1916 | else |
1666 | else |
1917 | { |
1667 | { |
1918 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1919 | arrow->level = op->level; |
1668 | arrow->level = op->level; |
1920 | } |
1669 | arrow->stats.wc -= bow->magic; |
1921 | |
1670 | |
1922 | if (arrow->attacktype == AT_PHYSICAL) |
1671 | if (!arrow->slaying) |
|
|
1672 | arrow->slaying = bow->slaying; |
|
|
1673 | |
1923 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
|
|
1675 | } |
1924 | |
1676 | |
1925 | if (bow->slaying != NULL) |
1677 | wc -= arrow->level; |
1926 | arrow->slaying = bow->slaying; |
1678 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1927 | |
1679 | |
1928 | arrow->map = m; |
1680 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1929 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1930 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1931 | |
1683 | |
1932 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1684 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1933 | insert_ob_in_map (arrow, m, op, 0); |
1685 | m->insert (arrow, sx, sy, op); |
1934 | |
1686 | |
1935 | if (!arrow->destroyed ()) |
1687 | if (!arrow->destroyed ()) |
1936 | move_arrow (arrow); |
1688 | move_arrow (arrow); |
1937 | |
1689 | |
1938 | if (op->type == PLAYER) |
1690 | if (op->type == PLAYER) |
… | |
… | |
1958 | { |
1710 | { |
1959 | int ret = 0, wcmod = 0; |
1711 | int ret = 0, wcmod = 0; |
1960 | |
1712 | |
1961 | if (op->contr->bowtype == bow_bestarrow) |
1713 | if (op->contr->bowtype == bow_bestarrow) |
1962 | { |
1714 | { |
1963 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1715 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1964 | } |
1716 | } |
1965 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1966 | { |
1718 | { |
1967 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1968 | wcmod = -1; |
1720 | wcmod = -1; |
|
|
1721 | |
1969 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1722 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1970 | } |
1723 | } |
1971 | else if (op->contr->bowtype == bow_threewide) |
1724 | else if (op->contr->bowtype == bow_threewide) |
1972 | { |
1725 | { |
1973 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1726 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
1977 | else if (op->contr->bowtype == bow_spreadshot) |
1730 | else if (op->contr->bowtype == bow_spreadshot) |
1978 | { |
1731 | { |
1979 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1980 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1981 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1734 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1982 | |
|
|
1983 | } |
1735 | } |
1984 | else |
1736 | else |
1985 | { |
1737 | { |
1986 | /* Simple case */ |
1738 | /* Simple case */ |
1987 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1739 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1988 | } |
1740 | } |
|
|
1741 | |
1989 | return ret; |
1742 | return ret; |
1990 | } |
1743 | } |
1991 | |
|
|
1992 | |
1744 | |
1993 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1994 | * Broken apart from 'fire' to keep it more readable. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1995 | */ |
1747 | */ |
1996 | void |
1748 | void |
1997 | fire_misc_object (object *op, int dir) |
1749 | fire_misc_object (object *op, int dir) |
1998 | { |
1750 | { |
1999 | object *item; |
1751 | object *item = op->contr->ranged_ob; |
2000 | |
1752 | |
2001 | if (!op->contr->ranges[range_misc]) |
1753 | if (!item) |
2002 | { |
1754 | { |
2003 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2004 | return; |
1756 | return; |
2005 | } |
1757 | } |
2006 | |
1758 | |
2007 | item = op->contr->ranges[range_misc]; |
|
|
2008 | if (!item->inv) |
1759 | if (!item->inv) |
2009 | { |
1760 | { |
2010 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1761 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2011 | return; |
1762 | return; |
2012 | } |
1763 | } |
|
|
1764 | |
|
|
1765 | if (!op->change_weapon (item)) |
|
|
1766 | return; |
|
|
1767 | |
2013 | if (item->type == WAND) |
1768 | if (item->type == WAND) |
2014 | { |
1769 | { |
2015 | if (item->stats.food <= 0) |
1770 | if (item->stats.food <= 0) |
2016 | { |
1771 | { |
2017 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1772 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
2018 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1773 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1774 | |
2019 | return; |
1775 | return; |
2020 | } |
1776 | } |
2021 | } |
1777 | } |
2022 | else if (item->type == ROD || item->type == HORN) |
1778 | else if (item->type == ROD || item->type == HORN) |
2023 | { |
1779 | { |
2024 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1780 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
2025 | { |
1781 | { |
2026 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1782 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1783 | |
2027 | if (item->type == ROD) |
1784 | if (item->type == ROD) |
2028 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1785 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2029 | else |
1786 | else |
2030 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1787 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1788 | |
2031 | return; |
1789 | return; |
2032 | } |
1790 | } |
2033 | } |
1791 | } |
2034 | |
1792 | |
2035 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1793 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
2043 | |
1801 | |
2044 | if (item->arch) |
1802 | if (item->arch) |
2045 | { |
1803 | { |
2046 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1804 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2047 | item->face = item->arch->clone.face; |
1805 | item->face = item->arch->clone.face; |
2048 | item->speed = 0; |
1806 | item->set_speed (0); |
2049 | update_ob_speed (item); |
|
|
2050 | } |
1807 | } |
|
|
1808 | |
2051 | if ((tmp = is_player_inv (item))) |
1809 | if ((tmp = item->in_player ())) |
2052 | esrv_update_item (UPD_ANIM, tmp, item); |
1810 | esrv_update_item (UPD_ANIM, tmp, item); |
2053 | } |
1811 | } |
2054 | } |
1812 | } |
2055 | else if (item->type == ROD || item->type == HORN) |
1813 | else if (item->type == ROD || item->type == HORN) |
2056 | { |
|
|
2057 | drain_rod_charge (item); |
1814 | drain_rod_charge (item); |
2058 | } |
|
|
2059 | } |
1815 | } |
2060 | } |
1816 | } |
2061 | |
1817 | |
2062 | /* Received a fire command for the player - go and do it. |
1818 | /* Received a fire command for the player - go and do it. |
2063 | */ |
1819 | */ |
2064 | void |
1820 | bool |
2065 | fire (object *op, int dir) |
1821 | fire (object *op, int dir) |
2066 | { |
1822 | { |
2067 | int spellcost = 0; |
1823 | int spellcost = 0; |
2068 | |
1824 | |
2069 | /* check for loss of invisiblity/hide */ |
1825 | /* check for loss of invisiblity/hide */ |
2070 | if (action_makes_visible (op)) |
1826 | if (action_makes_visible (op)) |
2071 | make_visible (op); |
1827 | make_visible (op); |
2072 | |
1828 | |
2073 | switch (op->contr->shoottype) |
1829 | player *pl = op->contr; |
|
|
1830 | |
|
|
1831 | if (pl->golem) |
|
|
1832 | { |
|
|
1833 | control_golem (op->contr->golem, dir); |
|
|
1834 | return false; |
2074 | { |
1835 | } |
2075 | case range_none: |
|
|
2076 | return; |
|
|
2077 | |
1836 | |
2078 | case range_bow: |
1837 | object *ob = pl->ranged_ob; |
|
|
1838 | |
|
|
1839 | if (!ob) |
|
|
1840 | return false; |
|
|
1841 | |
|
|
1842 | if (!op->change_weapon (ob)) |
|
|
1843 | return false; |
|
|
1844 | |
|
|
1845 | if (op->speed_left > 0.f) |
|
|
1846 | --op->speed_left; |
|
|
1847 | else |
|
|
1848 | return false; |
|
|
1849 | |
|
|
1850 | switch (ob->type) |
|
|
1851 | { |
|
|
1852 | case BOW: |
2079 | player_fire_bow (op, dir); |
1853 | player_fire_bow (op, dir); |
2080 | return; |
1854 | break; |
2081 | |
1855 | |
2082 | case range_magic: /* Casting spells */ |
1856 | case SPELL: |
2083 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1857 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
2084 | return; |
1858 | break; |
2085 | |
1859 | |
2086 | case range_misc: |
1860 | case BUILDER: |
|
|
1861 | apply_map_builder (op, dir); |
|
|
1862 | break; |
|
|
1863 | |
|
|
1864 | case SKILL: |
|
|
1865 | do_skill (op, op, ob, dir, 0); |
|
|
1866 | break; |
|
|
1867 | |
|
|
1868 | default: |
2087 | fire_misc_object (op, dir); |
1869 | fire_misc_object (op, dir); |
2088 | return; |
1870 | break; |
2089 | |
|
|
2090 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2091 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2092 | { |
|
|
2093 | op->contr->ranges[range_golem] = 0; |
|
|
2094 | op->contr->shoottype = range_none; |
|
|
2095 | } |
|
|
2096 | else |
|
|
2097 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2098 | return; |
|
|
2099 | |
|
|
2100 | case range_skill: |
|
|
2101 | if (!op->chosen_skill) |
|
|
2102 | { |
|
|
2103 | if (op->type == PLAYER) |
|
|
2104 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2105 | return; |
|
|
2106 | } |
|
|
2107 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2108 | return; |
|
|
2109 | case range_builder: |
|
|
2110 | apply_map_builder (op, dir); |
|
|
2111 | return; |
|
|
2112 | default: |
|
|
2113 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
2114 | return; |
|
|
2115 | } |
1871 | } |
2116 | } |
|
|
2117 | |
1872 | |
2118 | |
1873 | return true; |
|
|
1874 | } |
2119 | |
1875 | |
2120 | /* find_key |
1876 | /* find_key |
2121 | * We try to find a key for the door as passed. If we find a key |
1877 | * We try to find a key for the door as passed. If we find a key |
2122 | * and successfully use it, we return the key, otherwise NULL |
1878 | * and successfully use it, we return the key, otherwise NULL |
2123 | * This function merges both normal and locked door, since the logic |
1879 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2125 | * pl is the player, |
1881 | * pl is the player, |
2126 | * inv is the objects inventory to searched |
1882 | * inv is the objects inventory to searched |
2127 | * door is the door we are trying to match against. |
1883 | * door is the door we are trying to match against. |
2128 | * This function can be called recursively to search containers. |
1884 | * This function can be called recursively to search containers. |
2129 | */ |
1885 | */ |
2130 | |
|
|
2131 | object * |
1886 | object * |
2132 | find_key (object *pl, object *container, object *door) |
1887 | find_key (object *pl, object *container, object *door) |
2133 | { |
1888 | { |
2134 | object *tmp, *key; |
1889 | object *tmp, *key; |
2135 | |
1890 | |
2136 | /* Should not happen, but sanity checking is never bad */ |
1891 | /* Should not happen, but sanity checking is never bad */ |
2137 | if (container->inv == NULL) |
1892 | if (!container->inv) |
2138 | return NULL; |
1893 | return 0; |
2139 | |
1894 | |
2140 | /* First, lets try to find a key in the top level inventory */ |
1895 | /* First, lets try to find a key in the top level inventory */ |
