1 | /* |
1 | /* |
2 | * static char *rcsid_player_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * "$Id: player.C,v 1.3 2006/08/25 13:24:50 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
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9 | * under the terms of the GNU General Public License as published by the Free |
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10 | * Software Foundation; either version 2 of the License, or (at your option) |
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11 | * any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, but |
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14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
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15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
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16 | * for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License along |
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19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
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20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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21 | * |
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22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The author can be reached via e-mail to crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | #include <global.h> |
25 | #include <global.h> |
30 | #ifndef WIN32 /* ---win32 remove headers */ |
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31 | #include <pwd.h> |
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32 | #endif |
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33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
26 | #include <sproto.h> |
35 | #endif |
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36 | #include <sounds.h> |
27 | #include <sounds.h> |
37 | #include <living.h> |
28 | #include <living.h> |
38 | #include <object.h> |
29 | #include <object.h> |
39 | #include <spells.h> |
30 | #include <spells.h> |
40 | #include <skills.h> |
31 | #include <skills.h> |
41 | #include <newclient.h> |
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42 | |
32 | |
43 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
44 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
45 | #endif |
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46 | |
35 | |
47 | player *find_player(const char *plname) |
36 | playervec players; |
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37 | |
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38 | void |
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39 | display_motd (const object *op) |
48 | { |
40 | { |
49 | player *pl; |
41 | char buf[MAX_BUF]; |
50 | for(pl=first_player;pl!=NULL;pl=pl->next) |
42 | char motd[HUGE_BUF]; |
51 | { |
43 | FILE *fp; |
52 | if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) |
44 | int comp; |
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45 | int size; |
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46 | |
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47 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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48 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
53 | return pl; |
49 | return; |
54 | }; |
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55 | return NULL; |
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56 | } |
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57 | |
50 | |
58 | player* find_player_partial_name( const char* plname ) |
51 | motd[0] = '\0'; |
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52 | size = 0; |
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53 | |
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54 | while (fgets (buf, MAX_BUF, fp)) |
59 | { |
55 | { |
60 | player* pl; |
56 | if (*buf == '#') |
61 | player* found = NULL; |
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62 | size_t namelen = strlen( plname ); |
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63 | for ( pl = first_player; pl != NULL; pl = pl->next ) |
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64 | { |
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65 | if ( strlen( pl->ob->name ) < namelen ) |
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66 | continue; |
57 | continue; |
67 | |
58 | |
68 | if ( !strcmp( pl->ob->name, plname) ) |
59 | strncat (motd + size, buf, HUGE_BUF - size); |
69 | return pl; |
60 | size += strlen (buf); |
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61 | } |
70 | |
62 | |
71 | if ( !strncasecmp( pl->ob->name, plname, namelen ) ) |
63 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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64 | close_and_delete (fp, comp); |
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65 | } |
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66 | |
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67 | void |
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68 | send_rules (const object *op) |
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69 | { |
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70 | char buf[MAX_BUF]; |
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71 | char rules[HUGE_BUF]; |
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72 | FILE *fp; |
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73 | int comp; |
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74 | int size; |
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75 | |
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76 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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77 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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78 | return; |
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79 | |
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80 | rules[0] = '\0'; |
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81 | size = 0; |
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82 | |
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83 | while (fgets (buf, MAX_BUF, fp)) |
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84 | { |
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85 | if (*buf == '#') |
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86 | continue; |
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87 | |
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88 | if (size + strlen (buf) >= HUGE_BUF) |
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89 | { |
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90 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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91 | break; |
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92 | } |
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93 | |
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94 | strncat (rules + size, buf, HUGE_BUF - size); |
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95 | size += strlen (buf); |
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96 | } |
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97 | |
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98 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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99 | close_and_delete (fp, comp); |
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100 | } |
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101 | |
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102 | void |
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103 | send_news (const object *op) |
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104 | { |
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105 | char buf[MAX_BUF]; |
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106 | char news[HUGE_BUF]; |
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107 | char subject[MAX_BUF]; |
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108 | FILE *fp; |
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109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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114 | return; |
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115 | |
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116 | news[0] = '\0'; |
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117 | subject[0] = '\0'; |
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118 | size = 0; |
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119 | |
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120 | while (fgets (buf, MAX_BUF, fp)) |
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121 | { |
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122 | if (*buf == '#') |
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123 | continue; |
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124 | |
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125 | if (*buf == '%') |
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126 | { /* send one news */ |
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127 | if (size > 0) |
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128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
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129 | |
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130 | strcpy (subject, buf + 1); |
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131 | strip_endline (subject); |
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132 | size = 0; |
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133 | news[0] = '\0'; |
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134 | } |
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135 | else |
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136 | { |
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137 | if (size + strlen (buf) >= HUGE_BUF) |
72 | { |
138 | { |
73 | if ( found ) |
139 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
74 | return NULL; |
140 | break; |
75 | |
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76 | found = pl; |
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77 | } |
141 | } |
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142 | strncat (news + size, buf, HUGE_BUF - size); |
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143 | size += strlen (buf); |
78 | } |
144 | } |
79 | return found; |
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80 | } |
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81 | |
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82 | void display_motd(const object *op) { |
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83 | char buf[MAX_BUF]; |
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84 | char motd[HUGE_BUF]; |
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85 | FILE *fp; |
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86 | int comp; |
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87 | int size; |
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88 | |
145 | } |
89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
146 | |
90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
91 | return; |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
92 | } |
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93 | motd[0]='\0'; |
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94 | size=0; |
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95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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96 | if( *buf == '#') |
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97 | continue; |
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98 | strncat(motd+size,buf,HUGE_BUF-size); |
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99 | size+=strlen(buf); |
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100 | } |
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101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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102 | close_and_delete(fp, comp); |
149 | close_and_delete (fp, comp); |
103 | } |
150 | } |
104 | |
151 | |
105 | void send_rules(const object *op) { |
152 | /* This loads the first map an puts the player on it. */ |
106 | char buf[MAX_BUF]; |
153 | static void |
107 | char rules[HUGE_BUF]; |
154 | set_first_map (object *op) |
108 | FILE *fp; |
155 | { |
109 | int comp; |
156 | op->contr->maplevel = first_map_path; |
110 | int size; |
157 | op->x = -1; |
111 | |
158 | op->y = -1; |
112 | sprintf(buf, "%s/%s", settings.confdir, settings.rules); |
159 | } |
113 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
160 | |
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161 | void |
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162 | player::activate () |
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163 | { |
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164 | if (active) |
114 | return; |
165 | return; |
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166 | |
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167 | players.insert (this); |
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168 | ob->remove (); |
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169 | ob->map = 0; |
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170 | ob->activate_recursive (); |
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171 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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172 | add_friendly_object (ob); |
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173 | } |
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174 | |
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175 | void |
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176 | player::deactivate () |
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177 | { |
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178 | if (!active) |
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179 | return; |
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180 | |
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181 | terminate_all_pets (ob); |
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182 | remove_friendly_object (ob); |
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183 | ob->deactivate_recursive (); |
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184 | |
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185 | if (ob->map) |
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186 | maplevel = ob->map->path; |
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187 | |
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188 | ob->remove (); |
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189 | ob->map = 0; |
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190 | party = 0; |
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191 | |
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192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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193 | |
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194 | players.erase (this); |
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195 | } |
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196 | |
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197 | // connect the player with a specific client |
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198 | // also changes, rationalises, and fixes some incorrect settings |
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199 | void |
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200 | player::connect (client *ns) |
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201 | { |
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202 | this->ns = ns; |
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203 | ns->pl = this; |
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204 | |
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205 | run_on = 0; |
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206 | fire_on = 0; |
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207 | ob->close_container (); //TODO: client-specific |
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208 | |
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209 | ns->update_look = 0; |
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210 | ns->look_position = 0; |
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211 | |
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212 | clear_los (this); |
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213 | |
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214 | ns->reset_stats (); |
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215 | |
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216 | /* make sure he's a player -- needed because of class change. */ |
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217 | ob->type = PLAYER; // we are paranoid |
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218 | ob->race = ob->arch->race; |
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219 | |
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220 | ob->carrying = sum_weight (ob); |
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221 | link_player_skills (ob); |
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222 | |
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223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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224 | |
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225 | assign (title, ob->arch->object::name); |
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226 | |
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227 | /* if it's a dragon player, set the correct title here */ |
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228 | if (is_dragon_pl (ob)) |
115 | } |
229 | { |
116 | rules[0]='\0'; |
230 | object *tmp, *abil = 0, *skin = 0; |
117 | size=0; |
231 | |
118 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
232 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
119 | if( *buf == '#') |
233 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
120 | continue; |
234 | |
121 | if (size + strlen(buf)>=HUGE_BUF) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
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236 | if (tmp->type == FORCE) |
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237 | if (tmp->arch->archname == dragon_ability_force) |
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238 | abil = tmp; |
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239 | else if (tmp->arch->archname == dragon_skin_force) |
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240 | skin = tmp; |
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241 | |
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242 | set_dragon_name (ob, abil, skin); |
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243 | } |
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244 | |
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245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
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246 | |
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247 | esrv_new_player (this, ob->weight + ob->carrying); |
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248 | |
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249 | ob->flag [FLAG_READY_WEAPON] = false; |
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250 | ob->flag [FLAG_READY_SKILL] = false; |
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251 | ob->flag [FLAG_READY_BOW] = false; |
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252 | |
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253 | for (object *op = ob->inv; op; op = op->below) |
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254 | if (op->flag [FLAG_APPLIED]) |
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255 | switch (op->type) |
122 | { |
256 | { |
123 | LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
257 | case SKILL: |
124 | break; |
258 | ob->flag [FLAG_APPLIED] = false; |
125 | } |
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126 | strncat(rules+size,buf,HUGE_BUF-size); |
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127 | size+=strlen(buf); |
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128 | } |
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129 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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130 | close_and_delete(fp, comp); |
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131 | } |
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132 | |
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133 | void send_news(const object *op) { |
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134 | char buf[MAX_BUF]; |
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135 | char news[HUGE_BUF]; |
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136 | char subject[MAX_BUF]; |
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137 | FILE *fp; |
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138 | int comp; |
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139 | int size; |
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140 | |
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141 | sprintf(buf, "%s/%s", settings.confdir, settings.news); |
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142 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) |
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143 | return; |
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144 | news[0]='\0'; |
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145 | subject[0]='\0'; |
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146 | size=0; |
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147 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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148 | if( *buf == '#') |
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149 | continue; |
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150 | if ( *buf =='%'){ /* send one news */ |
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151 | if (size>0) |
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152 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
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153 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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154 | "INFORMATION: %s\n%s", |
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155 | "%s\n%s", |
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156 | subject, news); /*send previously read news*/ |
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157 | strcpy(subject,buf+1); |
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158 | strip_endline(subject); |
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159 | size=0; |
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160 | news[0]='\0'; |
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161 | } |
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162 | else{ |
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163 | if (size + strlen(buf)>=HUGE_BUF) |
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164 | { |
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165 | LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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166 | break; |
259 | break; |
167 | } |
260 | |
168 | strncat(news+size,buf,HUGE_BUF-size); |
261 | case WAND: |
169 | size+=strlen(buf); |
262 | case ROD: |
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263 | case HORN: |
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264 | case BOW: |
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265 | ranged_ob = op; |
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266 | break; |
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267 | |
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268 | case WEAPON: |
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269 | combat_ob = op; |
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270 | break; |
170 | } |
271 | } |
171 | } |
272 | |
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273 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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274 | ob->update_stats (); |
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275 | |
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276 | ns->floorbox_update (); |
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277 | esrv_send_inventory (ob, ob); |
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278 | esrv_add_spells (this, 0); |
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279 | |
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280 | activate (); |
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281 | |
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282 | send_rules (ob); |
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283 | send_news (ob); |
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284 | display_motd (ob); |
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285 | |
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286 | INVOKE_PLAYER (CONNECT, this); |
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287 | INVOKE_PLAYER (LOGIN, this); |
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288 | } |
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289 | |
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290 | void |
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291 | player::disconnect () |
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292 | { |
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293 | if (ns) |
172 | |
294 | { |
173 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
295 | if (active) |
174 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
175 | "INFORMATION: %s\n%s\n", |
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176 | "%s\n%s", |
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177 | subject, news); |
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178 | close_and_delete(fp, comp); |
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179 | } |
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180 | |
297 | |
181 | int playername_ok(const char *cp) { |
298 | INVOKE_PLAYER (DISCONNECT, this); |
182 | /* Don't allow - or _ as first character in the name */ |
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183 | if (*cp == '-' || *cp == '_') return 0; |
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184 | |
299 | |
185 | for(;*cp!='\0';cp++) |
300 | ns->reset_stats (); |
186 | if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
301 | ns->pl = 0; |
187 | return 0; |
302 | ns = 0; |
188 | return 1; |
|
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189 | } |
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190 | |
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191 | /* This no longer sets the player map. Also, it now updates |
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192 | * all the pointers so the caller doesn't need to do that. |
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193 | * Caller is responsible for setting the correct map. |
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194 | */ |
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195 | |
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196 | /* Redo this to do both get_player_ob and get_player. |
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197 | * Hopefully this will be less bugfree and simpler. |
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198 | * Returns the player structure. If 'p' is null, |
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199 | * we create a new one. Otherwise, we recycle |
|
|
200 | * the one that is passed. |
|
|
201 | */ |
|
|
202 | static player* get_player(player *p) { |
|
|
203 | object *op=arch_to_object(get_player_archetype(NULL)); |
|
|
204 | int i; |
|
|
205 | |
|
|
206 | if (!p) { |
|
|
207 | player *tmp; |
|
|
208 | |
|
|
209 | p = (player *) malloc(sizeof(player)); |
|
|
210 | if(p==NULL) |
|
|
211 | fatal(OUT_OF_MEMORY); |
|
|
212 | |
|
|
213 | /* This adds the player in the linked list. There is extra |
|
|
214 | * complexity here because we want to add the new player at the |
|
|
215 | * end of the list - there is in fact no compelling reason that |
|
|
216 | * that needs to be done except for things like output of |
|
|
217 | * 'who'. |
|
|
218 | */ |
|
|
219 | tmp=first_player; |
|
|
220 | while(tmp!=NULL&&tmp->next!=NULL) |
|
|
221 | tmp=tmp->next; |
|
|
222 | if(tmp!=NULL) |
|
|
223 | tmp->next=p; |
|
|
224 | else |
|
|
225 | first_player=p; |
|
|
226 | |
|
|
227 | p->next = NULL; |
|
|
228 | } |
303 | } |
229 | |
304 | |
230 | /* Clears basically the entire player structure except |
305 | if (ob) |
231 | * for next and socket. |
306 | ob->close_container (); //TODO: client-specific |
232 | */ |
|
|
233 | memset((void*)((char*)p + offsetof(player, ob)), 0, |
|
|
234 | sizeof(player) - offsetof(player, ob)); |
|
|
235 | |
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 | { |
236 | /* There are some elements we want initialized to non zero value - |
336 | /* There are some elements we want initialised to non zero value - |
