1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | (at your option) any later version. |
11 | * 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, but |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | GNU General Public License for more details. |
16 | * 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 along |
18 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #ifndef WIN32 /* ---win32 remove headers */ |
|
|
26 | # include <pwd.h> |
|
|
27 | #endif |
|
|
28 | #ifndef __CEXTRACT__ |
|
|
29 | # include <sproto.h> |
26 | #include <sproto.h> |
30 | #endif |
|
|
31 | #include <sounds.h> |
27 | #include <sounds.h> |
32 | #include <living.h> |
28 | #include <living.h> |
33 | #include <object.h> |
29 | #include <object.h> |
34 | #include <spells.h> |
30 | #include <spells.h> |
35 | #include <skills.h> |
31 | #include <skills.h> |
36 | #include <newclient.h> |
|
|
37 | |
32 | |
38 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
39 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
40 | #endif |
|
|
41 | |
35 | |
42 | player * |
36 | playervec players; |
43 | find_player (const char *plname) |
|
|
44 | { |
|
|
45 | player *pl; |
|
|
46 | |
|
|
47 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
48 | { |
|
|
49 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
50 | return pl; |
|
|
51 | }; |
|
|
52 | return NULL; |
|
|
53 | } |
|
|
54 | |
|
|
55 | player * |
|
|
56 | find_player_partial_name (const char *plname) |
|
|
57 | { |
|
|
58 | player *pl; |
|
|
59 | player *found = NULL; |
|
|
60 | size_t namelen = strlen (plname); |
|
|
61 | |
|
|
62 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
63 | { |
|
|
64 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
65 | continue; |
|
|
66 | |
|
|
67 | if (!strcmp (pl->ob->name, plname)) |
|
|
68 | return pl; |
|
|
69 | |
|
|
70 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
71 | { |
|
|
72 | if (found) |
|
|
73 | return NULL; |
|
|
74 | |
|
|
75 | found = pl; |
|
|
76 | } |
|
|
77 | } |
|
|
78 | return found; |
|
|
79 | } |
|
|
80 | |
37 | |
81 | void |
38 | void |
82 | display_motd (const object *op) |
39 | display_motd (const object *op) |
83 | { |
40 | { |
84 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
87 | int comp; |
44 | int comp; |
88 | int size; |
45 | int size; |
89 | |
46 | |
90 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
47 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
91 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
48 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
92 | { |
|
|
93 | return; |
49 | return; |
94 | } |
50 | |
95 | motd[0] = '\0'; |
51 | motd[0] = '\0'; |
96 | size = 0; |
52 | size = 0; |
|
|
53 | |
97 | while (fgets (buf, MAX_BUF, fp) != NULL) |
54 | while (fgets (buf, MAX_BUF, fp)) |
98 | { |
55 | { |
99 | if (*buf == '#') |
56 | if (*buf == '#') |
100 | continue; |
57 | continue; |
|
|
58 | |
101 | strncat (motd + size, buf, HUGE_BUF - size); |
59 | strncat (motd + size, buf, HUGE_BUF - size); |
102 | size += strlen (buf); |
60 | size += strlen (buf); |
103 | } |
61 | } |
|
|
62 | |
104 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
63 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
105 | close_and_delete (fp, comp); |
64 | close_and_delete (fp, comp); |
106 | } |
65 | } |
107 | |
66 | |
108 | void |
67 | void |
… | |
… | |
114 | int comp; |
73 | int comp; |
115 | int size; |
74 | int size; |
116 | |
75 | |
117 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
76 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
118 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
77 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
119 | { |
|
|
120 | return; |
78 | return; |
121 | } |
79 | |
122 | rules[0] = '\0'; |
80 | rules[0] = '\0'; |
123 | size = 0; |
81 | size = 0; |
|
|
82 | |
124 | while (fgets (buf, MAX_BUF, fp) != NULL) |
83 | while (fgets (buf, MAX_BUF, fp)) |
125 | { |
84 | { |
126 | if (*buf == '#') |
85 | if (*buf == '#') |
127 | continue; |
86 | continue; |
|
|
87 | |
128 | if (size + strlen (buf) >= HUGE_BUF) |
88 | if (size + strlen (buf) >= HUGE_BUF) |
129 | { |
89 | { |
130 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
90 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
131 | break; |
91 | break; |
132 | } |
92 | } |
|
|
93 | |
133 | strncat (rules + size, buf, HUGE_BUF - size); |
94 | strncat (rules + size, buf, HUGE_BUF - size); |
134 | size += strlen (buf); |
95 | size += strlen (buf); |
135 | } |
96 | } |
|
|
97 | |
136 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
98 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
137 | close_and_delete (fp, comp); |
99 | close_and_delete (fp, comp); |
138 | } |
100 | } |
139 | |
101 | |
140 | void |
102 | void |
… | |
… | |
148 | int size; |
110 | int size; |
149 | |
111 | |
150 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
112 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
151 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
152 | return; |
114 | return; |
|
|
115 | |
153 | news[0] = '\0'; |
116 | news[0] = '\0'; |
154 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
155 | size = 0; |
118 | size = 0; |
|
|
119 | |
156 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
157 | { |
121 | { |
158 | if (*buf == '#') |
122 | if (*buf == '#') |
159 | continue; |
123 | continue; |
|
|
124 | |
160 | if (*buf == '%') |
125 | if (*buf == '%') |
161 | { /* send one news */ |
126 | { /* send one news */ |
162 | if (size > 0) |
127 | if (size > 0) |
163 | 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 | |
164 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
165 | strip_endline (subject); |
131 | strip_endline (subject); |
166 | size = 0; |
132 | size = 0; |
167 | news[0] = '\0'; |
133 | news[0] = '\0'; |
168 | } |
134 | } |
… | |
… | |
177 | size += strlen (buf); |
143 | size += strlen (buf); |
178 | } |
144 | } |
179 | } |
145 | } |
180 | |
146 | |
181 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
182 | 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); |
183 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
184 | } |
|
|
185 | |
|
|
186 | int |
|
|
187 | playername_ok (const char *cp) |
|
|
188 | { |
|
|
189 | /* Don't allow - or _ as first character in the name */ |
|
|
190 | if (*cp == '-' || *cp == '_') |
|
|
191 | return 0; |
|
|
192 | |
|
|
193 | for (; *cp != '\0'; cp++) |
|
|
194 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
|
195 | return 0; |
|
|
196 | return 1; |
|
|
197 | } |
|
|
198 | |
|
|
199 | /* This no longer sets the player map. Also, it now updates |
|
|
200 | * all the pointers so the caller doesn't need to do that. |
|
|
201 | * Caller is responsible for setting the correct map. |
|
|
202 | */ |
|
|
203 | |
|
|
204 | /* Redo this to do both get_player_ob and get_player. |
|
|
205 | * Hopefully this will be less bugfree and simpler. |
|
|
206 | * Returns the player structure. If 'p' is null, |
|
|
207 | * we create a new one. Otherwise, we recycle |
|
|
208 | * the one that is passed. |
|
|
209 | */ |
|
|
210 | static player * |
|
|
211 | get_player (player *p) |
|
|
212 | { |
|
|
213 | object *op = arch_to_object (get_player_archetype (NULL)); |
|
|
214 | int i; |
|
|
215 | |
|
|
216 | if (!p) |
|
|
217 | { |
|
|
218 | p = new player; |
|
|
219 | |
|
|
220 | /* This adds the player in the linked list. There is extra |
|
|
221 | * complexity here because we want to add the new player at the |
|
|
222 | * end of the list - there is in fact no compelling reason that |
|
|
223 | * that needs to be done except for things like output of |
|
|
224 | * 'who'. |
|
|
225 | */ |
|
|
226 | player *tmp = first_player; |
|
|
227 | |
|
|
228 | while (tmp != NULL && tmp->next != NULL) |
|
|
229 | tmp = tmp->next; |
|
|
230 | if (tmp != NULL) |
|
|
231 | tmp->next = p; |
|
|
232 | else |
|
|
233 | first_player = p; |
|
|
234 | |
|
|
235 | p->next = NULL; |
|
|
236 | } |
|
|
237 | |
|
|
238 | /* Clears basically the entire player structure except |
|
|
239 | * for next and socket. |
|
|
240 | */ |
|
|
241 | p->clear (); |
|
|
242 | |
|
|
243 | /* There are some elements we want initialized to non zero value - |
|
|
244 | * we deal with that below this point. |
|
|
245 | */ |
|
|
246 | p->party = NULL; |
|
|
247 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
|
248 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
|
249 | p->unapply = unapply_nochoice; |
|
|
250 | p->Swap_First = -1; |
|
|
251 | |
|
|
252 | #ifdef AUTOSAVE |
|
|
253 | p->last_save_tick = 9999999; |
|
|
254 | #endif |
|
|
255 | |
|
|
256 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
|
257 | |
|
|
258 | op->contr = p; /* this aren't yet in archetype */ |
|
|
259 | p->ob = op; |
|
|
260 | op->speed_left = 0.5; |
|
|
261 | op->speed = 1.0; |
|
|
262 | op->direction = 5; /* So player faces south */ |
|
|
263 | op->stats.wc = 2; |
|
|
264 | op->run_away = 25; /* Then we panick... */ |
|
|
265 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
266 | |
|
|
267 | roll_stats (op); |
|
|
268 | p->state = ST_ROLL_STAT; |
|
|
269 | clear_los (op); |
|
|
270 | |
|
|
271 | p->gen_sp_armour = 10; |
|
|
272 | p->last_speed = -1; |
|
|
273 | p->shoottype = range_none; |
|
|
274 | p->bowtype = bow_normal; |
|
|
275 | p->petmode = pet_normal; |
|
|
276 | p->listening = 10; |
|
|
277 | p->usekeys = containers; |
|
|
278 | p->last_weapon_sp = -1; |
|
|
279 | p->peaceful = 1; /* default peaceful */ |
|
|
280 | p->do_los = 1; |
|
|
281 | p->explore = 0; |
|
|
282 | p->no_shout = 0; /* default can shout */ |
|
|
283 | |
|
|
284 | assign (p->title, op->arch->clone.name); |
|
|
285 | op->race = op->arch->clone.race; |
|
|
286 | |
|
|
287 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
288 | |
|
|
289 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
290 | * if a player quits and starts a new character, we wont |
|
|
291 | * send new values to the client, as things like exp start |
|
|
292 | * at zero. |
|
|
293 | */ |
|
|
294 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
295 | { |
|
|
296 | p->last_skill_exp[i] = -1; |
|
|
297 | p->last_skill_ob[i] = NULL; |
|
|
298 | } |
|
|
299 | for (i = 0; i < NROFATTACKS; i++) |
|
|
300 | { |
|
|
301 | p->last_resist[i] = -1; |
|
|
302 | } |
|
|
303 | p->last_stats.exp = -1; |
|
|
304 | p->last_weight = (uint32) - 1; |
|
|
305 | |
|
|
306 | p->socket.update_look = 0; |
|
|
307 | p->socket.look_position = 0; |
|
|
308 | return p; |
|
|
309 | } |
150 | } |
310 | |
151 | |
311 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
312 | static void |
153 | static void |
313 | set_first_map (object *op) |
154 | set_first_map (object *op) |
314 | { |
155 | { |
315 | strcpy (op->contr->maplevel, first_map_path); |
156 | op->contr->maplevel = first_map_path; |
316 | op->x = -1; |
157 | op->x = -1; |
317 | op->y = -1; |
158 | op->y = -1; |
318 | enter_exit (op, NULL); |
|
|
319 | } |
159 | } |
320 | |
160 | |
|
|
161 | void |
|
|
162 | player::activate () |
|
|
163 | { |
|
|
164 | if (active) |
|
|
165 | return; |
|
|
166 | |
|
|
167 | players.insert (this); |
|
|
168 | ob->remove (); |
|
|
169 | ob->map = 0; |
|
|
170 | ob->activate_recursive (); |
|
|
171 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
172 | add_friendly_object (ob); |
|
|
173 | } |
|
|
174 | |
|
|
175 | void |
|
|
176 | player::deactivate () |
|
|
177 | { |
|
|
178 | if (!active) |
|
|
179 | return; |
|
|
180 | |
|
|
181 | terminate_all_pets (ob); |
|
|
182 | remove_friendly_object (ob); |
|
|
183 | ob->deactivate_recursive (); |
|
|
184 | |
|
|
185 | if (ob->map) |
|
|
186 | maplevel = ob->map->path; |
|
|
187 | |
|
|
188 | ob->remove (); |
|
|
189 | ob->map = 0; |
|
|
190 | party = 0; |
|
|
191 | |
|
|
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
193 | |
|
|
194 | players.erase (this); |
|
|
195 | } |
|
|
196 | |
|
|
197 | // connect the player with a specific client |
|
|
198 | // also changes, rationalises, and fixes some incorrect settings |
|
|
199 | void |
|
|
200 | player::connect (client *ns) |
|
|
201 | { |
|
|
202 | this->ns = ns; |
|
|
203 | ns->pl = this; |
|
|
204 | |
|
|
205 | run_on = 0; |
|
|
206 | fire_on = 0; |
|
|
207 | ob->close_container (); //TODO: client-specific |
|
|
208 | |
|
|
209 | ns->update_look = 0; |
|
|
210 | ns->look_position = 0; |
|
|
211 | |
|
|
212 | clear_los (this); |
|
|
213 | |
|
|
214 | ns->reset_stats (); |
|
|
215 | |
|
|
216 | /* make sure he's a player -- needed because of class change. */ |
|
|
217 | ob->type = PLAYER; // we are paranoid |
|
|
218 | ob->race = ob->arch->race; |
|
|
219 | |
|
|
220 | ob->carrying = sum_weight (ob); |
|
|
221 | link_player_skills (ob); |
|
|
222 | |
|
|
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
224 | |
|
|
225 | assign (title, ob->arch->object::name); |
|
|
226 | |
|
|
227 | /* if it's a dragon player, set the correct title here */ |
|
|
228 | if (is_dragon_pl (ob)) |
|
|
229 | { |
|
|
230 | object *tmp, *abil = 0, *skin = 0; |
|
|
231 | |
|
|
232 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
233 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
234 | |
|
|
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
236 | if (tmp->type == FORCE) |
|
|
237 | if (tmp->arch->archname == dragon_ability_force) |
|
|
238 | abil = tmp; |
|
|
239 | else if (tmp->arch->archname == dragon_skin_force) |
|
|
240 | skin = tmp; |
|
|
241 | |
|
|
242 | set_dragon_name (ob, abil, skin); |
|
|
243 | } |
|
|
244 | |
|
|
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
246 | |
|
|
247 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
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: |
|
|
265 | ranged_ob = op; |
|
|
266 | break; |
|
|
267 | |
|
|
268 | case WEAPON: |
|
|
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); |
|
|
288 | } |
|
|
289 | |
|
|
290 | void |
|
|
291 | player::disconnect () |
|
|
292 | { |
|
|
293 | if (ns) |
|
|
294 | { |
|
|
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 | observe = ob; |
|
|
309 | |
|
|
310 | deactivate (); |
|
|
311 | } |
|
|
312 | |
|
|
313 | // the need for this function can be explained |
|
|
314 | // by load_object not returning the object |
|
|
315 | void |
|
|
316 | player::set_object (object *op) |
|
|
317 | { |
|
|
318 | ob = observe = op; |
|
|
319 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
320 | |
|
|
321 | ob->speed = 1.0f; |
|
|
322 | ob->speed_left = 0.5f; |
|
|
323 | |
|
|
324 | ob->direction = 5; /* So player faces south */ |
|
|
325 | } |
|
|
326 | |
|
|
327 | void |
|
|
328 | player::set_observe (object *op) |
|
|
329 | { |
|
|
330 | observe = op ? op : ob; |
|
|
331 | do_los = 1; |
|
|
332 | } |
|
|
333 | |
|
|
334 | player::player () |
|
|
335 | { |
|
|
336 | /* There are some elements we want initialised to non zero value - |
|
|
337 | * we deal with that below this point. |
|
|
338 | */ |
|
|
339 | outputs_sync = 4; |
|
|
340 | outputs_count = 4; |
|
|
341 | unapply = unapply_nochoice; |
|
|
342 | |
|
|
343 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
344 | |
|
|
345 | gen_sp_armour = 10; |
|
|
346 | bowtype = bow_normal; |
|
|
347 | petmode = pet_normal; |
|
|
348 | listening = 10; |
|
|
349 | usekeys = containers; |
|
|
350 | peaceful = 1; /* default peaceful */ |
|
|
351 | do_los = 1; |
|
|
352 | |
|
|
353 | weapon_sp = 1.0f; |
|
|
354 | weapon_sp_left = 0.5f; |
|
|
355 | } |
|
|
356 | |
|
|
357 | void |
|
|
358 | player::do_destroy () |
|
|
359 | { |
|
|
360 | disconnect (); |
|
|
361 | |
|
|
362 | attachable::do_destroy (); |
|
|
363 | |
|
|
364 | if (ob) |
|
|
365 | { |
|
|
366 | ob->destroy_inv (false); |
|
|
367 | ob->destroy (); |
|
|
368 | } |
|
|
369 | } |
|
|
370 | |
|
|
371 | player::~player () |
|
|
372 | { |
|
|
373 | /* Clear item stack */ |
|
|
374 | free (stack_items); |
|
|
375 | } |
|
|
376 | |
321 | /* Tries to add player on the connection passwd in ns. |
377 | /* Tries to add player on the connection passed in ns. |
322 | * All we can really get in this is some settings like host and display |
378 | * All we can really get in this is some settings like host and display |
323 | * mode. |
379 | * mode. |
324 | */ |
380 | */ |
325 | |
|
|
326 | int |
|
|
327 | add_player (NewSocket * ns) |
|
|
328 | { |
|
|
329 | player *p; |
381 | player * |
|
|
382 | player::create () |
|
|
383 | { |
|
|
384 | player *pl = new player; |
330 | |
385 | |
331 | p = get_player (NULL); |
386 | pl->set_object (arch_to_object (get_player_archetype (0))); |
332 | p->socket = *ns; |
|
|
333 | p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
334 | |
387 | |
335 | if (p->socket.faces_sent == NULL) |
388 | pl->ob->roll_stats (); |
336 | fatal (OUT_OF_MEMORY); |
389 | pl->ob->stats.wc = 2; |
|
|
390 | pl->ob->run_away = 25; /* Then we panick... */ |
337 | |
391 | |
338 | memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
339 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
340 | * Note that this can result in a client reset if there is partial data |
|
|
341 | * on the uncoming socket. |
|
|
342 | */ |
|
|
343 | p->socket.inbuf.len = 0; |
|
|
344 | set_first_map (p->ob); |
392 | set_first_map (pl->ob); |
345 | |
393 | |
346 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
347 | add_friendly_object (p->ob); |
|
|
348 | send_rules (p->ob); |
|
|
349 | send_news (p->ob); |
|
|
350 | display_motd (p->ob); |
|
|
351 | get_name (p->ob); |
|
|
352 | |
|
|
353 | return 0; |
394 | return pl; |
354 | } |
395 | } |
355 | |
396 | |
356 | /* |
397 | /* |
357 | * get_player_archetype() return next player archetype from archetype |
398 | * get_player_archetype() return next player archetype from archetype |
358 | * list. Not very efficient routine, but used only creating new players. |
399 | * list. Not very efficient routine, but used only creating new players. |
359 | * Note: there MUST be at least one player archetype! |
400 | * Note: there MUST be at least one player archetype! |
360 | */ |
401 | */ |
361 | archetype * |
402 | archetype * |
362 | get_player_archetype (archetype *at) |
403 | get_player_archetype (archetype *at) |
363 | { |
404 | { |
364 | archetype *start = at; |
405 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
365 | |
406 | |
366 | for (;;) |
407 | for (;;) |
367 | { |
408 | { |
368 | if (at == NULL || at->next == NULL) |
409 | if (++i == archetypes.end ()) |
369 | at = first_archetype; |
410 | i = archetypes.begin (); |
370 | else |
411 | else if (*i == at) |
371 | at = at->next; |
412 | cleanup ("not a single player archetype found"); |
|
|
413 | |
372 | if (at->clone.type == PLAYER) |
414 | if ((*i)->type == PLAYER) |
373 | return at; |
415 | return *i; |
374 | if (at == start) |
|
|
375 | { |
|
|
376 | LOG (llevError, "No Player archetypes\n"); |
|
|
377 | exit (-1); |
|
|
378 | } |
|
|
379 | } |
416 | } |
380 | } |
417 | } |
381 | |
|
|
382 | |
418 | |
383 | object * |
419 | object * |
384 | get_nearest_player (object *mon) |
420 | get_nearest_player (object *mon) |
385 | { |
421 | { |
386 | object *op = NULL; |
422 | object *op = NULL; |
387 | player *pl = NULL; |
|
|
388 | objectlink *ol; |
423 | objectlink *ol; |
389 | unsigned lastdist; |
424 | unsigned lastdist; |
390 | rv_vector rv; |
425 | rv_vector rv; |
391 | |
426 | |
392 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
427 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
393 | { |
428 | { |
394 | /* We should not find free objects on this friendly list, but it |
429 | /* We should not find free objects on this friendly list, but it |
395 | * does periodically happen. Given that, lets deal with it. |
430 | * does periodically happen. Given that, lets deal with it. |
396 | * While unlikely, it is possible the next object on the friendly |
431 | * While unlikely, it is possible the next object on the friendly |
397 | * list is also free, so encapsulate this in a while loop. |
432 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
401 | object *tmp = ol->ob; |
436 | object *tmp = ol->ob; |
402 | |
437 | |
403 | /* Can't do much more other than log the fact, because the object |