2141 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1896 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2142 | { |
1897 | { |
2143 | if (door->type == DOOR && tmp->type == KEY) |
1898 | if (door->type == DOOR && tmp->type == KEY) |
2144 | break; |
1899 | break; |
2145 | /* For sanity, we should really check door type, but other stuff |
1900 | /* For sanity, we should really check door type, but other stuff |
2146 | * (like containers) can be locked with special keys |
1901 | * (like containers) can be locked with special keys |
2147 | */ |
1902 | */ |
2148 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1903 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2149 | break; |
1904 | break; |
2150 | } |
1905 | } |
|
|
1906 | |
2151 | /* No key found - lets search inventories now */ |
1907 | /* No key found - lets search inventories now */ |
2152 | /* If we find and use a key in an inventory, return at that time. |
1908 | /* If we find and use a key in an inventory, return at that time. |
2153 | * otherwise, if we search all the inventories and still don't find |
1909 | * otherwise, if we search all the inventories and still don't find |
2154 | * a key, return |
1910 | * a key, return |
2155 | */ |
1911 | */ |
2156 | if (!tmp) |
1912 | if (!tmp) |
2157 | { |
1913 | { |
2158 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1914 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2159 | { |
1915 | { |
2160 | /* No reason to search empty containers */ |
1916 | /* No reason to search empty containers */ |
2161 | if (tmp->type == CONTAINER && tmp->inv) |
1917 | if (tmp->type == CONTAINER && tmp->inv) |
2162 | { |
1918 | { |
2163 | if ((key = find_key (pl, tmp, door)) != NULL) |
1919 | if ((key = find_key (pl, tmp, door))) |
2164 | return key; |
1920 | return key; |
2165 | } |
1921 | } |
2166 | } |
1922 | } |
|
|
1923 | |
2167 | if (!tmp) |
1924 | if (!tmp) |
2168 | return NULL; |
1925 | return NULL; |
2169 | } |
1926 | } |
|
|
1927 | |
2170 | /* We get down here if we have found a key. Now if its in a container, |
1928 | /* We get down here if we have found a key. Now if its in a container, |
2171 | * see if we actually want to use it |
1929 | * see if we actually want to use it |
2172 | */ |
1930 | */ |
2173 | if (pl != container) |
1931 | if (pl != container) |
2174 | { |
1932 | { |
… | |
… | |
2195 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1953 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2196 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1954 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2197 | return NULL; |
1955 | return NULL; |
2198 | } |
1956 | } |
2199 | } |
1957 | } |
|
|
1958 | |
2200 | return tmp; |
1959 | return tmp; |
2201 | } |
1960 | } |
2202 | |
1961 | |
2203 | /* moved door processing out of move_player_attack. |
1962 | /* moved door processing out of move_player_attack. |
2204 | * returns 1 if player has opened the door with a key |
1963 | * returns 1 if player has opened the door with a key |
… | |
… | |
2206 | * 0 otherwise |
1965 | * 0 otherwise |
2207 | */ |
1966 | */ |
2208 | static int |
1967 | static int |
2209 | player_attack_door (object *op, object *door) |
1968 | player_attack_door (object *op, object *door) |
2210 | { |
1969 | { |
2211 | |
|
|
2212 | /* If its a door, try to find a use a key. If we do destroy the door, |
1970 | /* If its a door, try to find a key. If we do destroy the door, |
2213 | * might as well return immediately as there is nothing more to do - |
1971 | * might as well return immediately as there is nothing more to do - |
2214 | * otherwise, we fall through to the rest of the code. |
1972 | * otherwise, we fall through to the rest of the code. |
2215 | */ |
1973 | */ |
2216 | object *key = find_key (op, op, door); |
1974 | object *key = find_key (op, op, door); |
2217 | |
1975 | |
2218 | /* IF we found a key, do some extra work */ |
1976 | /* If we found a key, do some extra work */ |
2219 | if (key) |
1977 | if (key) |
2220 | { |
1978 | { |
2221 | object *container = key->env; |
1979 | object *container = key->env; |
2222 | |
1980 | |
2223 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1981 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1982 | |
2224 | if (action_makes_visible (op)) |
1983 | if (action_makes_visible (op)) |
2225 | make_visible (op); |
1984 | make_visible (op); |
|
|
1985 | |
2226 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1986 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2227 | spring_trap (door->inv, op); |
1987 | spring_trap (door->inv, op); |
|
|
1988 | |
2228 | if (door->type == DOOR) |
1989 | if (door->type == DOOR) |
2229 | { |
|
|
2230 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1990 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2231 | } |
|
|
2232 | else if (door->type == LOCKED_DOOR) |
1991 | else if (door->type == LOCKED_DOOR) |
2233 | { |
1992 | { |
2234 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1993 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2235 | remove_door2 (door); /* remove door without violence ;-) */ |
1994 | remove_door2 (door); /* remove door without violence ;-) */ |
2236 | } |
1995 | } |
|
|
1996 | |
2237 | /* Do this after we print the message */ |
1997 | /* Do this after we print the message */ |
2238 | decrease_ob (key); /* Use up one of the keys */ |
1998 | decrease_ob (key); /* Use up one of the keys */ |
2239 | /* Need to update the weight the container the key was in */ |
1999 | /* Need to update the weight the container the key was in */ |
2240 | if (container != op) |
2000 | if (container != op) |
2241 | esrv_update_item (UPD_WEIGHT, op, container); |
2001 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2002 | |
2242 | return 1; /* Nothing more to do below */ |
2003 | return 1; /* Nothing more to do below */ |
2243 | } |
2004 | } |
2244 | else if (door->type == LOCKED_DOOR) |
2005 | else if (door->type == LOCKED_DOOR) |
2245 | { |
2006 | { |
2246 | /* Might as well return now - no other way to open this */ |
2007 | /* Might as well return now - no other way to open this */ |
2247 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2008 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2248 | return 1; |
2009 | return 1; |
2249 | } |
2010 | } |
|
|
2011 | |
2250 | return 0; |
2012 | return 0; |
2251 | } |
2013 | } |
2252 | |
2014 | |
2253 | /* This function is just part of a breakup from move_player. |
2015 | /* This function is just part of a breakup from move_player. |
2254 | * It should keep the code cleaner. |
2016 | * It should keep the code cleaner. |
2255 | * When this is called, the players direction has been updated |
2017 | * When this is called, the players direction has been updated |
2256 | * (taking into account confusion.) The player is also actually |
2018 | * (taking into account confusion.) The player is also actually |
2257 | * going to try and move (not fire weapons). |
2019 | * going to try and move (not fire weapons). |
2258 | */ |
2020 | */ |
2259 | |
2021 | bool |
2260 | void |
|
|
2261 | move_player_attack (object *op, int dir) |
2022 | move_player_attack (object *op, int dir) |
2262 | { |
2023 | { |
2263 | object *tmp, *mon; |
|
|
2264 | sint16 nx, ny; |
|
|
2265 | int on_battleground; |
2024 | int on_battleground; |
2266 | maptile *m; |
|
|
2267 | |
2025 | |
2268 | nx = freearr_x[dir] + op->x; |
2026 | sint16 nx = freearr_x[dir] + op->x; |
2269 | ny = freearr_y[dir] + op->y; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
2270 | |
2028 | |
2271 | on_battleground = op_on_battleground (op, NULL, NULL); |
2029 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2030 | |
|
|
2031 | if (out_of_map (op->map, nx, ny)) |
|
|
2032 | return false; |
|
|
2033 | |
|
|
2034 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2035 | { |
|
|
2036 | --op->speed_left; |
|
|
2037 | return true; |
|
|
2038 | } |
2272 | |
2039 | |
2273 | /* If braced, or can't move to the square, and it is not out of the |
2040 | /* If braced, or can't move to the square, and it is not out of the |
2274 | * map, attack it. Note order of if statement is important - don't |
2041 | * map, attack it. Note order of if statement is important - don't |
2275 | * want to be calling move_ob if braced, because move_ob will move the |
2042 | * want to be calling move_ob if braced, because move_ob will move the |
2276 | * player. This is a pretty nasty hack, because if we could |
2043 | * player. This is a pretty nasty hack, because if we could |
2277 | * move to some space, it then means that if we are braced, we should |
2044 | * move to some space, it then means that if we are braced, we should |
2278 | * do nothing at all. As it is, if we are braced, we go through |
2045 | * do nothing at all. As it is, if we are braced, we go through |
2279 | * quite a bit of processing. However, it probably is less than what |
2046 | * quite a bit of processing. However, it probably is less than what |
2280 | * move_ob uses. |
2047 | * move_ob uses. |
2281 | */ |
2048 | */ |
2282 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2049 | maptile *m = op->map->xy_find (nx, ny); |
2283 | { |
|
|
2284 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2285 | { |
|
|
2286 | m = get_map_from_coord (op->map, &nx, &ny); |
|
|
2287 | if (!m) |
|
|
2288 | return; /* Don't think this should happen */ |
|
|
2289 | } |
|
|
2290 | else |
|
|
2291 | m = op->map; |
|
|
2292 | |
2050 | |
2293 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
|
|
2294 | { |
|
|
2295 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2296 | return; |
|
|
2297 | } |
|
|
2298 | |
|
|
2299 | mon = NULL; |
|
|
2300 | /* Go through all the objects, and find ones of interest. Only stop if |
2051 | /* Go through all the objects, and find ones of interest. Only stop if |
2301 | * we find a monster - that is something we know we want to attack. |
2052 | * we find a monster - that is something we know we want to attack. |
2302 | * if its a door or barrel (can roll) see if there may be monsters |
2053 | * if its a door or barrel (can roll) see if there may be monsters |
2303 | * on the space |
2054 | * on the space |
2304 | */ |
2055 | */ |
2305 | while (tmp != NULL) |
2056 | object *mon; |
2306 | { |
2057 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2307 | if (tmp == op) |
2058 | { |
2308 | { |
2059 | if ((mon->flag [FLAG_ALIVE] |
2309 | tmp = tmp->above; |
2060 | || mon->type == LOCKED_DOOR |
2310 | continue; |
2061 | || mon->flag [FLAG_CAN_ROLL]) |
2311 | } |
|
|
2312 | |
|
|
2313 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2314 | { |
|
|
2315 | mon = tmp; |
2062 | && mon != op) |
2316 | break; |
2063 | break; |
2317 | } |
2064 | } |
2318 | |
2065 | |
2319 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2320 | mon = tmp; |
|
|
2321 | |
|
|
2322 | tmp = tmp->above; |
|
|
2323 | } |
|
|
2324 | |
|
|
2325 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2066 | if (!mon) /* This happens anytime the player tries to move */ |