237 | * we deal with that below this point. |
337 | * we deal with that below this point. |
238 | */ |
338 | */ |
239 | p->party=NULL; |
339 | outputs_sync = 4; |
240 | p->outputs_sync=16; /* Every 2 seconds */ |
340 | outputs_count = 4; |
241 | p->outputs_count=1; /* Keeps present behaviour */ |
|
|
242 | p->unapply = unapply_nochoice; |
341 | unapply = unapply_nochoice; |
243 | p->Swap_First = -1; |
|
|
244 | |
342 | |
245 | #ifdef AUTOSAVE |
343 | savebed_map = first_map_path; /* Init. respawn position */ |
246 | p->last_save_tick = 9999999; |
344 | |
247 | #endif |
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) |
248 | |
365 | { |
249 | strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ |
366 | ob->destroy_inv (false); |
|
|
367 | ob->destroy (); |
250 | |
368 | } |
251 | op->contr=p; /* this aren't yet in archetype */ |
|
|
252 | p->ob = op; |
|
|
253 | op->speed_left=0.5; |
|
|
254 | op->speed=1.0; |
|
|
255 | op->direction=5; /* So player faces south */ |
|
|
256 | op->stats.wc=2; |
|
|
257 | op->run_away = 25; /* Then we panick... */ |
|
|
258 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
259 | |
|
|
260 | roll_stats(op); |
|
|
261 | p->state=ST_ROLL_STAT; |
|
|
262 | clear_los(op); |
|
|
263 | |
|
|
264 | p->gen_sp_armour=10; |
|
|
265 | p->last_speed= -1; |
|
|
266 | p->shoottype=range_none; |
|
|
267 | p->bowtype=bow_normal; |
|
|
268 | p->petmode=pet_normal; |
|
|
269 | p->listening=10; |
|
|
270 | p->usekeys=containers; |
|
|
271 | p->last_weapon_sp= -1; |
|
|
272 | p->peaceful=1; /* default peaceful */ |
|
|
273 | p->do_los=1; |
|
|
274 | p->explore=0; |
|
|
275 | p->no_shout=0; /* default can shout */ |
|
|
276 | |
|
|
277 | strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); |
|
|
278 | p->title[sizeof(p->title)-1] = '\0'; |
|
|
279 | op->race = add_string (op->arch->clone.race); |
|
|
280 | |
|
|
281 | CLEAR_FLAG(op,FLAG_READY_SKILL); |
|
|
282 | |
|
|
283 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
284 | * if a player quits and starts a new character, we wont |
|
|
285 | * send new values to the client, as things like exp start |
|
|
286 | * at zero. |
|
|
287 | */ |
|
|
288 | for (i=0; i < NUM_SKILLS; i++) { |
|
|
289 | p->last_skill_exp[i] = -1; |
|
|
290 | p->last_skill_ob[i] = NULL; |
|
|
291 | } |
|
|
292 | for (i=0; i < NROFATTACKS; i++) { |
|
|
293 | p->last_resist[i] = -1; |
|
|
294 | } |
|
|
295 | p->last_stats.exp = -1; |
|
|
296 | p->last_weight = (uint32)-1; |
|
|
297 | |
|
|
298 | p->socket.update_look=0; |
|
|
299 | p->socket.look_position=0; |
|
|
300 | return p; |
|
|
301 | } |
369 | } |
302 | |
370 | |
303 | |
371 | player::~player () |
304 | /* This loads the first map an puts the player on it. */ |
|
|
305 | static void set_first_map(object *op) |
|
|
306 | { |
372 | { |
307 | strcpy(op->contr->maplevel, first_map_path); |
373 | /* Clear item stack */ |
308 | op->x = -1; |
374 | free (stack_items); |
309 | op->y = -1; |
|
|
310 | enter_exit(op, NULL); |
|
|
311 | } |
375 | } |
312 | |
376 | |
313 | /* Tries to add player on the connection passwd in ns. |
377 | /* Tries to add player on the connection passed in ns. |
314 | * 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 |
315 | * mode. |
379 | * mode. |
316 | */ |
380 | */ |
|
|
381 | player * |
|
|
382 | player::create () |
|
|
383 | { |
|
|
384 | player *pl = new player; |
317 | |
385 | |
318 | int add_player(NewSocket *ns) { |
386 | pl->set_object (arch_to_object (get_player_archetype (0))); |
319 | player *p; |
|
|
320 | |
387 | |
321 | p=get_player(NULL); |
388 | pl->ob->roll_stats (); |
322 | p->socket = *ns; |
389 | pl->ob->stats.wc = 2; |
323 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
390 | pl->ob->run_away = 25; /* Then we panick... */ |
324 | if(p->socket.faces_sent == NULL) |
391 | |
325 | fatal(OUT_OF_MEMORY); |
|
|
326 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
327 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
328 | * Note that this can result in a client reset if there is partial data |
|
|
329 | * on the uncoming socket. |
|
|
330 | */ |
|
|
331 | p->socket.inbuf.len = 0; |
|
|
332 | set_first_map(p->ob); |
392 | set_first_map (pl->ob); |
333 | |
393 | |
334 | CLEAR_FLAG(p->ob, FLAG_FRIENDLY); |
|
|
335 | add_friendly_object(p->ob); |
|
|
336 | send_rules(p->ob); |
|
|
337 | send_news(p->ob); |
|
|
338 | display_motd(p->ob); |
|
|
339 | get_name(p->ob); |
|
|
340 | return 0; |
394 | return pl; |
341 | } |
395 | } |
342 | |
396 | |
343 | /* |
397 | /* |
344 | * get_player_archetype() return next player archetype from archetype |
398 | * get_player_archetype() return next player archetype from archetype |
345 | * list. Not very efficient routine, but used only creating new players. |
399 | * list. Not very efficient routine, but used only creating new players. |
346 | * Note: there MUST be at least one player archetype! |
400 | * Note: there MUST be at least one player archetype! |
347 | */ |
401 | */ |
|
|
402 | archetype * |
348 | archetype *get_player_archetype(archetype* at) |
403 | get_player_archetype (archetype *at) |
349 | { |
404 | { |
350 | archetype *start = at; |
405 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
|
|
406 | |
351 | for (;;) { |
407 | for (;;) |
352 | if (at==NULL || at->next==NULL) |
|
|
353 | at=first_archetype; |
|
|
354 | else |
|
|
355 | at=at->next; |
|
|
356 | if(at->clone.type==PLAYER) |
|
|
357 | return at; |
|
|
358 | if (at == start) { |
|
|
359 | LOG (llevError, "No Player archetypes\n"); |
|
|
360 | exit (-1); |
|
|
361 | } |
|
|
362 | } |
408 | { |
363 | } |
409 | if (++i == archetypes.end ()) |
|
|
410 | i = archetypes.begin (); |
|
|
411 | else if (*i == at) |
|
|
412 | cleanup ("not a single player archetype found"); |
364 | |
413 | |
|
|
414 | if ((*i)->type == PLAYER) |
|
|
415 | return *i; |
|
|
416 | } |
|
|
417 | } |
365 | |
418 | |
|
|
419 | object * |
366 | object *get_nearest_player(object *mon) { |
420 | get_nearest_player (object *mon) |
|
|
421 | { |
367 | object *op = NULL; |
422 | object *op = NULL; |
368 | player *pl = NULL; |
|
|
369 | objectlink *ol; |
423 | objectlink *ol; |
370 | unsigned lastdist; |
424 | unsigned lastdist; |
371 | rv_vector rv; |
425 | rv_vector rv; |
372 | |
426 | |
373 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
427 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
|
|
428 | { |
374 | /* 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 |
375 | * does periodically happen. Given that, lets deal with it. |
430 | * does periodically happen. Given that, lets deal with it. |
376 | * While unlikely, it is possible the next object on the friendly |
431 | * While unlikely, it is possible the next object on the friendly |
377 | * list is also free, so encapsulate this in a while loop. |
432 | * list is also free, so encapsulate this in a while loop. |
378 | */ |
433 | */ |
379 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
434 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
435 | { |
380 | object *tmp=ol->ob; |
436 | object *tmp = ol->ob; |
381 | |
437 | |
382 | /* 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 |
383 | * itself will have been cleared. |
439 | * itself will have been cleared. |
384 | */ |
440 | */ |
385 | 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 ()); |
386 | ol = ol->next; |
443 | ol = ol->next; |
387 | remove_friendly_object(tmp); |
444 | remove_friendly_object (tmp); |
388 | if (!ol) return op; |
445 | if (!ol) |
389 | } |
446 | return op; |
|
|
447 | } |
390 | |
448 | |
391 | /* Remove special check for player from this. First, it looks to cause |
449 | /* Remove special check for player from this. First, it looks to cause |
392 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
450 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
393 | * complicated method of state checking would be needed in any case - |
451 | * complicated method of state checking would be needed in any case - |
394 | * as it was, a clever player could type quit, and the function would |
452 | * as it was, a clever player could type quit, and the function would |
395 | * skip them over while waiting for confirmation. Remove |
453 | * skip them over while waiting for confirmation. Remove |
396 | * on_same_map check, as can_detect_enemy also does this |
454 | * on_same_map check, as can_detect_enemy also does this |
397 | */ |
455 | */ |
398 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
456 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
399 | continue; |
457 | continue; |
400 | |
458 | |
401 | if(lastdist>rv.distance) { |
|
|
402 | op=ol->ob; |
|
|
403 | lastdist=rv.distance; |
|
|
404 | } |
|
|
405 | } |
|
|
406 | for (pl=first_player; pl != NULL; pl=pl->next) { |
|
|
407 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
|
|
408 | |
|
|
409 | if(lastdist>rv.distance) { |
459 | if (lastdist > rv.distance) |
410 | op=pl->ob; |
460 | { |
|
|
461 | op = ol->ob; |
411 | lastdist=rv.distance; |
462 | lastdist = rv.distance; |
|
|
463 | } |
412 | } |
464 | } |
413 | } |
465 | |
414 | } |
466 | for_all_players (pl) |
|
|
467 | if (can_detect_enemy (mon, pl->ob, &rv)) |
|
|
468 | if (lastdist > rv.distance) |
|
|
469 | { |
|
|
470 | op = pl->ob; |
|
|
471 | lastdist = rv.distance; |
|
|
472 | } |
|
|
473 | |
415 | #if 0 |
474 | #if 0 |
416 | 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)"); |
417 | #endif |
476 | #endif |
418 | return op; |
477 | return op; |
419 | } |
478 | } |
420 | |
479 | |
421 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
480 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
422 | * result in a monster paths backtracking. It basically determines how large a |
481 | * result in a monster paths backtracking. It basically determines how large a |
423 | * detour a monster will take from the direction path when looking |
482 | * detour a monster will take from the direction path when looking |
… | |
… | |
437 | * circling behaviour. Unfortunately, this function is also used to determined |
496 | * circling behaviour. Unfortunately, this function is also used to determined |
438 | * 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 |
439 | * is probably not a good thing. |
498 | * is probably not a good thing. |
440 | */ |
499 | */ |
441 | #define MAX_SPACES 50 |
500 | #define MAX_SPACES 50 |
442 | |
|
|
443 | |
501 | |
444 | /* |
502 | /* |
445 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
503 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
446 | * 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 |
447 | * 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 |
… | |
… | |
460 | * monster can in fact move one space in that direction. |
518 | * monster can in fact move one space in that direction. |
461 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
519 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
462 | * since only simple checks to blocked are being called, which could mean the monster |
520 | * since only simple checks to blocked are being called, which could mean the monster |
463 | * is blocking itself. |
521 | * is blocking itself. |
464 | */ |
522 | */ |
|
|
523 | int |
465 | int path_to_player(object *mon, object *pl, unsigned mindiff) { |
524 | path_to_player (object *mon, object *pl, unsigned mindiff) |
|
|
525 | { |
466 | rv_vector rv; |
526 | rv_vector rv; |
467 | sint16 x,y; |
527 | sint16 x, y; |
468 | int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; |
528 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
469 | mapstruct *m ,*lastmap; |
529 | maptile *m, *lastmap; |
470 | |
530 | |
471 | get_rangevector(mon, pl, &rv, 0); |
531 | get_rangevector (mon, pl, &rv, 0); |
472 | |
532 | |
473 | if (rv.distance<mindiff) return 0; |
533 | if (rv.distance < mindiff) |
474 | |
|
|
475 | x=mon->x; |
|
|
476 | y=mon->y; |
|
|
477 | m=mon->map; |
|
|
478 | dir = rv.direction; |
|
|
479 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
|
|
480 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
|
|
481 | /* If we can't solve it within the search distance, return now. */ |
|
|
482 | if (diff>max) return 0; |
|
|
483 | while (diff >1 && max>0) { |
|
|
484 | lastx = x; |
|
|
485 | lasty = y; |
|
|
486 | lastmap = m; |
|
|
487 | x = lastx + freearr_x[dir]; |
|
|
488 | y = lasty + freearr_y[dir]; |
|
|
489 | |
|
|
490 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
491 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
|
|
492 | |
|
|
493 | /* Space is blocked - try changing direction a little */ |
|
|
494 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) |
|
|
495 | && (m == mon->map && blocked_link(mon, m, x, y)))) { |
|
|
496 | /* recalculate direction from last good location. Possible |
|
|
497 | * we were not traversing ideal location before. |
|
|
498 | */ |
|
|
499 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
|
|
500 | if (rv.direction != dir) { |
|
|
501 | /* OK - says direction should be different - lets reset the |
|
|
502 | * the values so it will try again. |
|
|
503 | */ |
|
|
504 | x = lastx; |
|
|
505 | y = lasty; |
|
|
506 | m = lastmap; |
|
|
507 | dir = firstdir = rv.direction; |
|
|
508 | } else { |
|
|
509 | /* direct path is blocked - try taking a side step to |
|
|
510 | * either the left or right. |
|
|
511 | * Note increase the values in the loop below to be |
|
|
512 | * more than -1/1 respectively will mean the monster takes |
|
|
513 | * bigger detour. Have to be careful about these values getting |
|
|
514 | * too big (3 or maybe 4 or higher) as the monster may just try |
|
|
515 | * stepping back and forth |
|
|
516 | */ |
|
|
517 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
|
|
518 | if (i==0) continue; /* already did this, so skip it */ |
|
|
519 | /* Use lastdir here - otherwise, |
|
|
520 | * since the direction that the creature should move in |
|
|
521 | * may change, you could get infinite loops. |
|
|
522 | * ie, player is northwest, but monster can only |
|
|
523 | * move west, so it does that. It goes some distance, |
|
|
524 | * gets blocked, finds that it should move north, |
|
|
525 | * can't do that, but now finds it can move east, and |
|
|
526 | * gets back to its original point. lastdir contains |
|
|
527 | * the last direction the creature has successfully |
|
|
528 | * moved. |
|
|
529 | */ |
|
|
530 | |
|
|
531 | x = lastx + freearr_x[absdir(lastdir+i)]; |
|
|
532 | y = lasty + freearr_y[absdir(lastdir+i)]; |
|
|
533 | m = lastmap; |
|
|
534 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
535 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
536 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
|
|
537 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
|
|
538 | if (mflags & P_BLOCKSVIEW) continue; |
|
|
539 | |
|
|
540 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
|
|
541 | } |
|
|
542 | /* go through entire loop without finding a valid |
|
|
543 | * sidestep to take - thus, no valid path. |
|
|
544 | */ |
|
|
545 | if (i==(DETOUR_AMOUNT+1)) |
|
|
546 | return 0; |
|
|
547 | diff--; |
|
|
548 | lastdir=dir; |
|
|
549 | max--; |
|
|
550 | if (!firstdir) firstdir = dir+i; |
|
|
551 | } /* else check alternate directions */ |
|
|
552 | } /* if blocked */ |
|
|
553 | else { |
|
|
554 | /* we moved towards creature, so diff is less */ |
|
|
555 | diff--; |
|
|
556 | max--; |
|
|
557 | lastdir=dir; |
|
|
558 | if (!firstdir) firstdir = dir; |
|
|
559 | } |
|
|
560 | if (diff<=1) { |
|
|
561 | /* Recalculate diff (distance) because we may not have actually |
|
|
562 | * headed toward player for entire distance. |
|
|
563 | */ |
|
|
564 | get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
|
|
565 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
|
|
566 | } |
|
|
567 | if (diff>max) return 0; |
|
|
568 | } |
|
|
569 | /* If we reached the max, didn't find a direction in time */ |
|
|
570 | if (!max) return 0; |
|
|
571 | |
|
|
572 | return firstdir; |
|
|
573 | } |
|
|
574 | |
|
|
575 | void give_initial_items(object *pl,treasurelist *items) { |
|
|
576 | object *op,*next=NULL; |
|
|
577 | |
|
|
578 | if(pl->randomitems!=NULL) |
|
|
579 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
|
|
580 | |
|
|
581 | for (op=pl->inv; op; op=next) { |
|
|
582 | next = op->below; |
|
|
583 | |
|
|
584 | /* Forces get applied per default, unless they have the |
|
|
585 | * flag "neutral" set. Sorry but I can't think of a better way |
|
|
586 | */ |
|
|
587 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
|
|
588 | SET_FLAG(op,FLAG_APPLIED); |
|
|
589 | |
|
|
590 | /* we never give weapons/armour if these cannot be used |
|
|
591 | * by this player due to race restrictions |
|
|
592 | */ |
|
|
593 | if (pl->type == PLAYER) { |
|
|
594 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
|
|
595 | (op->type == ARMOUR || op->type == BOOTS || |
|
|
596 | op->type == CLOAK || op->type == HELMET || |
|
|
597 | op->type == SHIELD || op->type == GLOVES || |
|
|
598 | op->type == BRACERS || op->type == GIRDLE)) || |
|
|
599 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
|
|
600 | remove_ob (op); |
|
|
601 | free_object (op); |
|
|
602 | continue; |
|
|
603 | } |
|
|
604 | } |
|
|
605 | |
|
|
606 | /* This really needs to be better - we should really give |
|
|
607 | * a substitute spellbook. The problem is that we don't really |
|
|
608 | * have a good idea what to replace it with (need something like |
|
|
609 | * a first level treasurelist for each skill.) |
|
|
610 | * remove duplicate skills also |
|
|
611 | */ |
|
|
612 | if(op->type==SPELLBOOK || op->type == SKILL) { |
|
|
613 | object *tmp; |
|
|
614 | |
|
|
615 | for (tmp=op->below; tmp; tmp=tmp->below) |
|
|
616 | if (tmp->type == op->type && tmp->name == op->name) break; |
|
|
617 | |
|
|
618 | if (tmp) { |
|
|
619 | remove_ob(op); |
|
|
620 | free_object(op); |
|
|
621 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
|
|
622 | tmp->name); |
|
|
623 | continue; |
|
|
624 | } |
|
|
625 | if (op->nrof > 1) op->nrof = 1; |
|
|
626 | } |
|
|
627 | |
|
|
628 | if (op->type == SPELLBOOK && op->inv) { |
|
|
629 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
|
|
630 | } |
|
|
631 | |
|
|
632 | /* Give starting characters identified, uncursed, and undamned |
|
|
633 | * items. Just don't identify gold or silver, or it won't be |
|
|
634 | * merged properly. |
|
|
635 | */ |
|
|
636 | if (need_identify(op)) { |
|
|
637 | SET_FLAG(op, FLAG_IDENTIFIED); |
|
|
638 | CLEAR_FLAG(op, FLAG_CURSED); |
|
|
639 | CLEAR_FLAG(op, FLAG_DAMNED); |
|
|
640 | } |
|
|
641 | if(op->type==SPELL) { |
|
|
642 | remove_ob(op); |
|
|
643 | free_object(op); |
|
|
644 | continue; |
|
|
645 | } |
|
|
646 | else if(op->type==SKILL) { |
|
|
647 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
|
|
648 | op->stats.exp = 0; |
|
|
649 | op->level = 1; |
|
|
650 | } |
|
|
651 | /* lock all 'normal items by default */ |
|
|
652 | else SET_FLAG(op, FLAG_INV_LOCKED); |
|
|
653 | } /* for loop of objects in player inv */ |
|
|
654 | |
|
|
655 | /* Need to set up the skill pointers */ |
|
|
656 | link_player_skills(pl); |
|
|
657 | } |
|
|
658 | |
|
|
659 | void get_name(object *op) { |
|
|
660 | op->contr->write_buf[0]='\0'; |
|
|
661 | op->contr->state=ST_GET_NAME; |
|
|
662 | send_query(&op->contr->socket,0,"What is your name?\n:"); |
|
|
663 | } |
|
|
664 | |
|
|
665 | void get_password(object *op) { |
|
|
666 | op->contr->write_buf[0]='\0'; |
|
|
667 | op->contr->state=ST_GET_PASSWORD; |
|
|
668 | send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
669 | } |
|
|
670 | |
|
|
671 | void play_again(object *op) |
|
|
672 | { |
|
|
673 | op->contr->state=ST_PLAY_AGAIN; |
|
|
674 | op->chosen_skill = NULL; |
|
|
675 | send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
676 | /* a bit of a hack, but there are various places early in th |
|
|
677 | * player creation process that a user can quit (eg, roll |
|
|
678 | * stats) that isn't removing the player. Taking a quick |
|
|
679 | * look, there are many places that call play_again without |
|
|
680 | * removing the player - it probably makes more sense |
|
|
681 | * to leave it to play_again to remove the object in all |
|
|
682 | * cases. |
|
|
683 | */ |
|
|
684 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
|
|
685 | remove_ob(op); |
|
|
686 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
687 | * and draw() doesn't check to see if the player is removed, only if |
|
|
688 | * the map is null or not swapped out. |
|
|
689 | */ |
|
|
690 | op->map = NULL; |
|
|
691 | } |
|
|
692 | |
|
|
693 | |
|
|
694 | int receive_play_again(object *op, char key) |
|
|
695 | { |
|
|
696 | if(key=='q'||key=='Q') { |
|
|
697 | remove_friendly_object(op); |
|
|
698 | leave(op->contr,0); /* ericserver will draw the message */ |
|
|
699 | return 2; |
|
|
700 | } |
|
|
701 | else if(key=='a'||key=='A') { |
|
|
702 | player *pl = op->contr; |
|
|
703 | const char *name = op->name; |
|
|
704 | |
|
|
705 | add_refcount(name); |
|
|
706 | remove_friendly_object(op); |
|
|
707 | free_object(op); |
|
|
708 | pl = get_player(pl); |
|
|
709 | op = pl->ob; |
|
|
710 | add_friendly_object(op); |
|
|
711 | op->contr->password[0]='~'; |
|
|
712 | FREE_AND_CLEAR_STR(op->name); |
|
|
713 | FREE_AND_CLEAR_STR(op->name_pl); |
|
|
714 | |
|
|
715 | /* Lets put a space in here */ |
|
|
716 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
|
|
717 | get_name(op); |
|
|
718 | op->name = name; /* Alrady added a refcount above */ |
|
|
719 | op->name_pl = add_string(name); |
|
|
720 | set_first_map(op); |
|
|
721 | } else { |
|
|
722 | /* user pressed something else so just ask again... */ |
|
|
723 | play_again(op); |
|
|
724 | } |
|
|
725 | return 0; |
534 | return 0; |
726 | } |
|
|
727 | |
535 | |
728 | void confirm_password(object *op) { |
536 | x = mon->x; |
|
|
537 | y = mon->y; |
|
|
538 | m = mon->map; |
|
|
539 | dir = rv.direction; |
|
|
540 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
|
|
541 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
729 | |
542 | |
730 | op->contr->write_buf[0]='\0'; |
543 | /* If we can't solve it within the search distance, return now. */ |
731 | op->contr->state=ST_CONFIRM_PASSWORD; |
544 | if (diff > max) |
732 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
545 | return 0; |
733 | } |
|
|
734 | |
546 | |
|
|
547 | while (diff > 1 && max > 0) |
|
|
548 | { |
|
|
549 | lastx = x; |
|
|
550 | lasty = y; |
|
|
551 | lastmap = m; |
|
|
552 | x = lastx + freearr_x[dir]; |
|
|
553 | y = lasty + freearr_y[dir]; |
|
|
554 | |
|
|
555 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
556 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
557 | |
|
|
558 | /* Space is blocked - try changing direction a little */ |
|
|
559 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
|
|
560 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
|
|
561 | { |
|
|
562 | /* recalculate direction from last good location. Possible |
|
|
563 | * we were not traversing ideal location before. |
|
|
564 | */ |
|
|
565 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
|
|
566 | if (rv.direction != dir) |
|
|
567 | { |
|
|
568 | /* OK - says direction should be different - lets reset the |
|
|
569 | * the values so it will try again. |
|
|
570 | */ |
|
|
571 | x = lastx; |
|
|
572 | y = lasty; |
|
|
573 | m = lastmap; |
|
|
574 | dir = firstdir = rv.direction; |
|
|
575 | } |
|
|
576 | else |
|
|
577 | { |
|
|
578 | /* direct path is blocked - try taking a side step to |
|
|
579 | * either the left or right. |
|
|
580 | * Note increase the values in the loop below to be |
|
|
581 | * more than -1/1 respectively will mean the monster takes |
|
|
582 | * bigger detour. Have to be careful about these values getting |
|
|
583 | * too big (3 or maybe 4 or higher) as the monster may just try |
|
|
584 | * stepping back and forth |
|
|
585 | */ |
|
|
586 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
|
|
587 | { |
|
|
588 | if (i == 0) |
|
|
589 | continue; /* already did this, so skip it */ |
|
|
590 | /* Use lastdir here - otherwise, |
|
|
591 | * since the direction that the creature should move in |
|
|
592 | * may change, you could get infinite loops. |
|
|
593 | * ie, player is northwest, but monster can only |
|
|
594 | * move west, so it does that. It goes some distance, |
|
|
595 | * gets blocked, finds that it should move north, |
|
|
596 | * can't do that, but now finds it can move east, and |
|
|
597 | * gets back to its original point. lastdir contains |
|
|
598 | * the last direction the creature has successfully |
|
|
599 | * moved. |
|
|
600 | */ |
|
|
601 | |
|
|
602 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
603 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
604 | m = lastmap; |
|
|
605 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
606 | if (mflags & P_OUT_OF_MAP) |
|
|
607 | continue; |
|
|
608 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
609 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
|
|
610 | continue; |
|
|
611 | if (mflags & P_BLOCKSVIEW) |
|
|
612 | continue; |
|
|
613 | |
|
|
614 | if (m == mon->map && blocked_link (mon, m, x, y)) |
|
|
615 | break; |
|
|
616 | } |
|
|
617 | /* go through entire loop without finding a valid |
|
|
618 | * sidestep to take - thus, no valid path. |
|
|
619 | */ |
|
|
620 | if (i == (DETOUR_AMOUNT + 1)) |
|
|
621 | return 0; |
|
|
622 | diff--; |
|
|
623 | lastdir = dir; |
|
|
624 | max--; |
|
|
625 | if (!firstdir) |
|
|
626 | firstdir = dir + i; |
|
|
627 | } /* else check alternate directions */ |
|
|
628 | } /* if blocked */ |
|
|
629 | else |
|
|
630 | { |
|
|
631 | /* we moved towards creature, so diff is less */ |
|
|
632 | diff--; |
|
|
633 | max--; |
|
|
634 | lastdir = dir; |
|
|
635 | if (!firstdir) |
|
|
636 | firstdir = dir; |
|
|
637 | } |
|
|
638 | |
|
|
639 | if (diff <= 1) |
|
|
640 | { |
|
|
641 | /* Recalculate diff (distance) because we may not have actually |
|
|
642 | * headed toward player for entire distance. |
|
|
643 | */ |
|
|
644 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
|
|
645 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
646 | } |
|
|
647 | |
|
|
648 | if (diff > max) |
|
|
649 | return 0; |
|
|
650 | } |
|
|
651 | |
|
|
652 | /* If we reached the max, didn't find a direction in time */ |
|
|
653 | if (!max) |
|
|
654 | return 0; |
|
|
655 | |
|
|
656 | return firstdir; |
|
|
657 | } |
|
|
658 | |
|
|
659 | void |
|
|
660 | give_initial_items (object *pl, treasurelist * items) |
|
|
661 | { |
|
|
662 | object *op, *next = NULL; |
|
|
663 | |
|
|
664 | if (pl->randomitems != NULL) |
|
|
665 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
|
|
666 | |
|
|
667 | for (op = pl->inv; op; op = next) |
|
|
668 | { |
|
|
669 | next = op->below; |
|
|
670 | |
|
|
671 | /* Forces get applied per default, unless they have the |
|
|
672 | * flag "neutral" set. Sorry but I can't think of a better way |
|
|
673 | */ |
|
|
674 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
|
|
675 | SET_FLAG (op, FLAG_APPLIED); |
|
|
676 | |
|
|
677 | /* we never give weapons/armour if these cannot be used |
|
|
678 | * by this player due to race restrictions |
|
|
679 | */ |
|
|
680 | if (pl->type == PLAYER) |
|
|
681 | { |
|
|
682 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
|
|
683 | (op->type == ARMOUR || op->type == BOOTS || |
|
|
684 | op->type == CLOAK || op->type == HELMET || |
|
|
685 | op->type == SHIELD || op->type == GLOVES || |
|
|
686 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
|
|
687 | { |
|
|
688 | op->destroy (); |
|
|
689 | continue; |
|
|
690 | } |
|
|
691 | } |
|
|
692 | |
|
|
693 | /* This really needs to be better - we should really give |
|
|
694 | * a substitute spellbook. The problem is that we don't really |
|
|
695 | * have a good idea what to replace it with (need something like |
|
|
696 | * a first level treasurelist for each skill.) |
|
|
697 | * remove duplicate skills also |
|
|
698 | */ |
|
|
699 | if (op->type == SPELLBOOK || op->type == SKILL) |
|
|
700 | { |
|
|
701 | object *tmp; |
|
|
702 | |
|
|
703 | for (tmp = op->below; tmp; tmp = tmp->below) |
|
|
704 | if (tmp->type == op->type && tmp->name == op->name) |
|
|
705 | break; |
|
|
706 | |
|
|
707 | if (tmp) |
|
|
708 | { |
|
|
709 | op->destroy (); |
|
|
710 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
|
|
711 | continue; |
|
|
712 | } |
|
|
713 | |
|
|
714 | if (op->nrof > 1) |
|
|
715 | op->nrof = 1; |
|
|
716 | } |
|
|
717 | |
|
|
718 | if (op->type == SPELLBOOK && op->inv) |
|
|
719 | { |
|
|
720 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
721 | } |
|
|
722 | |
|
|
723 | /* Give starting characters identified, uncursed, and undamned |
|
|
724 | * items. Just don't identify gold or silver, or it won't be |
|
|
725 | * merged properly. |
|
|
726 | */ |
|
|
727 | if (need_identify (op)) |
|
|
728 | { |
|
|
729 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
730 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
731 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
732 | } |
|
|
733 | if (op->type == SPELL) |
|
|
734 | { |
|
|
735 | op->destroy (); |
|
|
736 | continue; |
|
|
737 | } |
|
|
738 | else if (op->type == SKILL) |
|
|
739 | { |
|
|
740 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
|
|
741 | op->stats.exp = 0; |
|
|
742 | op->level = 1; |
|
|
743 | } |
|
|
744 | /* lock all 'normal items by default */ |
|
|
745 | else |
|
|
746 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
747 | } /* for loop of objects in player inv */ |
|
|
748 | |
|
|
749 | /* Need to set up the skill pointers */ |
|
|
750 | link_player_skills (pl); |
|
|
751 | } |
|
|
752 | |
|
|
753 | void |
735 | void get_party_password(object *op, partylist *party) { |