438 | /* Can't do much more other than log the fact, because the object |
404 | * itself will have been cleared. |
439 | * itself will have been cleared. |
405 | */ |
440 | */ |
406 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
441 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
442 | tmp->debug_desc ()); |
407 | ol = ol->next; |
443 | ol = ol->next; |
408 | remove_friendly_object (tmp); |
444 | remove_friendly_object (tmp); |
409 | if (!ol) |
445 | if (!ol) |
410 | return op; |
446 | return op; |
411 | } |
447 | } |
… | |
… | |
424 | { |
460 | { |
425 | op = ol->ob; |
461 | op = ol->ob; |
426 | lastdist = rv.distance; |
462 | lastdist = rv.distance; |
427 | } |
463 | } |
428 | } |
464 | } |
429 | for (pl = first_player; pl != NULL; pl = pl->next) |
465 | |
430 | { |
466 | for_all_players (pl) |
431 | if (can_detect_enemy (mon, pl->ob, &rv)) |
467 | if (can_detect_enemy (mon, pl->ob, &rv)) |
432 | { |
|
|
433 | |
|
|
434 | if (lastdist > rv.distance) |
468 | if (lastdist > rv.distance) |
435 | { |
469 | { |
436 | op = pl->ob; |
470 | op = pl->ob; |
437 | lastdist = rv.distance; |
471 | lastdist = rv.distance; |
438 | } |
472 | } |
439 | } |
473 | |
440 | } |
|
|
441 | #if 0 |
474 | #if 0 |
442 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
475 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
443 | #endif |
476 | #endif |
444 | return op; |
477 | return op; |
445 | } |
478 | } |
… | |
… | |
463 | * circling behaviour. Unfortunately, this function is also used to determined |
496 | * circling behaviour. Unfortunately, this function is also used to determined |
464 | * if the creature should cast a spell, so returning a direction in that case |
497 | * if the creature should cast a spell, so returning a direction in that case |
465 | * is probably not a good thing. |
498 | * is probably not a good thing. |
466 | */ |
499 | */ |
467 | #define MAX_SPACES 50 |
500 | #define MAX_SPACES 50 |
468 | |
|
|
469 | |
501 | |
470 | /* |
502 | /* |
471 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
503 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
472 | * modified to verify there is a path to the player. Does this by stepping towards |
504 | * modified to verify there is a path to the player. Does this by stepping towards |
473 | * player and if path is blocked then see if blockage is close enough to player that |
505 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
504 | x = mon->x; |
536 | x = mon->x; |
505 | y = mon->y; |
537 | y = mon->y; |
506 | m = mon->map; |
538 | m = mon->map; |
507 | dir = rv.direction; |
539 | dir = rv.direction; |
508 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
540 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
509 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
541 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
542 | |
510 | /* If we can't solve it within the search distance, return now. */ |
543 | /* If we can't solve it within the search distance, return now. */ |
511 | if (diff > max) |
544 | if (diff > max) |
512 | return 0; |
545 | return 0; |
|
|
546 | |
513 | while (diff > 1 && max > 0) |
547 | while (diff > 1 && max > 0) |
514 | { |
548 | { |
515 | lastx = x; |
549 | lastx = x; |
516 | lasty = y; |
550 | lasty = y; |
517 | lastmap = m; |
551 | lastmap = m; |
… | |
… | |
599 | max--; |
633 | max--; |
600 | lastdir = dir; |
634 | lastdir = dir; |
601 | if (!firstdir) |
635 | if (!firstdir) |
602 | firstdir = dir; |
636 | firstdir = dir; |
603 | } |
637 | } |
|
|
638 | |
604 | if (diff <= 1) |
639 | if (diff <= 1) |
605 | { |
640 | { |
606 | /* Recalculate diff (distance) because we may not have actually |
641 | /* Recalculate diff (distance) because we may not have actually |
607 | * headed toward player for entire distance. |
642 | * headed toward player for entire distance. |
608 | */ |
643 | */ |
609 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
644 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
610 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
645 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
611 | } |
646 | } |
|
|
647 | |
612 | if (diff > max) |
648 | if (diff > max) |
613 | return 0; |
649 | return 0; |
614 | } |
650 | } |
|
|
651 | |
615 | /* If we reached the max, didn't find a direction in time */ |
652 | /* If we reached the max, didn't find a direction in time */ |
616 | if (!max) |
653 | if (!max) |
617 | return 0; |
654 | return 0; |
618 | |
655 | |
619 | return firstdir; |
656 | return firstdir; |
… | |
… | |
646 | (op->type == ARMOUR || op->type == BOOTS || |
683 | (op->type == ARMOUR || op->type == BOOTS || |
647 | op->type == CLOAK || op->type == HELMET || |
684 | op->type == CLOAK || op->type == HELMET || |
648 | op->type == SHIELD || op->type == GLOVES || |
685 | op->type == SHIELD || op->type == GLOVES || |
649 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
686 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
650 | { |
687 | { |
651 | remove_ob (op); |
688 | op->destroy (); |
652 | free_object (op); |
|
|
653 | continue; |
689 | continue; |
654 | } |
690 | } |
655 | } |
691 | } |
656 | |
692 | |
657 | /* This really needs to be better - we should really give |
693 | /* This really needs to be better - we should really give |
… | |
… | |
668 | if (tmp->type == op->type && tmp->name == op->name) |
704 | if (tmp->type == op->type && tmp->name == op->name) |
669 | break; |
705 | break; |
670 | |
706 | |
671 | if (tmp) |
707 | if (tmp) |
672 | { |
708 | { |
673 | remove_ob (op); |
709 | op->destroy (); |
674 | free_object (op); |
|
|
675 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
710 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
676 | continue; |
711 | continue; |
677 | } |
712 | } |
|
|
713 | |
678 | if (op->nrof > 1) |
714 | if (op->nrof > 1) |
679 | op->nrof = 1; |
715 | op->nrof = 1; |
680 | } |
716 | } |
681 | |
717 | |
682 | if (op->type == SPELLBOOK && op->inv) |
718 | if (op->type == SPELLBOOK && op->inv) |
… | |
… | |
694 | CLEAR_FLAG (op, FLAG_CURSED); |
730 | CLEAR_FLAG (op, FLAG_CURSED); |
695 | CLEAR_FLAG (op, FLAG_DAMNED); |
731 | CLEAR_FLAG (op, FLAG_DAMNED); |
696 | } |
732 | } |
697 | if (op->type == SPELL) |
733 | if (op->type == SPELL) |
698 | { |
734 | { |
699 | remove_ob (op); |
735 | op->destroy (); |
700 | free_object (op); |
|
|
701 | continue; |
736 | continue; |
702 | } |
737 | } |
703 | else if (op->type == SKILL) |
738 | else if (op->type == SKILL) |
704 | { |
739 | { |
705 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
740 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
… | |
… | |
714 | /* Need to set up the skill pointers */ |
749 | /* Need to set up the skill pointers */ |
715 | link_player_skills (pl); |
750 | link_player_skills (pl); |
716 | } |
751 | } |
717 | |
752 | |
718 | void |
753 | void |
719 | get_name (object *op) |
|
|
720 | { |
|
|
721 | op->contr->write_buf[0] = '\0'; |
|
|
722 | op->contr->state = ST_GET_NAME; |
|
|
723 | send_query (&op->contr->socket, 0, "What is your name?\n:"); |
|
|
724 | } |
|
|
725 | |
|
|
726 | void |
|
|
727 | get_password (object *op) |
|
|
728 | { |
|
|
729 | op->contr->write_buf[0] = '\0'; |
|
|
730 | op->contr->state = ST_GET_PASSWORD; |
|
|
731 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
732 | } |
|
|
733 | |
|
|
734 | void |
|
|
735 | play_again (object *op) |
|
|
736 | { |
|
|
737 | op->contr->state = ST_PLAY_AGAIN; |
|
|
738 | op->chosen_skill = NULL; |
|
|
739 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
740 | /* a bit of a hack, but there are various places early in th |
|
|
741 | * player creation process that a user can quit (eg, roll |
|
|
742 | * stats) that isn't removing the player. Taking a quick |
|
|
743 | * look, there are many places that call play_again without |
|
|
744 | * removing the player - it probably makes more sense |
|
|
745 | * to leave it to play_again to remove the object in all |
|
|
746 | * cases. |
|
|
747 | */ |
|
|
748 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
749 | remove_ob (op); |
|
|
750 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
751 | * and draw() doesn't check to see if the player is removed, only if |
|
|
752 | * the map is null or not swapped out. |
|
|
753 | */ |
|
|
754 | op->map = NULL; |
|
|
755 | } |
|
|
756 | |
|
|
757 | int |
|
|
758 | receive_play_again (object *op, char key) |
|
|
759 | { |
|
|
760 | if (key == 'q' || key == 'Q') |
|
|
761 | { |
|
|
762 | remove_friendly_object (op); |
|
|
763 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
764 | return 2; |
|
|
765 | } |
|
|
766 | else if (key == 'a' || key == 'A') |
|
|
767 | { |
|
|
768 | player *pl = op->contr; |
|
|
769 | shstr name = op->name; |
|
|
770 | |
|
|
771 | op->contr = 0; |
|
|
772 | op->type = 0; |
|
|
773 | op->destroy (1); |
|
|
774 | pl = get_player (pl); |
|
|
775 | op = pl->ob; |
|
|
776 | add_friendly_object (op); |
|
|
777 | op->contr->password[0] = '~'; |
|
|
778 | op->name = op->name_pl = 0; |
|
|
779 | /* Lets put a space in here */ |
|
|
780 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
781 | get_name (op); |
|
|
782 | op->name = op->name_pl = name; |
|
|
783 | set_first_map (op); |
|
|
784 | } |
|
|
785 | else |
|
|
786 | /* user pressed something else so just ask again... */ |
|
|
787 | play_again (op); |
|
|
788 | |
|
|
789 | return 0; |
|
|
790 | } |
|
|
791 | |
|
|
792 | void |
|
|
793 | confirm_password (object *op) |
|
|
794 | { |
|
|
795 | |
|
|
796 | op->contr->write_buf[0] = '\0'; |
|
|
797 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
798 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
799 | } |
|
|
800 | |
|
|
801 | void |
|
|
802 | get_party_password (object *op, partylist *party) |
754 | get_party_password (object *op, partylist *party) |
803 | { |
755 | { |
804 | if (party == NULL) |
756 | if (party == NULL) |
805 | { |
757 | { |
806 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
758 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
807 | return; |
759 | return; |
808 | } |
760 | } |
|
|
761 | |
809 | op->contr->write_buf[0] = '\0'; |
762 | op->contr->write_buf[0] = '\0'; |
810 | op->contr->state = ST_GET_PARTY_PASSWORD; |
763 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
811 | op->contr->party_to_join = party; |
764 | op->contr->party_to_join = party; |
812 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
765 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
813 | } |
766 | } |
814 | |
|
|
815 | |
767 | |
816 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
768 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
817 | int |
769 | static int |
818 | roll_stat (void) |
770 | roll_stat (void) |
819 | { |
771 | { |
820 | int a[4], i, j, k; |
772 | int a[4], i, j, k; |
821 | |
773 | |
822 | for (i = 0; i < 4; i++) |
774 | for (i = 0; i < 4; i++) |
823 | a[i] = (int) RANDOM () % 6 + 1; |
775 | a[i] = (int) rndm (6) + 1; |
824 | |
776 | |
825 | for (i = 0, j = 0, k = 7; i < 4; i++) |
777 | for (i = 0, j = 0, k = 7; i < 4; i++) |
826 | if (a[i] < k) |
778 | if (a[i] < k) |
827 | k = a[i], j = i; |
779 | k = a[i], j = i; |
828 | |
780 | |
829 | for (i = 0, k = 0; i < 4; i++) |
781 | for (i = 0, k = 0; i < 4; i++) |
830 | { |
|
|
831 | if (i != j) |
782 | if (i != j) |
832 | k += a[i]; |
783 | k += a[i]; |
833 | } |
784 | |
834 | return k; |
785 | return k; |
835 | } |
786 | } |
836 | |
787 | |
837 | void |
788 | void |
838 | roll_stats (object *op) |
789 | object::roll_stats () |
839 | { |
790 | { |
|
|
791 | int statsort [NUM_STATS]; |
|
|
792 | |
|
|
793 | for (;;) |
|
|
794 | { |
840 | int sum = 0; |
795 | int sum = 0; |
841 | int i = 0, j = 0; |
796 | for (int i = NUM_STATS; i--; ) |
842 | int statsort[7]; |
797 | sum += statsort [i] = roll_stat (); |
843 | |
798 | |
844 | do |
799 | if (sum >= 82 && sum <= 116) |
|
|
800 | break; |
845 | { |
801 | } |
846 | op->stats.Str = roll_stat (); |
|
|
847 | op->stats.Dex = roll_stat (); |
|
|
848 | op->stats.Int = roll_stat (); |
|
|
849 | op->stats.Con = roll_stat (); |
|
|
850 | op->stats.Wis = roll_stat (); |
|
|
851 | op->stats.Pow = roll_stat (); |
|
|
852 | op->stats.Cha = roll_stat (); |
|
|
853 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
854 | } |
|
|
855 | while (sum < 82 || sum > 116); |
|
|
856 | |
802 | |
857 | /* Sort the stats so that rerolling is easier... */ |
803 | // Sort the stats so that rerolling is easier... |
858 | statsort[0] = op->stats.Str; |
804 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
859 | statsort[1] = op->stats.Dex; |
|
|
860 | statsort[2] = op->stats.Int; |
|
|
861 | statsort[3] = op->stats.Con; |
|
|
862 | statsort[4] = op->stats.Wis; |
|
|
863 | statsort[5] = op->stats.Pow; |
|
|
864 | statsort[6] = op->stats.Cha; |
|
|
865 | |
805 | |
866 | /* a quick and dirty bubblesort? */ |
806 | for (int i = 0; i < NUM_STATS; ++i) |
867 | do |
807 | stats.stat (i) = statsort [i]; |
868 | { |
|
|
869 | if (statsort[i] < statsort[i + 1]) |
|
|
870 | { |
|
|
871 | j = statsort[i]; |
|
|
872 | statsort[i] = statsort[i + 1]; |
|
|
873 | statsort[i + 1] = j; |
|
|
874 | i = 0; |
|
|
875 | } |
|
|
876 | else |
|
|
877 | { |
|
|
878 | i++; |
|
|
879 | } |
|
|
880 | } |
|
|
881 | while (i < 6); |
|
|
882 | |
808 | |
883 | op->stats.Str = statsort[0]; |
|
|
884 | op->stats.Dex = statsort[1]; |
|
|
885 | op->stats.Con = statsort[2]; |
|
|
886 | op->stats.Int = statsort[3]; |
|
|
887 | op->stats.Wis = statsort[4]; |
|
|
888 | op->stats.Pow = statsort[5]; |
|
|
889 | op->stats.Cha = statsort[6]; |
|
|
890 | |
|
|
891 | |
|
|
892 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
893 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
894 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
895 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
896 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
897 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
898 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
899 | |
|
|
900 | op->level = 1; |
|
|
901 | op->stats.exp = 0; |
809 | stats.exp = 0; |
902 | op->stats.ac = 0; |
810 | stats.ac = 0; |
903 | |
811 | |
904 | op->contr->levhp[1] = 9; |
|
|
905 | op->contr->levsp[1] = 6; |
|
|
906 | op->contr->levgrace[1] = 3; |
|
|
907 | |
|
|
908 | fix_player (op); |
|
|
909 | op->stats.hp = op->stats.maxhp; |
812 | stats.hp = stats.maxhp; |
910 | op->stats.sp = op->stats.maxsp; |
813 | stats.sp = stats.maxsp; |
911 | op->stats.grace = op->stats.maxgrace; |
814 | stats.grace = stats.maxgrace; |
|
|
815 | |
|
|
816 | if (contr) |
|
|
817 | { |
|
|
818 | contr->levhp[1] = 9; |
|
|
819 | contr->levsp[1] = 6; |
|
|
820 | contr->levgrace[1] = 3; |
|
|
821 | |
912 | op->contr->orig_stats = op->stats; |
822 | contr->orig_stats = stats; |
|
|
823 | } |
913 | } |
824 | } |
914 | |
825 | |
915 | void |
826 | void |
916 | Roll_Again (object *op) |
827 | object::swap_stats (int a, int b) |
917 | { |
828 | { |
918 | esrv_new_player (op->contr, 0); |
829 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
919 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
920 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
921 | } |
|
|
922 | |
830 | |
923 | void |
831 | for (int i = 0; i < NUM_STATS; ++i) |
924 | Swap_Stat (object *op, int Swap_Second) |
832 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
833 | |
|
|
834 | //TODO: the following code looks so borked and should, at the very least, |
|
|
835 | // be merged with the similar code in roll_stats |
|
|
836 | stats.ac = 0; |
|
|
837 | |
|
|
838 | level = 1; |
|
|
839 | stats.exp = 0; |
|
|
840 | stats.ac = 0; |
|
|
841 | |
|
|
842 | stats.hp = stats.maxhp; |
|
|
843 | stats.sp = stats.maxsp; |
|
|
844 | stats.grace = stats.maxgrace; |
|
|
845 | |
|
|
846 | if (contr) |
|
|
847 | { |
|
|
848 | contr->levhp[1] = 9; |
|
|
849 | contr->levsp[1] = 6; |
|
|
850 | contr->levgrace[1] = 3; |
|
|
851 | |
|
|
852 | contr->orig_stats = stats; |
|
|
853 | } |
|
|
854 | } |
|
|
855 | |
|
|
856 | static void |
|
|
857 | start_info (object *op) |
925 | { |
858 | { |
926 | signed char tmp; |
|
|
927 | char buf[MAX_BUF]; |
859 | char buf[MAX_BUF]; |
928 | |
860 | |
929 | if (op->contr->Swap_First == -1) |
861 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
930 | { |
|
|
931 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
932 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
933 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
934 | return; |
|
|
935 | } |
|
|
936 | |
|
|
937 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
938 | |
|
|
939 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
940 | |
|
|
941 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
942 | |
|
|
943 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
944 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
862 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
945 | op->stats.Str = op->contr->orig_stats.Str; |
863 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
946 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
947 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
948 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
949 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
950 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
951 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
952 | op->stats.ac = 0; |
|
|
953 | |
|
|
954 | op->level = 1; |
|
|
955 | op->stats.exp = 0; |
|
|
956 | op->stats.ac = 0; |
|
|
957 | |
|
|
958 | op->contr->levhp[1] = 9; |
|
|
959 | op->contr->levsp[1] = 6; |
|
|
960 | op->contr->levgrace[1] = 3; |
|
|
961 | |
|
|
962 | fix_player (op); |
|
|
963 | op->stats.hp = op->stats.maxhp; |
|
|
964 | op->stats.sp = op->stats.maxsp; |
|
|
965 | op->stats.grace = op->stats.maxgrace; |
|
|
966 | op->contr->orig_stats = op->stats; |
|
|
967 | op->contr->Swap_First = -1; |
|
|
968 | } |
|
|
969 | |
|
|
970 | |
|
|
971 | /* This code has been greatly reduced, because with set_attr_value |
|
|
972 | * and get_attr_value, the stats can be accessed just numeric |
|
|
973 | * ids. stat_trans is a table that translate the number entered |
|
|
974 | * into the actual stat. It is needed because the order the stats |
|
|
975 | * are displayed in the stat window is not the same as how |
|
|
976 | * the number's access that stat. The table does that translation. |
|
|
977 | */ |
|
|
978 | int |
|
|
979 | key_roll_stat (object *op, char key) |
|
|
980 | { |
|
|
981 | int keynum = key - '0'; |
|
|
982 | char buf[MAX_BUF]; |
|
|
983 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
984 | |
|
|
985 | if (keynum > 0 && keynum <= 7) |
|
|
986 | { |
|
|
987 | if (op->contr->Swap_First == -1) |
|
|
988 | { |
|
|
989 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
990 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
991 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
864 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
992 | } |
|
|
993 | else |
|
|
994 | Swap_Stat (op, stat_trans[keynum]); |
|
|
995 | |
|
|
996 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
997 | return 1; |
|
|
998 | } |
|
|
999 | switch (key) |
|
|
1000 | { |
|
|
1001 | case 'n': |
|
|
1002 | case 'N': |
|
|
1003 | { |
|
|
1004 | SET_FLAG (op, FLAG_WIZ); |
|
|
1005 | if (op->map == NULL) |
|
|
1006 | { |
|
|
1007 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
1008 | break; |
|
|
1009 | } |
|
|
1010 | |
|
|
1011 | #if 0 |
|
|
1012 | /* So that enter_exit will put us at startx/starty */ |
|
|
1013 | op->x = -1; |
|
|
1014 | |
|
|
1015 | enter_exit (op, NULL); |
|
|
1016 | #endif |
|
|
1017 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1018 | /* Enter exit adds a player otherwise */ |
|
|
1019 | add_statbonus (op); |
|
|
1020 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1021 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1022 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1023 | if (op->msg) |
|
|
1024 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1025 | return 0; |
|
|