2326 | return; /* into a wall */ |
2067 | return false; /* into a wall */ |
2327 | |
2068 | |
2328 | if (mon->head != NULL) |
|
|
2329 | mon = mon->head; |
2069 | mon = mon->head_ (); |
2330 | |
2070 | |
2331 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2071 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2072 | if (op->contr->weapon_sp_left > 0.f) |
2332 | if (player_attack_door (op, mon)) |
2073 | if (player_attack_door (op, mon)) |
|
|
2074 | { |
|
|
2075 | --op->contr->weapon_sp_left; |
2333 | return; |
2076 | return true; |
|
|
2077 | } |
2334 | |
2078 | |
2335 | /* The following deals with possibly attacking peaceful |
2079 | /* The following deals with possibly attacking peaceful |
2336 | * or frienddly creatures. Basically, all players are considered |
2080 | * or friendly creatures. Basically, all players are considered |
2337 | * unaggressive. If the moving player has peaceful set, then the |
2081 | * unaggressive. If the moving player has peaceful set, then the |
2338 | * object should be pushed instead of attacked. It is assumed that |
2082 | * object should be pushed instead of attacked. It is assumed that |
2339 | * if you are braced, you will not attack friends accidently, |
2083 | * if you are braced, you will not attack friends accidently, |
2340 | * and thus will not push them. |
2084 | * and thus will not push them. |
2341 | */ |
2085 | */ |
2342 | |
2086 | |
2343 | /* If the creature is a pet, push it even if the player is not |
2087 | /* If the creature is a pet, push it even if the player is not |
2344 | * peaceful. Our assumption is the creature is a pet if the |
2088 | * peaceful. Our assumption is the creature is a pet if the |
2345 | * player owns it and it is either friendly or unagressive. |
2089 | * player owns it and it is either friendly or unagressive. |
2346 | */ |
2090 | */ |
2347 | if ((op->type == PLAYER) |
2091 | if (op->type == PLAYER |
2348 | #if COZY_SERVER |
|
|
2349 | && |
|
|
2350 | ((mon->owner && mon->owner->contr |
2092 | && ((mon->owner && mon->owner->contr |
2351 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2093 | && same_party (mon->owner->contr->party, op->contr->party)) |
2352 | #else |
|
|
2353 | && mon->owner == op |
2094 | || mon->owner == op) |
2354 | #endif |
|
|
2355 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2356 | { |
2096 | { |
2357 | /* If we're braced, we don't want to switch places with it */ |
2097 | /* If we're braced, we don't want to switch places with it */ |
2358 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2359 | return; |
2099 | return false; |
|
|
2100 | |
|
|
2101 | if (op->speed_left > 0.f) |
|
|
2102 | { |
|
|
2103 | --op->speed_left; |
|
|
2104 | |
2360 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2105 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2361 | (void) push_ob (mon, dir, op); |
2106 | push_ob (mon, dir, op); |
|
|
2107 | |
2362 | if (op->contr->tmp_invis || op->hide) |
2108 | if (op->contr->tmp_invis || op->hide) |
2363 | make_visible (op); |
2109 | make_visible (op); |
|
|
2110 | |
2364 | return; |
2111 | return true; |
2365 | } |
2112 | } |
|
|
2113 | else |
|
|
2114 | return false; |
|
|
2115 | } |
2366 | |
2116 | |
2367 | /* in certain circumstances, you shouldn't attack friendly |
2117 | /* in certain circumstances, you shouldn't attack friendly |
2368 | * creatures. Note that if you are braced, you can't push |
2118 | * creatures. Note that if you are braced, you can't push |
2369 | * someone, but put it inside this loop so that you won't |
2119 | * someone, but put it inside this loop so that you won't |
2370 | * attack them either. |
2120 | * attack them either. |
2371 | */ |
2121 | */ |
2372 | if ((mon->type == PLAYER || mon->enemy != op) && |
2122 | if ((mon->type == PLAYER || mon->enemy != op) |
2373 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2123 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2374 | #ifdef PROHIBIT_PLAYERKILL |
2124 | && ((op->contr->peaceful |
2375 | (op->contr->peaceful |
2125 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2376 | || (mon->type == PLAYER |
2126 | && !on_battleground)) |
2377 | && mon->contr-> |
2127 | { |
2378 | peaceful)) && |
2128 | if (op->speed_left > 0.f) |
2379 | #else |
|
|
2380 | op->contr->peaceful && |
|
|
2381 | #endif |
|
|
2382 | !on_battleground)) |
|
|
2383 | { |
2129 | { |
|
|
2130 | --op->speed_left; |
|
|
2131 | |
2384 | if (!op->contr->braced) |
2132 | if (!op->contr->braced) |
2385 | { |
2133 | { |
2386 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2134 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2387 | (void) push_ob (mon, dir, op); |
2135 | push_ob (mon, dir, op); |
2388 | } |
2136 | } |
2389 | else |
2137 | else |
2390 | { |
|
|
2391 | new_draw_info (0, 0, op, "You withhold your attack"); |
2138 | new_draw_info (0, 0, op, "You withhold your attack"); |
2392 | } |
2139 | |
2393 | if (op->contr->tmp_invis || op->hide) |
2140 | if (op->contr->tmp_invis || op->hide) |
2394 | make_visible (op); |
2141 | make_visible (op); |
2395 | } |
|
|
2396 | |
2142 | |
|
|
2143 | return true; |
|
|
2144 | } |
|
|
2145 | } |
2397 | /* If the object is a boulder or other rollable object, then |
2146 | /* If the object is a boulder or other rollable object, then |
2398 | * roll it if not braced. You can't roll it if you are braced. |
2147 | * roll it if not braced. You can't roll it if you are braced. |
2399 | */ |
2148 | */ |
2400 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2149 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2150 | { |
|
|
2151 | if (op->speed_left > 0.f) |
2401 | { |
2152 | { |
|
|
2153 | --op->speed_left; |
|
|
2154 | |
2402 | recursive_roll (mon, dir, op); |
2155 | recursive_roll (mon, dir, op); |
2403 | if (action_makes_visible (op)) |
2156 | if (action_makes_visible (op)) |
2404 | make_visible (op); |
2157 | make_visible (op); |
2405 | } |
|
|
2406 | |
2158 | |
|
|
2159 | return true; |
|
|
2160 | } |
|
|
2161 | } |
2407 | /* Any generic living creature. Including things like doors. |
2162 | /* Any generic living creature. Including things like doors. |
2408 | * Way it works is like this: First, it must have some hit points |
2163 | * Way it works is like this: First, it must have some hit points |
2409 | * and be living. Then, it must be one of the following: |
2164 | * and be living. Then, it must be one of the following: |
2410 | * 1) Not a player, 2) A player, but of a different party. Note |
2165 | * 1) Not a player, 2) A player, but of a different party. Note |
2411 | * that party_number -1 is no party, so attacks can still happen. |
2166 | * that party_number -1 is no party, so attacks can still happen. |
2412 | */ |
2167 | */ |
2413 | |
|
|
2414 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2168 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2415 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2169 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2416 | { |
2170 | { |
2417 | |
2171 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2418 | /* If the player hasn't hit something this tick, and does |
|
|
2419 | * so, give them speed boost based on weapon speed. Doing |
|
|
2420 | * it here is better than process_players2, which basically |
|
|
2421 | * incurred a 1 tick offset. |
|
|
2422 | */ |
|
|
2423 | if (!op->contr->has_hit) |
|
|
2424 | { |
2172 | { |
2425 | op->speed_left += op->speed / op->contr->weapon_sp; |
2173 | --op->contr->weapon_sp_left; |
2426 | |
2174 | |
2427 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2428 | } |
|
|
2429 | |
|
|
2430 | skill_attack (mon, op, 0, NULL, NULL); |
2175 | skill_attack (mon, op, 0, 0, 0); |
2431 | |
2176 | |
2432 | /* If attacking another player, that player gets automatic |
|
|
2433 | * hitback, and doesn't loose luck either. |
|
|
2434 | * Disable hitback on the battleground or if the target is |
|
|
2435 | * the wiz. |
|
|
2436 | */ |
|
|
2437 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2438 | { |
|
|
2439 | short luck = mon->stats.luck; |
|
|
2440 | |
|
|
2441 | mon->contr->has_hit = 1; |
|
|
2442 | skill_attack (op, mon, 0, NULL, NULL); |
|
|
2443 | mon->stats.luck = luck; |
|
|
2444 | } |
|
|
2445 | if (action_makes_visible (op)) |
2177 | if (action_makes_visible (op)) |
2446 | make_visible (op); |
2178 | make_visible (op); |
2447 | } |
|
|
2448 | } /* if player should attack something */ |
|
|
2449 | } |
|
|
2450 | |
2179 | |
2451 | int |
2180 | return true; |
|
|
2181 | } |
|
|
2182 | } |
|
|
2183 | |
|
|
2184 | return false; |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | bool |
2452 | move_player (object *op, int dir) |
2188 | move_player (object *op, int dir) |
2453 | { |
2189 | { |
2454 | int pick; |
2190 | int pick; |
2455 | |
2191 | |
2456 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2192 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2457 | return 0; |
2193 | return 0; |
2458 | |
2194 | |
2459 | /* Sanity check: make sure dir is valid */ |
2195 | /* Sanity check: make sure dir is valid */ |
2460 | if ((dir < 0) || (dir >= 9)) |
2196 | if ((dir < 0) || (dir >= 9)) |
2461 | { |
2197 | { |
2462 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2198 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2463 | return 0; |
2199 | return 0; |
2464 | } |
2200 | } |
2465 | |
2201 | |
2466 | /* peterm: added following line */ |
2202 | /* peterm: added following line */ |
2467 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2203 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2468 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2204 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2469 | |
2205 | |
2470 | op->facing = dir; |
2206 | op->facing = dir; |
2471 | |
2207 | |
2472 | if (op->hide) |
2208 | if (op->hide) |
2473 | do_hidden_move (op); |
2209 | do_hidden_move (op); |
2474 | |
2210 | |
|
|
2211 | bool retval; |
|
|
2212 | |
2475 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2213 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2476 | /*nop */ ; |
2214 | retval = RESULT_INT (0); |
2477 | else if (op->contr->fire_on) |
2215 | else if (op->contr->fire_on) |
2478 | fire (op, dir); |
2216 | retval = fire (op, dir); |
2479 | else |
2217 | else |
2480 | { |
2218 | { |
2481 | move_player_attack (op, dir); |
2219 | retval = move_player_attack (op, dir); |
2482 | pick = check_pick (op); |
2220 | pick = check_pick (op); |
2483 | } |
2221 | } |
2484 | |
2222 | |
2485 | /* Add special check for newcs players and fire on - this way, the |
2223 | /* Add special check for newcs players and fire on - this way, the |
2486 | * server can handle repeat firing. |
2224 | * server can handle repeat firing. |
2487 | */ |
2225 | */ |
2488 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2226 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2489 | { |
|
|
2490 | op->direction = dir; |
2227 | op->direction = dir; |
2491 | } |
|
|
2492 | else |
2228 | else |
2493 | { |
|
|
2494 | op->direction = 0; |
2229 | op->direction = 0; |
2495 | } |