754 | get_party_password (object *op, partylist *party) |
|
|
755 | { |
736 | if (party == NULL) { |
756 | if (party == NULL) |
|
|
757 | { |
737 | 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); |
738 | return; |
759 | return; |
739 | } |
760 | } |
|
|
761 | |
740 | op->contr->write_buf[0]='\0'; |
762 | op->contr->write_buf[0] = '\0'; |
741 | op->contr->state=ST_GET_PARTY_PASSWORD; |
763 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
742 | op->contr->party_to_join = party; |
764 | op->contr->party_to_join = party; |
743 | 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:"); |
744 | } |
766 | } |
745 | |
|
|
746 | |
767 | |
747 | /* 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. */ |
|
|
769 | static int |
748 | int roll_stat(void) { |
770 | roll_stat (void) |
|
|
771 | { |
749 | int a[4],i,j,k; |
772 | int a[4], i, j, k; |
750 | |
773 | |
751 | for(i=0;i<4;i++) |
774 | for (i = 0; i < 4; i++) |
752 | a[i]=(int)RANDOM()%6+1; |
775 | a[i] = (int) rndm (6) + 1; |
753 | |
776 | |
754 | for(i=0,j=0,k=7;i<4;i++) |
777 | for (i = 0, j = 0, k = 7; i < 4; i++) |
755 | if(a[i]<k) |
778 | if (a[i] < k) |
756 | k=a[i],j=i; |
779 | k = a[i], j = i; |
757 | |
780 | |
758 | for(i=0,k=0;i<4;i++) { |
781 | for (i = 0, k = 0; i < 4; i++) |
759 | if(i!=j) |
782 | if (i != j) |
760 | k+=a[i]; |
783 | k += a[i]; |
761 | } |
784 | |
762 | return k; |
785 | return k; |
763 | } |
786 | } |
764 | |
787 | |
765 | void roll_stats(object *op) { |
788 | void |
|
|
789 | object::roll_stats () |
|
|
790 | { |
|
|
791 | int statsort [NUM_STATS]; |
|
|
792 | |
|
|
793 | for (;;) |
|
|
794 | { |
766 | int sum=0; |
795 | int sum = 0; |
767 | int i = 0, j = 0; |
796 | for (int i = NUM_STATS; i--; ) |
768 | int statsort[7]; |
797 | sum += statsort [i] = roll_stat (); |
769 | |
798 | |
770 | do { |
799 | if (sum >= 82 && sum <= 116) |
771 | op->stats.Str=roll_stat(); |
800 | break; |
772 | op->stats.Dex=roll_stat(); |
801 | } |
773 | op->stats.Int=roll_stat(); |
|
|
774 | op->stats.Con=roll_stat(); |
|
|
775 | op->stats.Wis=roll_stat(); |
|
|
776 | op->stats.Pow=roll_stat(); |
|
|
777 | op->stats.Cha=roll_stat(); |
|
|
778 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
|
|
779 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
|
|
780 | op->stats.Cha; |
|
|
781 | } while(sum<82||sum>116); |
|
|
782 | |
802 | |
783 | /* Sort the stats so that rerolling is easier... */ |
803 | // Sort the stats so that rerolling is easier... |
784 | statsort[0] = op->stats.Str; |
804 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
785 | statsort[1] = op->stats.Dex; |
|
|
786 | statsort[2] = op->stats.Int; |
|
|
787 | statsort[3] = op->stats.Con; |
|
|
788 | statsort[4] = op->stats.Wis; |
|
|
789 | statsort[5] = op->stats.Pow; |
|
|
790 | statsort[6] = op->stats.Cha; |
|
|
791 | |
805 | |
792 | /* a quick and dirty bubblesort? */ |
806 | for (int i = 0; i < NUM_STATS; ++i) |
793 | do { |
|
|
794 | if (statsort[i] < statsort[i + 1]) { |
|
|
795 | j = statsort[i]; |
|
|
796 | statsort[i] = statsort[i + 1]; |
|
|
797 | statsort[i + 1] = j; |
|
|
798 | i = 0; |
|
|
799 | } else { |
|
|
800 | i++; |
|
|
801 | } |
|
|
802 | } while (i < 6); |
|
|
803 | |
|
|
804 | op->stats.Str = statsort[0]; |
807 | stats.stat (i) = statsort [i]; |
805 | op->stats.Dex = statsort[1]; |
|
|
806 | op->stats.Con = statsort[2]; |
|
|
807 | op->stats.Int = statsort[3]; |
|
|
808 | op->stats.Wis = statsort[4]; |
|
|
809 | op->stats.Pow = statsort[5]; |
|
|
810 | op->stats.Cha = statsort[6]; |
|
|
811 | |
808 | |
812 | |
|
|
813 | op->contr->orig_stats.Str=op->stats.Str; |
|
|
814 | op->contr->orig_stats.Dex=op->stats.Dex; |
|
|
815 | op->contr->orig_stats.Int=op->stats.Int; |
|
|
816 | op->contr->orig_stats.Con=op->stats.Con; |
|
|
817 | op->contr->orig_stats.Wis=op->stats.Wis; |
|
|
818 | op->contr->orig_stats.Pow=op->stats.Pow; |
|
|
819 | op->contr->orig_stats.Cha=op->stats.Cha; |
|
|
820 | |
|
|
821 | op->level=1; |
|
|
822 | op->stats.exp=0; |
809 | stats.exp = 0; |
823 | op->stats.ac=0; |
810 | stats.ac = 0; |
824 | |
811 | |
|
|
812 | stats.hp = stats.maxhp; |
|
|
813 | stats.sp = stats.maxsp; |
|
|
814 | stats.grace = stats.maxgrace; |
|
|
815 | |
|
|
816 | if (contr) |
|
|
817 | { |
825 | op->contr->levhp[1] = 9; |
818 | contr->levhp[1] = 9; |
826 | op->contr->levsp[1] = 6; |
819 | contr->levsp[1] = 6; |
827 | op->contr->levgrace[1] = 3; |
820 | contr->levgrace[1] = 3; |
828 | |
821 | |
829 | fix_player(op); |
822 | contr->orig_stats = stats; |
|
|
823 | } |
|
|
824 | } |
|
|
825 | |
|
|
826 | void |
|
|
827 | object::swap_stats (int a, int b) |
|
|
828 | { |
|
|
829 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
|
|
830 | |
|
|
831 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
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 | |
830 | op->stats.hp = op->stats.maxhp; |
842 | stats.hp = stats.maxhp; |
831 | op->stats.sp = op->stats.maxsp; |
843 | stats.sp = stats.maxsp; |
832 | op->stats.grace = op->stats.maxgrace; |
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 | |
833 | op->contr->orig_stats=op->stats; |
852 | contr->orig_stats = stats; |
|
|
853 | } |
834 | } |
854 | } |
835 | |
855 | |
836 | void Roll_Again(object *op) |
856 | static void |
|
|
857 | start_info (object *op) |
837 | { |
858 | { |
838 | esrv_new_player(op->contr, 0); |
|
|
839 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
840 | } |
|
|
841 | |
|
|
842 | void Swap_Stat(object *op,int Swap_Second) |
|
|
843 | { |
|
|
844 | signed char tmp; |
|
|
845 | char buf[MAX_BUF]; |
859 | char buf[MAX_BUF]; |
846 | |
860 | |
847 | if ( op->contr->Swap_First == -1 ) { |
861 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
848 | new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
|
|
849 | new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); |
|
|
850 | new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
|
|
851 | return; |
|
|
852 | } |
|
|
853 | |
|
|
854 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
|
|
855 | |
|
|
856 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
|
|
857 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
|
|
858 | |
|
|
859 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
|
|
860 | |
|
|
861 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
|
|
862 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
862 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
863 | op->stats.Str = op->contr->orig_stats.Str; |
863 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
864 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
865 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
866 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
867 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
868 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
869 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
870 | op->stats.ac=0; |
|
|
871 | |
|
|
872 | op->level=1; |
|
|
873 | op->stats.exp=0; |
|
|
874 | op->stats.ac=0; |
|
|
875 | |
|
|
876 | op->contr->levhp[1] = 9; |
|
|
877 | op->contr->levsp[1] = 6; |
|
|
878 | op->contr->levgrace[1] = 3; |
|
|
879 | |
|
|
880 | fix_player(op); |
|
|
881 | op->stats.hp = op->stats.maxhp; |
|
|
882 | op->stats.sp = op->stats.maxsp; |
|
|
883 | op->stats.grace = op->stats.maxgrace; |
|
|
884 | op->contr->orig_stats=op->stats; |
|
|
885 | op->contr->Swap_First=-1; |
|
|
886 | } |
|
|
887 | |
|
|
888 | |
|
|
889 | /* This code has been greatly reduced, because with set_attr_value |
|
|
890 | * and get_attr_value, the stats can be accessed just numeric |
|
|
891 | * ids. stat_trans is a table that translate the number entered |
|
|
892 | * into the actual stat. It is needed because the order the stats |
|
|
893 | * are displayed in the stat window is not the same as how |
|
|
894 | * the number's access that stat. The table does that translation. |
|
|
895 | */ |
|
|
896 | int key_roll_stat(object *op, char key) |
|
|
897 | { |
|
|
898 | int keynum = key -'0'; |
|
|
899 | char buf[MAX_BUF]; |
|
|
900 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
|
|
901 | |
|
|
902 | if (keynum>0 && keynum<=7) { |
|
|
903 | if (op->contr->Swap_First==-1) { |
|
|
904 | op->contr->Swap_First=stat_trans[keynum]; |
|
|
905 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
906 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
864 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
907 | } |
|
|
908 | else |
|
|
909 | Swap_Stat(op,stat_trans[keynum]); |
|
|
910 | |
|
|
911 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
912 | return 1; |
|
|
913 | } |
|
|
914 | switch (key) { |
|
|
915 | case 'n': |
|
|
916 | case 'N': { |
|
|
917 | SET_FLAG(op, FLAG_WIZ); |
|
|
918 | if(op->map==NULL) { |
|
|
919 | LOG(llevError,"Map == NULL in state 2\n"); |
|
|
920 | break; |
|
|
921 | } |
|
|
922 | |
|
|
923 | #if 0 |
|
|
924 | /* So that enter_exit will put us at startx/starty */ |
|
|
925 | op->x= -1; |
|
|
926 | |
|
|
927 | enter_exit(op,NULL); |
|
|
928 | #endif |
|
|
929 | SET_ANIMATION(op, 2); /* So player faces south */ |
|
|
930 | /* Enter exit adds a player otherwise */ |
|
|
931 | add_statbonus(op); |
|
|
932 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
933 | op->contr->state = ST_CHANGE_CLASS; |
|
|
934 | if (op->msg) |
|
|
935 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
936 | return 0; |
|
|
937 | } |
|
|
938 | case 'y': |
|
|
939 | case 'Y': |
|
|
940 | roll_stats(op); |
|
|
941 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
942 | return 1; |
|
|
943 | |
|
|
944 | case 'q': |
|
|
945 | case 'Q': |
|
|
946 | play_again(op); |
|
|
947 | return 1; |
|
|
948 | |
|
|
949 | default: |
|
|
950 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
|
|
951 | return 0; |
|
|
952 | } |
|
|
953 | return 0; |
|
|
954 | } |
865 | } |
955 | |
866 | |
956 | /* This function takes the key that is passed, and does the |
867 | /* This function takes the key that is passed, and does the |
957 | * appropriate action with it (change race, or other things). |
868 | * appropriate action with it (change race, or other things). |
958 | * The function name is for historical reasons - now we have |
869 | * The function name is for historical reasons - now we have |
959 | * separate race and class; this actually changes the RACE, |
870 | * separate race and class; this actually changes the RACE, |
960 | * not the class. |
871 | * not the class. |
961 | */ |
872 | */ |
962 | |
873 | void |
963 | int key_change_class(object *op, char key) |
874 | player::chargen_race_done () |
964 | { |
875 | { |
965 | int tmp_loop; |
|
|
966 | |
|
|
967 | if(key=='q'||key=='Q') { |
|
|
968 | remove_ob(op); |
|
|
969 | play_again(op); |
|
|
970 | return 0; |
|
|
971 | } |
|
|
972 | if(key=='d'||key=='D') { |
|
|
973 | char buf[MAX_BUF]; |
|
|
974 | |
|
|
975 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
976 | esrv_new_player(op->contr, op->weight+op->carrying); |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
977 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
|
|
978 | |
878 | |
|
|
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
|
|
880 | if (tl) |
|
|
881 | create_treasure (tl, ob, 0, 0, 0); |
|
|
882 | |
979 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
980 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
981 | |
885 | |
982 | op->contr->state=ST_PLAYING; |
886 | ob->contr->ns->state = ST_PLAYING; |
983 | |
887 | |
984 | if (op->msg) { |
888 | if (ob->msg) |
985 | free_string(op->msg); |
889 | ob->msg = 0; |
986 | op->msg=NULL; |
|
|
987 | } |
|
|
988 | |
890 | |
989 | /* 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 |
990 | * to save here. |
892 | * to save here. |
991 | */ |
|
|
992 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); |
|
|
993 | make_path_to_file(buf); |
|
|
994 | |
|
|
995 | #ifdef AUTOSAVE |
|
|
996 | op->contr->last_save_tick = pticks; |
|
|
997 | #endif |
|
|
998 | start_info(op); |
|
|
999 | CLEAR_FLAG(op, FLAG_WIZ); |
|
|
1000 | give_initial_items(op,op->randomitems); |
|
|
1001 | link_player_skills(op); |
|
|
1002 | esrv_send_inventory(op, op); |
|
|
1003 | fix_player(op); |
|
|
1004 | |
|
|
1005 | /* This moves the player to a different start map, if there |
|
|
1006 | * is one for this race |
|
|
1007 | */ |
|
|
1008 | if(*first_map_ext_path) { |
|
|
1009 | object *tmp; |
|
|
1010 | mapstruct *oldmap = op->map; |
|
|
1011 | char mapname[MAX_BUF]; |
|
|
1012 | snprintf(mapname, MAX_BUF-1, "%s/%s", |
|
|
1013 | first_map_ext_path, op->arch->name); |
|
|
1014 | tmp=get_object(); |
|
|
1015 | EXIT_PATH(tmp) = add_string(mapname); |
|
|
1016 | EXIT_X(tmp) = op->x; |
|
|
1017 | EXIT_Y(tmp) = op->y; |
|
|
1018 | enter_exit(op,tmp); /* we don't really care if it succeeded; |
|
|
1019 | * if the map isn't there, then stay on the |
|
|
1020 | * default initial map */ |
|
|
1021 | free_object(tmp); |
|
|
1022 | } else { |
|
|
1023 | LOG(llevDebug,"first_map_ext_path not set\n"); |
|
|
1024 | } |
|
|
1025 | return 0; |
|
|
1026 | } |
|
|
1027 | |
|
|
1028 | /* Following actually changes the race - this is the default command |
|
|
1029 | * if we don't match with one of the options above. |
|
|
1030 | */ |
893 | */ |
1031 | |
894 | { |
1032 | tmp_loop = 0; |
|
|
1033 | while(!tmp_loop) { |
|
|
1034 | const char *name = add_string (op->name); |
|
|
1035 | int x = op->x, y = op->y; |
|
|
1036 | remove_statbonus(op); |
|
|
1037 | remove_ob (op); |
|
|
1038 | op->arch = get_player_archetype(op->arch); |
|
|
1039 | copy_object (&op->arch->clone, op); |
|
|
1040 | op->stats = op->contr->orig_stats; |
|
|
1041 | free_string (op->name); |
|
|
1042 | op->name = name; |
|
|
1043 | free_string(op->name_pl); |
|
|
1044 | op->name_pl = add_string(name); |
|
|
1045 | op->x = x; |
|
|
1046 | op->y = y; |
|
|
1047 | SET_ANIMATION(op, 2); /* So player faces south */ |
|
|
1048 | insert_ob_in_map (op, op->map, op,0); |
|
|
1049 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
|
|
1050 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
|
|
1051 | add_statbonus(op); |
|
|
1052 | tmp_loop=allowed_class(op); |
|
|
1053 | |
|
|
1054 | if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO |
|
|
1055 | } |
|
|
1056 | update_object(op,UP_OBJ_FACE); |
|
|
1057 | esrv_update_item(UPD_FACE,op,op); |
|
|
1058 | fix_player(op); |
|
|
1059 | op->stats.hp=op->stats.maxhp; |
|
|
1060 | op->stats.sp=op->stats.maxsp; |
|
|
1061 | op->stats.grace=0; |
|
|
1062 | if (op->msg) |
|
|
1063 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
1064 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1065 | return 0; |
|
|
1066 | } |
|
|
1067 | |
|
|
1068 | int key_confirm_quit(object *op, char key) |
|
|
1069 | { |
|
|
1070 | char buf[MAX_BUF]; |
895 | char buf[MAX_BUF]; |
1071 | |
|
|
1072 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
|
|
1073 | op->contr->state=ST_PLAYING; |
|
|
1074 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
|
|
1075 | return 1; |
|
|
1076 | } |
|
|
1077 | |
|
|
1078 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1079 | INVOKE_PLAYER (QUIT , op->contr); |
|
|
1080 | |
|
|
1081 | terminate_all_pets(op); |
|
|
1082 | leave_map(op); |
|
|
1083 | op->direction=0; |
|
|
1084 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
|
|
1085 | "%s quits the game.",op->name); |
|
|
1086 | |
|
|
1087 | strcpy(op->contr->killer,"quit"); |
|
|
1088 | check_score(op); |
|
|
1089 | op->contr->party=NULL; |
|
|
1090 | if (settings.set_title == TRUE) |
|
|
1091 | op->contr->own_title[0]='\0'; |
|
|
1092 | |
|
|
1093 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
|
|
1094 | mapstruct *mp, *next; |
|
|
1095 | |
|
|
1096 | /* We need to hunt for any per player unique maps in memory and |
|
|
1097 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1098 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1099 | */ |
|
|
1100 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); |
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1101 | for (mp=first_map; mp!=NULL; mp=next) { |
897 | make_path_to_file (buf); |
1102 | next = mp->next; |
898 | } |
1103 | if (!strncmp(mp->path, buf, strlen(buf))) |
899 | |
1104 | delete_map(mp); |
900 | start_info (ob); |
1105 | } |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
1106 | |
902 | give_initial_items (ob, ob->randomitems); |
1107 | delete_character(op->name, 1); |
903 | link_player_skills (ob); |
|
|
904 | esrv_send_inventory (ob, ob); |
|
|
905 | ob->update_stats (); |
|
|
906 | |
|
|
907 | /* This moves the player to a different start map, if there |
|
|
908 | * is one for this race |
|
|
909 | */ |
|
|
910 | if (*first_map_ext_path) |
1108 | } |
911 | { |
1109 | play_again(op); |
912 | object *tmp; |
1110 | return 1; |
913 | char mapname[MAX_BUF]; |
1111 | } |
|
|
1112 | |
914 | |
|
|
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
916 | tmp = object::create (); |
|
|
917 | EXIT_PATH (tmp) = mapname; |
|
|
918 | EXIT_X (tmp) = ob->x; |
|
|
919 | EXIT_Y (tmp) = ob->y; |
|
|
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
921 | * if the map isn't there, then stay on the |
|
|
922 | * default initial map */ |
|
|
923 | tmp->destroy (); |
|
|
924 | } |
|
|
925 | else |
|
|
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
927 | } |
|
|
928 | |
|
|
929 | void |
|
|
930 | player::chargen_race_next () |
|
|
931 | { |
|
|
932 | /* Following actually changes the race - this is the default command |
|
|
933 | * if we don't match with one of the options above. |
|
|
934 | */ |
|
|
935 | |
|
|
936 | do |
|
|
937 | { |
|
|
938 | shstr name = ob->name; |
|
|
939 | int x = ob->x, y = ob->y; |
|
|
940 | |
|
|
941 | ob->remove_statbonus (); |
|
|
942 | ob->remove (); |
|
|
943 | ob->arch = get_player_archetype (ob->arch); |
|
|
944 | ob->arch->copy_to (ob); |
|
|
945 | ob->instantiate (); |
|
|
946 | ob->stats = ob->contr->orig_stats; |
|
|
947 | ob->name = ob->name_pl = name; |
|
|
948 | ob->x = x; |
|
|
949 | ob->y = y; |
|
|
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
|
|
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
|
|
952 | assign (ob->contr->title, ob->arch->object::name); |
|
|
953 | ob->add_statbonus (); |
|
|
954 | } |
|
|
955 | while (!allowed_class (ob)); |
|
|
956 | |
|
|
957 | update_object (ob, UP_OBJ_FACE); |
|
|
958 | esrv_update_item (UPD_FACE, ob, ob); |
|
|
959 | ob->update_stats (); |
|
|
960 | ob->stats.hp = ob->stats.maxhp; |
|
|
961 | ob->stats.sp = ob->stats.maxsp; |
|
|
962 | ob->stats.grace = 0; |
|
|
963 | } |
|
|
964 | |
|
|
965 | void |
1113 | void flee_player(object *op) { |
966 | flee_player (object *op) |
|
|
967 | { |
1114 | int dir,diff; |
968 | int dir, diff; |
1115 | rv_vector rv; |
969 | rv_vector rv; |
1116 | |
970 | |
1117 | if(op->stats.hp < 0) { |
971 | if (op->stats.hp < 0) |
|
|
972 | { |
1118 | LOG(llevDebug, "Fleeing player is dead.\n"); |
973 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1119 | CLEAR_FLAG(op, FLAG_SCARED); |
974 | CLEAR_FLAG (op, FLAG_SCARED); |
1120 | return; |
975 | return; |
1121 | } |
976 | } |
1122 | |
977 | |
1123 | if(op->enemy==NULL) { |
978 | if (op->enemy == NULL) |
|
|
979 | { |
1124 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
980 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1125 | CLEAR_FLAG(op, FLAG_SCARED); |
981 | CLEAR_FLAG (op, FLAG_SCARED); |
1126 | return; |
982 | return; |
1127 | } |
983 | } |
1128 | |
984 | |
1129 | /* Seen some crashes here. Since we don't store an |
985 | /* Seen some crashes here. Since we don't store an |
1130 | * op->enemy_count, it is possible that something destroys the |
986 | * op->enemy_count, it is possible that something destroys the |
1131 | * actual enemy, and the object is recycled. |
987 | * actual enemy, and the object is recycled. |
1132 | */ |
988 | */ |
1133 | if (op->enemy->map == NULL) { |
989 | if (op->enemy->map == NULL) |
|
|
990 | { |
1134 | CLEAR_FLAG(op, FLAG_SCARED); |
991 | CLEAR_FLAG (op, FLAG_SCARED); |
1135 | op->enemy=NULL; |
992 | op->enemy = NULL; |
1136 | return; |
993 | return; |
1137 | } |
994 | } |
1138 | |
995 | |
1139 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
996 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
997 | { |
1140 | op->enemy=NULL; |
998 | op->enemy = NULL; |
1141 | CLEAR_FLAG(op, FLAG_SCARED); |
999 | CLEAR_FLAG (op, FLAG_SCARED); |
1142 | return; |
1000 | return; |
1143 | } |
1001 | } |
|
|
1002 | |
1144 | get_rangevector(op, op->enemy, &rv, 0); |
1003 | get_rangevector (op, op->enemy, &rv, 0); |
1145 | |
1004 | |
1146 | dir=absdir(4+rv.direction); |
1005 | dir = absdir (4 + rv.direction); |
1147 | for(diff=0;diff<3;diff++) { |
1006 | for (diff = 0; diff < 3; diff++) |
1148 | int m=1-(RANDOM()&2); |
|
|
1149 | if(move_ob(op,absdir(dir+diff*m),op)|| |
|
|
1150 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
|
|
1151 | return; |
|
|
1152 | } |
|
|
1153 | } |
1007 | { |
|
|
1008 | int m = 1 - (RANDOM () & 2); |
|
|
1009 | |
|
|
1010 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
|
|
1011 | return; |
|
|
1012 | } |
|
|
1013 | |
1154 | /* Cornered, get rid of scared */ |
1014 | /* Cornered, get rid of scared */ |
1155 | CLEAR_FLAG(op, FLAG_SCARED); |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
1156 | op->enemy=NULL; |
1016 | op->enemy = NULL; |
1157 | } |
1017 | } |
1158 | |
|
|
1159 | |
1018 | |
1160 | /* 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. |
1161 | * 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 |
1162 | * stop. |
1021 | * stop. |
1163 | */ |
1022 | */ |
|
|
1023 | int |
1164 | int check_pick(object *op) { |
1024 | check_pick (object *op) |
|
|
1025 | { |
1165 | object *tmp, *next; |
1026 | object *tmp, *next; |
1166 | tag_t next_tag=0, op_tag; |
|
|
1167 | int stop = 0; |
1027 | int stop = 0; |
1168 | int j, k, wvratio; |
1028 | int wvratio; |
1169 | char putstring[128], tmpstr[16]; |
1029 | char putstring[128]; |
1170 | |
|
|
1171 | |
1030 | |
1172 | /* if you're flying, you cna't pick up anything */ |
1031 | /* if you're flying, you cna't pick up anything */ |
1173 | if (op->move_type & MOVE_FLYING) |
1032 | if (op->move_type & MOVE_FLYING) |
1174 | return 1; |
1033 | return 1; |
1175 | |
1034 | |
1176 | op_tag = op->count; |
|
|
1177 | |
|
|
1178 | next = op->below; |
1035 | next = op->below; |
1179 | if (next) |
|
|
1180 | next_tag = next->count; |
|
|
1181 | |
1036 | |
1182 | /* loop while there are items on the floor that are not marked as |
1037 | /* loop while there are items on the floor that are not marked as |
1183 | * destroyed */ |
1038 | * destroyed */ |
1184 | while (next && ! was_destroyed (next, next_tag)) |
1039 | while (next && !next->destroyed ()) |
1185 | { |
1040 | { |
1186 | tmp = next; |
1041 | tmp = next; |
1187 | next = tmp->below; |
1042 | next = tmp->below; |
1188 | if (next) |
|
|
1189 | next_tag = next->count; |
|
|
1190 | |
1043 | |
1191 | if (was_destroyed (op, op_tag)) |
1044 | if (op->destroyed ()) |
1192 | return 0; |
1045 | return 0; |
1193 | |
1046 | |
1194 | if ( ! can_pick (op, tmp)) |
1047 | if (!can_pick (op, tmp)) |
1195 | continue; |
1048 | continue; |
1196 | |
1049 | |
1197 | if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) |
1050 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1198 | { |
1051 | { |
1199 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1052 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1200 | pick_up (op, tmp); |
1053 | pick_up (op, tmp); |
1201 | continue; |
1054 | continue; |
1202 | } |
1055 | } |
1203 | |
1056 | |
1204 | /* high not bit set? We're using the old autopickup model */ |
1057 | /* high not bit set? We're using the old autopickup model */ |
1205 | if(!(op->contr->mode & PU_NEWMODE)) { |
1058 | if (!(op->contr->mode & PU_NEWMODE)) |
|
|
1059 | { |
1206 | switch (op->contr->mode) { |
1060 | switch (op->contr->mode) |
1207 | case 0: return 1; /* don't pick up */ |
1061 | { |
1208 | case 1: pick_up (op, tmp); |
1062 | case 0: |
1209 | return 1; |
1063 | return 1; /* don't pick up */ |
1210 | case 2: pick_up (op, tmp); |
1064 | case 1: |
1211 | return 0; |
1065 | pick_up (op, tmp); |
1212 | case 3: return 0; /* stop before pickup */ |
1066 | return 1; |
1213 | case 4: pick_up (op, tmp); |
1067 | case 2: |
1214 | break; |
1068 | pick_up (op, tmp); |
1215 | case 5: pick_up (op, tmp); |
1069 | return 0; |
1216 | stop = 1; |
1070 | case 3: |
1217 | break; |
1071 | return 0; /* stop before pickup */ |
1218 | case 6: |
1072 | case 4: |
1219 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
1073 | pick_up (op, tmp); |
1220 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1074 | break; |
1221 | pick_up(op, tmp); |
1075 | case 5: |
1222 | break; |
1076 | pick_up (op, tmp); |
|
|
1077 | stop = 1; |
|
|
1078 | break; |
|
|
1079 | case 6: |
|
|
1080 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1081 | pick_up (op, tmp); |
|
|
1082 | break; |
1223 | |
1083 | |
1224 | case 7: |
1084 | case 7: |
1225 | if (tmp->type == MONEY || tmp->type == GEM) |
1085 | if (tmp->type == MONEY || tmp->type == GEM) |
1226 | pick_up(op, tmp); |
1086 | pick_up (op, tmp); |
1227 | break; |
1087 | break; |
1228 | |
1088 | |
1229 | default: |
1089 | default: |
1230 | /* use value density */ |
1090 | /* use value density */ |
1231 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
1091 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1232 | && (query_cost (tmp, op, F_TRUE) * 100 |
1092 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1233 | / (tmp->weight * MAX (tmp->nrof, 1))) |
1093 | pick_up (op, tmp); |
1234 | >= op->contr->mode) |
1094 | } |
1235 | pick_up(op,tmp); |
1095 | } |
1236 | } |
1096 | else |
1237 | } |
1097 | { /* old model */ |
1238 | else { /* old model */ |
|
|
1239 | /* NEW pickup handling */ |
1098 | /* NEW pickup handling */ |
1240 | if(op->contr->mode & PU_DEBUG) |
1099 | if (op->contr->mode & PU_DEBUG) |
1241 | { |
1100 | { |
1242 | /* some debugging code to figure out item information */ |
1101 | /* some debugging code to figure out item information */ |
1243 | if(tmp->name!=NULL) |
1102 | if (tmp->name != NULL) |
1244 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1103 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1245 | tmp->name, tmp->type, |
1104 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1246 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1105 | else |
1247 | else |
|
|
1248 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1106 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1249 | tmp->arch->name, tmp->type, |
1107 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1250 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1108 | |
1251 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1109 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1110 | } |
1252 | |
1111 | |
1253 | sprintf(putstring,"...flags: "); |
1112 | /* philosophy: |
1254 | for(k=0;k<4;k++) |
1113 | * It's easy to grab an item type from a pile, as long as it's |
1255 | { |
1114 | * generic. This takes no game-time. For more detailed pickups |
1256 | for(j=0;j<32;j++) |
1115 | * and selections, select-items should be used. This is a |
1257 | { |
1116 | * grab-as-you-run type mode that's really useful for arrows for |
1258 | if((tmp->flags[k]>>j)&0x01) |
1117 | * example. |
1259 | { |
1118 | * The drawback: right now it has no frontend, so you need to |
1260 | sprintf(tmpstr,"%d ",k*32+j); |
1119 | * stick the bits you want into a calculator in hex mode and then |
1261 | strcat(putstring, tmpstr); |
1120 | * convert to decimal and then 'pickup <#> |
1262 | } |
1121 | */ |
1263 | } |
|
|
1264 | } |
|
|
1265 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
|
|
1266 | |
1122 | |
|
|
1123 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1124 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1125 | * meaning if any test passes, the item gets picked up. */ |
|
|
1126 | |
|
|
1127 | /* if mode is set to pick nothing up, return */ |
|
|
1128 | |
|
|
1129 | if (op->contr->mode & PU_NOTHING) |
|
|
1130 | return 1; |
|
|
1131 | |
|
|
1132 | /* if mode is set to stop when encountering objects, return */ |
|
|
1133 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1134 | * anything up */ |
|
|
1135 | |
|
|
1136 | if (op->contr->mode & PU_STOP) |
|
|
1137 | return 0; |
|
|
1138 | |
|
|
1139 | /* useful for going into stores and not losing your settings... */ |
|
|
1140 | /* and for battles wher you don't want to get loaded down while |
|
|
1141 | * fighting */ |
|
|
1142 | if (op->contr->mode & PU_INHIBIT) |
|
|
1143 | return 1; |
|
|
1144 | |
|
|
1145 | /* prevent us from turning into auto-thieves :) */ |
|
|
1146 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1147 | continue; |
|
|
1148 | |
|
|
1149 | /* ignore known cursed objects */ |
|
|
1150 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1151 | continue; |
|
|
1152 | |
|
|
1153 | /* all food and drink if desired */ |
|
|
1154 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1155 | if (op->contr->mode & PU_FOOD) |
|
|
1156 | if (tmp->type == FOOD) |
|
|
1157 | { |
|
|
1158 | pick_up (op, tmp); |
|
|
1159 | continue; |
|
|
1160 | } |
|
|
1161 | |
|
|
1162 | if (op->contr->mode & PU_DRINK) |
|
|
1163 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1164 | { |
|
|
1165 | pick_up (op, tmp); |
|
|
1166 | continue; |
|
|
1167 | } |
|
|
1168 | |
|
|
1169 | if (op->contr->mode & PU_POTION) |
|
|
1170 | if (tmp->type == POTION) |
|
|
1171 | { |
|
|
1172 | pick_up (op, tmp); |
|
|
1173 | continue; |
|
|
1174 | } |
|
|
1175 | |
|
|
1176 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1177 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1178 | if (tmp->type == SPELLBOOK) |
|
|
1179 | { |
|
|
1180 | pick_up (op, tmp); |
|
|
1181 | continue; |
|
|
1182 | } |
|
|
1183 | |
|
|