1026 | } |
|
|
1027 | case 'y': |
|
|
1028 | case 'Y': |
|
|
1029 | roll_stats (op); |
|
|
1030 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1031 | return 1; |
|
|
1032 | |
|
|
1033 | case 'q': |
|
|
1034 | case 'Q': |
|
|
1035 | play_again (op); |
|
|
1036 | return 1; |
|
|
1037 | |
|
|
1038 | default: |
|
|
1039 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1040 | return 0; |
|
|
1041 | } |
|
|
1042 | return 0; |
|
|
1043 | } |
865 | } |
1044 | |
866 | |
1045 | /* This function takes the key that is passed, and does the |
867 | /* This function takes the key that is passed, and does the |
1046 | * appropriate action with it (change race, or other things). |
868 | * appropriate action with it (change race, or other things). |
1047 | * The function name is for historical reasons - now we have |
869 | * The function name is for historical reasons - now we have |
1048 | * separate race and class; this actually changes the RACE, |
870 | * separate race and class; this actually changes the RACE, |
1049 | * not the class. |
871 | * not the class. |
1050 | */ |
872 | */ |
1051 | |
873 | void |
1052 | int |
874 | player::chargen_race_done () |
1053 | key_change_class (object *op, char key) |
|
|
1054 | { |
875 | { |
1055 | int tmp_loop; |
|
|
1056 | |
|
|
1057 | if (key == 'q' || key == 'Q') |
|
|
1058 | { |
|
|
1059 | remove_ob (op); |
|
|
1060 | play_again (op); |
|
|
1061 | return 0; |
|
|
1062 | } |
|
|
1063 | if (key == 'd' || key == 'D') |
|
|
1064 | { |
|
|
1065 | char buf[MAX_BUF]; |
|
|
1066 | |
|
|
1067 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
1068 | esrv_new_player (op->contr, op->weight + op->carrying); |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
1069 | create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); |
|
|
1070 | |
878 | |
|
|
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
|
|
880 | if (tl) |
|
|
881 | create_treasure (tl, ob, 0, 0, 0); |
|
|
882 | |
1071 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
1072 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
1073 | |
885 | |
1074 | op->contr->state = ST_PLAYING; |
886 | ob->contr->ns->state = ST_PLAYING; |
1075 | |
887 | |
1076 | if (op->msg) |
888 | if (ob->msg) |
1077 | op->msg = NULL; |
889 | ob->msg = 0; |
1078 | |
890 | |
1079 | /* We create this now because some of the unique maps will need it |
891 | /* We create this now because some of the unique maps will need it |
1080 | * to save here. |
892 | * to save here. |
1081 | */ |
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
1082 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1083 | make_path_to_file (buf); |
897 | make_path_to_file (buf); |
|
|
898 | } |
1084 | |
899 | |
1085 | #ifdef AUTOSAVE |
|
|
1086 | op->contr->last_save_tick = pticks; |
|
|
1087 | #endif |
|
|
1088 | start_info (op); |
900 | start_info (ob); |
1089 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
1090 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (ob, ob->randomitems); |
1091 | link_player_skills (op); |
903 | link_player_skills (ob); |
1092 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (ob, ob); |
1093 | fix_player (op); |
905 | ob->update_stats (); |
1094 | |
906 | |
1095 | /* This moves the player to a different start map, if there |
907 | /* This moves the player to a different start map, if there |
1096 | * is one for this race |
908 | * is one for this race |
1097 | */ |
909 | */ |
1098 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
1099 | { |
911 | { |
1100 | object *tmp; |
912 | object *tmp; |
1101 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
1102 | |
914 | |
1103 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
1104 | tmp = get_object (); |
916 | tmp = object::create (); |
1105 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
1106 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = ob->x; |
1107 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = ob->y; |
1108 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
1109 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
1110 | * default initial map */ |
922 | * default initial map */ |
1111 | free_object (tmp); |
923 | tmp->destroy (); |
1112 | } |
924 | } |
1113 | else |
925 | else |
1114 | { |
|
|
1115 | LOG (llevDebug, "first_map_ext_path not set\n"); |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1116 | } |
927 | } |
1117 | return 0; |
|
|
1118 | } |
|
|
1119 | |
928 | |
|
|
929 | void |
|
|
930 | player::chargen_race_next () |
|
|
931 | { |
1120 | /* Following actually changes the race - this is the default command |
932 | /* Following actually changes the race - this is the default command |
1121 | * if we don't match with one of the options above. |
933 | * if we don't match with one of the options above. |
1122 | */ |
934 | */ |
1123 | |
935 | |
1124 | tmp_loop = 0; |
936 | do |
1125 | while (!tmp_loop) |
|
|
1126 | { |
937 | { |
1127 | shstr name = op->name; |
938 | shstr name = ob->name; |
1128 | int x = op->x, y = op->y; |
939 | int x = ob->x, y = ob->y; |
1129 | |
940 | |
1130 | remove_statbonus (op); |
941 | ob->remove_statbonus (); |
1131 | remove_ob (op); |
942 | ob->remove (); |
1132 | op->arch = get_player_archetype (op->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
1133 | copy_object (&op->arch->clone, op); |
944 | ob->arch->copy_to (ob); |
1134 | op->instantiate (); |
945 | ob->instantiate (); |
1135 | op->stats = op->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
1136 | op->name = op->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
1137 | op->x = x; |
948 | ob->x = x; |
1138 | op->y = y; |
949 | ob->y = y; |
1139 | SET_ANIMATION (op, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1140 | insert_ob_in_map (op, op->map, op, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
1141 | assign (op->contr->title, op->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->object::name); |
1142 | add_statbonus (op); |
953 | ob->add_statbonus (); |
1143 | tmp_loop = allowed_class (op); |
|
|
1144 | } |
954 | } |
|
|
955 | while (!allowed_class (ob)); |
1145 | |
956 | |
1146 | update_object (op, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
1147 | esrv_update_item (UPD_FACE, op, op); |
958 | esrv_update_item (UPD_FACE, ob, ob); |
1148 | fix_player (op); |
959 | ob->update_stats (); |
1149 | op->stats.hp = op->stats.maxhp; |
960 | ob->stats.hp = ob->stats.maxhp; |
1150 | op->stats.sp = op->stats.maxsp; |
961 | ob->stats.sp = ob->stats.maxsp; |
1151 | op->stats.grace = 0; |
962 | ob->stats.grace = 0; |
1152 | |
|
|
1153 | if (op->msg) |
|
|
1154 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1155 | |
|
|
1156 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1157 | return 0; |
|
|
1158 | } |
|
|
1159 | |
|
|
1160 | int |
|
|
1161 | key_confirm_quit (object *op, char key) |
|
|
1162 | { |
|
|
1163 | char buf[MAX_BUF]; |
|
|
1164 | |
|
|
1165 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1166 | { |
|
|
1167 | op->contr->state = ST_PLAYING; |
|
|
1168 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1169 | return 1; |
|
|
1170 | } |
|
|
1171 | |
|
|
1172 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1173 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1174 | |
|
|
1175 | terminate_all_pets (op); |
|
|
1176 | leave_map (op); |
|
|
1177 | op->direction = 0; |
|
|
1178 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1179 | |
|
|
1180 | strcpy (op->contr->killer, "quit"); |
|
|
1181 | check_score (op); |
|
|
1182 | op->contr->party = NULL; |
|
|
1183 | if (settings.set_title == TRUE) |
|
|
1184 | op->contr->own_title[0] = '\0'; |
|
|
1185 | |
|
|
1186 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1187 | { |
|
|
1188 | maptile *mp, *next; |
|
|
1189 | |
|
|
1190 | /* We need to hunt for any per player unique maps in memory and |
|
|
1191 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1192 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1193 | */ |
|
|
1194 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1195 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1196 | { |
|
|
1197 | next = mp->next; |
|
|
1198 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1199 | delete_map (mp); |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | delete_character (op->name, 1); |
|
|
1203 | } |
|
|
1204 | |
|
|
1205 | play_again (op); |
|
|
1206 | return 1; |
|
|
1207 | } |
963 | } |
1208 | |
964 | |
1209 | void |
965 | void |
1210 | flee_player (object *op) |
966 | flee_player (object *op) |
1211 | { |
967 | { |
… | |
… | |
1241 | { |
997 | { |
1242 | op->enemy = NULL; |
998 | op->enemy = NULL; |
1243 | CLEAR_FLAG (op, FLAG_SCARED); |
999 | CLEAR_FLAG (op, FLAG_SCARED); |
1244 | return; |
1000 | return; |
1245 | } |
1001 | } |
|
|
1002 | |
1246 | get_rangevector (op, op->enemy, &rv, 0); |
1003 | get_rangevector (op, op->enemy, &rv, 0); |
1247 | |
1004 | |
1248 | dir = absdir (4 + rv.direction); |
1005 | dir = absdir (4 + rv.direction); |
1249 | for (diff = 0; diff < 3; diff++) |
1006 | for (diff = 0; diff < 3; diff++) |
1250 | { |
1007 | { |
1251 | int m = 1 - (RANDOM () & 2); |
1008 | int m = 1 - (RANDOM () & 2); |
1252 | |
1009 | |
1253 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1010 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1254 | { |
|
|
1255 | return; |
1011 | return; |
1256 | } |
|
|
1257 | } |
1012 | } |
|
|
1013 | |
1258 | /* Cornered, get rid of scared */ |
1014 | /* Cornered, get rid of scared */ |
1259 | CLEAR_FLAG (op, FLAG_SCARED); |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
1260 | op->enemy = NULL; |
1016 | op->enemy = NULL; |
1261 | } |
1017 | } |
1262 | |
1018 | |
1263 | |
|
|
1264 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1019 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1265 | * IT returns 1 if the player should keep on moving, 0 if he should |
1020 | * It returns 1 if the player should keep on moving, 0 if he should |
1266 | * stop. |
1021 | * stop. |
1267 | */ |
1022 | */ |
1268 | int |
1023 | int |
1269 | check_pick (object *op) |
1024 | check_pick (object *op) |
1270 | { |
1025 | { |
1271 | object *tmp, *next; |
1026 | object *tmp, *next; |
1272 | int stop = 0; |
1027 | int stop = 0; |
1273 | int j, k, wvratio; |
1028 | int wvratio; |
1274 | char putstring[128], tmpstr[16]; |
1029 | char putstring[128]; |
1275 | |
1030 | |
1276 | /* if you're flying, you cna't pick up anything */ |
1031 | /* if you're flying, you cna't pick up anything */ |
1277 | if (op->move_type & MOVE_FLYING) |
1032 | if (op->move_type & MOVE_FLYING) |
1278 | return 1; |
1033 | return 1; |
1279 | |
1034 | |
… | |
… | |
1347 | if (tmp->name != NULL) |
1102 | if (tmp->name != NULL) |
1348 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1103 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1349 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1104 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1350 | else |
1105 | else |
1351 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1106 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1352 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1107 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1108 | |
1353 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1109 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1354 | |
|
|
1355 | sprintf (putstring, "...flags: "); |
|
|
1356 | for (k = 0; k < 4; k++) |
|
|
1357 | { |
|
|
1358 | for (j = 0; j < 32; j++) |
|
|
1359 | { |
|
|
1360 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1361 | { |
|
|
1362 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1363 | strcat (putstring, tmpstr); |
|
|
1364 | } |
|
|
1365 | } |
|
|
1366 | } |
|
|
1367 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1368 | |
|
|
1369 | #if 0 |
|
|
1370 | /* print the flags too */ |
|
|
1371 | for (k = 0; k < 4; k++) |
|
|
1372 | { |
|
|
1373 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1374 | for (j = 0; j < 32; j++) |
|
|
1375 | { |
|
|
1376 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1377 | if (!((j + 1) % 4)) |
|
|
1378 | fprintf (stderr, " "); |
|
|
1379 | } |
|
|
1380 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1381 | } |
|
|
1382 | #endif |
|
|
1383 | } |
1110 | } |
|
|
1111 | |
1384 | /* philosophy: |
1112 | /* philosophy: |
1385 | * It's easy to grab an item type from a pile, as long as it's |
1113 | * It's easy to grab an item type from a pile, as long as it's |
1386 | * generic. This takes no game-time. For more detailed pickups |
1114 | * generic. This takes no game-time. For more detailed pickups |
1387 | * and selections, select-items shoul dbe used. This is a |
1115 | * and selections, select-items should be used. This is a |
1388 | * grab-as-you-run type mode that's really useful for arrows for |
1116 | * grab-as-you-run type mode that's really useful for arrows for |
1389 | * example. |
1117 | * example. |
1390 | * The drawback: right now it has no frontend, so you need to |
1118 | * The drawback: right now it has no frontend, so you need to |
1391 | * stick the bits you want into a calculator in hex mode and then |
1119 | * stick the bits you want into a calculator in hex mode and then |
1392 | * convert to decimal and then 'pickup <#> |
1120 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1577 | /* careful: chairs and tables are weapons! */ |
1305 | /* careful: chairs and tables are weapons! */ |
1578 | if (op->contr->mode & PU_ALLWEAPON) |
1306 | if (op->contr->mode & PU_ALLWEAPON) |
1579 | { |
1307 | { |
1580 | if (tmp->type == WEAPON && tmp->name != NULL) |
1308 | if (tmp->type == WEAPON && tmp->name != NULL) |
1581 | { |
1309 | { |
1582 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1310 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1583 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1311 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1584 | { |
1312 | { |
1585 | pick_up (op, tmp); |
1313 | pick_up (op, tmp); |
1586 | continue; |
1314 | continue; |
1587 | } |
1315 | } |
1588 | } |
1316 | } |
1589 | |
1317 | |
1590 | if (tmp->type == WEAPON && tmp->name == NULL) |
1318 | if (tmp->type == WEAPON && tmp->name == NULL) |
1591 | { |
1319 | { |
1592 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1320 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1593 | { |
1321 | { |
1594 | pick_up (op, tmp); |
1322 | pick_up (op, tmp); |
1595 | continue; |
1323 | continue; |
1596 | } |
1324 | } |
1597 | } |
1325 | } |
… | |
… | |
1622 | if (tmp->name != NULL) |
1350 | if (tmp->name != NULL) |
1623 | { |
1351 | { |
1624 | fprintf (stderr, "%s", tmp->name); |
1352 | fprintf (stderr, "%s", tmp->name); |
1625 | } |
1353 | } |
1626 | else |
1354 | else |
1627 | fprintf (stderr, "%s", tmp->arch->name); |
1355 | fprintf (stderr, "%s", tmp->arch->archname); |
1628 | fprintf (stderr, ",%d] = ", tmp->type); |
1356 | fprintf (stderr, ",%d] = ", tmp->type); |
1629 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1357 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1630 | #endif |
1358 | #endif |
1631 | continue; |
1359 | continue; |
1632 | } |
1360 | } |
… | |
… | |
1643 | * found object is returned. |
1371 | * found object is returned. |
1644 | */ |
1372 | */ |
1645 | object * |
1373 | object * |
1646 | find_arrow (object *op, const char *type) |
1374 | find_arrow (object *op, const char *type) |
1647 | { |
1375 | { |
1648 | object *tmp = NULL; |
1376 | object *tmp = 0; |
1649 | |
1377 | |
1650 | for (op = op->inv; op; op = op->below) |
1378 | for (op = op->inv; op; op = op->below) |
1651 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1379 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1652 | tmp = find_arrow (op, type); |
1380 | tmp = find_arrow (op, type); |
1653 | else if (op->type == ARROW && op->race == type) |
1381 | else if (op->type == ARROW && op->race == type) |
1654 | return op; |
1382 | return op; |
|
|
1383 | |
1655 | return tmp; |
1384 | return tmp; |
1656 | } |
1385 | } |
1657 | |
1386 | |
1658 | /* |
1387 | /* |
1659 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1388 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1660 | * against the target. A full test is not performed, simply a basic test |
1389 | * against the target. A full test is not performed, simply a basic test |
1661 | * of resistances. The archer is making a quick guess at what he sees down |
1390 | * of resistances. The archer is making a quick guess at what he sees down |
1662 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1391 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1663 | */ |
1392 | */ |
1664 | |
|
|
1665 | object * |
1393 | object * |
1666 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1394 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1667 | { |
1395 | { |
1668 | object *tmp = NULL, *arrow, *ntmp; |
1396 | object *tmp = NULL, *arrow, *ntmp; |
1669 | int attacknum, attacktype, betterby = 0, i; |
1397 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1702 | else |
1430 | else |
1703 | { |
1431 | { |
1704 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1432 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1705 | { |
1433 | { |
1706 | attacktype = 1 << attacknum; |
1434 | attacktype = 1 << attacknum; |
1707 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1435 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1708 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1436 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1709 | { |
1437 | { |
1710 | tmp = arrow; |
1438 | tmp = arrow; |
1711 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1439 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1712 | } |
1440 | } |
1713 | } |
1441 | } |
1714 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1442 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1715 | { |
1443 | { |
1716 | tmp = arrow; |
1444 | tmp = arrow; |
… | |
… | |
1735 | * find_better_arrow to find a decent arrow to use. |
1463 | * find_better_arrow to find a decent arrow to use. |
1736 | * op = the shooter |
1464 | * op = the shooter |
1737 | * type = bow->race |
1465 | * type = bow->race |
1738 | * dir = fire direction |
1466 | * dir = fire direction |
1739 | */ |
1467 | */ |
1740 | |
|
|
1741 | object * |
1468 | object * |
1742 | pick_arrow_target (object *op, const char *type, int dir) |
1469 | pick_arrow_target (object *op, const char *type, int dir) |
1743 | { |
1470 | { |
1744 | object *tmp = NULL; |
1471 | object *tmp = NULL; |
1745 | maptile *m; |
1472 | maptile *m; |
… | |
… | |
1810 | */ |
1537 | */ |
1811 | int |
1538 | int |
1812 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1539 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1813 | { |
1540 | { |
1814 | object *left, *bow; |
1541 | object *left, *bow; |
1815 | int bowspeed, mflags; |
1542 | int mflags; |
1816 | maptile *m; |
1543 | maptile *m; |
1817 | |
1544 | |
1818 | if (!dir) |
1545 | if (!dir) |
1819 | { |
1546 | { |
1820 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1547 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1821 | return 0; |
1548 | return 0; |
1822 | } |
1549 | } |
1823 | if (op->type == PLAYER) |
1550 | |
1824 | bow = op->contr->ranges[range_bow]; |
1551 | if (op->contr) |
|
|
1552 | bow = op->current_weapon; |
1825 | else |
1553 | else |
1826 | { |
1554 | { |
1827 | for (bow = op->inv; bow; bow = bow->below) |
1555 | for (bow = op->inv; bow; bow = bow->below) |
1828 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1556 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1829 | * don't need to switch back and forth between bows and weapons. |
1557 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1834 | if (!bow) |
1562 | if (!bow) |
1835 | { |
1563 | { |
1836 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1564 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1837 | return 0; |
1565 | return 0; |
1838 | } |
1566 | } |
|
|
1567 | |
|
|
1568 | // optimisation: move object to top so we will find it quickly again |
|
|