2230 | |
2496 | /* Update how the player looks. Use the facing, so direction may |
2231 | /* Update how the player looks. Use the facing, so direction may |
2497 | * get reset to zero. This allows for full animation capabilities |
2232 | * get reset to zero. This allows for full animation capabilities |
2498 | * for players. |
2233 | * for players. |
2499 | */ |
2234 | */ |
2500 | animate_object (op, op->facing); |
2235 | animate_object (op, op->facing); |
2501 | return 0; |
2236 | |
|
|
2237 | return retval; |
2502 | } |
2238 | } |
2503 | |
2239 | |
2504 | /* This is similar to handle_player, below, but is only used by the |
2240 | /* This is similar to handle_player, below, but is only used by the |
2505 | * new client/server stuff. |
2241 | * new client/server stuff. |
2506 | * This is sort of special, in that the new client/server actually uses |
2242 | * This is sort of special, in that the new client/server actually uses |
2507 | * the new speed values for commands. |
2243 | * the new speed values for commands. |
2508 | * |
2244 | * |
2509 | * Returns true if there are more actions we can do. |
2245 | * Returns true if there are more actions we can do. Should not do |
|
|
2246 | * many actions in a row, as that would be too unfair to other |
|
|
2247 | * players. |
2510 | */ |
2248 | */ |
2511 | int |
2249 | bool |
2512 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2513 | { |
2251 | { |
2514 | if (op->contr->hidden) |
|
|
2515 | { |
|
|
2516 | op->invisible = 1000; |
|
|
2517 | /* the socket code flashes the player visible/invisible |
|
|
2518 | * depending on the value of invisible, so we need to |
|
|
2519 | * alternate it here for it to work correctly. |
|
|
2520 | */ |
|
|
2521 | if (pticks & 2) |
|
|
2522 | op->invisible--; |
|
|
2523 | } |
|
|
2524 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2525 | { |
|
|
2526 | op->invisible--; |
|
|
2527 | if (!op->invisible) |
|
|
2528 | { |
|
|
2529 | make_visible (op); |
|
|
2530 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2531 | } |
|
|
2532 | } |
|
|
2533 | |
|
|
2534 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2535 | { |
2253 | { |
2536 | flee_player (op); |
2254 | if (op->speed_left > 0.f) |
2537 | /* If player is still scared, that is his action for this tick */ |
|
|
2538 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2539 | { |
2255 | { |
2540 | op->speed_left--; |
2256 | --op->speed_left; |
|
|
2257 | flee_player (op); |
|
|
2258 | |
2541 | return 0; |
2259 | return true; |
2542 | } |
2260 | } |
|
|
2261 | else |
|
|
2262 | return false; |
2543 | } |
2263 | } |
2544 | |
|
|
2545 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2546 | * the player object still points to the defunct golem. The code that |
|
|
2547 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2548 | * put this in a a workaround to clean up the golem pointer. |
|
|
2549 | */ |
|
|
2550 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2551 | op->contr->ranges[range_golem] = 0; |
|
|
2552 | |
2264 | |
2553 | /* call this here - we also will call this in do_ericserver, but |
2265 | /* call this here - we also will call this in do_ericserver, but |
2554 | * the players time has been increased when doericserver has been |
2266 | * the players time has been increased when doericserver has been |
2555 | * called, so we recheck it here. |
2267 | * called, so we recheck it here. |
2556 | */ |
2268 | */ |
2557 | op->contr->socket->handle_command (); |
2269 | if (op->contr->ns->handle_command ()) |
2558 | if (op->speed_left < 0) |
|
|
2559 | return 0; |
2270 | return true; |
2560 | |
2271 | |
2561 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2562 | { |
|
|
2563 | /* All move commands take 1 tick, at least for now */ |
|
|
2564 | op->speed_left--; |
|
|
2565 | |
|
|
2566 | /* Instead of all the stuff below, let move_player take care |
|
|
2567 | * of it. Also, some of the skill stuff is only put in |
|
|
2568 | * there, as well as the confusion stuff. |
|
|
2569 | */ |
|
|
2570 | move_player (op, op->direction); |
2273 | return move_player (op, op->direction); |
2571 | if (op->speed_left > 0) |
|
|
2572 | return 1; |
|
|
2573 | else |
|
|
2574 | return 0; |
|
|
2575 | } |
|
|
2576 | |
2274 | |
2577 | return 0; |
2275 | return false; |
2578 | } |
2276 | } |
2579 | |
2277 | |
2580 | int |
2278 | int |
2581 | save_life (object *op) |
2279 | save_life (object *op) |
2582 | { |
2280 | { |
… | |
… | |
2599 | op->stats.hp = op->stats.maxhp; |
2297 | op->stats.hp = op->stats.maxhp; |
2600 | |
2298 | |
2601 | if (op->stats.food < 0) |
2299 | if (op->stats.food < 0) |
2602 | op->stats.food = 999; |
2300 | op->stats.food = 999; |
2603 | |
2301 | |
2604 | fix_player (op); |
2302 | op->update_stats (); |
2605 | return 1; |
2303 | return 1; |
2606 | } |
2304 | } |
2607 | |
2305 | |
2608 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2306 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2609 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2307 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2617 | * from. |
2315 | * from. |
2618 | */ |
2316 | */ |
2619 | void |
2317 | void |
2620 | remove_unpaid_objects (object *op, object *env) |
2318 | remove_unpaid_objects (object *op, object *env) |
2621 | { |
2319 | { |
2622 | object *next; |
|
|
2623 | |
|
|
2624 | while (op) |
2320 | while (op) |
2625 | { |
2321 | { |
2626 | next = op->below; /* Make sure we have a good value, in case |
2322 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2627 | * we remove object 'op' |
2323 | |
2628 | */ |
|
|
2629 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2324 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2630 | { |
2325 | { |
2631 | op->remove (); |
|
|
2632 | op->x = env->x; |
|
|
2633 | op->y = env->y; |
|
|
2634 | if (env->type == PLAYER) |
2326 | if (env->type == PLAYER) |
2635 | esrv_del_item (env->contr, op->count); |
2327 | esrv_del_item (env->contr, op->count); |
2636 | insert_ob_in_map (op, env->map, NULL, 0); |
2328 | |
|
|
2329 | op->insert_at (env); |
2637 | } |
2330 | } |
2638 | else if (op->inv) |
2331 | else if (op->inv) |
2639 | remove_unpaid_objects (op->inv, env); |
2332 | remove_unpaid_objects (op->inv, env); |
2640 | |
2333 | |
2641 | op = next; |
2334 | op = next; |
2642 | } |
2335 | } |
2643 | } |
2336 | } |
2644 | |
|
|
2645 | |
2337 | |
2646 | /* |
2338 | /* |
2647 | * Returns pointer a static string containing gravestone text |
2339 | * Returns pointer a static string containing gravestone text |
2648 | * Moved from apply.c to player.c - player.c is what |
2340 | * Moved from apply.c to player.c - player.c is what |
2649 | * actually uses this function. player.c may not be quite the |
2341 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2683 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2375 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2684 | strcat (buf2, buf); |
2376 | strcat (buf2, buf); |
2685 | |
2377 | |
2686 | return buf2; |
2378 | return buf2; |
2687 | } |
2379 | } |
2688 | |
|
|
2689 | |
|
|
2690 | |
2380 | |
2691 | void |
2381 | void |
2692 | do_some_living (object *op) |
2382 | do_some_living (object *op) |
2693 | { |
2383 | { |
2694 | int last_food = op->stats.food; |
2384 | int last_food = op->stats.food; |
… | |
… | |
2700 | int rate_grace = 2000; |
2390 | int rate_grace = 2000; |
2701 | const int max_hp = 1; |
2391 | const int max_hp = 1; |
2702 | const int max_sp = 1; |
2392 | const int max_sp = 1; |
2703 | const int max_grace = 1; |
2393 | const int max_grace = 1; |
2704 | |
2394 | |
2705 | if (op->contr->outputs_sync) |
2395 | if (op->contr->hidden) |
2706 | { |
|
|
2707 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2708 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2709 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2710 | } |
2396 | { |
|
|
2397 | op->invisible = 1000; |
|
|
2398 | /* the socket code flashes the player visible/invisible |
|
|
2399 | * depending on the value of invisible, so we need to |
|
|
2400 | * alternate it here for it to work correctly. |
|
|
2401 | */ |
|
|
2402 | if (pticks & 2) |
|
|
2403 | op->invisible--; |
|
|
2404 | } |
|
|
2405 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2406 | { |
|
|
2407 | if (!op->invisible--) |
|
|
2408 | { |
|
|
2409 | make_visible (op); |
|
|
2410 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2411 | } |
|
|
2412 | } |
2711 | |
2413 | |
2712 | if (op->contr->state == ST_PLAYING) |
2414 | if (op->contr->ns->state == ST_PLAYING) |
2713 | { |
2415 | { |
2714 | |
|
|
2715 | /* these next three if clauses make it possible to SLOW DOWN |
2416 | /* these next three if clauses make it possible to SLOW DOWN |
2716 | hp/grace/spellpoint regeneration. */ |
2417 | hp/grace/spellpoint regeneration. */ |
2717 | if (op->contr->gen_hp >= 0) |
2418 | if (op->contr->gen_hp >= 0) |
2718 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2419 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2719 | else |
2420 | else |
2720 | { |
2421 | { |
2721 | gen_hp = op->stats.maxhp; |
2422 | gen_hp = op->stats.maxhp; |
2722 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2423 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2723 | } |
2424 | } |
|
|
2425 | |
2724 | if (op->contr->gen_sp >= 0) |
2426 | if (op->contr->gen_sp >= 0) |
2725 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2427 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2726 | else |
2428 | else |
2727 | { |
2429 | { |
2728 | gen_sp = op->stats.maxsp; |
2430 | gen_sp = op->stats.maxsp; |
2729 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2431 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2730 | } |
2432 | } |
|
|
2433 | |
2731 | if (op->contr->gen_grace >= 0) |
2434 | if (op->contr->gen_grace >= 0) |
2732 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2435 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2733 | else |
2436 | else |
2734 | { |
2437 | { |
2735 | gen_grace = op->stats.maxgrace; |
2438 | gen_grace = op->stats.maxgrace; |
2736 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2439 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2737 | } |
2440 | } |
2738 | |
2441 | |
2739 | /* Regenerate Spell Points */ |
2442 | /* Regenerate Spell Points */ |
2740 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2443 | if (!op->contr->golem && --op->last_sp < 0) |
2741 | { |
2444 | { |
2742 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2445 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2743 | if (op->stats.sp < op->stats.maxsp) |
2446 | if (op->stats.sp < op->stats.maxsp) |
2744 | { |
2447 | { |
2745 | op->stats.sp++; |
2448 | op->stats.sp++; |
… | |
… | |
2751 | op->stats.food += op->contr->digestion; |
2454 | op->stats.food += op->contr->digestion; |
2752 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2455 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2753 | op->stats.food = last_food; |
2456 | op->stats.food = last_food; |
2754 | } |
2457 | } |
2755 | } |
2458 | } |
|
|