1184 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1185 | if (tmp->type == SKILLSCROLL) |
|
|
1186 | { |
|
|
1187 | pick_up (op, tmp); |
|
|
1188 | continue; |
|
|
1189 | } |
|
|
1190 | |
|
|
1191 | if (op->contr->mode & PU_READABLES) |
|
|
1192 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1193 | { |
|
|
1194 | pick_up (op, tmp); |
|
|
1195 | continue; |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | /* wands/staves/rods/horns */ |
|
|
1199 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1200 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1201 | { |
|
|
1202 | pick_up (op, tmp); |
|
|
1203 | continue; |
|
|
1204 | } |
|
|
1205 | |
|
|
1206 | /* pick up all magical items */ |
|
|
1207 | if (op->contr->mode & PU_MAGICAL) |
|
|
1208 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1209 | { |
|
|
1210 | pick_up (op, tmp); |
|
|
1211 | continue; |
|
|
1212 | } |
|
|
1213 | |
|
|
1214 | if (op->contr->mode & PU_VALUABLES) |
|
|
1215 | { |
|
|
1216 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1217 | { |
|
|
1218 | pick_up (op, tmp); |
|
|
1219 | continue; |
|
|
1220 | } |
|
|
1221 | } |
|
|
1222 | |
|
|
1223 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1224 | if (op->contr->mode & PU_JEWELS) |
|
|
1225 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1226 | { |
|
|
1227 | pick_up (op, tmp); |
|
|
1228 | continue; |
|
|
1229 | } |
|
|
1230 | |
|
|
1231 | /* we don't forget dragon food */ |
|
|
1232 | if (op->contr->mode & PU_FLESH) |
|
|
1233 | if (tmp->type == FLESH) |
|
|
1234 | { |
|
|
1235 | pick_up (op, tmp); |
|
|
1236 | continue; |
|
|
1237 | } |
|
|
1238 | |
|
|
1239 | /* bows and arrows. Bows are good for selling! */ |
|
|
1240 | if (op->contr->mode & PU_BOW) |
|
|
1241 | if (tmp->type == BOW) |
|
|
1242 | { |
|
|
1243 | pick_up (op, tmp); |
|
|
1244 | continue; |
|
|
1245 | } |
|
|
1246 | |
|
|
1247 | if (op->contr->mode & PU_ARROW) |
|
|
1248 | if (tmp->type == ARROW) |
|
|
1249 | { |
|
|
1250 | pick_up (op, tmp); |
|
|
1251 | continue; |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | /* all kinds of armor etc. */ |
|
|
1255 | if (op->contr->mode & PU_ARMOUR) |
|
|
1256 | if (tmp->type == ARMOUR) |
|
|
1257 | { |
|
|
1258 | pick_up (op, tmp); |
|
|
1259 | continue; |
|
|
1260 | } |
|
|
1261 | |
|
|
1262 | if (op->contr->mode & PU_HELMET) |
|
|
1263 | if (tmp->type == HELMET) |
|
|
1264 | { |
|
|
1265 | pick_up (op, tmp); |
|
|
1266 | continue; |
|
|
1267 | } |
|
|
1268 | |
|
|
1269 | if (op->contr->mode & PU_SHIELD) |
|
|
1270 | if (tmp->type == SHIELD) |
|
|
1271 | { |
|
|
1272 | pick_up (op, tmp); |
|
|
1273 | continue; |
|
|
1274 | } |
|
|
1275 | |
|
|
1276 | if (op->contr->mode & PU_BOOTS) |
|
|
1277 | if (tmp->type == BOOTS) |
|
|
1278 | { |
|
|
1279 | pick_up (op, tmp); |
|
|
1280 | continue; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | if (op->contr->mode & PU_GLOVES) |
|
|
1284 | if (tmp->type == GLOVES) |
|
|
1285 | { |
|
|
1286 | pick_up (op, tmp); |
|
|
1287 | continue; |
|
|
1288 | } |
|
|
1289 | |
|
|
1290 | if (op->contr->mode & PU_CLOAK) |
|
|
1291 | if (tmp->type == CLOAK) |
|
|
1292 | { |
|
|
1293 | pick_up (op, tmp); |
|
|
1294 | continue; |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | /* hoping to catch throwing daggers here */ |
|
|
1298 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1299 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1300 | { |
|
|
1301 | pick_up (op, tmp); |
|
|
1302 | continue; |
|
|
1303 | } |
|
|
1304 | |
|
|
1305 | /* careful: chairs and tables are weapons! */ |
|
|
1306 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1307 | { |
|
|
1308 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1309 | { |
|
|
1310 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1311 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1312 | { |
|
|
1313 | pick_up (op, tmp); |
|
|
1314 | continue; |
|
|
1315 | } |
|
|
1316 | } |
|
|
1317 | |
|
|
1318 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1319 | { |
|
|
1320 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1321 | { |
|
|
1322 | pick_up (op, tmp); |
|
|
1323 | continue; |
|
|
1324 | } |
|
|
1325 | } |
|
|
1326 | } |
|
|
1327 | |
|
|
1328 | /* misc stuff that's useful */ |
|
|
1329 | if (op->contr->mode & PU_KEY) |
|
|
1330 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1331 | { |
|
|
1332 | pick_up (op, tmp); |
|
|
1333 | continue; |
|
|
1334 | } |
|
|
1335 | |
|
|
1336 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1337 | * pickups */ |
|
|
1338 | if (op->contr->mode & PU_RATIO) |
|
|
1339 | { |
|
|
1340 | /* use value density to decide what else to grab */ |
|
|
1341 | /* >=7 was >= op->contr->mode */ |
|
|
1342 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1343 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1344 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1345 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1346 | { |
|
|
1347 | pick_up (op, tmp); |
1267 | #if 0 |
1348 | #if 0 |
1268 | /* print the flags too */ |
1349 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1269 | for(k=0;k<4;k++) |
1350 | if (tmp->name != NULL) |
1270 | { |
1351 | { |
1271 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
1352 | fprintf (stderr, "%s", tmp->name); |
1272 | for(j=0;j<32;j++) |
1353 | } |
1273 | { |
1354 | else |
1274 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
1355 | fprintf (stderr, "%s", tmp->arch->archname); |
1275 | if(!((j+1)%4))fprintf(stderr," "); |
1356 | fprintf (stderr, ",%d] = ", tmp->type); |
1276 | } |
1357 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1277 | fprintf(stderr," [%d]\n", k*32); |
|
|
1278 | } |
|
|
1279 | #endif |
1358 | #endif |
|
|
1359 | continue; |
|
|
1360 | } |
|
|
1361 | } |
|
|
1362 | } /* the new pickup model */ |
1280 | } |
1363 | } |
1281 | /* philosophy: |
|
|
1282 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1283 | * generic. This takes no game-time. For more detailed pickups |
|
|
1284 | * and selections, select-items shoul dbe used. This is a |
|
|
1285 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1286 | * example. |
|
|
1287 | * The drawback: right now it has no frontend, so you need to |
|
|
1288 | * stick the bits you want into a calculator in hex mode and then |
|
|
1289 | * convert to decimal and then 'pickup <#> |
|
|
1290 | */ |
|
|
1291 | |
1364 | |
1292 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1293 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1294 | * meaning if any test passes, the item gets picked up. */ |
|
|
1295 | |
|
|
1296 | /* if mode is set to pick nothing up, return */ |
|
|
1297 | |
|
|
1298 | if(op->contr->mode & PU_NOTHING) return 1; |
|
|
1299 | |
|
|
1300 | /* if mode is set to stop when encountering objects, return */ |
|
|
1301 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1302 | * anything up */ |
|
|
1303 | |
|
|
1304 | if(op->contr->mode & PU_STOP) return 0; |
|
|
1305 | |
|
|
1306 | /* useful for going into stores and not losing your settings... */ |
|
|
1307 | /* and for battles wher you don't want to get loaded down while |
|
|
1308 | * fighting */ |
|
|
1309 | if(op->contr->mode & PU_INHIBIT) return 1; |
|
|
1310 | |
|
|
1311 | /* prevent us from turning into auto-thieves :) */ |
|
|
1312 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; |
|
|
1313 | |
|
|
1314 | /* ignore known cursed objects */ |
|
|
1315 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
|
|
1316 | |
|
|
1317 | /* all food and drink if desired */ |
|
|
1318 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1319 | if(op->contr->mode & PU_FOOD) |
|
|
1320 | if (tmp->type == FOOD) |
|
|
1321 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
|
|
1322 | if(op->contr->mode & PU_DRINK) |
|
|
1323 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
|
|
1324 | { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
|
|
1325 | |
|
|
1326 | if(op->contr->mode & PU_POTION) |
|
|
1327 | if (tmp->type == POTION) |
|
|
1328 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
|
|
1329 | |
|
|
1330 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1331 | if(op->contr->mode & PU_SPELLBOOK) |
|
|
1332 | if (tmp->type == SPELLBOOK) |
|
|
1333 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
|
|
1334 | if(op->contr->mode & PU_SKILLSCROLL) |
|
|
1335 | if (tmp->type == SKILLSCROLL) |
|
|
1336 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
|
|
1337 | if(op->contr->mode & PU_READABLES) |
|
|
1338 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1339 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
|
|
1340 | |
|
|
1341 | /* wands/staves/rods/horns */ |
|
|
1342 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1343 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1344 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
|
|
1345 | |
|
|
1346 | /* pick up all magical items */ |
|
|
1347 | if(op->contr->mode & PU_MAGICAL) |
|
|
1348 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
|
|
1349 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
|
|
1350 | |
|
|
1351 | if(op->contr->mode & PU_VALUABLES) |
|
|
1352 | { |
|
|
1353 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1354 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
|
|
1355 | } |
|
|
1356 | |
|
|
1357 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1358 | if(op->contr->mode & PU_JEWELS) |
|
|
1359 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1360 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
|
|
1361 | |
|
|
1362 | /* bows and arrows. Bows are good for selling! */ |
|
|
1363 | if(op->contr->mode & PU_BOW) |
|
|
1364 | if (tmp->type == BOW) |
|
|
1365 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
|
|
1366 | if(op->contr->mode & PU_ARROW) |
|
|
1367 | if (tmp->type == ARROW) |
|
|
1368 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
|
|
1369 | |
|
|
1370 | /* all kinds of armor etc. */ |
|
|
1371 | if(op->contr->mode & PU_ARMOUR) |
|
|
1372 | if (tmp->type == ARMOUR) |
|
|
1373 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
|
|
1374 | if(op->contr->mode & PU_HELMET) |
|
|
1375 | if (tmp->type == HELMET) |
|
|
1376 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
|
|
1377 | if(op->contr->mode & PU_SHIELD) |
|
|
1378 | if (tmp->type == SHIELD) |
|
|
1379 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
|
|
1380 | if(op->contr->mode & PU_BOOTS) |
|
|
1381 | if (tmp->type == BOOTS) |
|
|
1382 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
|
|
1383 | if(op->contr->mode & PU_GLOVES) |
|
|
1384 | if (tmp->type == GLOVES) |
|
|
1385 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
|
|
1386 | if(op->contr->mode & PU_CLOAK) |
|
|
1387 | if (tmp->type == CLOAK) |
|
|
1388 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
|
|
1389 | |
|
|
1390 | /* hoping to catch throwing daggers here */ |
|
|
1391 | if(op->contr->mode & PU_MISSILEWEAPON) |
|
|
1392 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
|
|
1393 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
|
|
1394 | |
|
|
1395 | /* careful: chairs and tables are weapons! */ |
|
|
1396 | if(op->contr->mode & PU_ALLWEAPON) |
|
|
1397 | { |
|
|
1398 | if(tmp->type == WEAPON && tmp->name!=NULL) |
|
|
1399 | { |
|
|
1400 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
|
|
1401 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
|
|
1402 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1403 | } |
|
|
1404 | if(tmp->type == WEAPON && tmp->name==NULL) |
|
|
1405 | { |
|
|
1406 | if(strstr(tmp->arch->name,"table")==NULL && |
|
|
1407 | strstr(tmp->arch->name,"chair")==NULL) |
|
|
1408 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1409 | } |
|
|
1410 | } |
|
|
1411 | |
|
|
1412 | /* misc stuff that's useful */ |
|
|
1413 | if(op->contr->mode & PU_KEY) |
|
|
1414 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1415 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
|
|
1416 | |
|
|
1417 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1418 | * pickups */ |
|
|
1419 | if(op->contr->mode & PU_RATIO) |
|
|
1420 | { |
|
|
1421 | /* use value density to decide what else to grab */ |
|
|
1422 | /* >=7 was >= op->contr->mode */ |
|
|
1423 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1424 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1425 | wvratio=(op->contr->mode & PU_RATIO) * 5; |
|
|
1426 | if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
|
|
1427 | { |
|
|
1428 | pick_up(op, tmp); |
|
|
1429 | #if 0 |
|
|
1430 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
|
|
1431 | if(tmp->name!=NULL) { |
|
|
1432 | fprintf(stderr,"%s", tmp->name); |
|
|
1433 | } |
|
|
1434 | else fprintf(stderr,"%s",tmp->arch->name); |
|
|
1435 | fprintf(stderr,",%d] = ", tmp->type); |
|
|
1436 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
|
|
1437 | #endif |
|
|
1438 | continue; |
|
|
1439 | } |
|
|
1440 | } |
|
|
1441 | } /* the new pickup model */ |
|
|
1442 | } |
|
|
1443 | return ! stop; |
1365 | return !stop; |
1444 | } |
1366 | } |
1445 | |
1367 | |
1446 | /* |
1368 | /* |
1447 | * Find an arrow in the inventory and after that |
1369 | * Find an arrow in the inventory and after that |
1448 | * in the right type container (quiver). Pointer to the |
1370 | * in the right type container (quiver). Pointer to the |
1449 | * found object is returned. |
1371 | * found object is returned. |
1450 | */ |
1372 | */ |
|
|
1373 | object * |
1451 | object *find_arrow(object *op, const char *type) |
1374 | find_arrow (object *op, const char *type) |
1452 | { |
1375 | { |
1453 | object *tmp = NULL; |
1376 | object *tmp = 0; |
1454 | |
1377 | |
1455 | for(op=op->inv; op; op=op->below) |
1378 | for (op = op->inv; op; op = op->below) |
1456 | if(!tmp && op->type==CONTAINER && op->race==type && |
1379 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1457 | QUERY_FLAG(op,FLAG_APPLIED)) |
|
|
1458 | tmp = find_arrow (op, type); |
1380 | tmp = find_arrow (op, type); |
1459 | else if (op->type==ARROW && op->race==type) |
1381 | else if (op->type == ARROW && op->race == type) |
1460 | return op; |
1382 | return op; |
|
|
1383 | |
1461 | return tmp; |
1384 | return tmp; |
1462 | } |
1385 | } |
1463 | |
1386 | |
1464 | /* |
1387 | /* |
1465 | * 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 |
1466 | * 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 |
1467 | * 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 |
1468 | * 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. |
1469 | */ |
1392 | */ |
1470 | |
1393 | object * |
1471 | object *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) |
1472 | { |
1395 | { |
1473 | object *tmp = NULL, *arrow, *ntmp; |
1396 | object *tmp = NULL, *arrow, *ntmp; |
1474 | int attacknum, attacktype, betterby=0, i; |
1397 | int attacknum, attacktype, betterby = 0, i; |
1475 | |
1398 | |
1476 | if (!type) |
1399 | if (!type) |
1477 | return NULL; |
1400 | return NULL; |
1478 | |
1401 | |
1479 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1402 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1480 | if (arrow->type==CONTAINER && arrow->race==type && |
1403 | { |
1481 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1404 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1482 | i = 0; |
1405 | { |
|
|
1406 | i = 0; |
1483 | ntmp = find_better_arrow(arrow, target, type, &i); |
1407 | ntmp = find_better_arrow (arrow, target, type, &i); |
1484 | if (i > betterby) { |
1408 | if (i > betterby) |
1485 | tmp = ntmp; |
1409 | { |
1486 | betterby = i; |
1410 | tmp = ntmp; |
1487 | } |
1411 | betterby = i; |
|
|
1412 | } |
|
|
1413 | } |
1488 | } else if (arrow->type==ARROW && arrow->race==type) { |
1414 | else if (arrow->type == ARROW && arrow->race == type) |
|
|
1415 | { |
1489 | /* allways prefer assasination/slaying */ |
1416 | /* allways prefer assasination/slaying */ |
1490 | if (target->race != NULL && arrow->slaying != NULL && |
1417 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1491 | strstr(arrow->slaying, target->race)) { |
1418 | { |
1492 | if (arrow->attacktype & AT_DEATH) { |
1419 | if (arrow->attacktype & AT_DEATH) |
1493 | *better = 100; |
1420 | { |
1494 | return arrow; |
1421 | *better = 100; |
1495 | } else { |
1422 | return arrow; |
1496 | tmp = arrow; |
1423 | } |
|
|
1424 | else |
|
|
1425 | { |
|
|
1426 | tmp = arrow; |
1497 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1427 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1498 | } |
1428 | } |
1499 | } else { |
1429 | } |
|
|
1430 | else |
|
|
1431 | { |
1500 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
1432 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
|
|
1433 | { |
1501 | attacktype = 1<<attacknum; |
1434 | attacktype = 1 << attacknum; |
1502 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1435 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1503 | 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) |
1504 | tmp = arrow; |
1437 | { |
|
|
1438 | tmp = arrow; |
1505 | 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; |
1506 | } |
1440 | } |
1507 | } |
1441 | } |
1508 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
1442 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1509 | tmp = arrow; |
1443 | { |
|
|
1444 | tmp = arrow; |
1510 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1445 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1511 | } |
1446 | } |
1512 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
1447 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1513 | tmp = arrow; |
1448 | { |
|
|
1449 | tmp = arrow; |
1514 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1450 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1515 | } |
1451 | } |
|
|
1452 | } |
|
|
1453 | } |
1516 | } |
1454 | } |
1517 | } |
|
|
1518 | } |
|
|
1519 | if (tmp == NULL && arrow == NULL) |
1455 | if (tmp == NULL && arrow == NULL) |
1520 | return find_arrow(op, type); |
1456 | return find_arrow (op, type); |
1521 | |
1457 | |
1522 | *better = betterby; |
1458 | *better = betterby; |
1523 | return tmp; |
1459 | return tmp; |
1524 | } |
1460 | } |
1525 | |
1461 | |
1526 | /* looks in a given direction, finds the first valid target, and calls |
1462 | /* looks in a given direction, finds the first valid target, and calls |
1527 | * find_better_arrow to find a decent arrow to use. |
1463 | * find_better_arrow to find a decent arrow to use. |
1528 | * op = the shooter |
1464 | * op = the shooter |
1529 | * type = bow->race |
1465 | * type = bow->race |
1530 | * dir = fire direction |
1466 | * dir = fire direction |
1531 | */ |
1467 | */ |
1532 | |
1468 | object * |
1533 | object *pick_arrow_target(object *op, const char *type, int dir) |
1469 | pick_arrow_target (object *op, const char *type, int dir) |
1534 | { |
1470 | { |
1535 | object *tmp = NULL; |
1471 | object *tmp = NULL; |
1536 | mapstruct *m; |
1472 | maptile *m; |
1537 | int i, mflags, found, number; |
1473 | int i, mflags, found, number; |
1538 | sint16 x, y; |
1474 | sint16 x, y; |
1539 | |
1475 | |
1540 | if (op->map == NULL) |
1476 | if (op->map == NULL) |
1541 | return find_arrow(op, type); |
1477 | return find_arrow (op, type); |
1542 | |
1478 | |
1543 | /* do a dex check */ |
1479 | /* do a dex check */ |
1544 | number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1480 | number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1545 | if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1481 | if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1546 | return find_arrow(op, type); |
1482 | return find_arrow (op, type); |
1547 | |
1483 | |
1548 | m = op->map; |
1484 | m = op->map; |
1549 | x = op->x; |
1485 | x = op->x; |
1550 | y = op->y; |
1486 | y = op->y; |
1551 | |
1487 | |
1552 | /* find the first target */ |
1488 | /* find the first target */ |
1553 | for (i=0, found=0; i<20; i++) { |
1489 | for (i = 0, found = 0; i < 20; i++) |
|
|
1490 | { |
1554 | x += freearr_x[dir]; |
1491 | x += freearr_x[dir]; |
1555 | y += freearr_y[dir]; |
1492 | y += freearr_y[dir]; |
1556 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1493 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1557 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1494 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
|
|
1495 | { |
1558 | tmp = NULL; |
1496 | tmp = NULL; |
1559 | break; |
1497 | break; |
|
|
1498 | } |
1560 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
1499 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
|
|
1500 | { |
1561 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1501 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1562 | * perhaps a bad assumption. |
1502 | * perhaps a bad assumption. |
1563 | */ |
1503 | */ |
1564 | tmp = NULL; |
1504 | tmp = NULL; |
1565 | break; |
1505 | break; |
1566 | } |
1506 | } |
1567 | if (mflags & P_IS_ALIVE) { |
1507 | if (mflags & P_IS_ALIVE) |
|
|
1508 | { |
1568 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
1509 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1569 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
1510 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1570 | found++; |
1511 | { |
1571 | break; |
1512 | found++; |
1572 | } |
1513 | break; |
|
|
1514 | } |
1573 | if (found) |
1515 | if (found) |
1574 | break; |
1516 | break; |
1575 | } |
1517 | } |
1576 | } |
1518 | } |
1577 | if (tmp == NULL) |
1519 | if (tmp == NULL) |
1578 | return find_arrow(op, type); |
1520 | return find_arrow (op, type); |
1579 | |
1521 | |
1580 | if (tmp->head) |
1522 | if (tmp->head) |
1581 | tmp = tmp->head; |
1523 | tmp = tmp->head; |
1582 | |
1524 | |
1583 | return find_better_arrow(op, tmp, type, &i); |
1525 | return find_better_arrow (op, tmp, type, &i); |
1584 | } |
1526 | } |
1585 | |
1527 | |
1586 | /* |
1528 | /* |
1587 | * Creature fires a bow - op can be monster or player. Returns |
1529 | * Creature fires a bow - op can be monster or player. Returns |
1588 | * 1 if bow was actually fired, 0 otherwise. |
1530 | * 1 if bow was actually fired, 0 otherwise. |
… | |
… | |
1591 | * dir is the direction of fire. |
1533 | * dir is the direction of fire. |
1592 | * wc_mod is any special modifier to give (used in special player fire modes) |
1534 | * wc_mod is any special modifier to give (used in special player fire modes) |
1593 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1535 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1594 | * player fire modes. |
1536 | * player fire modes. |
1595 | */ |
1537 | */ |
|
|
1538 | int |
1596 | int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, |
1539 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1597 | sint16 sx, sint16 sy) |
|
|
1598 | { |
1540 | { |
1599 | object *left, *bow; |
1541 | object *left, *bow; |
1600 | tag_t left_tag, tag; |
1542 | int mflags; |
1601 | int bowspeed, mflags; |
1543 | maptile *m; |
1602 | mapstruct *m; |
|
|
1603 | |
1544 | |
1604 | if (!dir) { |
1545 | if (!dir) |
|
|
1546 | { |
1605 | 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!"); |
1606 | return 0; |
1548 | return 0; |
|
|
1549 | } |
|
|
1550 | |
|
|
1551 | if (op->contr) |
|
|
1552 | bow = op->current_weapon; |
|
|
1553 | else |
1607 | } |
1554 | { |
1608 | if (op->type == PLAYER) |
|
|
1609 | bow=op->contr->ranges[range_bow]; |
|
|
1610 | else { |
|
|
1611 | for(bow=op->inv; bow; bow=bow->below) |
1555 | for (bow = op->inv; bow; bow = bow->below) |
1612 | /* 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 |
1613 | * 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. |
1614 | */ |
1558 | */ |
1615 | if(bow->type==BOW) |
1559 | if (bow->type == BOW) |
1616 | break; |
1560 | break; |
1617 | |
1561 | |
1618 | if (!bow) { |
1562 | if (!bow) |
|
|
1563 | { |
1619 | LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); |
1564 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1620 | return 0; |
1565 | return 0; |
1621 | } |
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 | |
1622 | } |
1575 | } |
|
|
1576 | |
1623 | if( !bow->race || !bow->skill) { |
1577 | if (!bow->race || !bow->skill) |
|
|
1578 | { |
1624 | 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); |
1625 | return 0; |
1580 | return 0; |
1626 | } |
1581 | } |
1627 | |
1582 | |
1628 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1629 | |
|
|
1630 | /* penalize ROF for bestarrow */ |
|
|
1631 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1632 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1633 | if (bowspeed < 1) |
|
|
1634 | bowspeed = 1; |
|
|
1635 | |
|
|
1636 | if (arrow == NULL) { |
1583 | if (arrow == NULL) |
|
|
1584 | { |
1637 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1585 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
|
|
1586 | { |
1638 | if (op->type == PLAYER) |
1587 | if (op->type == PLAYER) |
1639 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1588 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1640 | "You have no %s left.", bow->race); |
|
|
1641 | /* 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 */ |
1642 | else |
1590 | else |
1643 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1591 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1592 | |
1644 | return 0; |
1593 | return 0; |
1645 | } |
1594 | } |
1646 | } |
1595 | } |
|
|
1596 | |
1647 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1597 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1648 | if (mflags & P_OUT_OF_MAP) { |
1598 | if (mflags & P_OUT_OF_MAP) |
1649 | return 0; |
1599 | return 0; |
1650 | } |
1600 | |
1651 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1601 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
|
|
1602 | { |
1652 | 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."); |
1653 | return 0; |
1604 | return 0; |
1654 | } |
1605 | } |
1655 | |
1606 | |
1656 | /* this should not happen, but sometimes does */ |
1607 | /* this should not happen, but sometimes does */ |
1657 | if (arrow->nrof==0) { |
1608 | if (arrow->nrof == 0) |
1658 | remove_ob(arrow); |
|
|
1659 | free_object(arrow); |
|
|
1660 | return 0; |
|
|
1661 | } |
1609 | { |
|
|
1610 | arrow->destroy (); |
|
|
1611 | return 0; |
|
|
1612 | } |
1662 | |
1613 | |
1663 | left = arrow; /* these are arrows left to the player */ |
1614 | left = arrow; /* these are arrows left to the player */ |
1664 | left_tag = left->count; |
|
|
1665 | arrow = get_split_ob(arrow, 1); |
1615 | arrow = get_split_ob (arrow, 1); |
1666 | if (arrow == NULL) { |
1616 | if (!arrow) |
|
|
1617 | { |
1667 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", |
1618 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1668 | bow->race); |
1619 | return 0; |
1669 | return 0; |
|
|
1670 | } |
1620 | } |
1671 | set_owner(arrow, op); |
1621 | |
1672 | if (arrow->skill) free_string(arrow->skill); |
1622 | arrow->set_owner (op); |
1673 | arrow->skill = add_refcount(bow->skill); |
1623 | arrow->skill = bow->skill; |
1674 | |
|
|
1675 | arrow->direction=dir; |
1624 | arrow->direction = dir; |
1676 | arrow->x = sx; |
|
|
1677 | arrow->y = sy; |
|
|
1678 | |
1625 | |
1679 | if (op->type == PLAYER) { |
|
|
1680 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
|
|
1681 | fix_player(op); |
|
|
1682 | } |
|
|
1683 | |
|
|
1684 | SET_ANIMATION(arrow, arrow->direction); |
|
|
1685 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1626 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1686 | arrow->stats.hp = arrow->stats.dam; |
1627 | arrow->stats.hp = arrow->stats.dam; |
1687 | arrow->stats.grace = arrow->attacktype; |
1628 | arrow->stats.grace = arrow->attacktype; |
|
|
1629 | |
1688 | if (arrow->slaying != NULL) |
1630 | if (arrow->slaying) |
1689 | arrow->spellarg = strdup_local(arrow->slaying); |
1631 | arrow->spellarg = strdup (arrow->slaying); |
1690 | |
1632 | |
1691 | /* Note that this was different for monsters - they got their level |
1633 | #if 0 |
1692 | * added to the damage. I think the strength bonus is more proper. |
1634 | if (player *pl = op->contr) |
1693 | */ |
|
|
1694 | |
1635 | { |
1695 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1636 | float speed = pl->weapon_sp; |
1696 | 0 : dam_bonus[op->stats.Str]) + |
|
|
1697 | bow->stats.dam + bow->magic + arrow->magic; |
|
|
1698 | |
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 | |
1699 | /* update the speed */ |
1650 | /* update the speed */ |
1700 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1651 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1701 | 0 : dam_bonus[op->stats.Str]) + |
1652 | + bow->stats.dam / 7.f; |
1702 | bow->magic + arrow->magic) / 5.0 + |
|
|
1703 | (float)bow->stats.dam / 7.0; |
|
|
1704 | |
1653 | |
1705 | if (arrow->speed < 1.0) |
1654 | arrow->set_speed (max (arrow->speed, 2.f)); |
1706 | arrow->speed = 1.0; |
|
|
1707 | update_ob_speed(arrow); |
|
|
1708 | arrow->speed_left = 0; |
1655 | arrow->speed_left = 0; |
1709 | |
1656 | |
|
|
1657 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1658 | |
1710 | if (op->type == PLAYER) { |
1659 | if (op->type == PLAYER) |
1711 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1660 | { |
1712 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
|
|
1713 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
|
|
1714 | arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1715 | |
|
|
1716 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1661 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1717 | } else { |
1662 | wc -= dex_bonus[op->stats.Dex]; |
1718 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
|
|
1719 | arrow->stats.wc + wc_mod; |
|
|
1720 | |
1663 | |
|
|
1664 | if (!arrow->slaying) |
|
|
1665 | arrow->slaying = op->slaying; |
|
|
1666 | |
|
|
1667 | arrow->attacktype |= op->attacktype; |
|
|
1668 | } |