1569 | if (bow->below) |
|
|
1570 | { |
|
|
1571 | bow->remove (); |
|
|
1572 | op->insert (bow); |
|
|
1573 | } |
|
|
1574 | |
1839 | } |
1575 | } |
|
|
1576 | |
1840 | if (!bow->race || !bow->skill) |
1577 | if (!bow->race || !bow->skill) |
1841 | { |
1578 | { |
1842 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1579 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1843 | return 0; |
1580 | return 0; |
1844 | } |
1581 | } |
1845 | |
|
|
1846 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1847 | |
|
|
1848 | /* penalize ROF for bestarrow */ |
|
|
1849 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1850 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1851 | if (bowspeed < 1) |
|
|
1852 | bowspeed = 1; |
|
|
1853 | |
1582 | |
1854 | if (arrow == NULL) |
1583 | if (arrow == NULL) |
1855 | { |
1584 | { |
1856 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1585 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1857 | { |
1586 | { |
1858 | if (op->type == PLAYER) |
1587 | if (op->type == PLAYER) |
1859 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1588 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1860 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1589 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1861 | else |
1590 | else |
1862 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1591 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1592 | |
1863 | return 0; |
1593 | return 0; |
1864 | } |
1594 | } |
1865 | } |
1595 | } |
|
|
1596 | |
1866 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1597 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1867 | if (mflags & P_OUT_OF_MAP) |
1598 | if (mflags & P_OUT_OF_MAP) |
1868 | { |
|
|
1869 | return 0; |
1599 | return 0; |
1870 | } |
1600 | |
1871 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1601 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1872 | { |
1602 | { |
1873 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1603 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1874 | return 0; |
1604 | return 0; |
1875 | } |
1605 | } |
1876 | |
1606 | |
1877 | /* this should not happen, but sometimes does */ |
1607 | /* this should not happen, but sometimes does */ |
1878 | if (arrow->nrof == 0) |
1608 | if (arrow->nrof == 0) |
1879 | { |
1609 | { |
1880 | remove_ob (arrow); |
1610 | arrow->destroy (); |
1881 | free_object (arrow); |
|
|
1882 | return 0; |
1611 | return 0; |
1883 | } |
1612 | } |
1884 | |
1613 | |
1885 | left = arrow; /* these are arrows left to the player */ |
1614 | left = arrow; /* these are arrows left to the player */ |
1886 | arrow = get_split_ob (arrow, 1); |
1615 | arrow = get_split_ob (arrow, 1); |
1887 | if (arrow == NULL) |
1616 | if (!arrow) |
1888 | { |
1617 | { |
1889 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1618 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1890 | return 0; |
1619 | return 0; |
1891 | } |
1620 | } |
1892 | set_owner (arrow, op); |
1621 | |
|
|
1622 | arrow->set_owner (op); |
1893 | arrow->skill = bow->skill; |
1623 | arrow->skill = bow->skill; |
1894 | |
|
|
1895 | arrow->direction = dir; |
1624 | arrow->direction = dir; |
1896 | arrow->x = sx; |
1625 | |
1897 | arrow->y = sy; |
1626 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1627 | arrow->stats.hp = arrow->stats.dam; |
|
|
1628 | arrow->stats.grace = arrow->attacktype; |
|
|
1629 | |
|
|
1630 | if (arrow->slaying) |
|
|
1631 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1632 | |
|
|
1633 | #if 0 |
|
|
1634 | if (player *pl = op->contr) |
|
|
1635 | { |
|
|
1636 | float speed = pl->weapon_sp; |
|
|
1637 | |
|
|
1638 | /* penalize ROF for bestarrow */ |
|
|
1639 | if (pl->bowtype == bow_bestarrow) |
|
|
1640 | speed *= .9f; |
|
|
1641 | else |
|
|
1642 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1643 | |
|
|
1644 | op->speed_left += speed - op->speed; |
|
|
1645 | } |
|
|
1646 | #endif |
|
|
1647 | |
|
|
1648 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1649 | |
|
|
1650 | /* update the speed */ |
|
|
1651 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1652 | + bow->stats.dam / 7.f; |
|
|
1653 | |
|
|
1654 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1655 | arrow->speed_left = 0; |
|
|
1656 | |
|
|
1657 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1898 | |
1658 | |
1899 | if (op->type == PLAYER) |
1659 | if (op->type == PLAYER) |
1900 | { |
1660 | { |
1901 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1902 | fix_player (op); |
|
|
1903 | } |
|
|
1904 | |
|
|
1905 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1906 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1907 | arrow->stats.hp = arrow->stats.dam; |
|
|
1908 | arrow->stats.grace = arrow->attacktype; |
|
|
1909 | if (arrow->slaying != NULL) |
|
|
1910 | arrow->spellarg = strdup_local (arrow->slaying); |
|
|
1911 | |
|
|
1912 | /* Note that this was different for monsters - they got their level |
|
|
1913 | * added to the damage. I think the strength bonus is more proper. |
|
|
1914 | */ |
|
|
1915 | |
|
|
1916 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1917 | |
|
|
1918 | /* update the speed */ |
|
|
1919 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1920 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1921 | |
|
|
1922 | if (arrow->speed < 1.0) |
|
|
1923 | arrow->speed = 1.0; |
|
|
1924 | update_ob_speed (arrow); |
|
|
1925 | arrow->speed_left = 0; |
|
|
1926 | |
|
|
1927 | if (op->type == PLAYER) |
|
|
1928 | { |
|
|
1929 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1930 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1931 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1932 | |
|
|
1933 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1661 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1662 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1663 | |
|
|
1664 | if (!arrow->slaying) |
|
|
1665 | arrow->slaying = op->slaying; |
|
|
1666 | |
|
|
1667 | arrow->attacktype |= op->attacktype; |
1934 | } |
1668 | } |
1935 | else |
1669 | else |
1936 | { |
1670 | { |
1937 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1938 | arrow->level = op->level; |
1671 | arrow->level = op->level; |
1939 | } |
1672 | arrow->stats.wc -= bow->magic; |
1940 | |
1673 | |
1941 | if (arrow->attacktype == AT_PHYSICAL) |
1674 | if (!arrow->slaying) |
|
|
1675 | arrow->slaying = bow->slaying; |
|
|
1676 | |
1942 | arrow->attacktype |= bow->attacktype; |
1677 | arrow->attacktype |= bow->attacktype; |
|
|
1678 | } |
1943 | |
1679 | |
1944 | if (bow->slaying != NULL) |
1680 | wc -= arrow->level; |
1945 | arrow->slaying = bow->slaying; |
1681 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1946 | |
1682 | |
1947 | arrow->map = m; |
1683 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1948 | arrow->move_type = MOVE_FLY_LOW; |
1684 | arrow->move_type = MOVE_FLY_LOW; |
1949 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1685 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1950 | |
1686 | |
1951 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1687 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1952 | insert_ob_in_map (arrow, m, op, 0); |
1688 | m->insert (arrow, sx, sy, op); |
1953 | |
1689 | |
1954 | if (!arrow->destroyed ()) |
1690 | if (!arrow->destroyed ()) |
1955 | move_arrow (arrow); |
1691 | move_arrow (arrow); |
1956 | |
1692 | |
1957 | if (op->type == PLAYER) |
1693 | if (op->type == PLAYER) |
… | |
… | |
1977 | { |
1713 | { |
1978 | int ret = 0, wcmod = 0; |
1714 | int ret = 0, wcmod = 0; |
1979 | |
1715 | |
1980 | if (op->contr->bowtype == bow_bestarrow) |
1716 | if (op->contr->bowtype == bow_bestarrow) |
1981 | { |
1717 | { |
1982 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1718 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1983 | } |
1719 | } |
1984 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1720 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1985 | { |
1721 | { |
1986 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1722 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1987 | wcmod = -1; |
1723 | wcmod = -1; |
|
|
1724 | |
1988 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1725 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1989 | } |
1726 | } |
1990 | else if (op->contr->bowtype == bow_threewide) |
1727 | else if (op->contr->bowtype == bow_threewide) |
1991 | { |
1728 | { |
1992 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1729 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
1996 | else if (op->contr->bowtype == bow_spreadshot) |
1733 | else if (op->contr->bowtype == bow_spreadshot) |
1997 | { |
1734 | { |
1998 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1735 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1999 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1736 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
2000 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1737 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
2001 | |
|
|
2002 | } |
1738 | } |
2003 | else |
1739 | else |
2004 | { |
1740 | { |
2005 | /* Simple case */ |
1741 | /* Simple case */ |
2006 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1742 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
2007 | } |
1743 | } |
|
|
1744 | |
2008 | return ret; |
1745 | return ret; |
2009 | } |
1746 | } |
2010 | |
|
|
2011 | |
1747 | |
2012 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1748 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
2013 | * Broken apart from 'fire' to keep it more readable. |
1749 | * Broken apart from 'fire' to keep it more readable. |
2014 | */ |
1750 | */ |
2015 | void |
1751 | void |
2016 | fire_misc_object (object *op, int dir) |
1752 | fire_misc_object (object *op, int dir) |
2017 | { |
1753 | { |
2018 | object *item; |
1754 | object *item = op->contr->ranged_ob; |
2019 | |
1755 | |
2020 | if (!op->contr->ranges[range_misc]) |
1756 | if (!item) |
2021 | { |
1757 | { |
2022 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1758 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2023 | return; |
1759 | return; |
2024 | } |
1760 | } |
2025 | |
1761 | |
2026 | item = op->contr->ranges[range_misc]; |
|
|
2027 | if (!item->inv) |
1762 | if (!item->inv) |
2028 | { |
1763 | { |
2029 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1764 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2030 | return; |
1765 | return; |
2031 | } |
1766 | } |
|
|
1767 | |
|
|
1768 | if (!op->change_weapon (item)) |
|
|
1769 | return; |
|
|
1770 | |
2032 | if (item->type == WAND) |
1771 | if (item->type == WAND) |
2033 | { |
1772 | { |
2034 | if (item->stats.food <= 0) |
1773 | if (item->stats.food <= 0) |
2035 | { |
1774 | { |
2036 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1775 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
2037 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1777 | |
2038 | return; |
1778 | return; |
2039 | } |
1779 | } |
2040 | } |
1780 | } |
2041 | else if (item->type == ROD || item->type == HORN) |
1781 | else if (item->type == ROD || item->type == HORN) |
2042 | { |
1782 | { |
2043 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1783 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
2044 | { |
1784 | { |
2045 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1785 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1786 | |
2046 | if (item->type == ROD) |
1787 | if (item->type == ROD) |
2047 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1788 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2048 | else |
1789 | else |
2049 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1790 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1791 | |
2050 | return; |
1792 | return; |
2051 | } |
1793 | } |
2052 | } |
1794 | } |
2053 | |
1795 | |
2054 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1796 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
2061 | object *tmp; |
1803 | object *tmp; |
2062 | |
1804 | |
2063 | if (item->arch) |
1805 | if (item->arch) |
2064 | { |
1806 | { |
2065 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1807 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2066 | item->face = item->arch->clone.face; |
1808 | item->face = item->arch->face; |
2067 | item->speed = 0; |
1809 | item->set_speed (0); |
2068 | update_ob_speed (item); |
|
|
2069 | } |
1810 | } |
|
|
1811 | |
2070 | if ((tmp = is_player_inv (item))) |
1812 | if ((tmp = item->in_player ())) |
2071 | esrv_update_item (UPD_ANIM, tmp, item); |
1813 | esrv_update_item (UPD_ANIM, tmp, item); |
2072 | } |
1814 | } |
2073 | } |
1815 | } |
2074 | else if (item->type == ROD || item->type == HORN) |
1816 | else if (item->type == ROD || item->type == HORN) |
2075 | { |
|
|
2076 | drain_rod_charge (item); |
1817 | drain_rod_charge (item); |
2077 | } |
|
|
2078 | } |
1818 | } |
2079 | } |
1819 | } |
2080 | |
1820 | |
2081 | /* Received a fire command for the player - go and do it. |
1821 | /* Received a fire command for the player - go and do it. |
2082 | */ |
1822 | */ |
2083 | void |
1823 | bool |
2084 | fire (object *op, int dir) |
1824 | fire (object *op, int dir) |
2085 | { |
1825 | { |
2086 | int spellcost = 0; |
1826 | int spellcost = 0; |
2087 | |
1827 | |
2088 | /* check for loss of invisiblity/hide */ |
1828 | /* check for loss of invisiblity/hide */ |
2089 | if (action_makes_visible (op)) |
1829 | if (action_makes_visible (op)) |
2090 | make_visible (op); |
1830 | make_visible (op); |
2091 | |
1831 | |
2092 | switch (op->contr->shoottype) |
1832 | player *pl = op->contr; |
|
|
1833 | |
|
|
1834 | if (pl->golem) |
|
|
1835 | { |
|
|
1836 | control_golem (op->contr->golem, dir); |
|
|
1837 | return false; |
2093 | { |
1838 | } |
2094 | case range_none: |
|
|
2095 | return; |
|
|
2096 | |
1839 | |
2097 | case range_bow: |
1840 | object *ob = pl->ranged_ob; |
|
|
1841 | |
|
|
1842 | if (!ob) |
|
|
1843 | return false; |
|
|
1844 | |
|
|
1845 | if (!op->change_weapon (ob)) |
|
|
1846 | return false; |
|
|
1847 | |
|
|
1848 | if (op->speed_left > 0.f) |
|
|
1849 | --op->speed_left; |
|
|
1850 | else |
|
|
1851 | return false; |
|
|
1852 | |
|
|
1853 | switch (ob->type) |
|
|
1854 | { |
|
|
1855 | case BOW: |
2098 | player_fire_bow (op, dir); |
1856 | player_fire_bow (op, dir); |
2099 | return; |
1857 | break; |
2100 | |
1858 | |
2101 | case range_magic: /* Casting spells */ |
1859 | case SPELL: |
2102 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1860 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
2103 | return; |
1861 | break; |
2104 | |
1862 | |
2105 | case range_misc: |
1863 | case BUILDER: |
|
|
1864 | apply_map_builder (op, dir); |
|
|
1865 | break; |
|
|
1866 | |
|
|
1867 | case SKILL: |
|
|
1868 | do_skill (op, op, ob, dir, 0); |
|
|
1869 | break; |
|
|
1870 | |
|
|
1871 | default: |
2106 | fire_misc_object (op, dir); |
1872 | fire_misc_object (op, dir); |
2107 | return; |
1873 | break; |
2108 | |
|
|
2109 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2110 | if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) |
|
|
2111 | { |
|
|
2112 | op->contr->ranges[range_golem] = NULL; |
|
|
2113 | op->contr->shoottype = range_none; |
|
|
2114 | op->contr->golem_count = 0; |
|
|
2115 | } |
|
|
2116 | else |
|
|
2117 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2118 | return; |
|
|
2119 | |
|
|
2120 | case range_skill: |
|
|
2121 | if (!op->chosen_skill) |
|
|
2122 | { |
|
|
2123 | if (op->type == PLAYER) |
|
|
2124 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2125 | return; |
|
|
2126 | } |
|
|
2127 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2128 | return; |
|
|
2129 | case range_builder: |
|
|
2130 | apply_map_builder (op, dir); |
|
|
2131 | return; |
|
|
2132 | default: |
|
|
2133 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
2134 | return; |
|
|
2135 | } |
1874 | } |
2136 | } |
|
|
2137 | |
1875 | |
2138 | |
1876 | return true; |
|
|
1877 | } |
2139 | |
1878 | |
2140 | /* find_key |
1879 | /* find_key |
2141 | * We try to find a key for the door as passed. If we find a key |
1880 | * We try to find a key for the door as passed. If we find a key |
2142 | * and successfully use it, we return the key, otherwise NULL |
1881 | * and successfully use it, we return the key, otherwise NULL |
2143 | * This function merges both normal and locked door, since the logic |
1882 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2145 | * pl is the player, |
1884 | * pl is the player, |
2146 | * inv is the objects inventory to searched |
1885 | * inv is the objects inventory to searched |
2147 | * door is the door we are trying to match against. |
1886 | * door is the door we are trying to match against. |
2148 | * This function can be called recursively to search containers. |
1887 | * This function can be called recursively to search containers. |
2149 | */ |
1888 | */ |
2150 | |
|
|
2151 | object * |
1889 | object * |
2152 | find_key (object *pl, object *container, object *door) |
1890 | find_key (object *pl, object *container, object *door) |
2153 | { |
1891 | { |
2154 | object *tmp, *key; |
1892 | object *tmp, *key; |
2155 | |
1893 | |
2156 | /* Should not happen, but sanity checking is never bad */ |
1894 | /* Should not happen, but sanity checking is never bad */ |
2157 | if (container->inv == NULL) |
1895 | if (!container->inv) |
2158 | return NULL; |
1896 | return 0; |
2159 | |
1897 | |
2160 | /* First, lets try to find a key in the top level inventory */ |
1898 | /* First, lets try to find a key in the top level inventory */ |
2161 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1899 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2162 | { |
1900 | { |
2163 | if (door->type == DOOR && tmp->type == KEY) |
1901 | if (door->type == DOOR && tmp->type == KEY) |
2164 | break; |
1902 | break; |
2165 | /* For sanity, we should really check door type, but other stuff |
1903 | /* For sanity, we should really check door type, but other stuff |
2166 | * (like containers) can be locked with special keys |
1904 | * (like containers) can be locked with special keys |
2167 | */ |
1905 | */ |
2168 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1906 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2169 | break; |
1907 | break; |
2170 | } |
1908 | } |
|
|
1909 | |
2171 | /* No key found - lets search inventories now */ |
1910 | /* No key found - lets search inventories now */ |
2172 | /* If we find and use a key in an inventory, return at that time. |
1911 | /* If we find and use a key in an inventory, return at that time. |
2173 | * otherwise, if we search all the inventories and still don't find |
1912 | * otherwise, if we search all the inventories and still don't find |
2174 | * a key, return |
1913 | * a key, return |
2175 | */ |
1914 | */ |
2176 | if (!tmp) |
1915 | if (!tmp) |
2177 | { |
1916 | { |
2178 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1917 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2179 | { |
1918 | { |
2180 | /* No reason to search empty containers */ |
1919 | /* No reason to search empty containers */ |
2181 | if (tmp->type == CONTAINER && tmp->inv) |
1920 | if (tmp->type == CONTAINER && tmp->inv) |
2182 | { |
1921 | { |
2183 | if ((key = find_key (pl, tmp, door)) != NULL) |
1922 | if ((key = find_key (pl, tmp, door))) |
2184 | return key; |
1923 | return key; |
2185 | } |
1924 | } |
2186 | } |
1925 | } |
|
|
1926 | |
2187 | if (!tmp) |
1927 | if (!tmp) |
2188 | return NULL; |
1928 | return NULL; |
2189 | } |
1929 | } |
|
|
1930 | |
2190 | /* We get down here if we have found a key. Now if its in a container, |
1931 | /* We get down here if we have found a key. Now if its in a container, |
2191 | * see if we actually want to use it |
1932 | * see if we actually want to use it |
2192 | */ |
1933 | */ |
2193 | if (pl != container) |
1934 | if (pl != container) |
2194 | { |
1935 | { |
… | |
… | |