2459 | |
2756 | if (max_sp > 1) |
2460 | if (max_sp > 1) |
2757 | { |
2461 | { |
2758 | over_sp = (gen_sp + 10) / rate_sp; |
2462 | over_sp = (gen_sp + 10) / rate_sp; |
2759 | if (over_sp > 0) |
2463 | if (over_sp > 0) |
2760 | { |
2464 | { |
2761 | if (op->stats.sp < op->stats.maxsp) |
2465 | if (op->stats.sp < op->stats.maxsp) |
2762 | { |
2466 | { |
2763 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2467 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2468 | |
2764 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2469 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2765 | op->stats.sp--; |
2470 | op->stats.sp--; |
|
|
2471 | |
2766 | if (op->stats.sp > op->stats.maxsp) |
2472 | if (op->stats.sp > op->stats.maxsp) |
2767 | op->stats.sp = op->stats.maxsp; |
2473 | op->stats.sp = op->stats.maxsp; |
2768 | } |
2474 | } |
2769 | op->last_sp = 0; |
2475 | op->last_sp = 0; |
2770 | } |
2476 | } |
2771 | else |
2477 | else |
2772 | { |
|
|
2773 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2478 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2774 | } |
|
|
2775 | } |
2479 | } |
2776 | else |
2480 | else |
2777 | { |
|
|
2778 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2481 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2779 | } |
|
|
2780 | } |
2482 | } |
2781 | |
2483 | |
2782 | /* Regenerate Grace */ |
2484 | /* Regenerate Grace */ |
2783 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2485 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2784 | if (--op->last_grace < 0) |
2486 | if (--op->last_grace < 0) |
2785 | { |
2487 | { |
2786 | if (op->stats.grace < op->stats.maxgrace / 2) |
2488 | if (op->stats.grace < op->stats.maxgrace / 2) |
2787 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2489 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2490 | |
2788 | if (max_grace > 1) |
2491 | if (max_grace > 1) |
2789 | { |
2492 | { |
2790 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2493 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2791 | if (over_grace > 0) |
2494 | if (over_grace > 0) |
2792 | { |
2495 | { |
… | |
… | |
2820 | op->stats.food += op->contr->digestion; |
2523 | op->stats.food += op->contr->digestion; |
2821 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2524 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2822 | op->stats.food = last_food; |
2525 | op->stats.food = last_food; |
2823 | } |
2526 | } |
2824 | } |
2527 | } |
|
|
2528 | |
2825 | if (max_hp > 1) |
2529 | if (max_hp > 1) |
2826 | { |
2530 | { |
2827 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2531 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2828 | if (over_hp > 0) |
2532 | if (over_hp > 0) |
2829 | { |
2533 | { |
… | |
… | |
2842 | } |
2546 | } |
2843 | |
2547 | |
2844 | /* Digestion */ |
2548 | /* Digestion */ |
2845 | if (--op->last_eat < 0) |
2549 | if (--op->last_eat < 0) |
2846 | { |
2550 | { |
2847 | #ifdef COZY_SERVER |
|
|
2848 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2849 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2850 | #else |
|
|
2851 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2551 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2852 | #endif |
|
|
2853 | |
2552 | |
2854 | if (op->contr->gen_hp > 0) |
2553 | if (op->contr->gen_hp > 0) |
2855 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2554 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2856 | else |
2555 | else |
2857 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2556 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2557 | |
2858 | /* dms do not consume food */ |
2558 | /* dms do not consume food */ |
2859 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2559 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2860 | op->stats.food--; |
2560 | op->stats.food--; |
2861 | } |
2561 | } |
2862 | } |
|
|
2863 | |
2562 | |
2864 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2563 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2865 | { |
2564 | { |
2866 | object *tmp, *flesh = NULL; |
2565 | object *tmp, *flesh = 0; |
2867 | |
2566 | |
2868 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2567 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2869 | { |
|
|
2870 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2871 | { |
2568 | { |
2872 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2569 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2873 | { |
2570 | { |
|
|
2571 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2572 | { |
2874 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2573 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2875 | manual_apply (op, tmp, 0); |
2574 | manual_apply (op, tmp, 0); |
2876 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2575 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2877 | break; |
2576 | break; |
2878 | } |
2577 | } |
2879 | else if (tmp->type == FLESH) |
2578 | else if (tmp->type == FLESH) |
2880 | flesh = tmp; |
2579 | flesh = tmp; |
2881 | } /* End if paid for object */ |
2580 | } /* End if paid for object */ |
2882 | } /* end of for loop */ |
2581 | } /* end of for loop */ |
|
|
2582 | |
2883 | /* If player is still starving, it means they don't have any food, so |
2583 | /* If player is still starving, it means they don't have any food, so |
2884 | * eat flesh instead. |
2584 | * eat flesh instead. |
2885 | */ |
2585 | */ |
2886 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2586 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2887 | { |
2587 | { |
2888 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2588 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2889 | manual_apply (op, flesh, 0); |
2589 | manual_apply (op, flesh, 0); |
2890 | } |
2590 | } |
2891 | } /* end if player is starving */ |
2591 | } |
2892 | |
2592 | |
2893 | while (op->stats.food < 0 && op->stats.hp > 0) |
2593 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2894 | op->stats.food++, op->stats.hp--; |
2594 | op->stats.food++, op->stats.hp--; |
2895 | |
2595 | |
2896 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2596 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2897 | kill_player (op); |
2597 | kill_player (op); |
|
|
2598 | } |
2898 | } |
2599 | } |
2899 | |
|
|
2900 | |
|
|
2901 | |
2600 | |
2902 | /* If the player should die (lack of hp, food, etc), we call this. |
2601 | /* If the player should die (lack of hp, food, etc), we call this. |
2903 | * op is the player in jeopardy. If the player can not be saved (not |
2602 | * op is the player in jeopardy. If the player can not be saved (not |
2904 | * permadeath, no lifesave), this will take care of removing the player |
2603 | * permadeath, no lifesave), this will take care of removing the player |
2905 | * file. |
2604 | * file. |
… | |
… | |
2935 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2634 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2936 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2635 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2937 | |
2636 | |
2938 | /* restore player */ |
2637 | /* restore player */ |
2939 | at = archetype::find ("poisoning"); |
2638 | at = archetype::find ("poisoning"); |
2940 | tmp = present_arch_in_ob (at, op); |
2639 | if (object *tmp = present_arch_in_ob (at, op)) |
2941 | if (tmp) |
|
|
2942 | { |
2640 | { |
2943 | tmp->destroy (); |
2641 | tmp->destroy (); |
2944 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2642 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2945 | } |
2643 | } |
2946 | |
2644 | |
2947 | at = archetype::find ("confusion"); |
2645 | at = archetype::find ("confusion"); |
2948 | tmp = present_arch_in_ob (at, op); |
2646 | if (object *tmp = present_arch_in_ob (at, op)) |
2949 | if (tmp) |
|
|
2950 | { |
2647 | { |
2951 | tmp->destroy (); |
2648 | tmp->destroy (); |
2952 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2649 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2953 | } |
2650 | } |
2954 | |
2651 | |
… | |
… | |
2956 | op->stats.hp = op->stats.maxhp; |
2653 | op->stats.hp = op->stats.maxhp; |
2957 | if (op->stats.food <= 0) |
2654 | if (op->stats.food <= 0) |
2958 | op->stats.food = 999; |
2655 | op->stats.food = 999; |
2959 | |
2656 | |
2960 | /* create a bodypart-trophy to make the winner happy */ |
2657 | /* create a bodypart-trophy to make the winner happy */ |
2961 | tmp = arch_to_object (archetype::find ("finger")); |
2658 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2962 | if (tmp != NULL) |
|
|
2963 | { |
2659 | { |
2964 | sprintf (buf, "%s's finger", &op->name); |
2660 | sprintf (buf, "%s's finger", &op->name); |
2965 | tmp->name = buf; |
2661 | tmp->name = buf; |
2966 | sprintf (buf, " This finger has been cut off %s\n" |
2662 | sprintf (buf, " This finger has been cut off %s\n" |
2967 | " the %s, when he was defeated at\n level %d by %s.\n", |
2663 | " the %s, when he was defeated at\n level %d by %s.\n", |
2968 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2664 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2969 | tmp->msg = buf; |
2665 | tmp->msg = buf; |
2970 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2666 | tmp->value = 0, tmp->type = 0; |
2971 | tmp->materialname = NULL; |
2667 | tmp->materialname = "organics"; |
2972 | tmp->x = op->x, tmp->y = op->y; |
2668 | tmp->insert_at (op, tmp); |
2973 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2974 | } |
2669 | } |
2975 | |
2670 | |
2976 | /* teleport defeated player to new destination */ |
2671 | /* teleport defeated player to new destination */ |
2977 | transfer_ob (op, x, y, 0, NULL); |
2672 | transfer_ob (op, x, y, 0, NULL); |
2978 | op->contr->braced = 0; |
2673 | op->contr->braced = 0; |
… | |
… | |
2983 | |
2678 | |
2984 | command_kill_pets (op, 0); |
2679 | command_kill_pets (op, 0); |
2985 | |
2680 | |
2986 | if (op->stats.food < 0) |
2681 | if (op->stats.food < 0) |
2987 | { |
2682 | { |
2988 | if (op->contr->explore) |
|
|
2989 | { |
|
|
2990 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2991 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2992 | op->stats.food = 999; |
|
|
2993 | return; |
|
|
2994 | } |
|
|
2995 | sprintf (buf, "%s starved to death.", &op->name); |
2683 | sprintf (buf, "%s starved to death.", &op->name); |
2996 | strcpy (op->contr->killer, "starvation"); |
2684 | strcpy (op->contr->killer, "starvation"); |
2997 | } |
2685 | } |
2998 | else |
2686 | else |
2999 | { |
|
|
3000 | if (op->contr->explore) |
|
|
3001 | { |
|
|
3002 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3003 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3004 | op->stats.hp = op->stats.maxhp; |
|
|
3005 | return; |
|
|
3006 | } |
|
|
3007 | sprintf (buf, "%s died.", &op->name); |
2687 | sprintf (buf, "%s died.", &op->name); |
3008 | } |
2688 | |
3009 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2689 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3010 | |
2690 | |
3011 | /* save the map location for corpse, gravestone */ |