|
|
1669 | else |
|
|
1670 | { |
1721 | arrow->level = op->level; |
1671 | arrow->level = op->level; |
1722 | } |
1672 | arrow->stats.wc -= bow->magic; |
1723 | if (arrow->attacktype == AT_PHYSICAL) |
1673 | |
|
|
1674 | if (!arrow->slaying) |
|
|
1675 | arrow->slaying = bow->slaying; |
|
|
1676 | |
1724 | arrow->attacktype |= bow->attacktype; |
1677 | arrow->attacktype |= bow->attacktype; |
1725 | if (bow->slaying != NULL) |
1678 | } |
1726 | arrow->slaying = add_string(bow->slaying); |
|
|
1727 | |
1679 | |
1728 | arrow->map = m; |
1680 | wc -= arrow->level; |
|
|
1681 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1682 | |
|
|
1683 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1729 | arrow->move_type = MOVE_FLY_LOW; |
1684 | arrow->move_type = MOVE_FLY_LOW; |
1730 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1685 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1731 | |
1686 | |
1732 | 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); |
1733 | tag = arrow->count; |
1688 | m->insert (arrow, sx, sy, op); |
1734 | insert_ob_in_map(arrow, m, op, 0); |
|
|
1735 | |
1689 | |
1736 | if (!was_destroyed(arrow, tag)) |
1690 | if (!arrow->destroyed ()) |
1737 | move_arrow(arrow); |
1691 | move_arrow (arrow); |
1738 | |
1692 | |
1739 | if (op->type == PLAYER) { |
1693 | if (op->type == PLAYER) |
1740 | if (was_destroyed (left, left_tag)) |
1694 | { |
|
|
1695 | if (left->destroyed ()) |
1741 | esrv_del_item(op->contr, left_tag); |
1696 | esrv_del_item (op->contr, left->count); |
1742 | else |
1697 | else |
1743 | esrv_send_item(op, left); |
1698 | esrv_send_item (op, left); |
1744 | } |
1699 | } |
|
|
1700 | |
1745 | return 1; |
1701 | return 1; |
1746 | } |
1702 | } |
1747 | |
1703 | |
1748 | /* Special fire code for players - this takes into |
1704 | /* Special fire code for players - this takes into |
1749 | * account the special fire modes players can have |
1705 | * account the special fire modes players can have |
1750 | * but monsters can't. Putting that code here |
1706 | * but monsters can't. Putting that code here |
1751 | * makes the fire_bow code much cleaner. |
1707 | * makes the fire_bow code much cleaner. |
1752 | * this function should only be called if 'op' is a player, |
1708 | * this function should only be called if 'op' is a player, |
1753 | * hence the function name. |
1709 | * hence the function name. |
1754 | */ |
1710 | */ |
|
|
1711 | int |
1755 | int player_fire_bow(object *op, int dir) |
1712 | player_fire_bow (object *op, int dir) |
1756 | { |
1713 | { |
1757 | int ret=0, wcmod=0; |
1714 | int ret = 0, wcmod = 0; |
1758 | |
1715 | |
1759 | if (op->contr->bowtype == bow_bestarrow) { |
1716 | if (op->contr->bowtype == bow_bestarrow) |
1760 | ret = fire_bow(op, op, |
1717 | { |
1761 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1718 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1762 | dir, 0, op->x, op->y); |
1719 | } |
1763 | } 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) |
|
|
1721 | { |
1764 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1722 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1765 | wcmod =-1; |
1723 | wcmod = -1; |
|
|
1724 | |
1766 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1725 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1767 | op->x, op->y); |
1726 | } |
1768 | } else if (op->contr->bowtype == bow_threewide) { |
1727 | else if (op->contr->bowtype == bow_threewide) |
|
|
1728 | { |
1769 | 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); |
1770 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); |
1730 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1771 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
1731 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
|
|
1732 | } |
1772 | } else if (op->contr->bowtype == bow_spreadshot) { |
1733 | else if (op->contr->bowtype == bow_spreadshot) |
|
|
1734 | { |
1773 | 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); |
1774 | 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); |
1775 | 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); |
1776 | |
1738 | } |
1777 | } else { |
1739 | else |
|
|
1740 | { |
1778 | /* Simple case */ |
1741 | /* Simple case */ |
1779 | 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); |
1780 | } |
1743 | } |
|
|
1744 | |
1781 | return ret; |
1745 | return ret; |
1782 | } |
1746 | } |
1783 | |
|
|
1784 | |
1747 | |
1785 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1748 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1786 | * Broken apart from 'fire' to keep it more readable. |
1749 | * Broken apart from 'fire' to keep it more readable. |
1787 | */ |
1750 | */ |
|
|
1751 | void |
1788 | void fire_misc_object(object *op, int dir) |
1752 | fire_misc_object (object *op, int dir) |
1789 | { |
1753 | { |
1790 | object *item; |
1754 | object *item = op->contr->ranged_ob; |
1791 | |
1755 | |
1792 | if (!op->contr->ranges[range_misc]) { |
1756 | if (!item) |
|
|
1757 | { |
1793 | 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."); |
1794 | return; |
1759 | return; |
1795 | } |
1760 | } |
1796 | |
1761 | |
1797 | item = op->contr->ranges[range_misc]; |
|
|
1798 | if (!item->inv) { |
1762 | if (!item->inv) |
|
|
1763 | { |
1799 | LOG(llevError,"Object %s lacks a spell\n", item->name); |
1764 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1800 | return; |
1765 | return; |
1801 | } |
1766 | } |
1802 | if (item->type == WAND) { |
1767 | |
1803 | if(item->stats.food<=0) { |
1768 | if (!op->change_weapon (item)) |
1804 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
|
|
1805 | new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
|
|
1806 | return; |
1769 | return; |
1807 | } |
1770 | |
|
|
1771 | if (item->type == WAND) |
|
|
1772 | { |
|
|
1773 | if (item->stats.food <= 0) |
|
|
1774 | { |
|
|
1775 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1777 | |
|
|
1778 | return; |
|
|
1779 | } |
|
|
1780 | } |
1808 | } else if (item->type == ROD || item->type==HORN) { |
1781 | else if (item->type == ROD || item->type == HORN) |
|
|
1782 | { |
1809 | 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)) |
|
|
1784 | { |
1810 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1785 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1786 | |
1811 | if (item->type== ROD) |
1787 | if (item->type == ROD) |
1812 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1788 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1813 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1789 | else |
1814 | else |
1790 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1815 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1791 | |
1816 | "The %s needs more time to charge.", query_base_name(item,0)); |
|
|
1817 | return; |
1792 | return; |
1818 | } |
1793 | } |
1819 | } |
1794 | } |
1820 | |
1795 | |
1821 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
1796 | if (cast_spell (op, item, dir, item->inv, NULL)) |
|
|
1797 | { |
1822 | SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1798 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1823 | if (item->type == WAND) { |
1799 | if (item->type == WAND) |
|
|
1800 | { |
1824 | if (!(--item->stats.food)) { |
1801 | if (!(--item->stats.food)) |
1825 | object *tmp; |
1802 | { |
1826 | if (item->arch) { |
1803 | object *tmp; |
|
|
1804 | |
|
|
1805 | if (item->arch) |
|
|
1806 | { |
1827 | CLEAR_FLAG(item, FLAG_ANIMATE); |
1807 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1828 | item->face = item->arch->clone.face; |
1808 | item->face = item->arch->face; |
1829 | item->speed = 0; |
1809 | item->set_speed (0); |
1830 | update_ob_speed(item); |
1810 | } |
1831 | } |
1811 | |
1832 | if ((tmp=is_player_inv(item))) |
1812 | if ((tmp = item->in_player ())) |
1833 | esrv_update_item(UPD_ANIM, tmp, item); |
1813 | esrv_update_item (UPD_ANIM, tmp, item); |
1834 | } |
1814 | } |
1835 | } |
1815 | } |
1836 | else if (item->type == ROD || item->type==HORN) { |
1816 | else if (item->type == ROD || item->type == HORN) |
1837 | drain_rod_charge(item); |
1817 | drain_rod_charge (item); |
1838 | } |
|
|
1839 | } |
1818 | } |
1840 | } |
1819 | } |
1841 | |
1820 | |
1842 | /* Received a fire command for the player - go and do it. |
1821 | /* Received a fire command for the player - go and do it. |
1843 | */ |
1822 | */ |
|
|
1823 | bool |
1844 | void fire(object *op,int dir) { |
1824 | fire (object *op, int dir) |
|
|
1825 | { |
1845 | int spellcost=0; |
1826 | int spellcost = 0; |
1846 | |
1827 | |
1847 | /* check for loss of invisiblity/hide */ |
1828 | /* check for loss of invisiblity/hide */ |
1848 | if (action_makes_visible(op)) make_visible(op); |
1829 | if (action_makes_visible (op)) |
|
|
1830 | make_visible (op); |
1849 | |
1831 | |
1850 | switch(op->contr->shoottype) { |
1832 | player *pl = op->contr; |
1851 | case range_none: |
|
|
1852 | return; |
|
|
1853 | |
1833 | |
1854 | case range_bow: |
1834 | if (pl->golem) |
1855 | player_fire_bow(op, dir); |
1835 | { |
1856 | return; |
1836 | control_golem (op->contr->golem, dir); |
1857 | |
1837 | return false; |
1858 | case range_magic: /* Casting spells */ |
|
|
1859 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
|
|
1860 | return; |
|
|
1861 | |
|
|
1862 | case range_misc: |
|
|
1863 | fire_misc_object(op, dir); |
|
|
1864 | return; |
|
|
1865 | |
|
|
1866 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1867 | if(op->contr->ranges[range_golem]==NULL || |
|
|
1868 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
|
|
1869 | op->contr->ranges[range_golem] = NULL; |
|
|
1870 | op->contr->shoottype=range_none; |
|
|
1871 | op->contr->golem_count = 0; |
|
|
1872 | } |
1838 | } |
1873 | else |
1839 | |
1874 | control_golem(op->contr->ranges[range_golem], dir); |
1840 | object *ob = pl->ranged_ob; |
|
|
1841 | |
|
|
1842 | if (!ob) |
1875 | return; |
1843 | return false; |
1876 | |
1844 | |
1877 | case range_skill: |
1845 | if (!op->change_weapon (ob)) |
1878 | if(!op->chosen_skill) { |
|
|
1879 | if(op->type==PLAYER) |
|
|
1880 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
|
|
1881 | return; |
|
|
1882 | } |
|
|
1883 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
|
|
1884 | return; |
1846 | return false; |
1885 | case range_builder: |
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: |
|
|
1856 | player_fire_bow (op, dir); |
|
|
1857 | break; |
|
|
1858 | |
|
|
1859 | case SPELL: |
|
|
1860 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
|
|
1861 | break; |
|
|
1862 | |
|
|
1863 | case BUILDER: |
1886 | apply_map_builder( op, dir ); |
1864 | apply_map_builder (op, dir); |
1887 | return; |
1865 | break; |
1888 | default: |
|
|
1889 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
|
|
1890 | return; |
|
|
1891 | } |
|
|
1892 | } |
|
|
1893 | |
1866 | |
|
|
1867 | case SKILL: |
|
|
1868 | do_skill (op, op, ob, dir, 0); |
|
|
1869 | break; |
1894 | |
1870 | |
|
|
1871 | default: |
|
|
1872 | fire_misc_object (op, dir); |
|
|
1873 | break; |
|
|
1874 | } |
|
|
1875 | |
|
|
1876 | return true; |
|
|
1877 | } |
1895 | |
1878 | |
1896 | /* find_key |
1879 | /* find_key |
1897 | * 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 |
1898 | * and successfully use it, we return the key, otherwise NULL |
1881 | * and successfully use it, we return the key, otherwise NULL |
1899 | * This function merges both normal and locked door, since the logic |
1882 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1901 | * pl is the player, |
1884 | * pl is the player, |
1902 | * inv is the objects inventory to searched |
1885 | * inv is the objects inventory to searched |
1903 | * door is the door we are trying to match against. |
1886 | * door is the door we are trying to match against. |
1904 | * This function can be called recursively to search containers. |
1887 | * This function can be called recursively to search containers. |
1905 | */ |
1888 | */ |
1906 | |
1889 | object * |
1907 | object * find_key(object *pl, object *container, object *door) |
1890 | find_key (object *pl, object *container, object *door) |
1908 | { |
1891 | { |
1909 | object *tmp,*key; |
1892 | object *tmp, *key; |
1910 | |
1893 | |
1911 | /* Should not happen, but sanity checking is never bad */ |
1894 | /* Should not happen, but sanity checking is never bad */ |
1912 | if (container->inv == NULL) return NULL; |
1895 | if (!container->inv) |
|
|
1896 | return 0; |
1913 | |
1897 | |
1914 | /* 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 */ |
1915 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1899 | for (tmp = container->inv; tmp; tmp = tmp->below) |
|
|
1900 | { |
1916 | if (door->type==DOOR && tmp->type==KEY) break; |
1901 | if (door->type == DOOR && tmp->type == KEY) |
|
|
1902 | break; |
1917 | /* For sanity, we should really check door type, but other stuff |
1903 | /* For sanity, we should really check door type, but other stuff |
1918 | * (like containers) can be locked with special keys |
1904 | * (like containers) can be locked with special keys |
1919 | */ |
1905 | */ |
1920 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
1906 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1921 | tmp->slaying==door->slaying) break; |
1907 | break; |
1922 | } |
1908 | } |
|
|
1909 | |
1923 | /* No key found - lets search inventories now */ |
1910 | /* No key found - lets search inventories now */ |
1924 | /* 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. |
1925 | * 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 |
1926 | * a key, return |
1913 | * a key, return |
1927 | */ |
1914 | */ |
1928 | if (!tmp) { |
1915 | if (!tmp) |
|
|
1916 | { |
1929 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1917 | for (tmp = container->inv; tmp; tmp = tmp->below) |
|
|
1918 | { |
1930 | /* No reason to search empty containers */ |
1919 | /* No reason to search empty containers */ |
1931 | if (tmp->type==CONTAINER && tmp->inv) { |
1920 | if (tmp->type == CONTAINER && tmp->inv) |
1932 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
1921 | { |
|
|
1922 | if ((key = find_key (pl, tmp, door))) |
|
|
1923 | return key; |
|
|
1924 | } |
|
|
1925 | } |
|
|
1926 | |
|
|
1927 | if (!tmp) |
|
|
1928 | return NULL; |
1933 | } |
1929 | } |
1934 | } |
1930 | |
1935 | if (!tmp) return NULL; |
|
|
1936 | } |
|
|
1937 | /* 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, |
1938 | * see if we actually want to use it |
1932 | * see if we actually want to use it |
1939 | */ |
1933 | */ |
1940 | if (pl!=container) { |
1934 | if (pl != container) |
|
|
1935 | { |
1941 | /* Only let players use keys in containers */ |
1936 | /* Only let players use keys in containers */ |
1942 | if (!pl->contr) return NULL; |
1937 | if (!pl->contr) |
|
|
1938 | return NULL; |
1943 | /* cases where this fails: |
1939 | /* cases where this fails: |
1944 | * If we only search the player inventory, return now since we |
1940 | * If we only search the player inventory, return now since we |
1945 | * are not in the players inventory. |
1941 | * are not in the players inventory. |
1946 | * If the container is not active, return now since only active |
1942 | * If the container is not active, return now since only active |
1947 | * containers can be used. |
1943 | * containers can be used. |
1948 | * If we only search keyrings and the container does not have |
1944 | * If we only search keyrings and the container does not have |
1949 | * a race/isn't a keyring. |
1945 | * a race/isn't a keyring. |
1950 | * No checking for all containers - to fall through past here, |
1946 | * No checking for all containers - to fall through past here, |
1951 | * inv must have been an container and must have been active. |
1947 | * inv must have been an container and must have been active. |
1952 | * |
1948 | * |
1953 | * Change the color so that the message doesn't disappear with |
1949 | * Change the color so that the message doesn't disappear with |
1954 | * all the others. |
1950 | * all the others. |
1955 | */ |
1951 | */ |
1956 | if (pl->contr->usekeys == key_inventory || |
1952 | if (pl->contr->usekeys == key_inventory || |
1957 | !QUERY_FLAG(container, FLAG_APPLIED) || |
1953 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1958 | (pl->contr->usekeys == keyrings && |
1954 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1959 | (!container->race || strcmp(container->race, "keys"))) |
1955 | { |
1960 | ) { |
|
|
1961 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
1956 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1962 | "The %s in your %s vibrates as you approach the door", |
1957 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1963 | query_name(tmp), query_name(container)); |
|
|
1964 | return NULL; |
1958 | return NULL; |
1965 | } |
1959 | } |
1966 | } |
1960 | } |
|
|
1961 | |
1967 | return tmp; |
1962 | return tmp; |
1968 | } |
1963 | } |
1969 | |
1964 | |
1970 | /* moved door processing out of move_player_attack. |
1965 | /* moved door processing out of move_player_attack. |
1971 | * returns 1 if player has opened the door with a key |
1966 | * returns 1 if player has opened the door with a key |
1972 | * such that the caller should not do anything more, |
1967 | * such that the caller should not do anything more, |
1973 | * 0 otherwise |
1968 | * 0 otherwise |
1974 | */ |
1969 | */ |
|
|
1970 | static int |
1975 | static int player_attack_door(object *op, object *door) |
1971 | player_attack_door (object *op, object *door) |
1976 | { |
1972 | { |
1977 | |
|
|
1978 | /* 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, |
1979 | * 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 - |
1980 | * otherwise, we fall through to the rest of the code. |
1975 | * otherwise, we fall through to the rest of the code. |
1981 | */ |
1976 | */ |
1982 | object *key=find_key(op, op, door); |
1977 | object *key = find_key (op, op, door); |
1983 | |
1978 | |
1984 | /* IF we found a key, do some extra work */ |
1979 | /* If we found a key, do some extra work */ |
1985 | if (key) { |
1980 | if (key) |
|
|
1981 | { |
1986 | object *container=key->env; |
1982 | object *container = key->env; |
1987 | |
1983 | |
1988 | 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); |
1989 | if(action_makes_visible(op)) make_visible(op); |
1985 | |
|
|
1986 | if (action_makes_visible (op)) |
|
|
1987 | make_visible (op); |
|
|
1988 | |
1990 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1989 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
1990 | spring_trap (door->inv, op); |
|
|
1991 | |
1991 | if (door->type == DOOR) { |
1992 | if (door->type == DOOR) |
1992 | 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 */ |
1993 | } |
|
|
1994 | else if(door->type==LOCKED_DOOR) { |
1994 | else if (door->type == LOCKED_DOOR) |
1995 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1995 | { |
1996 | "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)); |
1997 | remove_door2(door); /* remove door without violence ;-) */ |
1997 | remove_door2 (door); /* remove door without violence ;-) */ |
1998 | } |
1998 | } |
|
|
1999 | |
1999 | /* Do this after we print the message */ |
2000 | /* Do this after we print the message */ |
2000 | decrease_ob(key); /* Use up one of the keys */ |
2001 | decrease_ob (key); /* Use up one of the keys */ |
2001 | /* Need to update the weight the container the key was in */ |
2002 | /* Need to update the weight the container the key was in */ |
2002 | if (container != op) |
2003 | if (container != op) |
2003 | esrv_update_item(UPD_WEIGHT, op, container); |
2004 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2005 | |
2004 | return 1; /* Nothing more to do below */ |
2006 | return 1; /* Nothing more to do below */ |
|
|
2007 | } |
2005 | } else if (door->type==LOCKED_DOOR) { |
2008 | else if (door->type == LOCKED_DOOR) |
|
|
2009 | { |
2006 | /* Might as well return now - no other way to open this */ |
2010 | /* Might as well return now - no other way to open this */ |
2007 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2011 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2008 | return 1; |
2012 | return 1; |
2009 | } |
2013 | } |
|
|
2014 | |
2010 | return 0; |
2015 | return 0; |
2011 | } |
2016 | } |
2012 | |
2017 | |
2013 | /* This function is just part of a breakup from move_player. |
2018 | /* This function is just part of a breakup from move_player. |
2014 | * It should keep the code cleaner. |
2019 | * It should keep the code cleaner. |
2015 | * When this is called, the players direction has been updated |
2020 | * When this is called, the players direction has been updated |
2016 | * (taking into account confusion.) The player is also actually |
2021 | * (taking into account confusion.) The player is also actually |
2017 | * going to try and move (not fire weapons). |
2022 | * going to try and move (not fire weapons). |
2018 | */ |
2023 | */ |
2019 | |
2024 | bool |
2020 | void move_player_attack(object *op, int dir) |
2025 | move_player_attack (object *op, int dir) |
2021 | { |
2026 | { |
2022 | object *tmp, *mon, *tpl; |
|
|
2023 | sint16 nx, ny; |
|
|
2024 | int on_battleground; |
2027 | int on_battleground; |
2025 | mapstruct *m; |
|
|
2026 | |
2028 | |
2027 | if (op->contr->transport) tpl = op->contr->transport; |
|
|
2028 | else tpl = op; |
|
|
2029 | nx=freearr_x[dir]+tpl->x; |
2029 | sint16 nx = freearr_x[dir] + op->x; |
2030 | ny=freearr_y[dir]+tpl->y; |
2030 | sint16 ny = freearr_y[dir] + op->y; |
2031 | |
2031 | |
2032 | on_battleground = op_on_battleground(tpl, NULL, NULL); |
2032 | on_battleground = op_on_battleground (op, 0, 0); |
2033 | |
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 | } |
|
|
2042 | |
2034 | /* 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 |
2035 | * 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 |
2036 | * 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 |
2037 | * player. This is a pretty nasty hack, because if we could |
2046 | * player. This is a pretty nasty hack, because if we could |
2038 | * 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 |
2039 | * 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 |
2040 | * 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 |
2041 | * move_ob uses. |
2050 | * move_ob uses. |
2042 | */ |
2051 | */ |
2043 | if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { |
2052 | maptile *m = op->map->xy_find (nx, ny); |
2044 | if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { |
|
|
2045 | m = get_map_from_coord(tpl->map, &nx, &ny); |
|
|
2046 | if (!m) return; /* Don't think this should happen */ |
|
|
2047 | } |
|
|
2048 | else m =tpl->map; |
|
|
2049 | |
|
|
2050 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
|
|
2051 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
|
|
2052 | return; |
|
|
2053 | } |
|
|
2054 | |
2053 | |
2055 | mon = NULL; |
|
|
2056 | /* 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 |
2057 | * 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. |
2058 | * 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 |
2059 | * on the space |
2057 | * on the space |
2060 | */ |
2058 | */ |
2061 | while (tmp!=NULL) { |
2059 | object *mon; |
2062 | if (tmp == op) { |
2060 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2063 | tmp=tmp->above; |
2061 | { |
2064 | continue; |
2062 | if ((mon->flag [FLAG_ALIVE] |
|
|
2063 | || mon->type == LOCKED_DOOR |
|
|
2064 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
2065 | && mon != op) |
|
|
2066 | break; |
2065 | } |
2067 | } |
2066 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
2068 | |
2067 | mon = tmp; |
|
|
2068 | break; |
|
|
2069 | } |
|
|
2070 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
|
|
2071 | mon = tmp; |
|
|
2072 | tmp=tmp->above; |
|
|
2073 | } |
|
|
2074 | |
|
|
2075 | if (mon==NULL) /* This happens anytime the player tries to move */ |
2069 | if (!mon) /* This happens anytime the player tries to move */ |
2076 | return; /* into a wall */ |
2070 | return false; /* into a wall */ |
2077 | |
2071 | |
2078 | if(mon->head != NULL) |
|
|
2079 | mon = mon->head; |
2072 | mon = mon->head_ (); |
2080 | |
2073 | |
2081 | 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) |
2082 | if (player_attack_door(op, mon)) return; |
2076 | if (player_attack_door (op, mon)) |
|
|
2077 | { |
|
|
2078 | --op->contr->weapon_sp_left; |
|
|
2079 | return true; |
|
|
2080 | } |
2083 | |
2081 | |
2084 | /* The following deals with possibly attacking peaceful |
2082 | /* The following deals with possibly attacking peaceful |
2085 | * or frienddly creatures. Basically, all players are considered |
2083 | * or friendly creatures. Basically, all players are considered |
2086 | * unaggressive. If the moving player has peaceful set, then the |
2084 | * unaggressive. If the moving player has peaceful set, then the |
2087 | * object should be pushed instead of attacked. It is assumed that |
2085 | * object should be pushed instead of attacked. It is assumed that |
2088 | * if you are braced, you will not attack friends accidently, |
2086 | * if you are braced, you will not attack friends accidently, |
2089 | * and thus will not push them. |
2087 | * and thus will not push them. |
2090 | */ |
2088 | */ |
2091 | |
2089 | |
2092 | /* 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 |
2093 | * peaceful. Our assumption is the creature is a pet if the |
2091 | * peaceful. Our assumption is the creature is a pet if the |
2094 | * player owns it and it is either friendly or unagressive. |
2092 | * player owns it and it is either friendly or unagressive. |
2095 | */ |
2093 | */ |
2096 | if ((op->type==PLAYER) |
2094 | if (op->type == PLAYER |
2097 | #if COZY_SERVER |
2095 | && ((mon->owner && mon->owner->contr |
2098 | && |
|
|
2099 | ( |
|
|
2100 | (get_owner(mon) && get_owner(mon)->contr |
|
|
2101 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
2096 | && same_party (mon->owner->contr->party, op->contr->party)) |
2102 | || get_owner(mon) == op |
2097 | || mon->owner == op) |
2103 | ) |
|
|
2104 | #else |
|
|
2105 | && get_owner(mon)==op |
|
|
2106 | #endif |
|
|
2107 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2108 | { |
2099 | { |
2109 | /* 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 */ |
2110 | if (op->contr->braced) return; |
2101 | if (op->contr->braced) |
|
|
2102 | return false; |
|
|
2103 | |
|
|
2104 | if (op->speed_left > 0.f) |
|
|
2105 | { |
|
|
2106 | --op->speed_left; |
|
|
2107 | |
2111 | play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2108 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2112 | (void) push_ob(mon,dir,op); |
2109 | push_ob (mon, dir, op); |
2113 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2114 | return; |
|
|
2115 | } |
|
|
2116 | |
2110 | |
|
|
2111 | if (op->contr->tmp_invis || op->hide) |
|
|
2112 | make_visible (op); |
|
|
2113 | |
|
|
2114 | return true; |
|
|
2115 | } |
|
|
2116 | else |
|
|
2117 | return false; |
|
|
2118 | } |
|
|
2119 | |
2117 | /* in certain circumstances, you shouldn't attack friendly |
2120 | /* in certain circumstances, you shouldn't attack friendly |
2118 | * creatures. Note that if you are braced, you can't push |
2121 | * creatures. Note that if you are braced, you can't push |
2119 | * 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 |
2120 | * attack them either. |
2123 | * attack them either. |
2121 | */ |
2124 | */ |
2122 | if ((mon->type==PLAYER || mon->enemy != op) && |
2125 | if ((mon->type == PLAYER || mon->enemy != op) |
2123 | (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)) |
2124 | ( |
2127 | && ((op->contr->peaceful |
2125 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2126 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
2128 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2127 | #else |
|
|
2128 | op->contr->peaceful && |
|
|
2129 | #endif |
|
|
2130 | !on_battleground |
2129 | && !on_battleground)) |
|
|
2130 | { |
|
|
2131 | if (op->speed_left > 0.f) |
|
|
2132 | { |
|
|
2133 | --op->speed_left; |
|
|
2134 | |
|
|
2135 | if (!op->contr->braced) |
2131 | )) { |
2136 | { |
2132 | if (!op->contr->braced) { |
|
|
2133 | play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2137 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2134 | (void) push_ob(mon,dir,op); |
2138 | push_ob (mon, dir, op); |
2135 | } else { |
2139 | } |
|
|
2140 | else |
2136 | new_draw_info(0, 0,op,"You withhold your attack"); |
2141 | new_draw_info (0, 0, op, "You withhold your attack"); |
|
|
2142 | |
|
|
2143 | if (op->contr->tmp_invis || op->hide) |
|
|
2144 | make_visible (op); |
|
|
2145 | |
|
|
2146 | return true; |
|
|
2147 | } |
2137 | } |
2148 | } |
2138 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2139 | } |
|
|
2140 | |
|
|
2141 | /* If the object is a boulder or other rollable object, then |
2149 | /* If the object is a boulder or other rollable object, then |
2142 | * 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. |
2143 | */ |
2151 | */ |
2144 | 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) |
|
|
2155 | { |
|
|
2156 | --op->speed_left; |
|
|
2157 | |
2145 | recursive_roll(mon,dir,op); |
2158 | recursive_roll (mon, dir, op); |
2146 | if(action_makes_visible(op)) make_visible(op); |
2159 | if (action_makes_visible (op)) |
2147 | } |
2160 | make_visible (op); |
2148 | |
2161 | |
|
|
2162 | return true; |
|
|
2163 | } |
|
|
2164 | } |
2149 | /* Any generic living creature. Including things like doors. |
2165 | /* Any generic living creature. Including things like doors. |
2150 | * 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 |
2151 | * and be living. Then, it must be one of the following: |
2167 | * and be living. Then, it must be one of the following: |