2215 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1956 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2216 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1957 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2217 | return NULL; |
1958 | return NULL; |
2218 | } |
1959 | } |
2219 | } |
1960 | } |
|
|
1961 | |
2220 | return tmp; |
1962 | return tmp; |
2221 | } |
1963 | } |
2222 | |
1964 | |
2223 | /* moved door processing out of move_player_attack. |
1965 | /* moved door processing out of move_player_attack. |
2224 | * returns 1 if player has opened the door with a key |
1966 | * returns 1 if player has opened the door with a key |
… | |
… | |
2226 | * 0 otherwise |
1968 | * 0 otherwise |
2227 | */ |
1969 | */ |
2228 | static int |
1970 | static int |
2229 | player_attack_door (object *op, object *door) |
1971 | player_attack_door (object *op, object *door) |
2230 | { |
1972 | { |
2231 | |
|
|
2232 | /* If its a door, try to find a use a key. If we do destroy the door, |
1973 | /* If its a door, try to find a key. If we do destroy the door, |
2233 | * might as well return immediately as there is nothing more to do - |
1974 | * might as well return immediately as there is nothing more to do - |
2234 | * otherwise, we fall through to the rest of the code. |
1975 | * otherwise, we fall through to the rest of the code. |
2235 | */ |
1976 | */ |
2236 | object *key = find_key (op, op, door); |
1977 | object *key = find_key (op, op, door); |
2237 | |
1978 | |
2238 | /* IF we found a key, do some extra work */ |
1979 | /* If we found a key, do some extra work */ |
2239 | if (key) |
1980 | if (key) |
2240 | { |
1981 | { |
2241 | object *container = key->env; |
1982 | object *container = key->env; |
2242 | |
1983 | |
2243 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1984 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1985 | |
2244 | if (action_makes_visible (op)) |
1986 | if (action_makes_visible (op)) |
2245 | make_visible (op); |
1987 | make_visible (op); |
|
|
1988 | |
2246 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1989 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2247 | spring_trap (door->inv, op); |
1990 | spring_trap (door->inv, op); |
|
|
1991 | |
2248 | if (door->type == DOOR) |
1992 | if (door->type == DOOR) |
2249 | { |
|
|
2250 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1993 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2251 | } |
|
|
2252 | else if (door->type == LOCKED_DOOR) |
1994 | else if (door->type == LOCKED_DOOR) |
2253 | { |
1995 | { |
2254 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1996 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2255 | remove_door2 (door); /* remove door without violence ;-) */ |
1997 | remove_door2 (door); /* remove door without violence ;-) */ |
2256 | } |
1998 | } |
|
|
1999 | |
2257 | /* Do this after we print the message */ |
2000 | /* Do this after we print the message */ |
2258 | decrease_ob (key); /* Use up one of the keys */ |
2001 | decrease_ob (key); /* Use up one of the keys */ |
2259 | /* Need to update the weight the container the key was in */ |
2002 | /* Need to update the weight the container the key was in */ |
2260 | if (container != op) |
2003 | if (container != op) |
2261 | esrv_update_item (UPD_WEIGHT, op, container); |
2004 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2005 | |
2262 | return 1; /* Nothing more to do below */ |
2006 | return 1; /* Nothing more to do below */ |
2263 | } |
2007 | } |
2264 | else if (door->type == LOCKED_DOOR) |
2008 | else if (door->type == LOCKED_DOOR) |
2265 | { |
2009 | { |
2266 | /* Might as well return now - no other way to open this */ |
2010 | /* Might as well return now - no other way to open this */ |
2267 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2011 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2268 | return 1; |
2012 | return 1; |
2269 | } |
2013 | } |
|
|
2014 | |
2270 | return 0; |
2015 | return 0; |
2271 | } |
2016 | } |
2272 | |
2017 | |
2273 | /* This function is just part of a breakup from move_player. |
2018 | /* This function is just part of a breakup from move_player. |
2274 | * It should keep the code cleaner. |
2019 | * It should keep the code cleaner. |
2275 | * When this is called, the players direction has been updated |
2020 | * When this is called, the players direction has been updated |
2276 | * (taking into account confusion.) The player is also actually |
2021 | * (taking into account confusion.) The player is also actually |
2277 | * going to try and move (not fire weapons). |
2022 | * going to try and move (not fire weapons). |
2278 | */ |
2023 | */ |
2279 | |
2024 | bool |
2280 | void |
|
|
2281 | move_player_attack (object *op, int dir) |
2025 | move_player_attack (object *op, int dir) |
2282 | { |
2026 | { |
2283 | object *tmp, *mon; |
|
|
2284 | sint16 nx, ny; |
|
|
2285 | int on_battleground; |
2027 | int on_battleground; |
2286 | maptile *m; |
|
|
2287 | |
2028 | |
2288 | nx = freearr_x[dir] + op->x; |
2029 | sint16 nx = freearr_x[dir] + op->x; |
2289 | ny = freearr_y[dir] + op->y; |
2030 | sint16 ny = freearr_y[dir] + op->y; |
2290 | |
2031 | |
2291 | on_battleground = op_on_battleground (op, NULL, NULL); |
2032 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2033 | |
|
|
2034 | if (out_of_map (op->map, nx, ny)) |
|
|
2035 | return false; |
|
|
2036 | |
|
|
2037 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2038 | { |
|
|
2039 | --op->speed_left; |
|
|
2040 | return true; |
|
|
2041 | } |
2292 | |
2042 | |
2293 | /* If braced, or can't move to the square, and it is not out of the |
2043 | /* If braced, or can't move to the square, and it is not out of the |
2294 | * map, attack it. Note order of if statement is important - don't |
2044 | * map, attack it. Note order of if statement is important - don't |
2295 | * want to be calling move_ob if braced, because move_ob will move the |
2045 | * want to be calling move_ob if braced, because move_ob will move the |
2296 | * player. This is a pretty nasty hack, because if we could |
2046 | * player. This is a pretty nasty hack, because if we could |
2297 | * move to some space, it then means that if we are braced, we should |
2047 | * move to some space, it then means that if we are braced, we should |
2298 | * do nothing at all. As it is, if we are braced, we go through |
2048 | * do nothing at all. As it is, if we are braced, we go through |
2299 | * quite a bit of processing. However, it probably is less than what |
2049 | * quite a bit of processing. However, it probably is less than what |
2300 | * move_ob uses. |
2050 | * move_ob uses. |
2301 | */ |
2051 | */ |
2302 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2052 | maptile *m = op->map->xy_find (nx, ny); |
2303 | { |
|
|
2304 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2305 | { |
|
|
2306 | m = get_map_from_coord (op->map, &nx, &ny); |
|
|
2307 | if (!m) |
|
|
2308 | return; /* Don't think this should happen */ |
|
|
2309 | } |
|
|
2310 | else |
|
|
2311 | m = op->map; |
|
|
2312 | |
2053 | |
2313 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
|
|
2314 | { |
|
|
2315 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2316 | return; |
|
|
2317 | } |
|
|
2318 | |
|
|
2319 | mon = NULL; |
|
|
2320 | /* Go through all the objects, and find ones of interest. Only stop if |
2054 | /* Go through all the objects, and find ones of interest. Only stop if |
2321 | * we find a monster - that is something we know we want to attack. |
2055 | * we find a monster - that is something we know we want to attack. |
2322 | * if its a door or barrel (can roll) see if there may be monsters |
2056 | * if its a door or barrel (can roll) see if there may be monsters |
2323 | * on the space |
2057 | * on the space |
2324 | */ |
2058 | */ |
2325 | while (tmp != NULL) |
2059 | object *mon; |
2326 | { |
2060 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2327 | if (tmp == op) |
2061 | { |
2328 | { |
2062 | if ((mon->flag [FLAG_ALIVE] |
2329 | tmp = tmp->above; |
2063 | || mon->type == LOCKED_DOOR |
2330 | continue; |
2064 | || mon->flag [FLAG_CAN_ROLL]) |
2331 | } |
|
|
2332 | |
|
|
2333 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2334 | { |
|
|
2335 | mon = tmp; |
2065 | && mon != op) |
2336 | break; |
2066 | break; |
2337 | } |
2067 | } |
2338 | |
2068 | |
2339 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2340 | mon = tmp; |
|
|
2341 | |
|
|
2342 | tmp = tmp->above; |
|
|
2343 | } |
|
|
2344 | |
|
|
2345 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2069 | if (!mon) /* This happens anytime the player tries to move */ |
2346 | return; /* into a wall */ |
2070 | return false; /* into a wall */ |
2347 | |
2071 | |
2348 | if (mon->head != NULL) |
|
|
2349 | mon = mon->head; |
2072 | mon = mon->head_ (); |
2350 | |
2073 | |
2351 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2074 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2075 | if (op->contr->weapon_sp_left > 0.f) |
2352 | if (player_attack_door (op, mon)) |
2076 | if (player_attack_door (op, mon)) |
|
|
2077 | { |
|
|
2078 | --op->contr->weapon_sp_left; |
2353 | return; |
2079 | return true; |
|
|
2080 | } |
2354 | |
2081 | |
2355 | /* The following deals with possibly attacking peaceful |
2082 | /* The following deals with possibly attacking peaceful |
2356 | * or frienddly creatures. Basically, all players are considered |
2083 | * or friendly creatures. Basically, all players are considered |
2357 | * unaggressive. If the moving player has peaceful set, then the |
2084 | * unaggressive. If the moving player has peaceful set, then the |
2358 | * object should be pushed instead of attacked. It is assumed that |
2085 | * object should be pushed instead of attacked. It is assumed that |
2359 | * if you are braced, you will not attack friends accidently, |
2086 | * if you are braced, you will not attack friends accidently, |
2360 | * and thus will not push them. |
2087 | * and thus will not push them. |
2361 | */ |
2088 | */ |
2362 | |
2089 | |
2363 | /* If the creature is a pet, push it even if the player is not |
2090 | /* If the creature is a pet, push it even if the player is not |
2364 | * peaceful. Our assumption is the creature is a pet if the |
2091 | * peaceful. Our assumption is the creature is a pet if the |
2365 | * player owns it and it is either friendly or unagressive. |
2092 | * player owns it and it is either friendly or unagressive. |
2366 | */ |
2093 | */ |
2367 | if ((op->type == PLAYER) |
2094 | if (op->type == PLAYER |
2368 | #if COZY_SERVER |
2095 | && ((mon->owner && mon->owner->contr |
2369 | && |
|
|
2370 | ((get_owner (mon) && get_owner (mon)->contr |
|
|
2371 | && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) |
2096 | && same_party (mon->owner->contr->party, op->contr->party)) |
2372 | #else |
2097 | || mon->owner == op) |
2373 | && get_owner (mon) == op |
|
|
2374 | #endif |
|
|
2375 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2376 | { |
2099 | { |
2377 | /* If we're braced, we don't want to switch places with it */ |
2100 | /* If we're braced, we don't want to switch places with it */ |
2378 | if (op->contr->braced) |
2101 | if (op->contr->braced) |
2379 | return; |
2102 | return false; |
|
|
2103 | |
|
|
2104 | if (op->speed_left > 0.f) |
|
|
2105 | { |
|
|
2106 | --op->speed_left; |
|
|
2107 | |
2380 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2108 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2381 | (void) push_ob (mon, dir, op); |
2109 | push_ob (mon, dir, op); |
|
|
2110 | |
2382 | if (op->contr->tmp_invis || op->hide) |
2111 | if (op->contr->tmp_invis || op->hide) |
2383 | make_visible (op); |
2112 | make_visible (op); |
|
|
2113 | |
2384 | return; |
2114 | return true; |
2385 | } |
2115 | } |
|
|
2116 | else |
|
|
2117 | return false; |
|
|
2118 | } |
2386 | |
2119 | |
2387 | /* in certain circumstances, you shouldn't attack friendly |
2120 | /* in certain circumstances, you shouldn't attack friendly |
2388 | * creatures. Note that if you are braced, you can't push |
2121 | * creatures. Note that if you are braced, you can't push |
2389 | * someone, but put it inside this loop so that you won't |
2122 | * someone, but put it inside this loop so that you won't |
2390 | * attack them either. |
2123 | * attack them either. |
2391 | */ |
2124 | */ |
2392 | if ((mon->type == PLAYER || mon->enemy != op) && |
2125 | if ((mon->type == PLAYER || mon->enemy != op) |
2393 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2126 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2394 | #ifdef PROHIBIT_PLAYERKILL |
2127 | && ((op->contr->peaceful |
2395 | (op->contr->peaceful |
2128 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2396 | || (mon->type == PLAYER |
2129 | && !on_battleground)) |
2397 | && mon->contr-> |
2130 | { |
2398 | peaceful)) && |
2131 | if (op->speed_left > 0.f) |
2399 | #else |
|
|
2400 | op->contr->peaceful && |
|
|
2401 | #endif |
|
|
2402 | !on_battleground)) |
|
|
2403 | { |
2132 | { |
|
|
2133 | --op->speed_left; |
|
|
2134 | |
2404 | if (!op->contr->braced) |
2135 | if (!op->contr->braced) |
2405 | { |
2136 | { |
2406 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2137 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2407 | (void) push_ob (mon, dir, op); |
2138 | push_ob (mon, dir, op); |
2408 | } |
2139 | } |
2409 | else |
2140 | else |
2410 | { |
|
|
2411 | new_draw_info (0, 0, op, "You withhold your attack"); |
2141 | new_draw_info (0, 0, op, "You withhold your attack"); |
2412 | } |
2142 | |
2413 | if (op->contr->tmp_invis || op->hide) |
2143 | if (op->contr->tmp_invis || op->hide) |
2414 | make_visible (op); |
2144 | make_visible (op); |
2415 | } |
|
|
2416 | |
2145 | |
|
|
2146 | return true; |
|
|
2147 | } |
|
|
2148 | } |
2417 | /* If the object is a boulder or other rollable object, then |
2149 | /* If the object is a boulder or other rollable object, then |
2418 | * roll it if not braced. You can't roll it if you are braced. |
2150 | * roll it if not braced. You can't roll it if you are braced. |
2419 | */ |
2151 | */ |
2420 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2152 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2153 | { |
|
|
2154 | if (op->speed_left > 0.f) |
2421 | { |
2155 | { |
|
|
2156 | --op->speed_left; |
|
|
2157 | |
2422 | recursive_roll (mon, dir, op); |
2158 | recursive_roll (mon, dir, op); |
2423 | if (action_makes_visible (op)) |
2159 | if (action_makes_visible (op)) |
2424 | make_visible (op); |
2160 | make_visible (op); |
2425 | } |
|
|
2426 | |
2161 | |
|
|
2162 | return true; |
|
|
2163 | } |
|
|
2164 | } |
2427 | /* Any generic living creature. Including things like doors. |
2165 | /* Any generic living creature. Including things like doors. |
2428 | * Way it works is like this: First, it must have some hit points |
2166 | * Way it works is like this: First, it must have some hit points |
2429 | * and be living. Then, it must be one of the following: |
2167 | * and be living. Then, it must be one of the following: |
2430 | * 1) Not a player, 2) A player, but of a different party. Note |
2168 | * 1) Not a player, 2) A player, but of a different party. Note |
2431 | * that party_number -1 is no party, so attacks can still happen. |
2169 | * that party_number -1 is no party, so attacks can still happen. |
2432 | */ |
2170 | */ |
2433 | |
|
|
2434 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2171 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2435 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2172 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2436 | { |
2173 | { |
2437 | |
2174 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2438 | /* If the player hasn't hit something this tick, and does |
|
|
2439 | * so, give them speed boost based on weapon speed. Doing |
|
|
2440 | * it here is better than process_players2, which basically |
|
|
2441 | * incurred a 1 tick offset. |
|
|
2442 | */ |
|
|
2443 | if (!op->contr->has_hit) |
|
|
2444 | { |
2175 | { |
2445 | op->speed_left += op->speed / op->contr->weapon_sp; |
2176 | --op->contr->weapon_sp_left; |
2446 | |
2177 | |
2447 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2448 | } |
|
|
2449 | |
|
|
2450 | skill_attack (mon, op, 0, NULL, NULL); |
2178 | skill_attack (mon, op, 0, 0, 0); |
2451 | |
2179 | |
2452 | /* If attacking another player, that player gets automatic |
|
|
2453 | * hitback, and doesn't loose luck either. |
|
|
2454 | * Disable hitback on the battleground or if the target is |
|
|
2455 | * the wiz. |
|
|
2456 | */ |
|
|
2457 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2458 | { |
|
|
2459 | short luck = mon->stats.luck; |
|
|
2460 | |
|
|
2461 | mon->contr->has_hit = 1; |
|
|
2462 | skill_attack (op, mon, 0, NULL, NULL); |
|
|
2463 | mon->stats.luck = luck; |
|
|
2464 | } |
|
|
2465 | if (action_makes_visible (op)) |
2180 | if (action_makes_visible (op)) |
2466 | make_visible (op); |
2181 | make_visible (op); |
2467 | } |
|
|
2468 | } /* if player should attack something */ |
|
|
2469 | } |
|
|
2470 | |
2182 | |
2471 | int |
2183 | return true; |
|
|
2184 | } |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | return false; |
|
|
2188 | } |
|
|
2189 | |
|
|
2190 | bool |
2472 | move_player (object *op, int dir) |
2191 | move_player (object *op, int dir) |
2473 | { |
2192 | { |
2474 | int pick; |
2193 | int pick; |
2475 | |
2194 | |
2476 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2477 | return 0; |
2196 | return 0; |
2478 | |
2197 | |
2479 | /* Sanity check: make sure dir is valid */ |
2198 | /* Sanity check: make sure dir is valid */ |
2480 | if ((dir < 0) || (dir >= 9)) |
2199 | if ((dir < 0) || (dir >= 9)) |
2481 | { |
2200 | { |
2482 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2201 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2483 | return 0; |
2202 | return 0; |
2484 | } |
2203 | } |
2485 | |
2204 | |
2486 | /* peterm: added following line */ |
2205 | /* peterm: added following line */ |
2487 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2206 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2488 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2207 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2489 | |
2208 | |
2490 | op->facing = dir; |
2209 | op->facing = dir; |
2491 | |
2210 | |
2492 | if (op->hide) |
2211 | if (op->hide) |
2493 | do_hidden_move (op); |
2212 | do_hidden_move (op); |
2494 | |
2213 | |
|
|
2214 | bool retval; |
|
|
2215 | |
2495 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2216 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2496 | /*nop */ ; |
2217 | retval = RESULT_INT (0); |
2497 | else if (op->contr->fire_on) |
2218 | else if (op->contr->fire_on) |
2498 | fire (op, dir); |
2219 | retval = fire (op, dir); |
2499 | else |
2220 | else |
2500 | { |
2221 | { |
2501 | move_player_attack (op, dir); |
2222 | retval = move_player_attack (op, dir); |
2502 | pick = check_pick (op); |
2223 | pick = check_pick (op); |
2503 | } |
2224 | } |
2504 | |
2225 | |
2505 | /* Add special check for newcs players and fire on - this way, the |
2226 | /* Add special check for newcs players and fire on - this way, the |
2506 | * server can handle repeat firing. |
2227 | * server can handle repeat firing. |
2507 | */ |
2228 | */ |
2508 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2229 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2509 | { |
|
|
2510 | op->direction = dir; |
2230 | op->direction = dir; |
2511 | } |
|
|
2512 | else |
2231 | else |
2513 | { |
|
|
2514 | op->direction = 0; |
2232 | op->direction = 0; |
2515 | } |
2233 | |
2516 | /* Update how the player looks. Use the facing, so direction may |
2234 | /* Update how the player looks. Use the facing, so direction may |
2517 | * get reset to zero. This allows for full animation capabilities |
2235 | * get reset to zero. This allows for full animation capabilities |
2518 | * for players. |
2236 | * for players. |
2519 | */ |
2237 | */ |
2520 | animate_object (op, op->facing); |