2691 | /* save the map location for corpse, gravestone */ |
3012 | x = op->x; |
2692 | x = op->x; |
3013 | y = op->y; |
2693 | y = op->y; |
3014 | map = op->map; |
2694 | map = op->map; |
3015 | |
2695 | |
3016 | |
|
|
3017 | if (settings.not_permadeth == TRUE) |
|
|
3018 | { |
|
|
3019 | /* NOT_PERMADEATH code. This basically brings the character back to |
2696 | /* NOT_PERMADEATH code. This basically brings the character back to |
3020 | * life if they are dead - it takes some exp and a random stat. |
2697 | * life if they are dead - it takes some exp and a random stat. |
3021 | * See the config.h file for a little more in depth detail about this. |
2698 | * See the config.h file for a little more in depth detail about this. |
3022 | */ |
2699 | */ |
3023 | |
2700 | |
3024 | /* Basically two ways to go - remove a stat permanently, or just |
2701 | /* Basically two ways to go - remove a stat permanently, or just |
3025 | * make it depletion. This bunch of code deals with that aspect |
2702 | * make it depletion. This bunch of code deals with that aspect |
3026 | * of death. |
2703 | * of death. |
3027 | */ |
2704 | */ |
3028 | #ifndef COZY_SERVER |
2705 | #ifndef COZY_SERVER |
3029 | if (settings.balanced_stat_loss) |
2706 | if (settings.balanced_stat_loss) |
3030 | { |
2707 | { |
3031 | /* If stat loss is permanent, lose one stat only. */ |
2708 | /* If stat loss is permanent, lose one stat only. */ |
3032 | /* Lower level chars don't lose as many stats because they suffer |
2709 | /* Lower level chars don't lose as many stats because they suffer |
3033 | more if they do. */ |
2710 | more if they do. */ |
3034 | /* Higher level characters can afford things such as potions of |
2711 | /* Higher level characters can afford things such as potions of |
3035 | restoration, or better, stat potions. So we slug them that |
2712 | restoration, or better, stat potions. So we slug them that |
3036 | little bit harder. */ |
2713 | little bit harder. */ |
3037 | /* GD */ |
2714 | /* GD */ |
3038 | if (settings.stat_loss_on_death) |
2715 | if (settings.stat_loss_on_death) |
3039 | num_stats_lose = 1; |
2716 | num_stats_lose = 1; |
3040 | else |
|
|
3041 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3042 | } |
|
|
3043 | else |
2717 | else |
3044 | { |
2718 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2719 | } |
|
|
2720 | else |
3045 | num_stats_lose = 1; |
2721 | num_stats_lose = 1; |
3046 | } |
2722 | |
3047 | lost_a_stat = 0; |
2723 | lost_a_stat = 0; |
3048 | |
2724 | |
3049 | for (z = 0; z < num_stats_lose; z++) |
2725 | for (z = 0; z < num_stats_lose; z++) |
3050 | { |
2726 | { |
3051 | i = RANDOM () % NUM_STATS; |
2727 | i = RANDOM () % NUM_STATS; |
3052 | |
2728 | |
3053 | if (settings.stat_loss_on_death) |
2729 | if (settings.stat_loss_on_death) |
|
|
2730 | { |
|
|
2731 | /* Pick a random stat and take a point off it. Tell the player |
|
|
2732 | * what he lost. |
|
|
2733 | */ |
|
|
2734 | change_attr_value (&(op->stats), i, -1); |
|
|
2735 | check_stat_bounds (&(op->stats)); |
|
|
2736 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
2737 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
2738 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2739 | lost_a_stat = 1; |
|
|
2740 | } |
|
|
2741 | else |
|
|
2742 | { |
|
|
2743 | /* deplete a stat */ |
|
|
2744 | archetype *deparch = archetype::find ("depletion"); |
|
|
2745 | object *dep; |
|
|
2746 | |
|
|
2747 | dep = present_arch_in_ob (deparch, op); |
|
|
2748 | if (!dep) |
3054 | { |
2749 | { |
3055 | /* Pick a random stat and take a point off it. Tell the player |
2750 | dep = arch_to_object (deparch); |
3056 | * what he lost. |
2751 | insert_ob_in_ob (dep, op); |
3057 | */ |
|
|
3058 | change_attr_value (&(op->stats), i, -1); |
|
|
3059 | check_stat_bounds (&(op->stats)); |
|
|
3060 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3061 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3062 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3063 | lost_a_stat = 1; |
|
|
3064 | } |
2752 | } |
3065 | else |
2753 | lose_this_stat = 1; |
|
|
2754 | if (settings.balanced_stat_loss) |
3066 | { |
2755 | { |
3067 | /* deplete a stat */ |
2756 | /* GD */ |
3068 | archetype *deparch = archetype::find ("depletion"); |
2757 | /* Get the stat that we're about to deplete. */ |
3069 | object *dep; |
2758 | this_stat = get_attr_value (&(dep->stats), i); |
3070 | |
2759 | if (this_stat < 0) |
3071 | dep = present_arch_in_ob (deparch, op); |
|
|
3072 | if (!dep) |
|
|
3073 | { |
2760 | { |
3074 | dep = arch_to_object (deparch); |
2761 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3075 | insert_ob_in_ob (dep, op); |
2762 | int keep_chance = this_stat * this_stat; |
3076 | } |
2763 | |
3077 | lose_this_stat = 1; |
2764 | /* Yes, I am paranoid. Sue me. */ |
3078 | if (settings.balanced_stat_loss) |
|
|
3079 | { |
|
|
3080 | /* GD */ |
|
|
3081 | /* Get the stat that we're about to deplete. */ |
|
|
3082 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3083 | if (this_stat < 0) |
2765 | if (keep_chance < 1) |
|
|
2766 | keep_chance = 1; |
|
|
2767 | |
|
|
2768 | /* There is a maximum depletion total per level. */ |
|
|
2769 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3084 | { |
2770 | { |
3085 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3086 | int keep_chance = this_stat * this_stat; |
|
|
3087 | |
|
|
3088 | /* Yes, I am paranoid. Sue me. */ |
|
|
3089 | if (keep_chance < 1) |
|
|
3090 | keep_chance = 1; |
|
|
3091 | |
|
|
3092 | /* There is a maximum depletion total per level. */ |
|
|
3093 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3094 | { |
|
|
3095 | lose_this_stat = 0; |
2771 | lose_this_stat = 0; |
3096 | /* Take loss chance vs keep chance to see if we |
2772 | /* Take loss chance vs keep chance to see if we |
3097 | retain the stat. */ |
2773 | retain the stat. */ |
3098 | } |
|
|
3099 | else |
|
|
3100 | { |
|
|
3101 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3102 | lose_this_stat = 0; |
|
|
3103 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3104 | this_stat, keep_chance, loss_chance, |
|
|
3105 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3106 | } |
|
|
3107 | } |
2774 | } |
3108 | } |
|
|
3109 | |
|
|
3110 | if (lose_this_stat) |
|
|
3111 | { |
|
|
3112 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3113 | /* We could try to do something clever like find another |
|
|
3114 | * stat to reduce if this fails. But chances are, if |
|
|
3115 | * stats have been depleted to -50, all are pretty low |
|
|
3116 | * and should be roughly the same, so it shouldn't make a |
|
|
3117 | * difference. |
|
|
3118 | */ |
2775 | else |
3119 | if (this_stat >= -50) |
|
|
3120 | { |
2776 | { |
3121 | change_attr_value (&(dep->stats), i, -1); |
2777 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3122 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3123 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3124 | fix_player (op); |
|
|
3125 | lost_a_stat = 1; |
2778 | lose_this_stat = 0; |
|
|
2779 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2780 | this_stat, keep_chance, loss_chance, |
|
|
2781 | lose_this_stat?"LOSE":"KEEP"); */ |
3126 | } |
2782 | } |
3127 | } |
2783 | } |
3128 | } |
2784 | } |
|
|
2785 | |
|
|
2786 | if (lose_this_stat) |
|
|
2787 | { |
|
|
2788 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2789 | /* We could try to do something clever like find another |
|
|
2790 | * stat to reduce if this fails. But chances are, if |
|
|
2791 | * stats have been depleted to -50, all are pretty low |
|
|
2792 | * and should be roughly the same, so it shouldn't make a |
|
|
2793 | * difference. |
|
|
2794 | */ |
|
|
2795 | if (this_stat >= -50) |
|
|
2796 | { |
|
|
2797 | change_attr_value (&(dep->stats), i, -1); |
|
|
2798 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2799 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2800 | op->update_stats (); |
|
|
2801 | lost_a_stat = 1; |
|
|
2802 | } |
3129 | } |
2803 | } |
|
|
2804 | } |
|
|
2805 | } |
3130 | /* If no stat lost, tell the player. */ |
2806 | /* If no stat lost, tell the player. */ |
3131 | if (!lost_a_stat) |
2807 | if (!lost_a_stat) |
3132 | { |
2808 | { |
3133 | /* determine_god() seems to not work sometimes... why is this? |
2809 | /* determine_god() seems to not work sometimes... why is this? |
3134 | Should I be using something else? GD */ |
2810 | Should I be using something else? GD */ |
3135 | const char *god = determine_god (op); |
2811 | const char *god = determine_god (op); |
3136 | |
2812 | |
3137 | if (god && (strcmp (god, "none"))) |
2813 | if (god && (strcmp (god, "none"))) |
3138 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2814 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3139 | else |
2815 | else |
3140 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2816 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3141 | } |
2817 | } |
3142 | #else |
2818 | #else |
3143 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2819 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3144 | #endif |
2820 | #endif |
3145 | |
2821 | |
3146 | /* Put a gravestone up where the character 'almost' died. List the |
2822 | /* Put a gravestone up where the character 'almost' died. List the |
3147 | * exp loss on the stone. |
2823 | * exp loss on the stone. |
3148 | */ |
2824 | */ |
3149 | tmp = arch_to_object (archetype::find ("gravestone")); |
2825 | tmp = arch_to_object (archetype::find ("gravestone")); |
3150 | sprintf (buf, "%s's gravestone", &op->name); |
2826 | sprintf (buf, "%s's gravestone", &op->name); |
3151 | tmp->name = buf; |
2827 | tmp->name = buf; |
3152 | sprintf (buf, "%s's gravestones", &op->name); |
2828 | sprintf (buf, "%s's gravestones", &op->name); |
3153 | tmp->name_pl = buf; |
2829 | tmp->name_pl = buf; |
3154 | 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); |
2830 | 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); |
3155 | tmp->msg = buf; |
2831 | tmp->msg = buf; |
3156 | tmp->x = op->x, tmp->y = op->y; |
2832 | tmp->x = op->x, tmp->y = op->y; |
3157 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2833 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3158 | |
2834 | |
3159 | /**************************************/ |
2835 | /**************************************/ |
3160 | /* */ |
2836 | /* */ |
3161 | /* Subtract the experience points, */ |
2837 | /* Subtract the experience points, */ |
3162 | /* if we died cause of food, give us */ |
2838 | /* if we died cause of food, give us */ |
3163 | /* food, and reset HP's... */ |
2839 | /* food, and reset HP's... */ |
3164 | /* */ |
2840 | /* */ |
3165 | /**************************************/ |
2841 | /**************************************/ |
3166 | |
2842 | |
3167 | /* remove any poisoning and confusion the character may be suffering. */ |
2843 | /* remove any poisoning and confusion the character may be suffering. */ |
3168 | /* restore player */ |
2844 | /* restore player */ |