2152 | * 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 |
2153 | * 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. |
2154 | */ |
2170 | */ |
2155 | |
|
|
2156 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
2171 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2157 | ((mon->type!=PLAYER || op->contr->party==NULL || |
2172 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2158 | op->contr->party!=mon->contr->party))) { |
2173 | { |
|
|
2174 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
|
|
2175 | { |
|
|
2176 | --op->contr->weapon_sp_left; |
2159 | |
2177 | |
2160 | /* If the player hasn't hit something this tick, and does |
2178 | skill_attack (mon, op, 0, 0, 0); |
2161 | * so, give them speed boost based on weapon speed. Doing |
|
|
2162 | * it here is better than process_players2, which basically |
|
|
2163 | * incurred a 1 tick offset. |
|
|
2164 | */ |
|
|
2165 | if (!op->contr->has_hit) { |
|
|
2166 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2167 | |
2179 | |
2168 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2180 | if (action_makes_visible (op)) |
|
|
2181 | make_visible (op); |
|
|
2182 | |
|
|
2183 | return true; |
|
|
2184 | } |
2169 | } |
2185 | } |
2170 | |
2186 | |
2171 | skill_attack(mon, op, 0, NULL, NULL); |
2187 | return false; |
2172 | |
|
|
2173 | /* If attacking another player, that player gets automatic |
|
|
2174 | * hitback, and doesn't loose luck either. |
|
|
2175 | * Disable hitback on the battleground or if the target is |
|
|
2176 | * the wiz. |
|
|
2177 | */ |
|
|
2178 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
|
|
2179 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
|
|
2180 | short luck = mon->stats.luck; |
|
|
2181 | mon->contr->has_hit = 1; |
|
|
2182 | skill_attack(op, mon, 0, NULL, NULL); |
|
|
2183 | mon->stats.luck = luck; |
|
|
2184 | } |
|
|
2185 | if(action_makes_visible(op)) make_visible(op); |
|
|
2186 | } |
|
|
2187 | } /* if player should attack something */ |
|
|
2188 | } |
2188 | } |
2189 | |
2189 | |
|
|
2190 | bool |
2190 | int move_player(object *op,int dir) { |
2191 | move_player (object *op, int dir) |
|
|
2192 | { |
2191 | int pick; |
2193 | int pick; |
2192 | object *transport = op->contr->transport; |
|
|
2193 | |
2194 | |
2194 | if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2195 | return 0; |
|
|
2196 | |
|
|
2197 | /* Sanity check: make sure dir is valid */ |
|
|
2198 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
|
|
2199 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
|
|
2200 | return 0; |
|
|
2201 | } |
|
|
2202 | |
|
|
2203 | /* peterm: added following line */ |
|
|
2204 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
|
|
2205 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
2206 | |
|
|
2207 | op->facing = dir; |
|
|
2208 | |
|
|
2209 | if(!transport && op->hide) do_hidden_move(op); |
|
|
2210 | |
|
|
2211 | if (transport) { |
|
|
2212 | /* transport->contr is set up for the person in charge of the boat. |
|
|
2213 | * if that isn't this person, he can't steer it, etc |
|
|
2214 | */ |
|
|
2215 | if (transport->contr != op->contr) return 0; |
|
|
2216 | |
|
|
2217 | /* Transport can't move. But update dir so it at least |
|
|
2218 | * will point in the same direction if player is running. |
|
|
2219 | */ |
|
|
2220 | if (transport->speed_left < 0.0) { |
|
|
2221 | transport->direction = dir; |
|
|
2222 | op->direction = dir; |
|
|
2223 | return 0; |
|
|
2224 | } |
|
|
2225 | /* Remove transport speed. Give player just a little speed - |
|
|
2226 | * enough so that they will get an action again quickly. |
|
|
2227 | * |
|
|
2228 | */ |
|
|
2229 | transport->speed_left -= 1.0; |
|
|
2230 | if (op->speed_left < 0.0) op->speed_left = -0.01; |
|
|
2231 | |
|
|
2232 | } |
|
|
2233 | |
|
|
2234 | if(op->contr->fire_on) { |
|
|
2235 | fire(op,dir); |
|
|
2236 | } |
|
|
2237 | else move_player_attack(op,dir); |
|
|
2238 | |
|
|
2239 | pick = check_pick(op); |
|
|
2240 | |
|
|
2241 | |
|
|
2242 | /* Add special check for newcs players and fire on - this way, the |
|
|
2243 | * server can handle repeat firing. |
|
|
2244 | */ |
|
|
2245 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
|
|
2246 | op->direction = dir; |
|
|
2247 | } else { |
|
|
2248 | op->direction=0; |
|
|
2249 | } |
|
|
2250 | /* Update how the player looks. Use the facing, so direction may |
|
|
2251 | * get reset to zero. This allows for full animation capabilities |
|
|
2252 | * for players. |
|
|
2253 | */ |
|
|
2254 | if (!transport) animate_object(op, op->facing); |
|
|
2255 | return 0; |
2196 | return 0; |
|
|
2197 | |
|
|
2198 | /* Sanity check: make sure dir is valid */ |
|
|
2199 | if ((dir < 0) || (dir >= 9)) |
|
|
2200 | { |
|
|
2201 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
|
|
2202 | return 0; |
|
|
2203 | } |
|
|
2204 | |
|
|
2205 | /* peterm: added following line */ |
|
|
2206 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
|
|
2207 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
2208 | |
|
|
2209 | op->facing = dir; |
|
|
2210 | |
|
|
2211 | if (op->hide) |
|
|
2212 | do_hidden_move (op); |
|
|
2213 | |
|
|
2214 | bool retval; |
|
|
2215 | |
|
|
2216 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
|
|
2217 | retval = RESULT_INT (0); |
|
|
2218 | else if (op->contr->fire_on) |
|
|
2219 | retval = fire (op, dir); |
|
|
2220 | else |
|
|
2221 | { |
|
|
2222 | retval = move_player_attack (op, dir); |
|
|
2223 | pick = check_pick (op); |
|
|
2224 | } |
|
|
2225 | |
|
|
2226 | /* Add special check for newcs players and fire on - this way, the |
|
|
2227 | * server can handle repeat firing. |
|
|
2228 | */ |
|
|
2229 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
|
|
2230 | op->direction = dir; |
|
|
2231 | else |
|
|
2232 | op->direction = 0; |
|
|
2233 | |
|
|
2234 | /* Update how the player looks. Use the facing, so direction may |
|
|
2235 | * get reset to zero. This allows for full animation capabilities |
|
|
2236 | * for players. |
|
|
2237 | */ |
|
|
2238 | animate_object (op, op->facing); |
|
|
2239 | |
|
|
2240 | return retval; |
2256 | } |
2241 | } |
2257 | |
2242 | |
2258 | /* 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 |
2259 | * new client/server stuff. |
2244 | * new client/server stuff. |
2260 | * 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 |
2261 | * the new speed values for commands. |
2246 | * the new speed values for commands. |
2262 | * |
2247 | * |
2263 | * 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. |
2264 | */ |
2251 | */ |
|
|
2252 | bool |
2265 | int handle_newcs_player(object *op) |
2253 | handle_newcs_player (object *op) |
2266 | { |
2254 | { |
2267 | if (op->contr->hidden) { |
|
|
2268 | op->invisible = 1000; |
|
|
2269 | /* the socket code flashes the player visible/invisible |
|
|
2270 | * depending on the value of invisible, so we need to |
|
|
2271 | * alternate it here for it to work correctly. |
|
|
2272 | */ |
|
|
2273 | if (pticks & 2) op->invisible--; |
|
|
2274 | } |
|
|
2275 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
|
|
2276 | op->invisible--; |
|
|
2277 | if(!op->invisible) { |
|
|
2278 | make_visible(op); |
|
|
2279 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2280 | } |
|
|
2281 | } |
|
|
2282 | |
|
|
2283 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2255 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2284 | flee_player(op); |
|
|
2285 | /* If player is still scared, that is his action for this tick */ |
|
|
2286 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
|
|
2287 | op->speed_left--; |
|
|
2288 | return 0; |
|
|
2289 | } |
|
|
2290 | } |
2256 | { |
|
|
2257 | if (op->speed_left > 0.f) |
|
|
2258 | { |
|
|
2259 | --op->speed_left; |
|
|
2260 | flee_player (op); |
2291 | |
2261 | |
2292 | /* I've been seeing crashes where the golem has been destroyed, but |
2262 | return true; |
2293 | * the player object still points to the defunct golem. The code that |
2263 | } |
2294 | * destroys the golem looks correct, and it doesn't always happen, so |
2264 | else |
2295 | * put this in a a workaround to clean up the golem pointer. |
2265 | return false; |
2296 | */ |
|
|
2297 | if (op->contr->ranges[range_golem] && |
|
|
2298 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
|
|
2299 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
|
|
2300 | op->contr->ranges[range_golem] = NULL; |
|
|
2301 | op->contr->golem_count = 0; |
|
|
2302 | } |
2266 | } |
2303 | |
2267 | |
2304 | /* 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 |
2305 | * the players time has been increased when doericserver has been |
2269 | * the players time has been increased when doericserver has been |
2306 | * called, so we recheck it here. |
2270 | * called, so we recheck it here. |
2307 | */ |
2271 | */ |
2308 | HandleClient(&op->contr->socket, op->contr); |
2272 | if (op->contr->ns->handle_command ()) |
2309 | if (op->speed_left<0) return 0; |
2273 | return true; |
2310 | |
2274 | |
2311 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2275 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2312 | /* All move commands take 1 tick, at least for now */ |
|
|
2313 | op->speed_left--; |
|
|
2314 | |
|
|
2315 | /* Instead of all the stuff below, let move_player take care |
|
|
2316 | * of it. Also, some of the skill stuff is only put in |
|
|
2317 | * there, as well as the confusion stuff. |
|
|
2318 | */ |
|
|
2319 | move_player(op, op->direction); |
2276 | return move_player (op, op->direction); |
2320 | if (op->speed_left>0) return 1; |
2277 | |
2321 | else return 0; |
2278 | return false; |
2322 | } |
2279 | } |
|
|
2280 | |
|
|
2281 | int |
|
|
2282 | save_life (object *op) |
|
|
2283 | { |
|
|
2284 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2323 | return 0; |
2285 | return 0; |
2324 | } |
|
|
2325 | |
2286 | |
2326 | int save_life(object *op) { |
|
|
2327 | object *tmp; |
|
|
2328 | |
|
|
2329 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
|
|
2330 | return 0; |
|
|
2331 | |
|
|
2332 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2287 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2333 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2288 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
|
|
2289 | { |
2334 | 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); |
2335 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2291 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2336 | "Your %s vibrates violently, then evaporates.", |
2292 | |
2337 | query_name(tmp)); |
|
|
2338 | if (op->contr) |
2293 | if (op->contr) |
2339 | esrv_del_item(op->contr, tmp->count); |
2294 | esrv_del_item (op->contr, tmp->count); |
2340 | remove_ob(tmp); |
2295 | |
2341 | free_object(tmp); |
2296 | tmp->destroy (); |
2342 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2297 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2298 | |
2343 | if(op->stats.hp<0) |
2299 | if (op->stats.hp < 0) |
2344 | op->stats.hp = op->stats.maxhp; |
2300 | op->stats.hp = op->stats.maxhp; |
|
|
2301 | |
2345 | if(op->stats.food<0) |
2302 | if (op->stats.food < 0) |
2346 | op->stats.food = 999; |
2303 | op->stats.food = 999; |
2347 | fix_player(op); |
2304 | |
|
|
2305 | op->update_stats (); |
2348 | return 1; |
2306 | return 1; |
2349 | } |
2307 | } |
|
|
2308 | |
2350 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2309 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2351 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2310 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2352 | enter_player_savebed(op); /* bring him home. */ |
2311 | enter_player_savebed (op); /* bring him home. */ |
2353 | return 0; |
2312 | return 0; |
2354 | } |
2313 | } |
2355 | |
2314 | |
2356 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2315 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2357 | * back in the map (location and map determined by values of env). This |
2316 | * back in the map (location and map determined by values of env). This |
2358 | * function will descend into containers. op is the object to start the search |
2317 | * function will descend into containers. op is the object to start the search |
2359 | * from. |
2318 | * from. |
2360 | */ |
2319 | */ |
|
|
2320 | void |
2361 | void remove_unpaid_objects(object *op, object *env) |
2321 | remove_unpaid_objects (object *op, object *env) |
2362 | { |
2322 | { |
2363 | object *next; |
|
|
2364 | |
|
|
2365 | while (op) { |
2323 | while (op) |
2366 | next=op->below; /* Make sure we have a good value, in case |
2324 | { |
2367 | * we remove object 'op' |
2325 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2368 | */ |
2326 | |
2369 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2327 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2370 | remove_ob(op); |
2328 | { |
2371 | op->x = env->x; |
|
|
2372 | op->y = env->y; |
|
|
2373 | if (env->type == PLAYER) |
2329 | if (env->type == PLAYER) |
2374 | esrv_del_item(env->contr, op->count); |
2330 | esrv_del_item (env->contr, op->count); |
2375 | insert_ob_in_map(op, env->map, NULL,0); |
|
|
2376 | } |
|
|
2377 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
|
|
2378 | op=next; |
|
|
2379 | } |
|
|
2380 | } |
|
|
2381 | |
2331 | |
|
|
2332 | op->insert_at (env); |
|
|
2333 | } |
|
|
2334 | else if (op->inv) |
|
|
2335 | remove_unpaid_objects (op->inv, env); |
|
|
2336 | |
|
|
2337 | op = next; |
|
|
2338 | } |
|
|
2339 | } |
2382 | |
2340 | |
2383 | /* |
2341 | /* |
2384 | * Returns pointer a static string containing gravestone text |
2342 | * Returns pointer a static string containing gravestone text |
2385 | * Moved from apply.c to player.c - player.c is what |
2343 | * Moved from apply.c to player.c - player.c is what |
2386 | * actually uses this function. player.c may not be quite the |
2344 | * actually uses this function. player.c may not be quite the |
2387 | * best, a misc file for object actions is probably better, |
2345 | * best, a misc file for object actions is probably better, |
2388 | * but there isn't one in the server directory. |
2346 | * but there isn't one in the server directory. |
2389 | */ |
2347 | */ |
|
|
2348 | char * |
2390 | char *gravestone_text (object *op) |
2349 | gravestone_text (object *op) |
2391 | { |
2350 | { |
2392 | static char buf2[MAX_BUF]; |
2351 | static char buf2[MAX_BUF]; |
2393 | char buf[MAX_BUF]; |
2352 | char buf[MAX_BUF]; |
2394 | time_t now = time (NULL); |
2353 | time_t now = time (NULL); |
2395 | |
2354 | |
2396 | strcpy (buf2, " R.I.P.\n\n"); |
2355 | strcpy (buf2, " R.I.P.\n\n"); |
2397 | if (op->type == PLAYER) |
2356 | if (op->type == PLAYER) |
2398 | sprintf (buf, "%s the %s\n", op->name, op->contr->title); |
2357 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2399 | else |
2358 | else |
2400 | sprintf (buf, "%s\n", op->name); |
2359 | sprintf (buf, "%s\n", &op->name); |
|
|
2360 | |
2401 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2361 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2402 | strcat (buf2, buf); |
2362 | strcat (buf2, buf); |
2403 | if (op->type == PLAYER) |
2363 | if (op->type == PLAYER) |
2404 | 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); |
2405 | else |
2365 | else |
2406 | 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 | |
2407 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2368 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2408 | strcat (buf2, buf); |
2369 | strcat (buf2, buf); |
2409 | if (op->type == PLAYER) { |
2370 | if (op->type == PLAYER) |
|
|
2371 | { |
2410 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2372 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2411 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2373 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2412 | strcat (buf2, buf); |
2374 | strcat (buf2, buf); |
2413 | } |
2375 | } |
|
|
2376 | |
2414 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2377 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2415 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2378 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2416 | strcat (buf2, buf); |
2379 | strcat (buf2, buf); |
|
|
2380 | |
2417 | return buf2; |
2381 | return buf2; |
2418 | } |
2382 | } |
2419 | |
2383 | |
2420 | |
2384 | void |
2421 | |
|
|
2422 | void do_some_living(object *op) { |
2385 | do_some_living (object *op) |
|
|
2386 | { |
2423 | int last_food=op->stats.food; |
2387 | int last_food = op->stats.food; |
2424 | int gen_hp, gen_sp, gen_grace; |
2388 | int gen_hp, gen_sp, gen_grace; |
2425 | int over_hp, over_sp, over_grace; |
2389 | int over_hp, over_sp, over_grace; |
2426 | int i; |
2390 | int i; |
2427 | int rate_hp = 1200; |
2391 | int rate_hp = 1200; |
2428 | int rate_sp = 2500; |
2392 | int rate_sp = 2500; |
2429 | int rate_grace = 2000; |
2393 | int rate_grace = 2000; |
2430 | const int max_hp = 1; |
2394 | const int max_hp = 1; |
2431 | const int max_sp = 1; |
2395 | const int max_sp = 1; |
2432 | const int max_grace = 1; |
2396 | const int max_grace = 1; |
2433 | |
2397 | |
2434 | if (op->contr->outputs_sync) { |
2398 | if (op->contr->hidden) |
2435 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2399 | { |
2436 | if (op->contr->outputs[i].buf!=NULL && |
2400 | op->invisible = 1000; |
2437 | (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2401 | /* the socket code flashes the player visible/invisible |
2438 | flush_output_element(op, &op->contr->outputs[i]); |
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--; |
2439 | } |
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 | } |
2440 | |
2416 | |
2441 | if(op->contr->state==ST_PLAYING) { |
2417 | if (op->contr->ns->state == ST_PLAYING) |
2442 | |
2418 | { |
2443 | /* these next three if clauses make it possible to SLOW DOWN |
2419 | /* these next three if clauses make it possible to SLOW DOWN |
2444 | hp/grace/spellpoint regeneration. */ |
2420 | hp/grace/spellpoint regeneration. */ |
2445 | if(op->contr->gen_hp >= 0 ) |
|
|
2446 | gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; |
|
|
2447 | else { |
|
|
2448 | gen_hp = op->stats.maxhp; |
|
|
2449 | rate_hp -= rate_hp/2 * op->contr->gen_hp; |
|
|
2450 | } |
|
|
2451 | if(op->contr->gen_sp >= 0 ) |
|
|
2452 | gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; |
|
|
2453 | else { |
|
|
2454 | gen_sp = op->stats.maxsp; |
|
|
2455 | rate_sp -= rate_sp/2 * op->contr->gen_sp; |
|
|
2456 | } |
|
|
2457 | if(op->contr->gen_grace >= 0) |
|
|
2458 | gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; |
|
|
2459 | else { |
|
|
2460 | gen_grace = op->stats.maxgrace; |
|
|
2461 | rate_grace -= rate_grace/2 * op->contr->gen_grace; |
|
|
2462 | } |
|
|
2463 | |
|
|
2464 | /* Regenerate Spell Points */ |
|
|
2465 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
|
|
2466 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
|
|
2467 | if(op->stats.sp<op->stats.maxsp) { |
|
|
2468 | op->stats.sp++; |
|
|
2469 | /* dms do not consume food */ |
|
|
2470 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
2471 | op->stats.food--; |
|
|
2472 | if(op->contr->digestion<0) |
|
|
2473 | op->stats.food+=op->contr->digestion; |
|
|
2474 | else if(op->contr->digestion>0 && |
|
|
2475 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2476 | op->stats.food=last_food; |
|
|
2477 | } |
|
|
2478 | } |
|
|
2479 | if (max_sp>1) { |
|
|
2480 | over_sp = (gen_sp+10)/rate_sp; |
|
|
2481 | if (over_sp > 0) { |
|
|
2482 | if(op->stats.sp<op->stats.maxsp) { |
|
|
2483 | op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
|
|
2484 | if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
|
|
2485 | op->stats.sp--; |
|
|
2486 | if(op->stats.sp>op->stats.maxsp) |
|
|
2487 | op->stats.sp=op->stats.maxsp; |
|
|
2488 | } |
|
|
2489 | op->last_sp=0; |
|
|
2490 | } else { |
|
|
2491 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2492 | } |
|
|
2493 | } else { |
|
|
2494 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2495 | } |
|
|
2496 | } |
|
|
2497 | |
|
|
2498 | /* Regenerate Grace */ |
|
|
2499 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
|
|
2500 | if(--op->last_grace<0) { |
|
|
2501 | if(op->stats.grace<op->stats.maxgrace/2) |
|
|
2502 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2503 | if(max_grace>1) { |
|
|
2504 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
|
|
2505 | if (over_grace > 0) { |
|
|
2506 | op->stats.sp += over_grace |
|
|
2507 | + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; |
|
|
2508 | op->last_grace=0; |
|
|
2509 | } else { |
|
|
2510 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
|
|
2511 | } |
|
|
2512 | } else { |
|
|
2513 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
|
|
2514 | } |
|
|
2515 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2516 | } |
|
|
2517 | |
|
|
2518 | /* Regenerate Hit Points */ |
|
|
2519 | if(--op->last_heal<0) { |
|
|
2520 | if(op->stats.hp<op->stats.maxhp) { |
|
|
2521 | op->stats.hp++; |
|
|
2522 | /* dms do not consume food */ |
|
|
2523 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
2524 | op->stats.food--; |
|
|
2525 | if(op->contr->digestion<0) |
|
|
2526 | op->stats.food+=op->contr->digestion; |
|
|
2527 | else if(op->contr->digestion>0 && |
|
|
2528 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2529 | op->stats.food=last_food; |
|
|
2530 | } |
|
|
2531 | } |
|
|
2532 | if(max_hp>1) { |
|
|
2533 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
|
|
2534 | if (over_hp > 0) { |
|
|
2535 | op->stats.sp += over_hp |
|
|
2536 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
|
|
2537 | op->last_heal=0; |
|
|
2538 | } else { |
|
|
2539 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2540 | } |
|
|
2541 | } else { |
|
|
2542 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2543 | } |
|
|
2544 | } |
|
|
2545 | |
|
|
2546 | /* Digestion */ |
|
|
2547 | if(--op->last_eat<0) { |
|
|
2548 | #ifdef COZY_SERVER |
|
|
2549 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
|
|
2550 | int bonus=dg>0?dg:0, |
|
|
2551 | penalty=dg<0?-dg:0; |
|
|
2552 | #else |
|
|
2553 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
|
|
2554 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
|
|
2555 | #endif |
|
|
2556 | |
|
|
2557 | if(op->contr->gen_hp > 0) |
2421 | if (op->contr->gen_hp >= 0) |
2558 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2422 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2559 | else |
2423 | else |
|
|
2424 | { |
|
|
2425 | gen_hp = op->stats.maxhp; |
|
|
2426 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
|
|
2427 | } |
|
|
2428 | |
|
|
2429 | if (op->contr->gen_sp >= 0) |
|
|
2430 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
|
|
2431 | else |
|
|
2432 | { |
|
|
2433 | gen_sp = op->stats.maxsp; |
|
|
2434 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
|
|
2435 | } |
|
|
2436 | |
|
|
2437 | if (op->contr->gen_grace >= 0) |
|
|
2438 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
|
|
2439 | else |
|
|
2440 | { |
|
|
2441 | gen_grace = op->stats.maxgrace; |
|
|
2442 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
|
|
2443 | } |
|
|
2444 | |
|
|
2445 | /* Regenerate Spell Points */ |
|
|
2446 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2447 | { |
|
|
2448 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2449 | if (op->stats.sp < op->stats.maxsp) |
|
|
2450 | { |
|
|
2451 | op->stats.sp++; |
|
|
2452 | /* dms do not consume food */ |
|
|
2453 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2454 | { |
|
|
2455 | op->stats.food--; |
|
|
2456 | if (op->contr->digestion < 0) |
|
|
2457 | op->stats.food += op->contr->digestion; |
|
|
2458 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2459 | op->stats.food = last_food; |
|
|
2460 | } |
|
|
2461 | } |
|
|
2462 | |
|
|
2463 | if (max_sp > 1) |
|
|
2464 | { |
|
|
2465 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2466 | if (over_sp > 0) |
|
|
2467 | { |
|
|
2468 | if (op->stats.sp < op->stats.maxsp) |
|
|
2469 | { |
|
|
2470 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2471 | |
|
|
2472 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2473 | op->stats.sp--; |
|
|
2474 | |
|
|
2475 | if (op->stats.sp > op->stats.maxsp) |
|
|
2476 | op->stats.sp = op->stats.maxsp; |
|
|
2477 | } |
|
|
2478 | op->last_sp = 0; |
|
|
2479 | } |
|
|
2480 | else |
|
|
2481 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2482 | } |
|
|
2483 | else |
|
|
2484 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2485 | } |
|
|
2486 | |
|
|
2487 | /* Regenerate Grace */ |
|
|
2488 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
|
|
2489 | if (--op->last_grace < 0) |
|
|
2490 | { |
|
|
2491 | if (op->stats.grace < op->stats.maxgrace / 2) |
|
|
2492 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2493 | |
|
|
2494 | if (max_grace > 1) |
|
|
2495 | { |
|
|
2496 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
|
|
2497 | if (over_grace > 0) |
|
|
2498 | { |
|
|
2499 | op->stats.sp += over_grace |
|
|
2500 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2501 | op->last_grace = 0; |
|
|
2502 | } |
|
|
2503 | else |
|
|
2504 | { |
|
|
2505 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2506 | } |
|
|
2507 | } |
|
|
2508 | else |
|
|
2509 | { |
|
|
2510 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2511 | } |
|
|
2512 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2513 | } |
|
|
2514 | |
|
|
2515 | /* Regenerate Hit Points */ |
|
|
2516 | if (--op->last_heal < 0) |
|
|
2517 | { |
|
|
2518 | if (op->stats.hp < op->stats.maxhp) |
|
|
2519 | { |
|
|
2520 | op->stats.hp++; |
|
|
2521 | /* dms do not consume food */ |
|
|
2522 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2523 | { |
|
|
2524 | op->stats.food--; |
|
|
2525 | if (op->contr->digestion < 0) |
|
|
2526 | op->stats.food += op->contr->digestion; |
|
|
2527 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2528 | op->stats.food = last_food; |
|
|
2529 | } |
|
|
2530 | } |
|
|
2531 | |
|
|
2532 | if (max_hp > 1) |
|
|
2533 | { |
|
|
2534 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2535 | if (over_hp > 0) |
|
|
2536 | { |
|
|
2537 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2538 | op->last_heal = 0; |
|
|
2539 | } |
|
|
2540 | else |
|
|
2541 | { |
|
|
2542 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2543 | } |
|
|
2544 | } |
|
|
2545 | else |
|
|
2546 | { |
|
|
2547 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2548 | } |
|
|
2549 | } |
|
|
2550 | |
|
|
2551 | /* Digestion */ |
|
|
2552 | if (--op->last_eat < 0) |
|
|
2553 | { |
|
|
2554 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2555 | |
|
|
2556 | if (op->contr->gen_hp > 0) |
|
|
2557 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
|
|
2558 | else |
2560 | op->last_eat=25*(1+bonus)/(penalty +1); |
2559 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2560 | |
2561 | /* dms do not consume food */ |
2561 | /* dms do not consume food */ |
2562 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2562 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2563 | } |
2563 | op->stats.food--; |
2564 | } |
2564 | } |
2565 | |
2565 | |
2566 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2566 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2567 | object *tmp, *flesh=NULL; |
2567 | { |
|
|
2568 | object *tmp, *flesh = 0; |
2568 | |
2569 | |
2569 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2570 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2571 | { |
2570 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2572 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2573 | { |
2571 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2574 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2575 | { |
2572 | 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."); |
2573 | manual_apply(op,tmp,0); |
2577 | manual_apply (op, tmp, 0); |
2574 | if(op->stats.food>=0||op->stats.hp<0) |
2578 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2575 | break; |
2579 | break; |
2576 | } |
2580 | } |
2577 | else if (tmp->type==FLESH) flesh=tmp; |
2581 | else if (tmp->type == FLESH) |
2578 | } /* End if paid for object */ |
2582 | flesh = tmp; |
2579 | } /* end of for loop */ |
2583 | } /* End if paid for object */ |
|
|
2584 | } /* end of for loop */ |
|
|
2585 | |
2580 | /* 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 |
2581 | * eat flesh instead. |
2587 | * eat flesh instead. |
2582 | */ |
2588 | */ |
2583 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2589 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
|
|
2590 | { |
2584 | 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."); |
2585 | manual_apply(op,flesh,0); |
2592 | manual_apply (op, flesh, 0); |
2586 | } |
2593 | } |
2587 | } /* end if player is starving */ |
2594 | } |
2588 | |
2595 | |
2589 | while(op->stats.food<0&&op->stats.hp>0) |
2596 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2590 | op->stats.food++,op->stats.hp--; |
2597 | op->stats.food++, op->stats.hp--; |
2591 | |
2598 | |
2592 | 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)) |
2593 | kill_player(op); |
2600 | kill_player (op); |
|
|
2601 | } |
2594 | } |
2602 | } |
2595 | |
|
|
2596 | |
|
|
2597 | |
2603 | |
2598 | /* 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. |
2599 | * 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 |
2600 | * permadeath, no lifesave), this will take care of removing the player |
2606 | * permadeath, no lifesave), this will take care of removing the player |
2601 | * file. |
2607 | * file. |
2602 | */ |
2608 | */ |
|
|
2609 | void |
2603 | void kill_player(object *op) |
2610 | kill_player (object *op) |
2604 | { |
2611 | { |
2605 | char buf[MAX_BUF]; |