2238 | animate_object (op, op->facing); |
2521 | return 0; |
2239 | |
|
|
2240 | return retval; |
2522 | } |
2241 | } |
2523 | |
2242 | |
2524 | /* This is similar to handle_player, below, but is only used by the |
2243 | /* This is similar to handle_player, below, but is only used by the |
2525 | * new client/server stuff. |
2244 | * new client/server stuff. |
2526 | * This is sort of special, in that the new client/server actually uses |
2245 | * This is sort of special, in that the new client/server actually uses |
2527 | * the new speed values for commands. |
2246 | * the new speed values for commands. |
2528 | * |
2247 | * |
2529 | * Returns true if there are more actions we can do. |
2248 | * Returns true if there are more actions we can do. Should not do |
|
|
2249 | * many actions in a row, as that would be too unfair to other |
|
|
2250 | * players. |
2530 | */ |
2251 | */ |
2531 | int |
2252 | bool |
2532 | handle_newcs_player (object *op) |
2253 | handle_newcs_player (object *op) |
2533 | { |
2254 | { |
2534 | if (op->contr->hidden) |
|
|
2535 | { |
|
|
2536 | op->invisible = 1000; |
|
|
2537 | /* the socket code flashes the player visible/invisible |
|
|
2538 | * depending on the value of invisible, so we need to |
|
|
2539 | * alternate it here for it to work correctly. |
|
|
2540 | */ |
|
|
2541 | if (pticks & 2) |
|
|
2542 | op->invisible--; |
|
|
2543 | } |
|
|
2544 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2545 | { |
|
|
2546 | op->invisible--; |
|
|
2547 | if (!op->invisible) |
|
|
2548 | { |
|
|
2549 | make_visible (op); |
|
|
2550 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2551 | } |
|
|
2552 | } |
|
|
2553 | |
|
|
2554 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2255 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2555 | { |
2256 | { |
2556 | flee_player (op); |
2257 | if (op->speed_left > 0.f) |
2557 | /* If player is still scared, that is his action for this tick */ |
|
|
2558 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2559 | { |
2258 | { |
2560 | op->speed_left--; |
2259 | --op->speed_left; |
|
|
2260 | flee_player (op); |
|
|
2261 | |
2561 | return 0; |
2262 | return true; |
2562 | } |
2263 | } |
2563 | } |
2264 | else |
2564 | |
2265 | return false; |
2565 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2566 | * the player object still points to the defunct golem. The code that |
|
|
2567 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2568 | * put this in a a workaround to clean up the golem pointer. |
|
|
2569 | */ |
|
|
2570 | if (op->contr->ranges[range_golem] && |
|
|
2571 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) |
|
|
2572 | { |
|
|
2573 | op->contr->ranges[range_golem] = NULL; |
|
|
2574 | op->contr->golem_count = 0; |
|
|
2575 | } |
2266 | } |
2576 | |
2267 | |
2577 | /* call this here - we also will call this in do_ericserver, but |
2268 | /* call this here - we also will call this in do_ericserver, but |
2578 | * the players time has been increased when doericserver has been |
2269 | * the players time has been increased when doericserver has been |
2579 | * called, so we recheck it here. |
2270 | * called, so we recheck it here. |
2580 | */ |
2271 | */ |
2581 | HandleClient (&op->contr->socket, op->contr); |
2272 | if (op->contr->ns->handle_command ()) |
2582 | if (op->speed_left < 0) |
|
|
2583 | return 0; |
2273 | return true; |
2584 | |
2274 | |
2585 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2275 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2586 | { |
|
|
2587 | /* All move commands take 1 tick, at least for now */ |
|
|
2588 | op->speed_left--; |
|
|
2589 | |
|
|
2590 | /* Instead of all the stuff below, let move_player take care |
|
|
2591 | * of it. Also, some of the skill stuff is only put in |
|
|
2592 | * there, as well as the confusion stuff. |
|
|
2593 | */ |
|
|
2594 | move_player (op, op->direction); |
2276 | return move_player (op, op->direction); |
2595 | if (op->speed_left > 0) |
2277 | |
2596 | return 1; |
|
|
2597 | else |
|
|
2598 | return 0; |
|
|
2599 | } |
|
|
2600 | return 0; |
2278 | return false; |
2601 | } |
2279 | } |
2602 | |
2280 | |
2603 | int |
2281 | int |
2604 | save_life (object *op) |
2282 | save_life (object *op) |
2605 | { |
2283 | { |
2606 | object *tmp; |
|
|
2607 | |
|
|
2608 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2284 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2609 | return 0; |
2285 | return 0; |
2610 | |
2286 | |
2611 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2287 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2612 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2288 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2613 | { |
2289 | { |
2614 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2290 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2615 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2291 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2292 | |
2616 | if (op->contr) |
2293 | if (op->contr) |
2617 | esrv_del_item (op->contr, tmp->count); |
2294 | esrv_del_item (op->contr, tmp->count); |
2618 | remove_ob (tmp); |
2295 | |
2619 | free_object (tmp); |
2296 | tmp->destroy (); |
2620 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2297 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2298 | |
2621 | if (op->stats.hp < 0) |
2299 | if (op->stats.hp < 0) |
2622 | op->stats.hp = op->stats.maxhp; |
2300 | op->stats.hp = op->stats.maxhp; |
|
|
2301 | |
2623 | if (op->stats.food < 0) |
2302 | if (op->stats.food < 0) |
2624 | op->stats.food = 999; |
2303 | op->stats.food = 999; |
2625 | fix_player (op); |
2304 | |
|
|
2305 | op->update_stats (); |
2626 | return 1; |
2306 | return 1; |
2627 | } |
2307 | } |
|
|
2308 | |
2628 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2309 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2629 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2310 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2630 | enter_player_savebed (op); /* bring him home. */ |
2311 | enter_player_savebed (op); /* bring him home. */ |
2631 | return 0; |
2312 | return 0; |
2632 | } |
2313 | } |
… | |
… | |
2637 | * from. |
2318 | * from. |
2638 | */ |
2319 | */ |
2639 | void |
2320 | void |
2640 | remove_unpaid_objects (object *op, object *env) |
2321 | remove_unpaid_objects (object *op, object *env) |
2641 | { |
2322 | { |
2642 | object *next; |
|
|
2643 | |
|
|
2644 | while (op) |
2323 | while (op) |
2645 | { |
2324 | { |
2646 | next = op->below; /* Make sure we have a good value, in case |
2325 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2647 | * we remove object 'op' |
2326 | |
2648 | */ |
|
|
2649 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2327 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2650 | { |
2328 | { |
2651 | remove_ob (op); |
|
|
2652 | op->x = env->x; |
|
|
2653 | op->y = env->y; |
|
|
2654 | if (env->type == PLAYER) |
2329 | if (env->type == PLAYER) |
2655 | esrv_del_item (env->contr, op->count); |
2330 | esrv_del_item (env->contr, op->count); |
2656 | insert_ob_in_map (op, env->map, NULL, 0); |
2331 | |
|
|
2332 | op->insert_at (env); |
2657 | } |
2333 | } |
2658 | else if (op->inv) |
2334 | else if (op->inv) |
2659 | remove_unpaid_objects (op->inv, env); |
2335 | remove_unpaid_objects (op->inv, env); |
|
|
2336 | |
2660 | op = next; |
2337 | op = next; |
2661 | } |
2338 | } |
2662 | } |
2339 | } |
2663 | |
|
|
2664 | |
2340 | |
2665 | /* |
2341 | /* |
2666 | * Returns pointer a static string containing gravestone text |
2342 | * Returns pointer a static string containing gravestone text |
2667 | * Moved from apply.c to player.c - player.c is what |
2343 | * Moved from apply.c to player.c - player.c is what |
2668 | * actually uses this function. player.c may not be quite the |
2344 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2679 | strcpy (buf2, " R.I.P.\n\n"); |
2355 | strcpy (buf2, " R.I.P.\n\n"); |
2680 | if (op->type == PLAYER) |
2356 | if (op->type == PLAYER) |
2681 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2357 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2682 | else |
2358 | else |
2683 | sprintf (buf, "%s\n", &op->name); |
2359 | sprintf (buf, "%s\n", &op->name); |
|
|
2360 | |
2684 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2361 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2685 | strcat (buf2, buf); |
2362 | strcat (buf2, buf); |
2686 | if (op->type == PLAYER) |
2363 | if (op->type == PLAYER) |
2687 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2364 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2688 | else |
2365 | else |
2689 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2366 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2367 | |
2690 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2368 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2691 | strcat (buf2, buf); |
2369 | strcat (buf2, buf); |
2692 | if (op->type == PLAYER) |
2370 | if (op->type == PLAYER) |
2693 | { |
2371 | { |
2694 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2372 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2695 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2373 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2696 | strcat (buf2, buf); |
2374 | strcat (buf2, buf); |
2697 | } |
2375 | } |
|
|
2376 | |
2698 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2377 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2699 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2378 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2700 | strcat (buf2, buf); |
2379 | strcat (buf2, buf); |
|
|
2380 | |
2701 | return buf2; |
2381 | return buf2; |
2702 | } |
2382 | } |
2703 | |
|
|
2704 | |
|
|
2705 | |
2383 | |
2706 | void |
2384 | void |
2707 | do_some_living (object *op) |
2385 | do_some_living (object *op) |
2708 | { |
2386 | { |
2709 | int last_food = op->stats.food; |
2387 | int last_food = op->stats.food; |
… | |
… | |
2715 | int rate_grace = 2000; |
2393 | int rate_grace = 2000; |
2716 | const int max_hp = 1; |
2394 | const int max_hp = 1; |
2717 | const int max_sp = 1; |
2395 | const int max_sp = 1; |
2718 | const int max_grace = 1; |
2396 | const int max_grace = 1; |
2719 | |
2397 | |
2720 | if (op->contr->outputs_sync) |
2398 | if (op->contr->hidden) |
2721 | { |
|
|
2722 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2723 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2724 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2725 | } |
2399 | { |
|
|
2400 | op->invisible = 1000; |
|
|
2401 | /* the socket code flashes the player visible/invisible |
|
|
2402 | * depending on the value of invisible, so we need to |
|
|
2403 | * alternate it here for it to work correctly. |
|
|
2404 | */ |
|
|
2405 | if (pticks & 2) |
|
|
2406 | op->invisible--; |
|
|
2407 | } |
|
|
2408 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2409 | { |
|
|
2410 | if (!op->invisible--) |
|
|
2411 | { |
|
|
2412 | make_visible (op); |
|
|
2413 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2414 | } |
|
|
2415 | } |
2726 | |
2416 | |
2727 | if (op->contr->state == ST_PLAYING) |
2417 | if (op->contr->ns->state == ST_PLAYING) |
2728 | { |
2418 | { |
2729 | |
|
|
2730 | /* these next three if clauses make it possible to SLOW DOWN |
2419 | /* these next three if clauses make it possible to SLOW DOWN |
2731 | hp/grace/spellpoint regeneration. */ |
2420 | hp/grace/spellpoint regeneration. */ |
2732 | if (op->contr->gen_hp >= 0) |
2421 | if (op->contr->gen_hp >= 0) |
2733 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2422 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2734 | else |
2423 | else |
2735 | { |
2424 | { |
2736 | gen_hp = op->stats.maxhp; |
2425 | gen_hp = op->stats.maxhp; |
2737 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2426 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2738 | } |
2427 | } |
|
|
2428 | |
2739 | if (op->contr->gen_sp >= 0) |
2429 | if (op->contr->gen_sp >= 0) |
2740 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2430 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2741 | else |
2431 | else |
2742 | { |
2432 | { |
2743 | gen_sp = op->stats.maxsp; |
2433 | gen_sp = op->stats.maxsp; |
2744 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2434 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2745 | } |
2435 | } |
|
|
2436 | |
2746 | if (op->contr->gen_grace >= 0) |
2437 | if (op->contr->gen_grace >= 0) |
2747 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2438 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2748 | else |
2439 | else |
2749 | { |
2440 | { |
2750 | gen_grace = op->stats.maxgrace; |
2441 | gen_grace = op->stats.maxgrace; |
2751 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2442 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2752 | } |
2443 | } |
2753 | |
2444 | |
2754 | /* Regenerate Spell Points */ |
2445 | /* Regenerate Spell Points */ |
2755 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2446 | if (!op->contr->golem && --op->last_sp < 0) |
2756 | { |
2447 | { |
2757 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2448 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2758 | if (op->stats.sp < op->stats.maxsp) |
2449 | if (op->stats.sp < op->stats.maxsp) |
2759 | { |
2450 | { |
2760 | op->stats.sp++; |
2451 | op->stats.sp++; |
… | |
… | |
2766 | op->stats.food += op->contr->digestion; |
2457 | op->stats.food += op->contr->digestion; |
2767 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2458 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2768 | op->stats.food = last_food; |
2459 | op->stats.food = last_food; |
2769 | } |
2460 | } |
2770 | } |
2461 | } |
|
|
2462 | |
2771 | if (max_sp > 1) |
2463 | if (max_sp > 1) |
2772 | { |
2464 | { |
2773 | over_sp = (gen_sp + 10) / rate_sp; |
2465 | over_sp = (gen_sp + 10) / rate_sp; |
2774 | if (over_sp > 0) |
2466 | if (over_sp > 0) |
2775 | { |
2467 | { |
2776 | if (op->stats.sp < op->stats.maxsp) |
2468 | if (op->stats.sp < op->stats.maxsp) |
2777 | { |
2469 | { |
2778 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2470 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2471 | |
2779 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2472 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2780 | op->stats.sp--; |
2473 | op->stats.sp--; |
|
|
2474 | |
2781 | if (op->stats.sp > op->stats.maxsp) |
2475 | if (op->stats.sp > op->stats.maxsp) |
2782 | op->stats.sp = op->stats.maxsp; |
2476 | op->stats.sp = op->stats.maxsp; |
2783 | } |
2477 | } |
2784 | op->last_sp = 0; |
2478 | op->last_sp = 0; |
2785 | } |
2479 | } |
2786 | else |
2480 | else |
2787 | { |
|
|
2788 | 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); |
2789 | } |
|
|
2790 | } |
2482 | } |
2791 | else |
2483 | else |
2792 | { |
|
|
2793 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2484 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2794 | } |
|
|
2795 | } |
2485 | } |
2796 | |
2486 | |
2797 | /* Regenerate Grace */ |
2487 | /* Regenerate Grace */ |
2798 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2488 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2799 | if (--op->last_grace < 0) |
2489 | if (--op->last_grace < 0) |
2800 | { |
2490 | { |
2801 | if (op->stats.grace < op->stats.maxgrace / 2) |
2491 | if (op->stats.grace < op->stats.maxgrace / 2) |
2802 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2492 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2493 | |
2803 | if (max_grace > 1) |
2494 | if (max_grace > 1) |
2804 | { |
2495 | { |
2805 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2496 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2806 | if (over_grace > 0) |
2497 | if (over_grace > 0) |
2807 | { |
2498 | { |
… | |
… | |
2835 | op->stats.food += op->contr->digestion; |
2526 | op->stats.food += op->contr->digestion; |
2836 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2527 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2837 | op->stats.food = last_food; |
2528 | op->stats.food = last_food; |
2838 | } |
2529 | } |
2839 | } |
2530 | } |
|
|
2531 | |
2840 | if (max_hp > 1) |
2532 | if (max_hp > 1) |
2841 | { |
2533 | { |
2842 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2534 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2843 | if (over_hp > 0) |
2535 | if (over_hp > 0) |
2844 | { |
2536 | { |
… | |
… | |
2857 | } |
2549 | } |
2858 | |
2550 | |
2859 | /* Digestion */ |
2551 | /* Digestion */ |
2860 | if (--op->last_eat < 0) |
2552 | if (--op->last_eat < 0) |
2861 | { |
2553 | { |
2862 | #ifdef COZY_SERVER |
|
|
2863 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2864 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2865 | #else |
|
|
2866 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2554 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2867 | #endif |
|
|
2868 | |
2555 | |
2869 | if (op->contr->gen_hp > 0) |
2556 | if (op->contr->gen_hp > 0) |
2870 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2557 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2871 | else |
2558 | else |
2872 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2559 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2560 | |
2873 | /* dms do not consume food */ |
2561 | /* dms do not consume food */ |
2874 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2562 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2875 | op->stats.food--; |
2563 | op->stats.food--; |
2876 | } |
2564 | } |
2877 | } |
|
|
2878 | |
2565 | |
2879 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2566 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2880 | { |
2567 | { |
2881 | object *tmp, *flesh = NULL; |
2568 | object *tmp, *flesh = 0; |
2882 | |
2569 | |
2883 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2570 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2884 | { |
|
|
2885 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2886 | { |
2571 | { |
2887 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2572 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2888 | { |
2573 | { |
|
|
2574 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2575 | { |
2889 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2576 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2890 | manual_apply (op, tmp, 0); |
2577 | manual_apply (op, tmp, 0); |
2891 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2578 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2892 | break; |
2579 | break; |
2893 | } |
2580 | } |
2894 | else if (tmp->type == FLESH) |
2581 | else if (tmp->type == FLESH) |
2895 | flesh = tmp; |
2582 | flesh = tmp; |
2896 | } /* End if paid for object */ |
2583 | } /* End if paid for object */ |
2897 | } /* end of for loop */ |
2584 | } /* end of for loop */ |
|
|
2585 | |
2898 | /* If player is still starving, it means they don't have any food, so |
2586 | /* If player is still starving, it means they don't have any food, so |
2899 | * eat flesh instead. |
2587 | * eat flesh instead. |
2900 | */ |
2588 | */ |
2901 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2589 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2902 | { |
2590 | { |
2903 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2591 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2904 | manual_apply (op, flesh, 0); |
2592 | manual_apply (op, flesh, 0); |
2905 | } |
2593 | } |
2906 | } /* end if player is starving */ |
2594 | } |
2907 | |
2595 | |
2908 | while (op->stats.food < 0 && op->stats.hp > 0) |
2596 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2909 | op->stats.food++, op->stats.hp--; |
2597 | op->stats.food++, op->stats.hp--; |
2910 | |
2598 | |
2911 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2599 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2912 | kill_player (op); |
2600 | kill_player (op); |
|
|
2601 | } |
2913 | } |
2602 | } |
2914 | |
|
|
2915 | |
|
|
2916 | |
2603 | |