3169 | at = archetype::find ("poisoning"); |
2845 | at = archetype::find ("poisoning"); |
3170 | tmp = present_arch_in_ob (at, op); |
2846 | tmp = present_arch_in_ob (at, op); |
3171 | |
2847 | |
3172 | if (tmp) |
2848 | if (tmp) |
3173 | { |
2849 | { |
3174 | tmp->destroy (); |
2850 | tmp->destroy (); |
3175 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2851 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3176 | } |
2852 | } |
3177 | |
2853 | |
3178 | at = archetype::find ("confusion"); |
2854 | at = archetype::find ("confusion"); |
3179 | tmp = present_arch_in_ob (at, op); |
2855 | tmp = present_arch_in_ob (at, op); |
3180 | if (tmp) |
2856 | if (tmp) |
3181 | { |
2857 | { |
3182 | tmp->destroy (); |
2858 | tmp->destroy (); |
3183 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2859 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3184 | } |
2860 | } |
3185 | |
2861 | |
3186 | cure_disease (op, 0); /* remove any disease */ |
2862 | cure_disease (op, 0); /* remove any disease */ |
3187 | |
2863 | |
3188 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2864 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3189 | apply_death_exp_penalty (op); |
2865 | apply_death_exp_penalty (op); |
3190 | if (op->stats.food < 100) |
2866 | if (op->stats.food < 100) |
3191 | op->stats.food = 900; |
2867 | op->stats.food = 900; |
3192 | op->stats.hp = op->stats.maxhp; |
2868 | op->stats.hp = op->stats.maxhp; |
3193 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2869 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3194 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2870 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3195 | |
2871 | |
3196 | /* |
2872 | /* |
3197 | * Check to see if the player is in a shop. IF so, then check to see if |
2873 | * Check to see if the player has any unpaid items. If so, remove them |
3198 | * the player has any unpaid items. If so, remove them and put them back |
2874 | * and put them back in the map. |
3199 | * in the map. |
2875 | */ |
3200 | */ |
|
|
3201 | |
|
|
3202 | if (is_in_shop (op)) |
|
|
3203 | remove_unpaid_objects (op->inv, op); |
2876 | remove_unpaid_objects (op->inv, op); |
3204 | |
2877 | |
3205 | /****************************************/ |
2878 | /****************************************/ |
3206 | /* */ |
2879 | /* */ |
3207 | /* Move player to his current respawn- */ |
2880 | /* Move player to his current respawn- */ |
3208 | /* position (usually last savebed) */ |
2881 | /* position (usually last savebed) */ |
3209 | /* */ |
2882 | /* */ |
3210 | /****************************************/ |
2883 | /****************************************/ |
3211 | |
2884 | |
3212 | enter_player_savebed (op); |
2885 | enter_player_savebed (op); |
3213 | |
2886 | |
3214 | /* Save the player before inserting the force to reduce |
|
|
3215 | * chance of abuse. |
|
|
3216 | */ |
|
|
3217 | op->contr->braced = 0; |
2887 | op->contr->braced = 0; |
3218 | save_player (op, 1); |
|
|
3219 | |
2888 | |
3220 | /* it is possible that the player has blown something up |
2889 | /* it is possible that the player has blown something up |
3221 | * at his savebed location, and that can have long lasting |
2890 | * at his savebed location, and that can have long lasting |
3222 | * spell effects. So first see if there is a spell effect |
2891 | * spell effects. So first see if there is a spell effect |
3223 | * on the space that might harm the player. |
2892 | * on the space that might harm the player. |
3224 | */ |
2893 | */ |
3225 | will_kill_again = 0; |
2894 | will_kill_again = 0; |
3226 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2895 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3227 | if (tmp->type == SPELL_EFFECT) |
2896 | if (tmp->type == SPELL_EFFECT) |
3228 | will_kill_again |= tmp->attacktype; |
2897 | will_kill_again |= tmp->attacktype; |
3229 | |
2898 | |
3230 | if (will_kill_again) |
2899 | if (will_kill_again) |
3231 | { |
2900 | { |
3232 | object *force; |
2901 | object *force; |
3233 | int at; |
2902 | int at; |
3234 | |
2903 | |
3235 | force = get_archetype (FORCE_NAME); |
2904 | force = get_archetype (FORCE_NAME); |
3236 | /* 50 ticks should be enough time for the spell to abate */ |
2905 | /* 50 ticks should be enough time for the spell to abate */ |
3237 | force->speed = 0.1; |
2906 | force->speed = 0.1f; |
3238 | force->speed_left = -5.0; |
2907 | force->speed_left = -5.f; |
3239 | SET_FLAG (force, FLAG_APPLIED); |
2908 | SET_FLAG (force, FLAG_APPLIED); |
3240 | for (at = 0; at < NROFATTACKS; at++) |
2909 | for (at = 0; at < NROFATTACKS; at++) |
3241 | if (will_kill_again & (1 << at)) |
2910 | if (will_kill_again & (1 << at)) |
3242 | force->resist[at] = 100; |
2911 | force->resist[at] = 100; |
3243 | |
2912 | |
3244 | insert_ob_in_ob (force, op); |
2913 | insert_ob_in_ob (force, op); |
3245 | fix_player (op); |
2914 | op->update_stats (); |
3246 | |
2915 | |
3247 | } |
2916 | } |
3248 | |
2917 | |
3249 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2918 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3250 | return; |
|
|
3251 | } /* NOT_PERMADETH */ |
|
|
3252 | else |
|
|
3253 | { |
|
|
3254 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3255 | * should probably be embedded in an else statement. |
|
|
3256 | */ |
|
|
3257 | |
|
|
3258 | op->contr->party = NULL; |
|
|
3259 | if (settings.set_title == TRUE) |
|
|
3260 | op->contr->own_title[0] = '\0'; |
|
|
3261 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3262 | check_score (op); |
|
|
3263 | |
|
|
3264 | if (op->contr->ranges[range_golem]) |
|
|
3265 | { |
|
|
3266 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3267 | op->contr->ranges[range_golem]->destroy (); |
|
|
3268 | op->contr->ranges[range_golem] = 0; |
|
|
3269 | } |
|
|
3270 | |
|
|
3271 | loot_object (op); /* Remove some of the items for good */ |
|
|
3272 | op->remove (); |
|
|
3273 | op->direction = 0; |
|
|
3274 | |
|
|
3275 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3276 | { |
|
|
3277 | delete_character (op->name, 0); |
|
|
3278 | if (settings.resurrection == TRUE) |
|
|
3279 | { |
|
|
3280 | /* save playerfile sans equipment when player dies |
|
|
3281 | ** then save it as player.pl.dead so that future resurrection |
|
|
3282 | ** type spells will work on them nicely |
|
|
3283 | */ |
|
|
3284 | delete_character (op->name, 0); |
|
|
3285 | op->stats.hp = op->stats.maxhp; |
|
|
3286 | op->stats.food = 999; |
|
|
3287 | |
|
|
3288 | /* set the location of where the person will reappear when */ |
|
|
3289 | /* maybe resurrection code should fix map also */ |
|
|
3290 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3291 | if (op->map != NULL) |
|
|
3292 | op->map = NULL; |
|
|
3293 | op->x = settings.emergency_x; |
|
|
3294 | op->y = settings.emergency_y; |
|
|
3295 | save_player (op, 0); |
|
|
3296 | op->map = map; |
|
|
3297 | /* please see resurrection.c: peterm */ |
|
|
3298 | dead_player (op); |
|
|
3299 | } |
|
|
3300 | else |
|
|
3301 | delete_character (op->name, 1); |
|
|
3302 | } |
|
|
3303 | |
|
|
3304 | play_again (op); |
|
|
3305 | |
|
|
3306 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3307 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3308 | sprintf (buf, "%s", &op->name); |
|
|
3309 | tmp->name = tmp->name_pl = buf; |
|
|
3310 | tmp->level = op->level; |
|
|
3311 | tmp->x = x; |
|
|
3312 | tmp->y = y; |
|
|
3313 | tmp->msg = gravestone_text (op); |
|
|
3314 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3315 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3316 | } |
|
|
3317 | } |
2919 | } |
3318 | |
|
|
3319 | |
2920 | |
3320 | void |
2921 | void |
3321 | loot_object (object *op) |
2922 | loot_object (object *op) |
3322 | { /* Grab and destroy some treasure */ |
2923 | { /* Grab and destroy some treasure */ |
3323 | object *tmp, *tmp2, *next; |
2924 | object *tmp, *tmp2, *next; |
3324 | |
2925 | |
3325 | if (op->container) |
2926 | op->close_container (); /* close open sack first */ |
3326 | { /* close open sack first */ |
|
|
3327 | esrv_apply_container (op, op->container); |
|
|
3328 | } |
|
|
3329 | |
2927 | |
3330 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2928 | for (tmp = op->inv; tmp; tmp = next) |
3331 | { |
2929 | { |
3332 | next = tmp->below; |
2930 | next = tmp->below; |
3333 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2931 | |
|
|
2932 | if (tmp->invisible) |
3334 | continue; |
2933 | continue; |
|
|
2934 | |
3335 | tmp->remove (); |
2935 | tmp->remove (); |
3336 | tmp->x = op->x, tmp->y = op->y; |
2936 | tmp->x = op->x, tmp->y = op->y; |
|
|
2937 | |
3337 | if (tmp->type == CONTAINER) |
2938 | if (tmp->type == CONTAINER) |
3338 | { /* empty container to ground */ |
2939 | loot_object (tmp); /* empty container to ground */ |
3339 | loot_object (tmp); |
2940 | |
3340 | } |
|
|
3341 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2941 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3342 | { |
2942 | { |
3343 | if (tmp->nrof > 1) |
2943 | if (tmp->nrof > 1) |
3344 | { |
2944 | { |
3345 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2945 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3346 | tmp2->destroy (); |
2946 | tmp2->destroy (); |
… | |
… | |
3357 | /* |
2957 | /* |
3358 | * fix_weight(): Check recursively the weight of all players, and fix |
2958 | * fix_weight(): Check recursively the weight of all players, and fix |
3359 | * what needs to be fixed. Refresh windows and fix speed if anything |
2959 | * what needs to be fixed. Refresh windows and fix speed if anything |
3360 | * was changed. |
2960 | * was changed. |
3361 | */ |
2961 | */ |
3362 | |
|
|
3363 | void |
2962 | void |
3364 | fix_weight (void) |
2963 | fix_weight (void) |
3365 | { |
2964 | { |
3366 | player *pl; |
2965 | for_all_players (pl) |
3367 | |
|
|
3368 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3369 | { |
2966 | { |
3370 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2967 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3371 | |
2968 | |
3372 | if (old == sum) |
2969 | if (old == sum) |
3373 | continue; |
2970 | continue; |
3374 | fix_player (pl->ob); |
2971 | pl->ob->update_stats (); |
3375 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2972 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3376 | } |
2973 | } |
3377 | } |
2974 | } |
3378 | |
2975 | |
3379 | void |
2976 | void |
3380 | fix_luck (void) |
2977 | fix_luck (void) |
3381 | { |
2978 | { |
3382 | player *pl; |
2979 | for_all_players (pl) |
3383 | |
|
|
3384 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3385 | if (!pl->ob->contr->state) |
2980 | if (!pl->ob->contr->ns->state) |
3386 | change_luck (pl->ob, 0); |
2981 | pl->ob->change_luck (0); |
3387 | } |
2982 | } |
3388 | |
|
|
3389 | |
2983 | |
3390 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2984 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3391 | * This is much simpler in the new spell code - we basically |
2985 | * This is much simpler in the new spell code - we basically |