2612 | char buf[MAX_BUF]; |
2606 | int x,y,i; |
2613 | int x, y; |
|
|
2614 | |
|
|
2615 | //int i; |
2607 | mapstruct *map; /* this is for resurrection */ |
2616 | maptile *map; /* this is for resurrection */ |
|
|
2617 | |
2608 | int z; |
2618 | /* int z; |
2609 | int num_stats_lose; |
2619 | int num_stats_lose; |
2610 | int lost_a_stat; |
2620 | int lost_a_stat; |
2611 | int lose_this_stat; |
2621 | int lose_this_stat; |
2612 | int this_stat; |
2622 | int this_stat; */ |
2613 | int will_kill_again; |
2623 | int will_kill_again; |
2614 | archetype *at; |
2624 | archetype *at; |
2615 | object *tmp; |
2625 | object *tmp; |
2616 | |
2626 | |
2617 | if(save_life(op)) |
2627 | if (save_life (op)) |
2618 | return; |
2628 | return; |
2619 | |
2629 | |
2620 | |
2630 | |
2621 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2631 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2622 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2632 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2623 | * Look at op_on_battleground() for more info --AndreasV |
2633 | * Look at op_on_battleground() for more info --AndreasV |
2624 | */ |
2634 | */ |
2625 | if (op_on_battleground(op, &x, &y)) { |
2635 | if (op_on_battleground (op, &x, &y)) |
2626 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2636 | { |
2627 | "You have been defeated in combat!"); |
2637 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2628 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2638 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2629 | "Local medics have saved your life..."); |
2639 | |
2630 | |
|
|
2631 | /* restore player */ |
2640 | /* restore player */ |
2632 | at = find_archetype("poisoning"); |
2641 | at = archetype::find ("poisoning"); |
2633 | tmp=present_arch_in_ob(at,op); |
2642 | if (object *tmp = present_arch_in_ob (at, op)) |
2634 | if (tmp) { |
2643 | { |
2635 | remove_ob(tmp); |
2644 | tmp->destroy (); |
2636 | free_object(tmp); |
|
|
2637 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2645 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2638 | } |
2646 | } |
2639 | |
2647 | |
2640 | at = find_archetype("confusion"); |
2648 | at = archetype::find ("confusion"); |
2641 | tmp=present_arch_in_ob(at,op); |
2649 | if (object *tmp = present_arch_in_ob (at, op)) |
2642 | if (tmp) { |
2650 | { |
2643 | remove_ob(tmp); |
2651 | tmp->destroy (); |
2644 | free_object(tmp); |
|
|
2645 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2652 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2646 | } |
2653 | } |
2647 | |
2654 | |
2648 | cure_disease(op,0); /* remove any disease */ |
2655 | cure_disease (op, 0); /* remove any disease */ |
2649 | op->stats.hp=op->stats.maxhp; |
2656 | op->stats.hp = op->stats.maxhp; |
2650 | if (op->stats.food<=0) op->stats.food=999; |
2657 | if (op->stats.food <= 0) |
2651 | |
2658 | op->stats.food = 999; |
|
|
2659 | |
2652 | /* create a bodypart-trophy to make the winner happy */ |
2660 | /* create a bodypart-trophy to make the winner happy */ |
2653 | tmp=arch_to_object(find_archetype("finger")); |
2661 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2654 | if (tmp != NULL) |
|
|
2655 | { |
2662 | { |
2656 | sprintf(buf,"%s's finger",op->name); |
2663 | sprintf (buf, "%s's finger", &op->name); |
2657 | tmp->name = add_string(buf); |
2664 | tmp->name = buf; |
2658 | sprintf(buf," This finger has been cut off %s\n" |
2665 | sprintf (buf, " This finger has been cut off %s\n" |
2659 | " 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", |
2660 | op->name, op->contr->title, (int)(op->level), |
2667 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2661 | op->contr->killer); |
2668 | tmp->msg = buf; |
2662 | tmp->msg=add_string(buf); |
2669 | tmp->value = 0, tmp->type = 0; |
2663 | tmp->value=0, tmp->material=0, tmp->type=0; |
2670 | tmp->materialname = "organics"; |
2664 | tmp->materialname = NULL; |
2671 | tmp->insert_at (op, tmp); |
2665 | tmp->x = op->x, tmp->y = op->y; |
|
|
2666 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
2667 | } |
|
|
2668 | |
2672 | } |
|
|
2673 | |
2669 | /* teleport defeated player to new destination*/ |
2674 | /* teleport defeated player to new destination */ |
2670 | transfer_ob(op, x, y, 0, NULL); |
2675 | transfer_ob (op, x, y, 0, NULL); |
2671 | op->contr->braced=0; |
2676 | op->contr->braced = 0; |
2672 | return; |
|
|
2673 | } |
|
|
2674 | |
|
|
2675 | /* Lauwenmark: Handle for plugin death event */ |
|
|
2676 | if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0) |
|
|
2677 | return; |
2677 | return; |
|
|
2678 | } |
2678 | |
2679 | |
2679 | INVOKE_PLAYER (DEATH, op->contr); |
2680 | INVOKE_PLAYER (DEATH, op->contr); |
2680 | |
2681 | |
2681 | command_kill_pets (op, 0); |
2682 | command_kill_pets (op, 0); |
2682 | |
2683 | |
2683 | if(op->stats.food<0) { |
2684 | if (op->stats.food < 0) |
2684 | if (op->contr->explore) { |
2685 | { |
2685 | new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
|
|
2686 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2687 | op->stats.food=999; |
|
|
2688 | return; |
|
|
2689 | } |
|
|
2690 | sprintf(buf,"%s starved to death.",op->name); |
2686 | sprintf (buf, "%s starved to death.", &op->name); |
2691 | strcpy(op->contr->killer,"starvation"); |
2687 | strcpy (op->contr->killer, "starvation"); |
2692 | } |
2688 | } |
2693 | else { |
2689 | else |
2694 | if (op->contr->explore) { |
|
|
2695 | new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
|
|
2696 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2697 | op->stats.hp=op->stats.maxhp; |
|
|
2698 | return; |
|
|
2699 | } |
|
|
2700 | sprintf(buf,"%s died.",op->name); |
2690 | sprintf (buf, "%s died.", &op->name); |
2701 | } |
2691 | |
2702 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
2692 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2703 | |
2693 | |
2704 | /* save the map location for corpse, gravestone*/ |
2694 | /* save the map location for corpse, gravestone */ |
2705 | x=op->x;y=op->y;map=op->map; |
2695 | x = op->x; |
|
|
2696 | y = op->y; |
|
|
2697 | map = op->map; |
2706 | |
2698 | |
2707 | |
|
|
2708 | if (settings.not_permadeth == TRUE) { |
|
|
2709 | /* NOT_PERMADEATH code. This basically brings the character back to |
2699 | /* NOT_PERMADEATH code. This basically brings the character back to |
2710 | * 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. |
2711 | * 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. |
2712 | */ |
2702 | */ |
2713 | |
2703 | |
2714 | /* Basically two ways to go - remove a stat permanently, or just |
2704 | /* Basically two ways to go - remove a stat permanently, or just |
2715 | * make it depletion. This bunch of code deals with that aspect |
2705 | * make it depletion. This bunch of code deals with that aspect |
2716 | * of death. |
2706 | * of death. |
2717 | */ |
2707 | */ |
2718 | #ifndef COZY_SERVER |
2708 | #ifndef COZY_SERVER |
2719 | if (settings.balanced_stat_loss) { |
2709 | if (settings.balanced_stat_loss) |
|
|
2710 | { |
2720 | /* If stat loss is permanent, lose one stat only. */ |
2711 | /* If stat loss is permanent, lose one stat only. */ |
2721 | /* 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 |
2722 | more if they do. */ |
2713 | more if they do. */ |
2723 | /* Higher level characters can afford things such as potions of |
2714 | /* Higher level characters can afford things such as potions of |
2724 | restoration, or better, stat potions. So we slug them that |
2715 | restoration, or better, stat potions. So we slug them that |
2725 | little bit harder. */ |
2716 | little bit harder. */ |
2726 | /* GD */ |
2717 | /* GD */ |
2727 | if (settings.stat_loss_on_death) |
2718 | if (settings.stat_loss_on_death) |
2728 | num_stats_lose = 1; |
2719 | num_stats_lose = 1; |
2729 | else |
2720 | else |
2730 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
2721 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2731 | } else { |
2722 | } |
|
|
2723 | else |
2732 | num_stats_lose = 1; |
2724 | num_stats_lose = 1; |
2733 | } |
2725 | |
2734 | lost_a_stat = 0; |
2726 | lost_a_stat = 0; |
2735 | |
2727 | |
2736 | for (z=0; z<num_stats_lose; z++) { |
2728 | for (z = 0; z < num_stats_lose; z++) |
|
|
2729 | { |
2737 | i = RANDOM() % NUM_STATS; |
2730 | i = RANDOM () % NUM_STATS; |
2738 | |
2731 | |
2739 | if (settings.stat_loss_on_death) { |
2732 | if (settings.stat_loss_on_death) |
|
|
2733 | { |
2740 | /* Pick a random stat and take a point off it. Tell the player |
2734 | /* Pick a random stat and take a point off it. Tell the player |
2741 | * what he lost. |
2735 | * what he lost. |
2742 | */ |
2736 | */ |
2743 | change_attr_value(&(op->stats), i,-1); |
2737 | change_attr_value (&(op->stats), i, -1); |
2744 | check_stat_bounds(&(op->stats)); |
2738 | check_stat_bounds (&(op->stats)); |
2745 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2739 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2746 | check_stat_bounds(&(op->contr->orig_stats)); |
2740 | check_stat_bounds (&(op->contr->orig_stats)); |
2747 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2741 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2748 | lost_a_stat = 1; |
2742 | lost_a_stat = 1; |
2749 | } else { |
2743 | } |
|
|
2744 | else |
|
|
2745 | { |
2750 | /* deplete a stat */ |
2746 | /* deplete a stat */ |
2751 | archetype *deparch=find_archetype("depletion"); |
2747 | archetype *deparch = archetype::find ("depletion"); |
2752 | object *dep; |
2748 | object *dep; |
|
|
2749 | |
|
|
2750 | dep = present_arch_in_ob (deparch, op); |
|
|
2751 | if (!dep) |
2753 | |
2752 | { |
2754 | dep = present_arch_in_ob(deparch,op); |
|
|
2755 | if(!dep) { |
|
|
2756 | dep = arch_to_object(deparch); |
2753 | dep = arch_to_object (deparch); |
2757 | insert_ob_in_ob(dep, op); |
2754 | insert_ob_in_ob (dep, op); |
2758 | } |
|
|
2759 | lose_this_stat = 1; |
|
|
2760 | if (settings.balanced_stat_loss) { |
|
|
2761 | /* GD */ |
|
|
2762 | /* Get the stat that we're about to deplete. */ |
|
|
2763 | this_stat = get_attr_value(&(dep->stats), i); |
|
|
2764 | if (this_stat < 0) { |
|
|
2765 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
|
|
2766 | int keep_chance = this_stat * this_stat; |
|
|
2767 | /* Yes, I am paranoid. Sue me. */ |
|
|
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) { |
|
|
2773 | lose_this_stat = 0; |
|
|
2774 | /* Take loss chance vs keep chance to see if we |
|
|
2775 | retain the stat. */ |
|
|
2776 | } else { |
|
|
2777 | if (random_roll(0, loss_chance + keep_chance-1, |
|
|
2778 | op, PREFER_LOW) < keep_chance) |
|
|
2779 | lose_this_stat = 0; |
|
|
2780 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2781 | this_stat, keep_chance, loss_chance, |
|
|
2782 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
2783 | } |
|
|
2784 | } |
|
|
2785 | } |
|
|
2786 | |
2755 | } |
2787 | if (lose_this_stat) { |
2756 | lose_this_stat = 1; |
|
|
2757 | if (settings.balanced_stat_loss) |
|
|
2758 | { |
|
|
2759 | /* GD */ |
|
|
2760 | /* Get the stat that we're about to deplete. */ |
2788 | this_stat = get_attr_value(&(dep->stats), i); |
2761 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2762 | if (this_stat < 0) |
|
|
2763 | { |
|
|
2764 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
2765 | int keep_chance = this_stat * this_stat; |
|
|
2766 | |
|
|
2767 | /* Yes, I am paranoid. Sue me. */ |
|
|
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) |
|
|
2773 | { |
|
|
2774 | lose_this_stat = 0; |
|
|
2775 | /* Take loss chance vs keep chance to see if we |
|
|
2776 | retain the stat. */ |
|
|
2777 | } |
|
|
2778 | else |
|
|
2779 | { |
|
|
2780 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
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"); */ |
|
|
2785 | } |
|
|
2786 | } |
|
|
2787 | } |
|
|
2788 | |
|
|
2789 | if (lose_this_stat) |
|
|
2790 | { |
|
|
2791 | this_stat = get_attr_value (&(dep->stats), i); |
2789 | /* We could try to do something clever like find another |
2792 | /* We could try to do something clever like find another |
2790 | * stat to reduce if this fails. But chances are, if |
2793 | * stat to reduce if this fails. But chances are, if |
2791 | * stats have been depleted to -50, all are pretty low |
2794 | * stats have been depleted to -50, all are pretty low |
2792 | * and should be roughly the same, so it shouldn't make a |
2795 | * and should be roughly the same, so it shouldn't make a |
2793 | * difference. |
2796 | * difference. |
2794 | */ |
2797 | */ |
2795 | if (this_stat>=-50) { |
2798 | if (this_stat >= -50) |
|
|
2799 | { |
2796 | change_attr_value(&(dep->stats), i, -1); |
2800 | change_attr_value (&(dep->stats), i, -1); |
2797 | SET_FLAG(dep, FLAG_APPLIED); |
2801 | SET_FLAG (dep, FLAG_APPLIED); |
2798 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2802 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2799 | fix_player(op); |
2803 | op->update_stats (); |
2800 | lost_a_stat = 1; |
2804 | lost_a_stat = 1; |
2801 | } |
2805 | } |
2802 | } |
2806 | } |
|
|
2807 | } |
2803 | } |
2808 | } |
2804 | } |
|
|
2805 | /* If no stat lost, tell the player. */ |
2809 | /* If no stat lost, tell the player. */ |
2806 | if (!lost_a_stat) |
2810 | if (!lost_a_stat) |
2807 | { |
2811 | { |
2808 | /* determine_god() seems to not work sometimes... why is this? |
2812 | /* determine_god() seems to not work sometimes... why is this? |
2809 | Should I be using something else? GD */ |
2813 | Should I be using something else? GD */ |
2810 | const char *god = determine_god(op); |
2814 | const char *god = determine_god (op); |
|
|
2815 | |
2811 | if (god && (strcmp(god, "none"))) |
2816 | if (god && (strcmp (god, "none"))) |
2812 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2817 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2813 | "moment you feel the holy presence of %s protecting" |
2818 | else |
2814 | " you.", god); |
2819 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2815 | else |
|
|
2816 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2817 | " feel a holy presence protecting you."); |
|
|
2818 | } |
2820 | } |
|
|
2821 | #else |
|
|
2822 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2819 | #endif |
2823 | #endif |
2820 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2821 | " feel a holy presence protecting you from losing yourself completely."); |
|
|
2822 | |
2824 | |
2823 | /* Put a gravestone up where the character 'almost' died. List the |
2825 | /* Put a gravestone up where the character 'almost' died. List the |
2824 | * exp loss on the stone. |
2826 | * exp loss on the stone. |
2825 | */ |
2827 | */ |
2826 | tmp=arch_to_object(find_archetype("gravestone")); |
2828 | tmp = arch_to_object (archetype::find ("gravestone")); |
2827 | sprintf(buf,"%s's gravestone",op->name); |
2829 | sprintf (buf, "%s's gravestone", &op->name); |
2828 | FREE_AND_COPY(tmp->name, buf); |
2830 | tmp->name = buf; |
2829 | sprintf(buf,"%s's gravestones",op->name); |
2831 | sprintf (buf, "%s's gravestones", &op->name); |
2830 | FREE_AND_COPY(tmp->name_pl, buf); |
2832 | tmp->name_pl = buf; |
2831 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
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); |
2832 | "who was killed\n" |
2834 | tmp->msg = buf; |
2833 | "by %s.\n", |
|
|
2834 | op->name, op->contr->title, |
|
|
2835 | op->contr->killer); |
|
|
2836 | tmp->msg = add_string(buf); |
|
|
2837 | tmp->x=op->x,tmp->y=op->y; |
2835 | tmp->x = op->x, tmp->y = op->y; |
2838 | insert_ob_in_map (tmp, op->map, NULL,0); |
2836 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2839 | |
2837 | |
2840 | /**************************************/ |
2838 | /**************************************/ |
2841 | /* */ |
2839 | /* */ |
2842 | /* Subtract the experience points, */ |
2840 | /* Subtract the experience points, */ |
2843 | /* if we died cause of food, give us */ |
2841 | /* if we died cause of food, give us */ |
2844 | /* food, and reset HP's... */ |
2842 | /* food, and reset HP's... */ |
2845 | /* */ |
2843 | /* */ |
2846 | /**************************************/ |
2844 | /**************************************/ |
2847 | |
2845 | |
2848 | /* remove any poisoning and confusion the character may be suffering.*/ |
2846 | /* remove any poisoning and confusion the character may be suffering. */ |
2849 | /* restore player */ |
2847 | /* restore player */ |
2850 | at = find_archetype("poisoning"); |
2848 | at = archetype::find ("poisoning"); |
2851 | tmp=present_arch_in_ob(at,op); |
2849 | tmp = present_arch_in_ob (at, op); |
|
|
2850 | |
2852 | if (tmp) { |
2851 | if (tmp) |
2853 | remove_ob(tmp); |
2852 | { |
2854 | free_object(tmp); |
2853 | tmp->destroy (); |
2855 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2854 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2856 | } |
2855 | } |
2857 | |
2856 | |
2858 | at = find_archetype("confusion"); |
2857 | at = archetype::find ("confusion"); |
2859 | tmp=present_arch_in_ob(at,op); |
2858 | tmp = present_arch_in_ob (at, op); |
2860 | if (tmp) { |
2859 | if (tmp) |
2861 | remove_ob(tmp); |
2860 | { |
2862 | free_object(tmp); |
2861 | tmp->destroy (); |
2863 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2862 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2864 | } |
2863 | } |
|
|
2864 | |
2865 | cure_disease(op,0); /* remove any disease */ |
2865 | cure_disease (op, 0); /* remove any disease */ |
2866 | |
2866 | |
2867 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2867 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2868 | apply_death_exp_penalty(op); |
2868 | apply_death_exp_penalty (op); |
2869 | if(op->stats.food < 100) op->stats.food = 900; |
2869 | if (op->stats.food < 100) |
|
|
2870 | op->stats.food = 900; |
2870 | op->stats.hp = op->stats.maxhp; |
2871 | op->stats.hp = op->stats.maxhp; |
2871 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
2872 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2872 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
2873 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2873 | |
2874 | |
2874 | /* |
2875 | /* |
2875 | * 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 |
2876 | * the player has any unpaid items. If so, remove them and put them back |
2877 | * and put them back in the map. |
2877 | * in the map. |
2878 | */ |
2878 | */ |
|
|
2879 | |
|
|
2880 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
|
|
2881 | if (tmp->type == SHOP_FLOOR) { |
|
|
2882 | remove_unpaid_objects(op->inv, op); |
2879 | remove_unpaid_objects (op->inv, op); |
2883 | break; |
|
|
2884 | } |
|
|
2885 | } |
|
|
2886 | |
|
|
2887 | |
2880 | |
2888 | /****************************************/ |
2881 | /****************************************/ |
2889 | /* */ |
2882 | /* */ |
2890 | /* Move player to his current respawn- */ |
2883 | /* Move player to his current respawn- */ |
2891 | /* position (usually last savebed) */ |
2884 | /* position (usually last savebed) */ |
2892 | /* */ |
2885 | /* */ |
2893 | /****************************************/ |
2886 | /****************************************/ |
2894 | |
2887 | |
2895 | enter_player_savebed(op); |
2888 | enter_player_savebed (op); |
2896 | |
2889 | |
2897 | /* Save the player before inserting the force to reduce |
|
|
2898 | * chance of abuse. |
|
|
2899 | */ |
|
|
2900 | op->contr->braced=0; |
2890 | op->contr->braced = 0; |
2901 | save_player(op,1); |
|
|
2902 | |
2891 | |
2903 | /* it is possible that the player has blown something up |
2892 | /* it is possible that the player has blown something up |
2904 | * at his savebed location, and that can have long lasting |
2893 | * at his savebed location, and that can have long lasting |
2905 | * spell effects. So first see if there is a spell effect |
2894 | * spell effects. So first see if there is a spell effect |
2906 | * on the space that might harm the player. |
2895 | * on the space that might harm the player. |
2907 | */ |
2896 | */ |
2908 | will_kill_again=0; |
2897 | will_kill_again = 0; |
2909 | 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) |
2910 | if (tmp->type ==SPELL_EFFECT) |
2899 | if (tmp->type == SPELL_EFFECT) |
2911 | will_kill_again|=tmp->attacktype; |
2900 | will_kill_again |= tmp->attacktype; |
2912 | } |
2901 | |
2913 | if (will_kill_again) { |
2902 | if (will_kill_again) |
|
|
2903 | { |
2914 | object *force; |
2904 | object *force; |
2915 | int at; |
2905 | int at; |
2916 | |
2906 | |
2917 | force=get_archetype(FORCE_NAME); |
2907 | force = get_archetype (FORCE_NAME); |
2918 | /* 50 ticks should be enough time for the spell to abate */ |
2908 | /* 50 ticks should be enough time for the spell to abate */ |
2919 | force->speed=0.1; |
2909 | force->speed = 0.1f; |
2920 | force->speed_left=-5.0; |
2910 | force->speed_left = -5.f; |
2921 | SET_FLAG(force, FLAG_APPLIED); |
2911 | SET_FLAG (force, FLAG_APPLIED); |
2922 | for (at=0; at<NROFATTACKS; at++) { |
2912 | for (at = 0; at < NROFATTACKS; at++) |
2923 | if (will_kill_again & (1 << at)) |
2913 | if (will_kill_again & (1 << at)) |
2924 | force->resist[at] = 100; |
2914 | force->resist[at] = 100; |
2925 | } |
2915 | |
2926 | insert_ob_in_ob(force, op); |
2916 | insert_ob_in_ob (force, op); |
2927 | fix_player(op); |
2917 | op->update_stats (); |
2928 | |
|
|
2929 | } |
|
|
2930 | /**************************************/ |
|
|
2931 | /* */ |
|
|
2932 | /* Repaint the characters inv, and */ |
|
|
2933 | /* stats, and show a nasty message ;) */ |
|
|
2934 | /* */ |
|
|
2935 | /**************************************/ |
|
|
2936 | |
2918 | |
|
|
2919 | } |
|
|
2920 | |
2937 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
2921 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2938 | return; |
|
|
2939 | } /* NOT_PERMADETH */ |
|
|
2940 | else { |
|
|
2941 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
2942 | * should probably be embedded in an else statement. |
|
|
2943 | */ |
|
|
2944 | |
|
|
2945 | op->contr->party=NULL; |
|
|
2946 | if (settings.set_title == TRUE) |
|
|
2947 | op->contr->own_title[0]='\0'; |
|
|
2948 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
|
|
2949 | check_score(op); |
|
|
2950 | if(op->contr->ranges[range_golem]!=NULL) { |
|
|
2951 | remove_friendly_object(op->contr->ranges[range_golem]); |
|
|
2952 | remove_ob(op->contr->ranges[range_golem]); |
|
|
2953 | free_object(op->contr->ranges[range_golem]); |
|
|
2954 | op->contr->ranges[range_golem]=NULL; |
|
|
2955 | op->contr->golem_count=0; |
|
|
2956 | } |
|
|
2957 | loot_object(op); /* Remove some of the items for good */ |
|
|
2958 | remove_ob(op); |
|
|
2959 | op->direction=0; |
|
|
2960 | |
|
|
2961 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
|
|
2962 | delete_character(op->name,0); |
|
|
2963 | if (settings.resurrection == TRUE) { |
|
|
2964 | /* save playerfile sans equipment when player dies |
|
|
2965 | ** then save it as player.pl.dead so that future resurrection |
|
|
2966 | ** type spells will work on them nicely |
|
|
2967 | */ |
|
|
2968 | delete_character(op->name,0); |
|
|
2969 | op->stats.hp = op->stats.maxhp; |
|
|
2970 | op->stats.food = 999; |
|
|
2971 | |
|
|
2972 | /* set the location of where the person will reappear when */ |
|
|
2973 | /* maybe resurrection code should fix map also */ |
|
|
2974 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
|
|
2975 | if(op->map!=NULL) |
|
|
2976 | op->map = NULL; |
|
|
2977 | op->x = settings.emergency_x; |
|
|
2978 | op->y = settings.emergency_y; |
|
|
2979 | save_player(op,0); |
|
|
2980 | op->map = map; |
|
|
2981 | /* please see resurrection.c: peterm */ |
|
|
2982 | dead_player(op); |
|
|
2983 | } else { |
|
|
2984 | delete_character(op->name,1); |
|
|
2985 | } |
|
|
2986 | } |
|
|
2987 | play_again(op); |
|
|
2988 | |
|
|
2989 | /* peterm: added to create a corpse at deathsite. */ |
|
|
2990 | tmp=arch_to_object(find_archetype("corpse_pl")); |
|
|
2991 | sprintf(buf,"%s", op->name); |
|
|
2992 | FREE_AND_COPY(tmp->name, buf); |
|
|
2993 | FREE_AND_COPY(tmp->name_pl, buf); |
|
|
2994 | tmp->level=op->level; |
|
|
2995 | tmp->x=x;tmp->y=y; |
|
|
2996 | if (tmp->msg) |
|
|
2997 | free_string(tmp->msg); |
|
|
2998 | tmp->msg = add_string (gravestone_text(op)); |
|
|
2999 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3000 | insert_ob_in_map (tmp, map, NULL,0); |
|
|
3001 | } |
|
|
3002 | } |
2922 | } |
3003 | |
2923 | |
3004 | |
2924 | void |
3005 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
2925 | loot_object (object *op) |
|
|
2926 | { /* Grab and destroy some treasure */ |
3006 | object *tmp,*tmp2,*next; |
2927 | object *tmp, *tmp2, *next; |
3007 | |
2928 | |
3008 | if (op->container) { /* close open sack first */ |
2929 | op->close_container (); /* close open sack first */ |
3009 | esrv_apply_container (op, op->container); |
|
|
3010 | } |
|
|
3011 | |
2930 | |
3012 | for(tmp=op->inv;tmp!=NULL;tmp=next) { |
2931 | for (tmp = op->inv; tmp; tmp = next) |
|
|
2932 | { |
3013 | next=tmp->below; |
2933 | next = tmp->below; |
3014 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
2934 | |
3015 | remove_ob(tmp); |
2935 | if (tmp->invisible) |
|
|
2936 | continue; |
|
|
2937 | |
|
|
2938 | tmp->remove (); |
3016 | tmp->x=op->x,tmp->y=op->y; |
2939 | tmp->x = op->x, tmp->y = op->y; |
3017 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
2940 | |
3018 | loot_object(tmp); |
2941 | if (tmp->type == CONTAINER) |
3019 | } |
2942 | loot_object (tmp); /* empty container to ground */ |
3020 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
2943 | |
3021 | || 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)))) |
|
|
2945 | { |
3022 | if(tmp->nrof>1) { |
2946 | if (tmp->nrof > 1) |
|
|
2947 | { |
3023 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
2948 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3024 | free_object(tmp2); |
2949 | tmp2->destroy (); |
3025 | insert_ob_in_map(tmp,op->map,NULL,0); |
2950 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
2951 | } |
|
|
2952 | else |
|
|
2953 | tmp->destroy (); |
|
|
2954 | } |
3026 | } else |
2955 | else |
3027 | free_object(tmp); |
|
|
3028 | } else |
|
|
3029 | insert_ob_in_map(tmp,op->map,NULL,0); |
2956 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3030 | } |
2957 | } |
3031 | } |
2958 | } |
3032 | |
2959 | |
3033 | /* |
2960 | /* |
3034 | * fix_weight(): Check recursively the weight of all players, and fix |
2961 | * fix_weight(): Check recursively the weight of all players, and fix |
3035 | * 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 |
3036 | * was changed. |
2963 | * was changed. |
3037 | */ |
2964 | */ |
3038 | |
2965 | void |
3039 | void fix_weight(void) { |
2966 | fix_weight (void) |
3040 | player *pl; |
2967 | { |
3041 | for (pl = first_player; pl != NULL; pl = pl->next) { |
2968 | for_all_players (pl) |
|
|
2969 | { |
3042 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
2970 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
|
|
2971 | |
3043 | if(old == sum) |
2972 | if (old == sum) |
3044 | continue; |
2973 | continue; |
3045 | fix_player(pl->ob); |
2974 | pl->ob->update_stats (); |
3046 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
2975 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3047 | pl->ob->name, old, sum); |
|
|
3048 | } |
2976 | } |
3049 | } |
2977 | } |
3050 | |
2978 | |
|
|
2979 | void |
3051 | void fix_luck(void) { |
2980 | fix_luck (void) |
3052 | player *pl; |
2981 | { |
3053 | for (pl = first_player; pl != NULL; pl = pl->next) |
2982 | for_all_players (pl) |
3054 | if (!pl->ob->contr->state) |
2983 | if (!pl->ob->contr->ns->state) |
3055 | change_luck(pl->ob, 0); |
2984 | pl->ob->change_luck (0); |
3056 | } |
2985 | } |
3057 | |
|
|
3058 | |
2986 | |
3059 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2987 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3060 | * This is much simpler in the new spell code - we basically |
2988 | * This is much simpler in the new spell code - we basically |
3061 | * just treat this as any other spell casting object. |
2989 | * just treat this as any other spell casting object. |
3062 | */ |
2990 | */ |
3063 | |
|
|
3064 | void |
2991 | void |
3065 | cast_dust (object * op, object * throw_ob, int dir) |
2992 | cast_dust (object *op, object *throw_ob, int dir) |
3066 | { |
2993 | { |
3067 | object *skop, *spob; |
2994 | object *skop, *spob; |
3068 | |
2995 | |
3069 | skop = find_skill_by_name (op, throw_ob->skill); |
2996 | skop = find_skill_by_name (op, throw_ob->skill); |
3070 | |
2997 | |
3071 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
2998 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3072 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
2999 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3073 | { |
3000 | { |
3074 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", |
3001 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
3075 | op->name); |
|
|
3076 | return; |
3002 | return; |
3077 | } |
3003 | } |
3078 | |
3004 | |
3079 | spob = throw_ob->inv; |
3005 | spob = throw_ob->inv; |
3080 | |
3006 | |
3081 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3007 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3082 | // not pass NULL to cast_spell (which did indeed check itself, but |
3008 | // not pass NULL to cast_spell (which did indeed check itself, but |
3083 | // errors should be reported as early as possible IMHO) |
3009 | // errors should be reported as early as possible IMHO) |
3084 | if (!spob) |
3010 | if (!spob) |
3085 | { |
3011 | { |
3086 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", |
3012 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
3087 | throw_ob->name, op->name); |
|
|
3088 | return; |
3013 | return; |
3089 | } |
3014 | } |
3090 | |
3015 | |