2917 | /* If the player should die (lack of hp, food, etc), we call this. |
2604 | /* If the player should die (lack of hp, food, etc), we call this. |
2918 | * op is the player in jeopardy. If the player can not be saved (not |
2605 | * op is the player in jeopardy. If the player can not be saved (not |
2919 | * permadeath, no lifesave), this will take care of removing the player |
2606 | * permadeath, no lifesave), this will take care of removing the player |
2920 | * file. |
2607 | * file. |
… | |
… | |
2950 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2637 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2951 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2638 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2952 | |
2639 | |
2953 | /* restore player */ |
2640 | /* restore player */ |
2954 | at = archetype::find ("poisoning"); |
2641 | at = archetype::find ("poisoning"); |
2955 | tmp = present_arch_in_ob (at, op); |
2642 | if (object *tmp = present_arch_in_ob (at, op)) |
2956 | if (tmp) |
|
|
2957 | { |
2643 | { |
2958 | remove_ob (tmp); |
2644 | tmp->destroy (); |
2959 | free_object (tmp); |
|
|
2960 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2645 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2961 | } |
2646 | } |
2962 | |
2647 | |
2963 | at = archetype::find ("confusion"); |
2648 | at = archetype::find ("confusion"); |
2964 | tmp = present_arch_in_ob (at, op); |
2649 | if (object *tmp = present_arch_in_ob (at, op)) |
2965 | if (tmp) |
|
|
2966 | { |
2650 | { |
2967 | remove_ob (tmp); |
2651 | tmp->destroy (); |
2968 | free_object (tmp); |
|
|
2969 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2652 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2970 | } |
2653 | } |
2971 | |
2654 | |
2972 | cure_disease (op, 0); /* remove any disease */ |
2655 | cure_disease (op, 0); /* remove any disease */ |
2973 | op->stats.hp = op->stats.maxhp; |
2656 | op->stats.hp = op->stats.maxhp; |
2974 | if (op->stats.food <= 0) |
2657 | if (op->stats.food <= 0) |
2975 | op->stats.food = 999; |
2658 | op->stats.food = 999; |
2976 | |
2659 | |
2977 | /* create a bodypart-trophy to make the winner happy */ |
2660 | /* create a bodypart-trophy to make the winner happy */ |
2978 | tmp = arch_to_object (archetype::find ("finger")); |
2661 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2979 | if (tmp != NULL) |
|
|
2980 | { |
2662 | { |
2981 | sprintf (buf, "%s's finger", &op->name); |
2663 | sprintf (buf, "%s's finger", &op->name); |
2982 | tmp->name = buf; |
2664 | tmp->name = buf; |
2983 | sprintf (buf, " This finger has been cut off %s\n" |
2665 | sprintf (buf, " This finger has been cut off %s\n" |
2984 | " the %s, when he was defeated at\n level %d by %s.\n", |
2666 | " the %s, when he was defeated at\n level %d by %s.\n", |
2985 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2667 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2986 | tmp->msg = buf; |
2668 | tmp->msg = buf; |
2987 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2669 | tmp->value = 0, tmp->type = 0; |
2988 | tmp->materialname = NULL; |
2670 | tmp->materialname = "organics"; |
2989 | tmp->x = op->x, tmp->y = op->y; |
2671 | tmp->insert_at (op, tmp); |
2990 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2991 | } |
2672 | } |
2992 | |
2673 | |
2993 | /* teleport defeated player to new destination */ |
2674 | /* teleport defeated player to new destination */ |
2994 | transfer_ob (op, x, y, 0, NULL); |
2675 | transfer_ob (op, x, y, 0, NULL); |
2995 | op->contr->braced = 0; |
2676 | op->contr->braced = 0; |
… | |
… | |
3000 | |
2681 | |
3001 | command_kill_pets (op, 0); |
2682 | command_kill_pets (op, 0); |
3002 | |
2683 | |
3003 | if (op->stats.food < 0) |
2684 | if (op->stats.food < 0) |
3004 | { |
2685 | { |
3005 | if (op->contr->explore) |
|
|
3006 | { |
|
|
3007 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
3008 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3009 | op->stats.food = 999; |
|
|
3010 | return; |
|
|
3011 | } |
|
|
3012 | sprintf (buf, "%s starved to death.", &op->name); |
2686 | sprintf (buf, "%s starved to death.", &op->name); |
3013 | strcpy (op->contr->killer, "starvation"); |
2687 | strcpy (op->contr->killer, "starvation"); |
3014 | } |
2688 | } |
3015 | else |
2689 | else |
3016 | { |
|
|
3017 | if (op->contr->explore) |
|
|
3018 | { |
|
|
3019 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3020 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3021 | op->stats.hp = op->stats.maxhp; |
|
|
3022 | return; |
|
|
3023 | } |
|
|
3024 | sprintf (buf, "%s died.", &op->name); |
2690 | sprintf (buf, "%s died.", &op->name); |
3025 | } |
2691 | |
3026 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2692 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3027 | |
2693 | |
3028 | /* save the map location for corpse, gravestone */ |
2694 | /* save the map location for corpse, gravestone */ |
3029 | x = op->x; |
2695 | x = op->x; |
3030 | y = op->y; |
2696 | y = op->y; |
3031 | map = op->map; |
2697 | map = op->map; |
3032 | |
2698 | |
3033 | |
|
|
3034 | if (settings.not_permadeth == TRUE) |
|
|
3035 | { |
|
|
3036 | /* NOT_PERMADEATH code. This basically brings the character back to |
2699 | /* NOT_PERMADEATH code. This basically brings the character back to |
3037 | * life if they are dead - it takes some exp and a random stat. |
2700 | * life if they are dead - it takes some exp and a random stat. |
3038 | * See the config.h file for a little more in depth detail about this. |
2701 | * See the config.h file for a little more in depth detail about this. |
3039 | */ |
2702 | */ |
3040 | |
2703 | |
3041 | /* Basically two ways to go - remove a stat permanently, or just |
2704 | /* Basically two ways to go - remove a stat permanently, or just |
3042 | * make it depletion. This bunch of code deals with that aspect |
2705 | * make it depletion. This bunch of code deals with that aspect |
3043 | * of death. |
2706 | * of death. |
3044 | */ |
2707 | */ |
3045 | #ifndef COZY_SERVER |
2708 | #ifndef COZY_SERVER |
3046 | if (settings.balanced_stat_loss) |
2709 | if (settings.balanced_stat_loss) |
3047 | { |
2710 | { |
3048 | /* If stat loss is permanent, lose one stat only. */ |
2711 | /* If stat loss is permanent, lose one stat only. */ |
3049 | /* Lower level chars don't lose as many stats because they suffer |
2712 | /* Lower level chars don't lose as many stats because they suffer |
3050 | more if they do. */ |
2713 | more if they do. */ |
3051 | /* Higher level characters can afford things such as potions of |
2714 | /* Higher level characters can afford things such as potions of |
3052 | restoration, or better, stat potions. So we slug them that |
2715 | restoration, or better, stat potions. So we slug them that |
3053 | little bit harder. */ |
2716 | little bit harder. */ |
3054 | /* GD */ |
2717 | /* GD */ |
3055 | if (settings.stat_loss_on_death) |
2718 | if (settings.stat_loss_on_death) |
3056 | num_stats_lose = 1; |
2719 | num_stats_lose = 1; |
3057 | else |
|
|
3058 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3059 | } |
|
|
3060 | else |
2720 | else |
3061 | { |
2721 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2722 | } |
|
|
2723 | else |
3062 | num_stats_lose = 1; |
2724 | num_stats_lose = 1; |
3063 | } |
2725 | |
3064 | lost_a_stat = 0; |
2726 | lost_a_stat = 0; |
3065 | |
2727 | |
3066 | for (z = 0; z < num_stats_lose; z++) |
2728 | for (z = 0; z < num_stats_lose; z++) |
3067 | { |
2729 | { |
3068 | i = RANDOM () % NUM_STATS; |
2730 | i = RANDOM () % NUM_STATS; |
3069 | |
2731 | |
3070 | if (settings.stat_loss_on_death) |
2732 | if (settings.stat_loss_on_death) |
|
|
2733 | { |
|
|
2734 | /* Pick a random stat and take a point off it. Tell the player |
|
|
2735 | * what he lost. |
|
|
2736 | */ |
|
|
2737 | change_attr_value (&(op->stats), i, -1); |
|
|
2738 | check_stat_bounds (&(op->stats)); |
|
|
2739 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
2740 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
2741 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2742 | lost_a_stat = 1; |
|
|
2743 | } |
|
|
2744 | else |
|
|
2745 | { |
|
|
2746 | /* deplete a stat */ |
|
|
2747 | archetype *deparch = archetype::find ("depletion"); |
|
|
2748 | object *dep; |
|
|
2749 | |
|
|
2750 | dep = present_arch_in_ob (deparch, op); |
|
|
2751 | if (!dep) |
3071 | { |
2752 | { |
3072 | /* Pick a random stat and take a point off it. Tell the player |
2753 | dep = arch_to_object (deparch); |
3073 | * what he lost. |
2754 | insert_ob_in_ob (dep, op); |
3074 | */ |
|
|
3075 | change_attr_value (&(op->stats), i, -1); |
|
|
3076 | check_stat_bounds (&(op->stats)); |
|
|
3077 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3078 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3079 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3080 | lost_a_stat = 1; |
|
|
3081 | } |
2755 | } |
3082 | else |
2756 | lose_this_stat = 1; |
|
|
2757 | if (settings.balanced_stat_loss) |
3083 | { |
2758 | { |
3084 | /* deplete a stat */ |
2759 | /* GD */ |
3085 | archetype *deparch = archetype::find ("depletion"); |
2760 | /* Get the stat that we're about to deplete. */ |
3086 | object *dep; |
2761 | this_stat = get_attr_value (&(dep->stats), i); |
3087 | |
2762 | if (this_stat < 0) |
3088 | dep = present_arch_in_ob (deparch, op); |
|
|
3089 | if (!dep) |
|
|
3090 | { |
2763 | { |
3091 | dep = arch_to_object (deparch); |
2764 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3092 | insert_ob_in_ob (dep, op); |
2765 | int keep_chance = this_stat * this_stat; |
3093 | } |
2766 | |
3094 | lose_this_stat = 1; |
2767 | /* Yes, I am paranoid. Sue me. */ |
3095 | if (settings.balanced_stat_loss) |
|
|
3096 | { |
|
|
3097 | /* GD */ |
|
|
3098 | /* Get the stat that we're about to deplete. */ |
|
|
3099 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3100 | if (this_stat < 0) |
2768 | if (keep_chance < 1) |
|
|
2769 | keep_chance = 1; |
|
|
2770 | |
|
|
2771 | /* There is a maximum depletion total per level. */ |
|
|
2772 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3101 | { |
2773 | { |
3102 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3103 | int keep_chance = this_stat * this_stat; |
|
|
3104 | |
|
|
3105 | /* Yes, I am paranoid. Sue me. */ |
|
|
3106 | if (keep_chance < 1) |
|
|
3107 | keep_chance = 1; |
|
|
3108 | |
|
|
3109 | /* There is a maximum depletion total per level. */ |
|
|
3110 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3111 | { |
|
|
3112 | lose_this_stat = 0; |
2774 | lose_this_stat = 0; |
3113 | /* Take loss chance vs keep chance to see if we |
2775 | /* Take loss chance vs keep chance to see if we |
3114 | retain the stat. */ |
2776 | retain the stat. */ |
3115 | } |
|
|
3116 | else |
|
|
3117 | { |
|
|
3118 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3119 | lose_this_stat = 0; |
|
|
3120 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3121 | this_stat, keep_chance, loss_chance, |
|
|
3122 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3123 | } |
|
|
3124 | } |
2777 | } |
3125 | } |
|
|
3126 | |
|
|
3127 | if (lose_this_stat) |
|
|
3128 | { |
|
|
3129 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3130 | /* We could try to do something clever like find another |
|
|
3131 | * stat to reduce if this fails. But chances are, if |
|
|
3132 | * stats have been depleted to -50, all are pretty low |
|
|
3133 | * and should be roughly the same, so it shouldn't make a |
|
|
3134 | * difference. |
|
|
3135 | */ |
2778 | else |
3136 | if (this_stat >= -50) |
|
|
3137 | { |
2779 | { |
3138 | change_attr_value (&(dep->stats), i, -1); |
2780 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3139 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3140 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3141 | fix_player (op); |
|
|
3142 | lost_a_stat = 1; |
2781 | lose_this_stat = 0; |
|
|
2782 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2783 | this_stat, keep_chance, loss_chance, |
|
|
2784 | lose_this_stat?"LOSE":"KEEP"); */ |
3143 | } |
2785 | } |
3144 | } |
2786 | } |
3145 | } |
2787 | } |
|
|
2788 | |
|
|
2789 | if (lose_this_stat) |
|
|
2790 | { |
|
|
2791 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2792 | /* We could try to do something clever like find another |
|
|
2793 | * stat to reduce if this fails. But chances are, if |
|
|
2794 | * stats have been depleted to -50, all are pretty low |
|
|
2795 | * and should be roughly the same, so it shouldn't make a |
|
|
2796 | * difference. |
|
|
2797 | */ |
|
|
2798 | if (this_stat >= -50) |
|
|
2799 | { |
|
|
2800 | change_attr_value (&(dep->stats), i, -1); |
|
|
2801 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2802 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2803 | op->update_stats (); |
|
|
2804 | lost_a_stat = 1; |
|
|
2805 | } |
3146 | } |
2806 | } |
|
|
2807 | } |
|
|
2808 | } |
3147 | /* If no stat lost, tell the player. */ |
2809 | /* If no stat lost, tell the player. */ |
3148 | if (!lost_a_stat) |
2810 | if (!lost_a_stat) |
3149 | { |
2811 | { |
3150 | /* determine_god() seems to not work sometimes... why is this? |
2812 | /* determine_god() seems to not work sometimes... why is this? |
3151 | Should I be using something else? GD */ |
2813 | Should I be using something else? GD */ |
3152 | const char *god = determine_god (op); |
2814 | const char *god = determine_god (op); |
3153 | |
2815 | |
3154 | if (god && (strcmp (god, "none"))) |
2816 | if (god && (strcmp (god, "none"))) |
3155 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2817 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3156 | else |
2818 | else |
3157 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2819 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3158 | } |
2820 | } |
3159 | #else |
2821 | #else |
3160 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2822 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3161 | #endif |
2823 | #endif |
3162 | |
2824 | |
3163 | /* Put a gravestone up where the character 'almost' died. List the |
2825 | /* Put a gravestone up where the character 'almost' died. List the |
3164 | * exp loss on the stone. |
2826 | * exp loss on the stone. |
3165 | */ |
2827 | */ |
3166 | tmp = arch_to_object (archetype::find ("gravestone")); |
2828 | tmp = arch_to_object (archetype::find ("gravestone")); |
3167 | sprintf (buf, "%s's gravestone", &op->name); |
2829 | sprintf (buf, "%s's gravestone", &op->name); |
3168 | tmp->name = buf; |
2830 | tmp->name = buf; |
3169 | sprintf (buf, "%s's gravestones", &op->name); |
2831 | sprintf (buf, "%s's gravestones", &op->name); |
3170 | tmp->name_pl = buf; |
2832 | tmp->name_pl = buf; |
3171 | 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); |
2833 | 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); |
3172 | tmp->msg = buf; |
2834 | tmp->msg = buf; |
3173 | tmp->x = op->x, tmp->y = op->y; |
2835 | tmp->x = op->x, tmp->y = op->y; |
3174 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2836 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3175 | |
2837 | |
3176 | /**************************************/ |
2838 | /**************************************/ |
3177 | /* */ |
2839 | /* */ |
3178 | /* Subtract the experience points, */ |
2840 | /* Subtract the experience points, */ |
3179 | /* if we died cause of food, give us */ |
2841 | /* if we died cause of food, give us */ |
3180 | /* food, and reset HP's... */ |
2842 | /* food, and reset HP's... */ |
3181 | /* */ |
2843 | /* */ |
3182 | /**************************************/ |
2844 | /**************************************/ |
3183 | |
2845 | |
3184 | /* remove any poisoning and confusion the character may be suffering. */ |
2846 | /* remove any poisoning and confusion the character may be suffering. */ |
3185 | /* restore player */ |
2847 | /* restore player */ |
3186 | at = archetype::find ("poisoning"); |
2848 | at = archetype::find ("poisoning"); |
3187 | tmp = present_arch_in_ob (at, op); |
2849 | tmp = present_arch_in_ob (at, op); |
|
|
2850 | |
3188 | if (tmp) |
2851 | if (tmp) |
3189 | { |
2852 | { |
3190 | remove_ob (tmp); |
2853 | tmp->destroy (); |
3191 | free_object (tmp); |
|
|
3192 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2854 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3193 | } |
2855 | } |
3194 | |
2856 | |
3195 | at = archetype::find ("confusion"); |
2857 | at = archetype::find ("confusion"); |
3196 | tmp = present_arch_in_ob (at, op); |
2858 | tmp = present_arch_in_ob (at, op); |
3197 | if (tmp) |
2859 | if (tmp) |
3198 | { |
2860 | { |
3199 | remove_ob (tmp); |
2861 | tmp->destroy (); |
3200 | free_object (tmp); |
|
|
3201 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2862 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3202 | } |
2863 | } |
3203 | |
2864 | |
3204 | cure_disease (op, 0); /* remove any disease */ |
2865 | cure_disease (op, 0); /* remove any disease */ |
3205 | |
2866 | |
3206 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2867 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3207 | apply_death_exp_penalty (op); |
2868 | apply_death_exp_penalty (op); |
3208 | if (op->stats.food < 100) |
2869 | if (op->stats.food < 100) |
3209 | op->stats.food = 900; |
2870 | op->stats.food = 900; |
3210 | op->stats.hp = op->stats.maxhp; |
2871 | op->stats.hp = op->stats.maxhp; |
3211 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2872 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3212 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2873 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3213 | |
2874 | |
3214 | /* |
2875 | /* |
3215 | * Check to see if the player is in a shop. IF so, then check to see if |
2876 | * Check to see if the player has any unpaid items. If so, remove them |
3216 | * the player has any unpaid items. If so, remove them and put them back |
2877 | * and put them back in the map. |
3217 | * in the map. |
2878 | */ |
3218 | */ |
|
|
3219 | |
|
|
3220 | if (is_in_shop (op)) |
|
|
3221 | remove_unpaid_objects (op->inv, op); |
2879 | remove_unpaid_objects (op->inv, op); |
3222 | |
2880 | |
3223 | /****************************************/ |
2881 | /****************************************/ |
3224 | /* */ |
2882 | /* */ |
3225 | /* Move player to his current respawn- */ |
2883 | /* Move player to his current respawn- */ |
3226 | /* position (usually last savebed) */ |
2884 | /* position (usually last savebed) */ |
3227 | /* */ |
2885 | /* */ |
3228 | /****************************************/ |
2886 | /****************************************/ |
3229 | |
2887 | |
3230 | enter_player_savebed (op); |
2888 | enter_player_savebed (op); |
3231 | |
2889 | |
3232 | /* Save the player before inserting the force to reduce |
|
|
3233 | * chance of abuse. |
|
|
3234 | */ |
|
|
3235 | op->contr->braced = 0; |
2890 | op->contr->braced = 0; |
3236 | save_player (op, 1); |
|
|
3237 | |
2891 | |
3238 | /* it is possible that the player has blown something up |
2892 | /* it is possible that the player has blown something up |
3239 | * at his savebed location, and that can have long lasting |
2893 | * at his savebed location, and that can have long lasting |
3240 | * spell effects. So first see if there is a spell effect |
2894 | * spell effects. So first see if there is a spell effect |
3241 | * on the space that might harm the player. |
2895 | * on the space that might harm the player. |
3242 | */ |
2896 | */ |
3243 | will_kill_again = 0; |
2897 | will_kill_again = 0; |
3244 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2898 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3245 | if (tmp->type == SPELL_EFFECT) |
2899 | if (tmp->type == SPELL_EFFECT) |
3246 | will_kill_again |= tmp->attacktype; |
2900 | will_kill_again |= tmp->attacktype; |
3247 | |
2901 | |
3248 | if (will_kill_again) |
2902 | if (will_kill_again) |
3249 | { |
2903 | { |
3250 | object *force; |
2904 | object *force; |
3251 | int at; |
2905 | int at; |
3252 | |
2906 | |