3392 | * just treat this as any other spell casting object. |
2986 | * just treat this as any other spell casting object. |
3393 | */ |
2987 | */ |
3394 | |
|
|
3395 | void |
2988 | void |
3396 | cast_dust (object *op, object *throw_ob, int dir) |
2989 | cast_dust (object *op, object *throw_ob, int dir) |
3397 | { |
2990 | { |
3398 | object *skop, *spob; |
2991 | object *skop, *spob; |
3399 | |
2992 | |
… | |
… | |
3433 | if (op->type == PLAYER) |
3026 | if (op->type == PLAYER) |
3434 | { |
3027 | { |
3435 | op->contr->tmp_invis = 0; |
3028 | op->contr->tmp_invis = 0; |
3436 | op->contr->invis_race = 0; |
3029 | op->contr->invis_race = 0; |
3437 | } |
3030 | } |
|
|
3031 | |
3438 | update_object (op, UP_OBJ_FACE); |
3032 | update_object (op, UP_OBJ_CHANGE); |
3439 | } |
3033 | } |
3440 | |
3034 | |
3441 | int |
3035 | int |
3442 | is_true_undead (object *op) |
3036 | is_true_undead (object *op) |
3443 | { |
3037 | { |
3444 | object *tmp = NULL; |
|
|
3445 | |
|
|
3446 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3038 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3447 | return 1; |
3039 | return 1; |
3448 | |
3040 | |
3449 | if (op->type == PLAYER) |
|
|
3450 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3451 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3452 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3453 | return 1; |
|
|
3454 | return 0; |
3041 | return 0; |
3455 | } |
3042 | } |
3456 | |
3043 | |
3457 | /* look at the surrounding terrain to determine |
3044 | /* look at the surrounding terrain to determine |
3458 | * the hideability of this object. Positive levels |
3045 | * the hideability of this object. Positive levels |
… | |
… | |
3500 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3087 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3501 | * every time they move - as we subtract off 'invisibility' |
3088 | * every time they move - as we subtract off 'invisibility' |
3502 | * AND, for players, if they move into a ridiculously unhideable |
3089 | * AND, for players, if they move into a ridiculously unhideable |
3503 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3090 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3504 | */ |
3091 | */ |
3505 | |
|
|
3506 | void |
3092 | void |
3507 | do_hidden_move (object *op) |
3093 | do_hidden_move (object *op) |
3508 | { |
3094 | { |
3509 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3095 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3510 | object *skop; |
3096 | object *skop; |
… | |
… | |
3514 | |
3100 | |
3515 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3101 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3516 | |
3102 | |
3517 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3103 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3518 | if (op->type == PLAYER && op->contr->run_on) |
3104 | if (op->type == PLAYER && op->contr->run_on) |
3519 | { |
|
|
3520 | if (!skop || num >= skop->level) |
3105 | if (!skop || num >= skop->level) |
3521 | { |
3106 | { |
3522 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3107 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3523 | make_visible (op); |
3108 | make_visible (op); |
3524 | return; |
3109 | return; |
3525 | } |
3110 | } |
3526 | else |
3111 | else |
3527 | num += 20; |
3112 | num += 20; |
3528 | } |
3113 | |
3529 | num += op->map->difficulty; |
3114 | num += op->map->difficulty; |
3530 | hide = hideability (op); /* modify by terrain hidden level */ |
3115 | hide = hideability (op); /* modify by terrain hidden level */ |
3531 | num -= hide; |
3116 | num -= hide; |
|
|
3117 | |
3532 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3118 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3533 | { |
3119 | { |
3534 | make_visible (op); |
3120 | make_visible (op); |
3535 | if (op->type == PLAYER) |
3121 | if (op->type == PLAYER) |
3536 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3122 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3537 | } |
3123 | } |
3538 | else if (op->type == PLAYER && skop) |
3124 | else if (op->type == PLAYER && skop) |
3539 | { |
|
|
3540 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3125 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3541 | } |
|
|
3542 | } |
3126 | } |
3543 | |
3127 | |
3544 | /* determine if who is standing near a hostile creature. */ |
3128 | /* determine if who is standing near a hostile creature. */ |
3545 | |
3129 | |
3546 | int |
3130 | int |
… | |
… | |
3573 | if (mflags & P_OUT_OF_MAP) |
3157 | if (mflags & P_OUT_OF_MAP) |
3574 | continue; |
3158 | continue; |
3575 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3159 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3576 | continue; |
3160 | continue; |
3577 | |
3161 | |
3578 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3162 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3579 | { |
3163 | { |
3580 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3164 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3581 | return 1; |
3165 | return 1; |
3582 | else if (tmp->type == PLAYER) |
3166 | else if (tmp->type == PLAYER) |
3583 | { |
3167 | { |
… | |
… | |
3613 | if (pl->type != PLAYER) |
3197 | if (pl->type != PLAYER) |
3614 | { |
3198 | { |
3615 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3199 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3616 | return -1; |
3200 | return -1; |
3617 | } |
3201 | } |
|
|
3202 | |
3618 | if (!pl || !op) |
3203 | if (!pl || !op) |
3619 | return 0; |
3204 | return 0; |
3620 | |
3205 | |
3621 | if (op->head) |
|
|
3622 | { |
|
|
3623 | op = op->head; |
3206 | op = op->head_ (); |
3624 | } |
3207 | |
3625 | get_rangevector (pl, op, &rv, 0x1); |
3208 | get_rangevector (pl, op, &rv, 0x1); |
3626 | |
3209 | |
3627 | /* starting with the 'head' part, lets loop |
3210 | /* starting with the 'head' part, lets loop |
3628 | * through the object and find if it has any |
3211 | * through the object and find if it has any |
3629 | * part that is in the los array but isnt on |
3212 | * part that is in the los array but isnt on |
… | |
… | |
3637 | |
3220 | |
3638 | /* only the viewable area the player sees is updated by LOS |
3221 | /* only the viewable area the player sees is updated by LOS |
3639 | * code, so we need to restrict ourselves to that range of values |
3222 | * code, so we need to restrict ourselves to that range of values |
3640 | * for any meaningful values. |
3223 | * for any meaningful values. |
3641 | */ |
3224 | */ |
3642 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3225 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3643 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3226 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3644 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
3227 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3645 | return 1; |
3228 | return 1; |
3646 | op = op->more; |
3229 | op = op->more; |
3647 | } |
3230 | } |
3648 | return 0; |
3231 | return 0; |
3649 | } |
3232 | } |
… | |
… | |
3746 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3329 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3747 | int i = 0, j = 0; |
3330 | int i = 0, j = 0; |
3748 | |
3331 | |
3749 | /* get the appropriate treasurelist */ |
3332 | /* get the appropriate treasurelist */ |
3750 | if (atnr == ATNR_FIRE) |
3333 | if (atnr == ATNR_FIRE) |
3751 | trlist = find_treasurelist ("dragon_ability_fire"); |
3334 | trlist = treasurelist::find ("dragon_ability_fire"); |
3752 | else if (atnr == ATNR_COLD) |
3335 | else if (atnr == ATNR_COLD) |
3753 | trlist = find_treasurelist ("dragon_ability_cold"); |
3336 | trlist = treasurelist::find ("dragon_ability_cold"); |
3754 | else if (atnr == ATNR_ELECTRICITY) |
3337 | else if (atnr == ATNR_ELECTRICITY) |
3755 | trlist = find_treasurelist ("dragon_ability_elec"); |
3338 | trlist = treasurelist::find ("dragon_ability_elec"); |
3756 | else if (atnr == ATNR_POISON) |
3339 | else if (atnr == ATNR_POISON) |
3757 | trlist = find_treasurelist ("dragon_ability_poison"); |
3340 | trlist = treasurelist::find ("dragon_ability_poison"); |
3758 | |
3341 | |
3759 | if (trlist == NULL || who->type != PLAYER) |
3342 | if (trlist == NULL || who->type != PLAYER) |
3760 | return; |
3343 | return; |
3761 | |
3344 | |
3762 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3345 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3763 | |
3346 | |
3764 | if (tr == NULL || tr->item == NULL) |
3347 | if (!tr || !tr->item) |
3765 | { |
3348 | { |
3766 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3349 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3767 | return; |
3350 | return; |
3768 | } |
3351 | } |
3769 | |
3352 | |
… | |
… | |
3835 | { |
3418 | { |
3836 | /* forces in the treasurelist can alter the player's stats */ |
3419 | /* forces in the treasurelist can alter the player's stats */ |
3837 | object *skin; |
3420 | object *skin; |
3838 | |
3421 | |
3839 | /* first get the dragon skin force */ |
3422 | /* first get the dragon skin force */ |
|
|
3423 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3840 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3424 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3425 | ; |
|
|
3426 | |
3841 | if (skin == NULL) |
3427 | if (!skin) |
3842 | return; |
3428 | return; |
3843 | |
3429 | |
3844 | /* adding new spellpath attunements */ |
3430 | /* adding new spellpath attunements */ |
3845 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3431 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3846 | { |
3432 | { |
… | |
… | |
3891 | * not readied. |
3477 | * not readied. |
3892 | */ |
3478 | */ |
3893 | void |
3479 | void |
3894 | player_unready_range_ob (player *pl, object *ob) |
3480 | player_unready_range_ob (player *pl, object *ob) |
3895 | { |
3481 | { |
3896 | rangetype i; |
3482 | if (pl->ob->current_weapon == ob) |
|
|
3483 | pl->ob->current_weapon = 0; |
3897 | |
3484 | |
3898 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3485 | if (pl->combat_ob == ob) |
3899 | { |
3486 | pl->combat_ob = 0; |
|
|
3487 | |
3900 | if (pl->ranges[i] == ob) |
3488 | if (pl->ranged_ob == ob) |
3901 | { |
3489 | pl->ranged_ob = 0; |
3902 | pl->ranges[i] = NULL; |
|
|
3903 | if (pl->shoottype == i) |
|
|
3904 | { |
|
|
3905 | pl->shoottype = range_none; |
|
|
3906 | } |
|
|
3907 | } |
|
|
3908 | } |
|
|
3909 | } |
3490 | } |
|
|
3491 | |
|
|
3492 | sint8 |
|
|
3493 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3494 | { |
|
|
3495 | if (!ns) |
|
|
3496 | return 0; |
|
|
3497 | |
|
|
3498 | int dx, dy; |
|
|
3499 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3500 | return 0; |
|
|
3501 | |
|
|
3502 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3503 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3504 | |
|
|
3505 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3506 | return 0; |
|
|
3507 | |
|
|
3508 | return 100 - blocked_los [x][y]; |
|
|
3509 | } |