3091 | if (op->type == PLAYER) |
3016 | if (op->type == PLAYER) |
3092 | 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); |
3093 | |
3018 | |
3094 | cast_spell (op, throw_ob, dir, spob, NULL); |
3019 | cast_spell (op, throw_ob, dir, spob, NULL); |
3095 | |
3020 | |
3096 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3021 | throw_ob->destroy (); |
3097 | remove_ob (throw_ob); |
|
|
3098 | free_object (throw_ob); |
|
|
3099 | } |
3022 | } |
3100 | |
3023 | |
|
|
3024 | void |
3101 | void make_visible (object *op) { |
3025 | make_visible (object *op) |
|
|
3026 | { |
3102 | op->hide = 0; |
3027 | op->hide = 0; |
3103 | op->invisible = 0; |
3028 | op->invisible = 0; |
3104 | if(op->type==PLAYER) { |
|
|
3105 | op->contr->tmp_invis = 0; |
|
|
3106 | if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
|
|
3107 | } |
|
|
3108 | update_object(op,UP_OBJ_FACE); |
|
|
3109 | } |
|
|
3110 | |
|
|
3111 | int is_true_undead(object *op) { |
|
|
3112 | object *tmp=NULL; |
|
|
3113 | |
|
|
3114 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
|
|
3115 | |
|
|
3116 | if(op->type==PLAYER) |
3029 | if (op->type == PLAYER) |
3117 | for(tmp=op->inv;tmp;tmp=tmp->below) |
3030 | { |
3118 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
3031 | op->contr->tmp_invis = 0; |
3119 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
3032 | op->contr->invis_race = 0; |
|
|
3033 | } |
|
|
3034 | |
|
|
3035 | update_object (op, UP_OBJ_CHANGE); |
|
|
3036 | } |
|
|
3037 | |
|
|
3038 | int |
|
|
3039 | is_true_undead (object *op) |
|
|
3040 | { |
|
|
3041 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
|
|
3042 | return 1; |
|
|
3043 | |
3120 | return 0; |
3044 | return 0; |
3121 | } |
3045 | } |
3122 | |
3046 | |
3123 | /* look at the surrounding terrain to determine |
3047 | /* look at the surrounding terrain to determine |
3124 | * the hideability of this object. Positive levels |
3048 | * the hideability of this object. Positive levels |
3125 | * indicate greater hideability. |
3049 | * indicate greater hideability. |
3126 | */ |
3050 | */ |
3127 | |
3051 | |
|
|
3052 | int |
3128 | int hideability(object *ob) { |
3053 | hideability (object *ob) |
|
|
3054 | { |
3129 | int i,level=0, mflag; |
3055 | int i, level = 0, mflag; |
3130 | sint16 x,y; |
3056 | sint16 x, y; |
3131 | |
3057 | |
3132 | if(!ob||!ob->map) return 0; |
3058 | if (!ob || !ob->map) |
|
|
3059 | return 0; |
3133 | |
3060 | |
3134 | /* so, on normal lighted maps, its hard to hide */ |
3061 | /* so, on normal lighted maps, its hard to hide */ |
3135 | level=ob->map->darkness - 2; |
3062 | level = ob->map->darkness - 2; |
3136 | |
3063 | |
3137 | /* this also picks up whether the object is glowing. |
3064 | /* this also picks up whether the object is glowing. |
3138 | * If you carry a light on a non-dark map, its not |
3065 | * If you carry a light on a non-dark map, its not |
3139 | * as bad as carrying a light on a pitch dark map */ |
3066 | * as bad as carrying a light on a pitch dark map */ |
3140 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
3067 | if (has_carried_lights (ob)) |
|
|
3068 | level = -(10 + (2 * ob->map->darkness)); |
3141 | |
3069 | |
3142 | /* scan through all nearby squares for terrain to hide in */ |
3070 | /* scan through all nearby squares for terrain to hide in */ |
3143 | for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
3071 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
|
|
3072 | { |
3144 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
3073 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3145 | if (mflag & P_OUT_OF_MAP) { continue; } |
3074 | if (mflag & P_OUT_OF_MAP) |
|
|
3075 | { |
|
|
3076 | continue; |
|
|
3077 | } |
3146 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3078 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3147 | level += 2; |
3079 | level += 2; |
3148 | else /* open terrain! */ |
3080 | else /* open terrain! */ |
3149 | level -= 1; |
3081 | level -= 1; |
3150 | } |
3082 | } |
3151 | |
3083 | |
3152 | #if 0 |
3084 | #if 0 |
3153 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
3085 | LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
3154 | #endif |
3086 | #endif |
3155 | return level; |
3087 | return level; |
3156 | } |
3088 | } |
3157 | |
3089 | |
3158 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3090 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3159 | * every time they move - as we subtract off 'invisibility' |
3091 | * every time they move - as we subtract off 'invisibility' |
3160 | * AND, for players, if they move into a ridiculously unhideable |
3092 | * AND, for players, if they move into a ridiculously unhideable |
3161 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3093 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3162 | */ |
3094 | */ |
3163 | |
3095 | void |
3164 | void do_hidden_move (object *op) { |
3096 | do_hidden_move (object *op) |
|
|
3097 | { |
3165 | int hide=0, num=random_roll(0, 19, op, PREFER_LOW); |
3098 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3166 | object *skop; |
3099 | object *skop; |
3167 | |
3100 | |
3168 | if(!op || !op->map) return; |
3101 | if (!op || !op->map) |
|
|
3102 | return; |
3169 | |
3103 | |
3170 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
3104 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3171 | |
3105 | |
3172 | /* 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! */ |
3173 | if(op->type==PLAYER && op->contr->run_on) { |
3107 | if (op->type == PLAYER && op->contr->run_on) |
3174 | if(!skop || num >= skop->level) { |
3108 | if (!skop || num >= skop->level) |
|
|
3109 | { |
3175 | 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!"); |
3176 | make_visible(op); |
3111 | make_visible (op); |
3177 | return; |
3112 | return; |
3178 | } else num += 20; |
|
|
3179 | } |
3113 | } |
|
|
3114 | else |
|
|
3115 | num += 20; |
|
|
3116 | |
3180 | num += op->map->difficulty; |
3117 | num += op->map->difficulty; |
3181 | hide = hideability(op); /* modify by terrain hidden level */ |
3118 | hide = hideability (op); /* modify by terrain hidden level */ |
3182 | num -= hide; |
3119 | num -= hide; |
|
|
3120 | |
3183 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
3121 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
|
|
3122 | { |
3184 | make_visible(op); |
3123 | make_visible (op); |
3185 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
3124 | if (op->type == PLAYER) |
3186 | "You moved out of hiding! You are visible!"); |
3125 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3187 | } |
3126 | } |
3188 | else if (op->type == PLAYER && skop) { |
3127 | else if (op->type == PLAYER && skop) |
3189 | 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); |
3190 | } |
|
|
3191 | } |
3129 | } |
3192 | |
3130 | |
3193 | /* determine if who is standing near a hostile creature. */ |
3131 | /* determine if who is standing near a hostile creature. */ |
3194 | |
3132 | |
|
|
3133 | int |
3195 | int stand_near_hostile( object *who ) { |
3134 | stand_near_hostile (object *who) |
|
|
3135 | { |
3196 | object *tmp=NULL; |
3136 | object *tmp = NULL; |
3197 | int i,friendly=0,player=0, mflags; |
3137 | int i, friendly = 0, player = 0, mflags; |
3198 | mapstruct *m; |
3138 | maptile *m; |
3199 | sint16 x,y; |
3139 | sint16 x, y; |
3200 | |
3140 | |
3201 | if(!who) return 0; |
3141 | if (!who) |
3202 | |
|
|
3203 | if(who->type==PLAYER) player=1; |
|
|
3204 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
|
|
3205 | |
|
|
3206 | /* search adjacent squares */ |
|
|
3207 | for(i=1;i<9;i++) { |
|
|
3208 | x = who->x+freearr_x[i]; |
|
|
3209 | y = who->y+freearr_y[i]; |
|
|
3210 | m = who->map; |
|
|
3211 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
3212 | /* space must be blocked if there is a monster. If not |
|
|
3213 | * blocked, don't need to check this space. |
|
|
3214 | */ |
|
|
3215 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
3216 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
|
|
3217 | |
|
|
3218 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
|
|
3219 | if((player||friendly) |
|
|
3220 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
|
|
3221 | return 1; |
|
|
3222 | else if(tmp->type==PLAYER) |
|
|
3223 | { |
|
|
3224 | /*don't let a hidden DM prevent you from hiding*/ |
|
|
3225 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3226 | return 1; |
|
|
3227 | } |
|
|
3228 | } |
|
|
3229 | } |
|
|
3230 | return 0; |
3142 | return 0; |
|
|
3143 | |
|
|
3144 | if (who->type == PLAYER) |
|
|
3145 | player = 1; |
|
|
3146 | |
|
|
3147 | else |
|
|
3148 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
|
|
3149 | |
|
|
3150 | /* search adjacent squares */ |
|
|
3151 | for (i = 1; i < 9; i++) |
|
|
3152 | { |
|
|
3153 | x = who->x + freearr_x[i]; |
|
|
3154 | y = who->y + freearr_y[i]; |
|
|
3155 | m = who->map; |
|
|
3156 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
3157 | /* space must be blocked if there is a monster. If not |
|
|
3158 | * blocked, don't need to check this space. |
|
|
3159 | */ |
|
|
3160 | if (mflags & P_OUT_OF_MAP) |
|
|
3161 | continue; |
|
|
3162 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
3163 | continue; |
|
|
3164 | |
|
|
3165 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
3166 | { |
|
|
3167 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
3168 | return 1; |
|
|
3169 | else if (tmp->type == PLAYER) |
|
|
3170 | { |
|
|
3171 | /*don't let a hidden DM prevent you from hiding */ |
|
|
3172 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3173 | return 1; |
|
|
3174 | } |
|
|
3175 | } |
|
|
3176 | } |
|
|
3177 | return 0; |
3231 | } |
3178 | } |
3232 | |
3179 | |
3233 | /* check the player los field for viewability of the |
3180 | /* check the player los field for viewability of the |
3234 | * object op. This function works fine for monsters, |
3181 | * object op. This function works fine for monsters, |
3235 | * but we dont worry if the object isnt the top one in |
3182 | * but we dont worry if the object isnt the top one in |
… | |
… | |
3242 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3189 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3243 | * -b.t. |
3190 | * -b.t. |
3244 | * This function is now map tiling safe. |
3191 | * This function is now map tiling safe. |
3245 | */ |
3192 | */ |
3246 | |
3193 | |
|
|
3194 | int |
3247 | int player_can_view (object *pl,object *op) { |
3195 | player_can_view (object *pl, object *op) |
|
|
3196 | { |
3248 | rv_vector rv; |
3197 | rv_vector rv; |
3249 | int dx,dy; |
3198 | int dx, dy; |
3250 | |
3199 | |
3251 | if(pl->type!=PLAYER) { |
3200 | if (pl->type != PLAYER) |
|
|
3201 | { |
3252 | LOG(llevError,"player_can_view() called for non-player object\n"); |
3202 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3253 | return -1; |
|
|
3254 | } |
|
|
3255 | if (!pl || !op) return 0; |
|
|
3256 | |
|
|
3257 | if(op->head) { op = op->head; } |
|
|
3258 | get_rangevector(pl, op, &rv, 0x1); |
|
|
3259 | |
|
|
3260 | /* starting with the 'head' part, lets loop |
|
|
3261 | * through the object and find if it has any |
|
|
3262 | * part that is in the los array but isnt on |
|
|
3263 | * a blocked los square. |
|
|
3264 | * we use the archetype to figure out offsets. |
|
|
3265 | */ |
|
|
3266 | while(op) { |
|
|
3267 | dx = rv.distance_x + op->arch->clone.x; |
|
|
3268 | dy = rv.distance_y + op->arch->clone.y; |
|
|
3269 | |
|
|
3270 | /* only the viewable area the player sees is updated by LOS |
|
|
3271 | * code, so we need to restrict ourselves to that range of values |
|
|
3272 | * for any meaningful values. |
|
|
3273 | */ |
|
|
3274 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
|
|
3275 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
|
|
3276 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
|
|
3277 | return 1; |
3203 | return -1; |
3278 | op = op->more; |
|
|
3279 | } |
3204 | } |
|
|
3205 | |
|
|
3206 | if (!pl || !op) |
3280 | return 0; |
3207 | return 0; |
|
|
3208 | |
|
|
3209 | op = op->head_ (); |
|
|
3210 | |
|
|
3211 | get_rangevector (pl, op, &rv, 0x1); |
|
|
3212 | |
|
|
3213 | /* starting with the 'head' part, lets loop |
|
|
3214 | * through the object and find if it has any |
|
|
3215 | * part that is in the los array but isnt on |
|
|
3216 | * a blocked los square. |
|
|
3217 | * we use the archetype to figure out offsets. |
|
|
3218 | */ |
|
|
3219 | while (op) |
|
|
3220 | { |
|
|
3221 | dx = rv.distance_x + op->arch->x; |
|
|
3222 | dy = rv.distance_y + op->arch->y; |
|
|
3223 | |
|
|
3224 | /* only the viewable area the player sees is updated by LOS |
|
|
3225 | * code, so we need to restrict ourselves to that range of values |
|
|
3226 | * for any meaningful values. |
|
|
3227 | */ |
|
|
3228 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3229 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3230 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3231 | return 1; |
|
|
3232 | op = op->more; |
|
|
3233 | } |
|
|
3234 | return 0; |
3281 | } |
3235 | } |
3282 | |
3236 | |
3283 | /* routine for both players and monsters. We call this when |
3237 | /* routine for both players and monsters. We call this when |
3284 | * there is a possibility for our action distrubing our hiding |
3238 | * there is a possibility for our action distrubing our hiding |
3285 | * place or invisiblity spell. Artefact invisiblity is not |
3239 | * place or invisiblity spell. Artefact invisiblity is not |
3286 | * effected by this. If we arent invisible to begin with, we |
3240 | * effected by this. If we arent invisible to begin with, we |
3287 | * return 0. |
3241 | * return 0. |
3288 | */ |
3242 | */ |
|
|
3243 | int |
3289 | int action_makes_visible (object *op) { |
3244 | action_makes_visible (object *op) |
|
|
3245 | { |
3290 | |
3246 | |
3291 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3247 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3248 | { |
3292 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
3249 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3293 | return 0; |
3250 | return 0; |
3294 | |
3251 | |
3295 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
3252 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3253 | return 0; |
3296 | |
3254 | |
3297 | /* If monsters, they should become visible */ |
3255 | /* If monsters, they should become visible */ |
3298 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
3256 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3257 | { |
3299 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
3258 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3300 | return 1; |
3259 | return 1; |
3301 | } |
3260 | } |
3302 | } |
3261 | } |
3303 | return 0; |
3262 | return 0; |
3304 | } |
3263 | } |
3305 | |
3264 | |
3306 | /* op_on_battleground - checks if the given object op (usually |
3265 | /* op_on_battleground - checks if the given object op (usually |
3307 | * a player) is standing on a valid battleground-tile, |
3266 | * a player) is standing on a valid battleground-tile, |
3308 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3267 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3309 | * -exit-coord. (and if x, y not NULL) |
3268 | * -exit-coord. (and if x, y not NULL) |
3310 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3269 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3311 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3270 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3312 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3271 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3313 | */ |
3272 | */ |
|
|
3273 | int |
3314 | int op_on_battleground (object *op, int *x, int *y) { |
3274 | op_on_battleground (object *op, int *x, int *y) |
|
|
3275 | { |
3315 | object *tmp; |
3276 | object *tmp; |
3316 | |
3277 | |
3317 | /* A battleground-tile needs the following attributes to be valid: |
3278 | /* A battleground-tile needs the following attributes to be valid: |
3318 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3279 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3319 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3280 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3320 | * and the exit-coordinates sp/hp must both be > 0. |
3281 | * and the exit-coordinates sp/hp must both be > 0. |
3321 | * => The intention here is to prevent abuse of the battleground- |
3282 | * => The intention here is to prevent abuse of the battleground- |
3322 | * feature (like pickable or hidden battleground tiles). */ |
3283 | * feature (like pickable or hidden battleground tiles). */ |
3323 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3284 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
|
|
3285 | { |
3324 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3286 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
3287 | { |
3325 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3288 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3326 | strcmp(tmp->name, "battleground")==0 && |
3289 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3327 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3290 | { |
3328 | /*before we assign the exit, check if this is a teambattle*/ |
3291 | /*before we assign the exit, check if this is a teambattle */ |
3329 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3292 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
|
|
3293 | { |
3330 | object *invtmp; |
3294 | object *invtmp; |
|
|
3295 | |
3331 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3296 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3332 | if(invtmp->type==FORCE && invtmp->slaying && |
3297 | { |
3333 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
3298 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3299 | { |
|
|
3300 | if (x != NULL && y != NULL) |
|
|
3301 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3302 | return 1; |
|
|
3303 | } |
|
|
3304 | } |
|
|
3305 | } |
3334 | if (x != NULL && y != NULL) |
3306 | if (x != NULL && y != NULL) |
3335 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
3307 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3336 | return 1; |
3308 | return 1; |
3337 | } |
3309 | } |
3338 | } |
3310 | } |
3339 | } |
|
|
3340 | if (x != NULL && y != NULL) |
|
|
3341 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
|
|
3342 | return 1; |
|
|
3343 | } |
3311 | } |
3344 | } |
|
|
3345 | } |
|
|
3346 | /* If we got here, did not find a battleground */ |
3312 | /* If we got here, did not find a battleground */ |
3347 | return 0; |
3313 | return 0; |
3348 | } |
3314 | } |
3349 | |
3315 | |
3350 | /* |
3316 | /* |
… | |
… | |
3354 | * attributes: |
3320 | * attributes: |
3355 | * object *who the dragon player |
3321 | * object *who the dragon player |
3356 | * int atnr the attack-number of the ability focus |
3322 | * int atnr the attack-number of the ability focus |
3357 | * int level ability level |
3323 | * int level ability level |
3358 | */ |
3324 | */ |
|
|
3325 | void |
3359 | void dragon_ability_gain(object *who, int atnr, int level) { |
3326 | dragon_ability_gain (object *who, int atnr, int level) |
|
|
3327 | { |
3360 | treasurelist *trlist = NULL; /* treasurelist */ |
3328 | treasurelist *trlist = NULL; /* treasurelist */ |
3361 | treasure *tr; /* treasure */ |
3329 | treasure *tr; /* treasure */ |
3362 | object *tmp,*skop; /* tmp. object */ |
3330 | object *tmp, *skop; /* tmp. object */ |
3363 | object *item; /* treasure object */ |
3331 | object *item; /* treasure object */ |
3364 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3332 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3365 | int i=0, j=0; |
3333 | int i = 0, j = 0; |
3366 | |
3334 | |
3367 | /* get the appropriate treasurelist */ |
3335 | /* get the appropriate treasurelist */ |
3368 | if (atnr == ATNR_FIRE) |
3336 | if (atnr == ATNR_FIRE) |
3369 | trlist = find_treasurelist("dragon_ability_fire"); |
3337 | trlist = treasurelist::find ("dragon_ability_fire"); |
3370 | else if (atnr == ATNR_COLD) |
3338 | else if (atnr == ATNR_COLD) |
3371 | trlist = find_treasurelist("dragon_ability_cold"); |
3339 | trlist = treasurelist::find ("dragon_ability_cold"); |
3372 | else if (atnr == ATNR_ELECTRICITY) |
3340 | else if (atnr == ATNR_ELECTRICITY) |
3373 | trlist = find_treasurelist("dragon_ability_elec"); |
3341 | trlist = treasurelist::find ("dragon_ability_elec"); |
3374 | else if (atnr == ATNR_POISON) |
3342 | else if (atnr == ATNR_POISON) |
3375 | trlist = find_treasurelist("dragon_ability_poison"); |
3343 | trlist = treasurelist::find ("dragon_ability_poison"); |
3376 | |
3344 | |
3377 | if (trlist == NULL || who->type != PLAYER) |
3345 | if (trlist == NULL || who->type != PLAYER) |
3378 | return; |
3346 | return; |
3379 | |
3347 | |
3380 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3348 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3381 | tr = tr->next, i++); |
3349 | |
3382 | |
3350 | if (!tr || !tr->item) |
3383 | if (tr == NULL || tr->item == NULL) { |
3351 | { |
3384 | /* 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]); */ |
3385 | return; |
3353 | return; |
3386 | } |
3354 | } |
3387 | |
3355 | |
3388 | /* everything seems okay - now bring on the gift: */ |
3356 | /* everything seems okay - now bring on the gift: */ |
3389 | item = &(tr->item->clone); |
3357 | item = tr->item; |
3390 | |
3358 | |
3391 | if (item->type == SPELL) { |
3359 | if (item->type == SPELL) |
|
|
3360 | { |
3392 | if (check_spell_known (who, item->name)) |
3361 | if (check_spell_known (who, item->name)) |
3393 | return; |
3362 | return; |
3394 | |
3363 | |
3395 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); |
3364 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3396 | do_learn_spell (who, item, 0); |
3365 | do_learn_spell (who, item, 0); |
3397 | return; |
3366 | return; |
3398 | } |
3367 | } |
3399 | |
3368 | |
3400 | /* grant direct spell */ |
3369 | /* grant direct spell */ |
3401 | if (item->type == SPELLBOOK) { |
3370 | if (item->type == SPELLBOOK) |
|
|
3371 | { |
3402 | if (!item->inv) { |
3372 | if (!item->inv) |
|
|
3373 | { |
3403 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", |
3374 | LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
3404 | item->name); |
|
|
3405 | return; |
3375 | return; |
3406 | } |
3376 | } |
3407 | if (check_spell_known (who, item->inv->name)) |
3377 | if (check_spell_known (who, item->inv->name)) |
3408 | return; |
3378 | return; |
3409 | if (item->invisible) { |
3379 | if (item->invisible) |
|
|
3380 | { |
3410 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); |
3381 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3411 | do_learn_spell (who, item->inv, 0); |
3382 | do_learn_spell (who, item->inv, 0); |
3412 | return; |
3383 | return; |
3413 | } |
3384 | } |
3414 | } |
3385 | } |
3415 | else if (item->type == SKILL_TOOL && item->invisible) { |
3386 | else if (item->type == SKILL_TOOL && item->invisible) |
|
|
3387 | { |
3416 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3388 | if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
|
|
3389 | { |
3417 | |
3390 | |
3418 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3391 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3419 | * in this way, if the player is missing any of the attacktypes, he gets |
3392 | * in this way, if the player is missing any of the attacktypes, he gets |
3420 | * them. As it is now, if the player has any that match the granted skill, |
3393 | * them. As it is now, if the player has any that match the granted skill, |
3421 | * but not all of them, he gets nothing. |
3394 | * but not all of them, he gets nothing. |
3422 | */ |
3395 | */ |
3423 | if (!(skop->attacktype & item->attacktype)) { |
3396 | if (!(skop->attacktype & item->attacktype)) |
|
|
3397 | { |
3424 | /* Give new attacktype */ |
3398 | /* Give new attacktype */ |
3425 | skop->attacktype |= item->attacktype; |
3399 | skop->attacktype |= item->attacktype; |
3426 | |
3400 | |
3427 | /* always add physical if there's none */ |
3401 | /* always add physical if there's none */ |
3428 | skop->attacktype |= AT_PHYSICAL; |
3402 | skop->attacktype |= AT_PHYSICAL; |
3429 | |
3403 | |
3430 | if (item->msg != NULL) |
3404 | if (item->msg != NULL) |
3431 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3405 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3432 | |
3406 | |
3433 | /* Give player new face */ |
3407 | /* Give player new face */ |
3434 | if (item->animation_id) { |
3408 | if (item->animation_id) |
|
|
3409 | { |
3435 | who->face = skop->face; |
3410 | who->face = skop->face; |
3436 | who->animation_id = item->animation_id; |
3411 | who->animation_id = item->animation_id; |
3437 | who->anim_speed = item->anim_speed; |
3412 | who->anim_speed = item->anim_speed; |
3438 | who->last_anim = 0; |
3413 | who->last_anim = 0; |
3439 | who->state = 0; |
3414 | who->state = 0; |
3440 | animate_object(who, who->direction); |
3415 | animate_object (who, who->direction); |
3441 | } |
3416 | } |
|
|
3417 | } |
|
|
3418 | } |
3442 | } |
3419 | } |
3443 | } |
|
|
3444 | } |
|
|
3445 | else if (item->type == FORCE) { |
3420 | else if (item->type == FORCE) |
|
|
3421 | { |
3446 | /* forces in the treasurelist can alter the player's stats */ |
3422 | /* forces in the treasurelist can alter the player's stats */ |
3447 | object *skin; |
3423 | object *skin; |
|
|
3424 | |
3448 | /* first get the dragon skin force */ |
3425 | /* first get the dragon skin force */ |
3449 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3426 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3450 | skin=skin->below); |
3427 | for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) |
3451 | if (skin == NULL) return; |
3428 | ; |
3452 | |
3429 | |
|
|
3430 | if (!skin) |
|
|
3431 | return; |
|
|
3432 | |
3453 | /* adding new spellpath attunements */ |
3433 | /* adding new spellpath attunements */ |
3454 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3434 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
|
|
3435 | { |
3455 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3436 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3456 | |
3437 | |
3457 | /* print message */ |
3438 | /* print message */ |
3458 | sprintf(buf, "You feel attuned to "); |
3439 | sprintf (buf, "You feel attuned to "); |
3459 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3440 | for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
3460 | if(item->path_attuned & (1<<i)) { |
3441 | { |
3461 | if (j) |
3442 | if (item->path_attuned & (1 << i)) |
3462 | strcat(buf," and "); |
3443 | { |
3463 | else |
3444 | if (j) |
3464 | j = 1; |
3445 | strcat (buf, " and "); |
|
|
3446 | else |
|
|
3447 | j = 1; |
3465 | strcat(buf, spellpathnames[i]); |
3448 | strcat (buf, spellpathnames[i]); |
3466 | } |
3449 | } |
3467 | } |
3450 | } |
3468 | strcat(buf,"."); |
3451 | strcat (buf, "."); |
3469 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3452 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3470 | } |
3453 | } |
3471 | |
3454 | |
3472 | /* evtl. adding flags: */ |
3455 | /* evtl. adding flags: */ |
3473 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3456 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3474 | SET_FLAG(skin, FLAG_XRAYS); |
3457 | SET_FLAG (skin, FLAG_XRAYS); |
3475 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3458 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3476 | SET_FLAG(skin, FLAG_STEALTH); |
3459 | SET_FLAG (skin, FLAG_STEALTH); |
3477 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3460 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3478 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3461 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3479 | |
3462 | |
3480 | /* print message if there is one */ |
3463 | /* print message if there is one */ |
3481 | if (item->msg != NULL) |
3464 | if (item->msg != NULL) |
3482 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3465 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
|
|
3466 | } |
|
|
3467 | else |
3483 | } |
3468 | { |
3484 | else { |
|
|
3485 | /* generate misc. treasure */ |
3469 | /* generate misc. treasure */ |
3486 | tmp = arch_to_object (tr->item); |
3470 | tmp = arch_to_object (tr->item); |
3487 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3471 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3488 | tmp = insert_ob_in_ob (tmp, who); |
3472 | tmp = insert_ob_in_ob (tmp, who); |
3489 | if (who->type == PLAYER) |
3473 | if (who->type == PLAYER) |
3490 | esrv_send_item(who, tmp); |
3474 | esrv_send_item (who, tmp); |
3491 | } |
3475 | } |
3492 | } |
3476 | } |
3493 | |
3477 | |
3494 | /** |
3478 | /** |
3495 | * Unready an object for a player. This function does nothing if the object was |
3479 | * Unready an object for a player. This function does nothing if the object was |
3496 | * not readied. |
3480 | * not readied. |
3497 | */ |
3481 | */ |
|
|
3482 | void |
3498 | void player_unready_range_ob(player *pl, object *ob) { |
3483 | player_unready_range_ob (player *pl, object *ob) |
3499 | rangetype i; |
3484 | { |
|
|
3485 | if (pl->ob->current_weapon == ob) |
|
|
3486 | pl->ob->current_weapon = 0; |
3500 | |
3487 | |
3501 | for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { |
3488 | if (pl->combat_ob == ob) |
3502 | if (pl->ranges[i] == ob) { |
3489 | pl->combat_ob = 0; |
3503 | pl->ranges[i] = NULL; |
3490 | |
3504 | if (pl->shoottype == i) { |
3491 | if (pl->ranged_ob == ob) |
3505 | pl->shoottype = range_none; |
3492 | pl->ranged_ob = 0; |
3506 | } |
|
|
3507 | } |
|
|
3508 | } |
|
|
3509 | } |
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 | } |