3253 | force = get_archetype (FORCE_NAME); |
2907 | force = get_archetype (FORCE_NAME); |
3254 | /* 50 ticks should be enough time for the spell to abate */ |
2908 | /* 50 ticks should be enough time for the spell to abate */ |
3255 | force->speed = 0.1; |
2909 | force->speed = 0.1f; |
3256 | force->speed_left = -5.0; |
2910 | force->speed_left = -5.f; |
3257 | SET_FLAG (force, FLAG_APPLIED); |
2911 | SET_FLAG (force, FLAG_APPLIED); |
3258 | for (at = 0; at < NROFATTACKS; at++) |
2912 | for (at = 0; at < NROFATTACKS; at++) |
3259 | if (will_kill_again & (1 << at)) |
2913 | if (will_kill_again & (1 << at)) |
3260 | force->resist[at] = 100; |
2914 | force->resist[at] = 100; |
3261 | |
2915 | |
3262 | insert_ob_in_ob (force, op); |
2916 | insert_ob_in_ob (force, op); |
3263 | fix_player (op); |
2917 | op->update_stats (); |
3264 | |
2918 | |
3265 | } |
2919 | } |
3266 | |
2920 | |
3267 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2921 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3268 | return; |
|
|
3269 | } /* NOT_PERMADETH */ |
|
|
3270 | else |
|
|
3271 | { |
|
|
3272 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3273 | * should probably be embedded in an else statement. |
|
|
3274 | */ |
|
|
3275 | |
|
|
3276 | op->contr->party = NULL; |
|
|
3277 | if (settings.set_title == TRUE) |
|
|
3278 | op->contr->own_title[0] = '\0'; |
|
|
3279 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3280 | check_score (op); |
|
|
3281 | if (op->contr->ranges[range_golem] != NULL) |
|
|
3282 | { |
|
|
3283 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3284 | remove_ob (op->contr->ranges[range_golem]); |
|
|
3285 | free_object (op->contr->ranges[range_golem]); |
|
|
3286 | op->contr->ranges[range_golem] = NULL; |
|
|
3287 | op->contr->golem_count = 0; |
|
|
3288 | } |
|
|
3289 | loot_object (op); /* Remove some of the items for good */ |
|
|
3290 | remove_ob (op); |
|
|
3291 | op->direction = 0; |
|
|
3292 | |
|
|
3293 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3294 | { |
|
|
3295 | delete_character (op->name, 0); |
|
|
3296 | if (settings.resurrection == TRUE) |
|
|
3297 | { |
|
|
3298 | /* save playerfile sans equipment when player dies |
|
|
3299 | ** then save it as player.pl.dead so that future resurrection |
|
|
3300 | ** type spells will work on them nicely |
|
|
3301 | */ |
|
|
3302 | delete_character (op->name, 0); |
|
|
3303 | op->stats.hp = op->stats.maxhp; |
|
|
3304 | op->stats.food = 999; |
|
|
3305 | |
|
|
3306 | /* set the location of where the person will reappear when */ |
|
|
3307 | /* maybe resurrection code should fix map also */ |
|
|
3308 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3309 | if (op->map != NULL) |
|
|
3310 | op->map = NULL; |
|
|
3311 | op->x = settings.emergency_x; |
|
|
3312 | op->y = settings.emergency_y; |
|
|
3313 | save_player (op, 0); |
|
|
3314 | op->map = map; |
|
|
3315 | /* please see resurrection.c: peterm */ |
|
|
3316 | dead_player (op); |
|
|
3317 | } |
|
|
3318 | else |
|
|
3319 | delete_character (op->name, 1); |
|
|
3320 | } |
|
|
3321 | |
|
|
3322 | play_again (op); |
|
|
3323 | |
|
|
3324 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3325 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3326 | sprintf (buf, "%s", &op->name); |
|
|
3327 | tmp->name = tmp->name_pl = buf; |
|
|
3328 | tmp->level = op->level; |
|
|
3329 | tmp->x = x; |
|
|
3330 | tmp->y = y; |
|
|
3331 | tmp->msg = gravestone_text (op); |
|
|
3332 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3333 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3334 | } |
|
|
3335 | } |
2922 | } |
3336 | |
|
|
3337 | |
2923 | |
3338 | void |
2924 | void |
3339 | loot_object (object *op) |
2925 | loot_object (object *op) |
3340 | { /* Grab and destroy some treasure */ |
2926 | { /* Grab and destroy some treasure */ |
3341 | object *tmp, *tmp2, *next; |
2927 | object *tmp, *tmp2, *next; |
3342 | |
2928 | |
3343 | if (op->container) |
2929 | op->close_container (); /* close open sack first */ |
3344 | { /* close open sack first */ |
|
|
3345 | esrv_apply_container (op, op->container); |
|
|
3346 | } |
|
|
3347 | |
2930 | |
3348 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2931 | for (tmp = op->inv; tmp; tmp = next) |
3349 | { |
2932 | { |
3350 | next = tmp->below; |
2933 | next = tmp->below; |
3351 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2934 | |
|
|
2935 | if (tmp->invisible) |
3352 | continue; |
2936 | continue; |
3353 | remove_ob (tmp); |
2937 | |
|
|
2938 | tmp->remove (); |
3354 | tmp->x = op->x, tmp->y = op->y; |
2939 | tmp->x = op->x, tmp->y = op->y; |
|
|
2940 | |
3355 | if (tmp->type == CONTAINER) |
2941 | if (tmp->type == CONTAINER) |
3356 | { /* empty container to ground */ |
2942 | loot_object (tmp); /* empty container to ground */ |
3357 | loot_object (tmp); |
2943 | |
3358 | } |
|
|
3359 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2944 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3360 | { |
2945 | { |
3361 | if (tmp->nrof > 1) |
2946 | if (tmp->nrof > 1) |
3362 | { |
2947 | { |
3363 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2948 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3364 | free_object (tmp2); |
2949 | tmp2->destroy (); |
3365 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2950 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3366 | } |
2951 | } |
3367 | else |
2952 | else |
3368 | free_object (tmp); |
2953 | tmp->destroy (); |
3369 | } |
2954 | } |
3370 | else |
2955 | else |
3371 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2956 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3372 | } |
2957 | } |
3373 | } |
2958 | } |
… | |
… | |
3375 | /* |
2960 | /* |
3376 | * fix_weight(): Check recursively the weight of all players, and fix |
2961 | * fix_weight(): Check recursively the weight of all players, and fix |
3377 | * what needs to be fixed. Refresh windows and fix speed if anything |
2962 | * what needs to be fixed. Refresh windows and fix speed if anything |
3378 | * was changed. |
2963 | * was changed. |
3379 | */ |
2964 | */ |
3380 | |
|
|
3381 | void |
2965 | void |
3382 | fix_weight (void) |
2966 | fix_weight (void) |
3383 | { |
2967 | { |
3384 | player *pl; |
2968 | for_all_players (pl) |
3385 | |
|
|
3386 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3387 | { |
2969 | { |
3388 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2970 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3389 | |
2971 | |
3390 | if (old == sum) |
2972 | if (old == sum) |
3391 | continue; |
2973 | continue; |
3392 | fix_player (pl->ob); |
2974 | pl->ob->update_stats (); |
3393 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2975 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3394 | } |
2976 | } |
3395 | } |
2977 | } |
3396 | |
2978 | |
3397 | void |
2979 | void |
3398 | fix_luck (void) |
2980 | fix_luck (void) |
3399 | { |
2981 | { |
3400 | player *pl; |
2982 | for_all_players (pl) |
3401 | |
|
|
3402 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3403 | if (!pl->ob->contr->state) |
2983 | if (!pl->ob->contr->ns->state) |
3404 | change_luck (pl->ob, 0); |
2984 | pl->ob->change_luck (0); |
3405 | } |
2985 | } |
3406 | |
|
|
3407 | |
2986 | |
3408 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2987 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3409 | * This is much simpler in the new spell code - we basically |
2988 | * This is much simpler in the new spell code - we basically |
3410 | * just treat this as any other spell casting object. |
2989 | * just treat this as any other spell casting object. |
3411 | */ |
2990 | */ |
3412 | |
|
|
3413 | void |
2991 | void |
3414 | cast_dust (object *op, object *throw_ob, int dir) |
2992 | cast_dust (object *op, object *throw_ob, int dir) |
3415 | { |
2993 | { |
3416 | object *skop, *spob; |
2994 | object *skop, *spob; |
3417 | |
2995 | |
… | |
… | |
3438 | if (op->type == PLAYER) |
3016 | if (op->type == PLAYER) |
3439 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3017 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3440 | |
3018 | |
3441 | cast_spell (op, throw_ob, dir, spob, NULL); |
3019 | cast_spell (op, throw_ob, dir, spob, NULL); |
3442 | |
3020 | |
3443 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3021 | throw_ob->destroy (); |
3444 | remove_ob (throw_ob); |
|
|
3445 | free_object (throw_ob); |
|
|
3446 | } |
3022 | } |
3447 | |
3023 | |
3448 | void |
3024 | void |
3449 | make_visible (object *op) |
3025 | make_visible (object *op) |
3450 | { |
3026 | { |
… | |
… | |
3453 | if (op->type == PLAYER) |
3029 | if (op->type == PLAYER) |
3454 | { |
3030 | { |
3455 | op->contr->tmp_invis = 0; |
3031 | op->contr->tmp_invis = 0; |
3456 | op->contr->invis_race = 0; |
3032 | op->contr->invis_race = 0; |
3457 | } |
3033 | } |
|
|
3034 | |
3458 | update_object (op, UP_OBJ_FACE); |
3035 | update_object (op, UP_OBJ_CHANGE); |
3459 | } |
3036 | } |
3460 | |
3037 | |
3461 | int |
3038 | int |
3462 | is_true_undead (object *op) |
3039 | is_true_undead (object *op) |
3463 | { |
3040 | { |
3464 | object *tmp = NULL; |
|
|
3465 | |
|
|
3466 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3041 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3467 | return 1; |
3042 | return 1; |
3468 | |
3043 | |
3469 | if (op->type == PLAYER) |
|
|
3470 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3471 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3472 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3473 | return 1; |
|
|
3474 | return 0; |
3044 | return 0; |
3475 | } |
3045 | } |
3476 | |
3046 | |
3477 | /* look at the surrounding terrain to determine |
3047 | /* look at the surrounding terrain to determine |
3478 | * the hideability of this object. Positive levels |
3048 | * the hideability of this object. Positive levels |
… | |
… | |
3520 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3090 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3521 | * every time they move - as we subtract off 'invisibility' |
3091 | * every time they move - as we subtract off 'invisibility' |
3522 | * AND, for players, if they move into a ridiculously unhideable |
3092 | * AND, for players, if they move into a ridiculously unhideable |
3523 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3093 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3524 | */ |
3094 | */ |
3525 | |
|
|
3526 | void |
3095 | void |
3527 | do_hidden_move (object *op) |
3096 | do_hidden_move (object *op) |
3528 | { |
3097 | { |
3529 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3098 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3530 | object *skop; |
3099 | object *skop; |
… | |
… | |
3534 | |
3103 | |
3535 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3104 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3536 | |
3105 | |
3537 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3106 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3538 | if (op->type == PLAYER && op->contr->run_on) |
3107 | if (op->type == PLAYER && op->contr->run_on) |
3539 | { |
|
|
3540 | if (!skop || num >= skop->level) |
3108 | if (!skop || num >= skop->level) |
3541 | { |
3109 | { |
3542 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3110 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3543 | make_visible (op); |
3111 | make_visible (op); |
3544 | return; |
3112 | return; |
3545 | } |
3113 | } |
3546 | else |
3114 | else |
3547 | num += 20; |
3115 | num += 20; |
3548 | } |
3116 | |
3549 | num += op->map->difficulty; |
3117 | num += op->map->difficulty; |
3550 | hide = hideability (op); /* modify by terrain hidden level */ |
3118 | hide = hideability (op); /* modify by terrain hidden level */ |
3551 | num -= hide; |
3119 | num -= hide; |
|
|
3120 | |
3552 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3121 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3553 | { |
3122 | { |
3554 | make_visible (op); |
3123 | make_visible (op); |
3555 | if (op->type == PLAYER) |
3124 | if (op->type == PLAYER) |
3556 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3125 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3557 | } |
3126 | } |
3558 | else if (op->type == PLAYER && skop) |
3127 | else if (op->type == PLAYER && skop) |
3559 | { |
|
|
3560 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3128 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3561 | } |
|
|
3562 | } |
3129 | } |
3563 | |
3130 | |
3564 | /* determine if who is standing near a hostile creature. */ |
3131 | /* determine if who is standing near a hostile creature. */ |
3565 | |
3132 | |
3566 | int |
3133 | int |
… | |
… | |
3593 | if (mflags & P_OUT_OF_MAP) |
3160 | if (mflags & P_OUT_OF_MAP) |
3594 | continue; |
3161 | continue; |
3595 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3162 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3596 | continue; |
3163 | continue; |
3597 | |
3164 | |
3598 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3165 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3599 | { |
3166 | { |
3600 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3167 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3601 | return 1; |
3168 | return 1; |
3602 | else if (tmp->type == PLAYER) |
3169 | else if (tmp->type == PLAYER) |
3603 | { |
3170 | { |
… | |
… | |
3633 | if (pl->type != PLAYER) |
3200 | if (pl->type != PLAYER) |
3634 | { |
3201 | { |
3635 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3202 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3636 | return -1; |
3203 | return -1; |
3637 | } |
3204 | } |
|
|
3205 | |
3638 | if (!pl || !op) |
3206 | if (!pl || !op) |
3639 | return 0; |
3207 | return 0; |
3640 | |
3208 | |
3641 | if (op->head) |
|
|
3642 | { |
|
|
3643 | op = op->head; |
3209 | op = op->head_ (); |
3644 | } |
3210 | |
3645 | get_rangevector (pl, op, &rv, 0x1); |
3211 | get_rangevector (pl, op, &rv, 0x1); |
3646 | |
3212 | |
3647 | /* starting with the 'head' part, lets loop |
3213 | /* starting with the 'head' part, lets loop |
3648 | * through the object and find if it has any |
3214 | * through the object and find if it has any |
3649 | * part that is in the los array but isnt on |
3215 | * part that is in the los array but isnt on |
3650 | * a blocked los square. |
3216 | * a blocked los square. |
3651 | * we use the archetype to figure out offsets. |
3217 | * we use the archetype to figure out offsets. |
3652 | */ |
3218 | */ |
3653 | while (op) |
3219 | while (op) |
3654 | { |
3220 | { |
3655 | dx = rv.distance_x + op->arch->clone.x; |
3221 | dx = rv.distance_x + op->arch->x; |
3656 | dy = rv.distance_y + op->arch->clone.y; |
3222 | dy = rv.distance_y + op->arch->y; |
3657 | |
3223 | |
3658 | /* only the viewable area the player sees is updated by LOS |
3224 | /* only the viewable area the player sees is updated by LOS |
3659 | * code, so we need to restrict ourselves to that range of values |
3225 | * code, so we need to restrict ourselves to that range of values |
3660 | * for any meaningful values. |
3226 | * for any meaningful values. |
3661 | */ |
3227 | */ |
3662 | if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3228 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3663 | FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3229 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3664 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3230 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3665 | return 1; |
3231 | return 1; |
3666 | op = op->more; |
3232 | op = op->more; |
3667 | } |
3233 | } |
3668 | return 0; |
3234 | return 0; |
3669 | } |
3235 | } |
… | |
… | |
3766 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3332 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3767 | int i = 0, j = 0; |
3333 | int i = 0, j = 0; |
3768 | |
3334 | |
3769 | /* get the appropriate treasurelist */ |
3335 | /* get the appropriate treasurelist */ |
3770 | if (atnr == ATNR_FIRE) |
3336 | if (atnr == ATNR_FIRE) |
3771 | trlist = find_treasurelist ("dragon_ability_fire"); |
3337 | trlist = treasurelist::find ("dragon_ability_fire"); |
3772 | else if (atnr == ATNR_COLD) |
3338 | else if (atnr == ATNR_COLD) |
3773 | trlist = find_treasurelist ("dragon_ability_cold"); |
3339 | trlist = treasurelist::find ("dragon_ability_cold"); |
3774 | else if (atnr == ATNR_ELECTRICITY) |
3340 | else if (atnr == ATNR_ELECTRICITY) |
3775 | trlist = find_treasurelist ("dragon_ability_elec"); |
3341 | trlist = treasurelist::find ("dragon_ability_elec"); |
3776 | else if (atnr == ATNR_POISON) |
3342 | else if (atnr == ATNR_POISON) |
3777 | trlist = find_treasurelist ("dragon_ability_poison"); |
3343 | trlist = treasurelist::find ("dragon_ability_poison"); |
3778 | |
3344 | |
3779 | if (trlist == NULL || who->type != PLAYER) |
3345 | if (trlist == NULL || who->type != PLAYER) |
3780 | return; |
3346 | return; |
3781 | |
3347 | |
3782 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3348 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3783 | |
3349 | |
3784 | if (tr == NULL || tr->item == NULL) |
3350 | if (!tr || !tr->item) |
3785 | { |
3351 | { |
3786 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3352 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3787 | return; |
3353 | return; |
3788 | } |
3354 | } |
3789 | |
3355 | |
3790 | /* everything seems okay - now bring on the gift: */ |
3356 | /* everything seems okay - now bring on the gift: */ |
3791 | item = &(tr->item->clone); |
3357 | item = tr->item; |
3792 | |
3358 | |
3793 | if (item->type == SPELL) |
3359 | if (item->type == SPELL) |
3794 | { |
3360 | { |
3795 | if (check_spell_known (who, item->name)) |
3361 | if (check_spell_known (who, item->name)) |
3796 | return; |
3362 | return; |
… | |
… | |
3855 | { |
3421 | { |
3856 | /* forces in the treasurelist can alter the player's stats */ |
3422 | /* forces in the treasurelist can alter the player's stats */ |
3857 | object *skin; |
3423 | object *skin; |
3858 | |
3424 | |
3859 | /* first get the dragon skin force */ |
3425 | /* first get the dragon skin force */ |
|
|
3426 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3860 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3427 | for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) |
|
|
3428 | ; |
|
|
3429 | |
3861 | if (skin == NULL) |
3430 | if (!skin) |
3862 | return; |
3431 | return; |
3863 | |
3432 | |
3864 | /* adding new spellpath attunements */ |
3433 | /* adding new spellpath attunements */ |
3865 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3434 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3866 | { |
3435 | { |
… | |
… | |
3911 | * not readied. |
3480 | * not readied. |
3912 | */ |
3481 | */ |
3913 | void |
3482 | void |
3914 | player_unready_range_ob (player *pl, object *ob) |
3483 | player_unready_range_ob (player *pl, object *ob) |
3915 | { |
3484 | { |
3916 | rangetype i; |
3485 | if (pl->ob->current_weapon == ob) |
|
|
3486 | pl->ob->current_weapon = 0; |
3917 | |
3487 | |
3918 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3488 | if (pl->combat_ob == ob) |
3919 | { |
3489 | pl->combat_ob = 0; |
|
|
3490 | |
3920 | if (pl->ranges[i] == ob) |
3491 | if (pl->ranged_ob == ob) |
3921 | { |
3492 | pl->ranged_ob = 0; |
3922 | pl->ranges[i] = NULL; |
|
|
3923 | if (pl->shoottype == i) |
|
|
3924 | { |
|
|
3925 | pl->shoottype = range_none; |
|
|
3926 | } |
|
|
3927 | } |
|
|
3928 | } |
|
|
3929 | } |
3493 | } |
|
|
3494 | |
|
|
3495 | sint8 |
|
|
3496 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3497 | { |
|
|
3498 | if (!ns) |
|
|
3499 | return 0; |
|
|
3500 | |
|
|
3501 | int dx, dy; |
|
|
3502 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3503 | return 0; |
|
|
3504 | |
|
|
3505 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3506 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3507 | |
|
|
3508 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3509 | return 0; |
|
|
3510 | |
|
|
3511 | return 100 - blocked_los [x][y]; |
|
|
3512 | } |