1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #ifndef WIN32 /* ---win32 remove headers */ |
|
|
26 | # include <pwd.h> |
|
|
27 | #endif |
|
|
28 | #ifndef __CEXTRACT__ |
|
|
29 | # include <sproto.h> |
25 | #include <sproto.h> |
30 | #endif |
|
|
31 | #include <sounds.h> |
26 | #include <sounds.h> |
32 | #include <living.h> |
27 | #include <living.h> |
33 | #include <object.h> |
28 | #include <object.h> |
34 | #include <spells.h> |
29 | #include <spells.h> |
35 | #include <skills.h> |
30 | #include <skills.h> |
36 | #include <newclient.h> |
|
|
37 | |
31 | |
38 | #ifdef COZY_SERVER |
32 | #include <algorithm> |
39 | extern int same_party (partylist *a, partylist *b); |
33 | #include <functional> |
40 | #endif |
|
|
41 | |
34 | |
42 | player * |
35 | playervec players; |
43 | find_player (const char *plname) |
|
|
44 | { |
|
|
45 | player *pl; |
|
|
46 | |
|
|
47 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
48 | { |
|
|
49 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
50 | return pl; |
|
|
51 | }; |
|
|
52 | return NULL; |
|
|
53 | } |
|
|
54 | |
|
|
55 | player * |
|
|
56 | find_player_partial_name (const char *plname) |
|
|
57 | { |
|
|
58 | player *pl; |
|
|
59 | player *found = NULL; |
|
|
60 | size_t namelen = strlen (plname); |
|
|
61 | |
|
|
62 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
63 | { |
|
|
64 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
65 | continue; |
|
|
66 | |
|
|
67 | if (!strcmp (pl->ob->name, plname)) |
|
|
68 | return pl; |
|
|
69 | |
|
|
70 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
71 | { |
|
|
72 | if (found) |
|
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73 | return NULL; |
|
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74 | |
|
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75 | found = pl; |
|
|
76 | } |
|
|
77 | } |
|
|
78 | return found; |
|
|
79 | } |
|
|
80 | |
36 | |
81 | void |
37 | void |
82 | display_motd (const object *op) |
38 | display_motd (const object *op) |
83 | { |
39 | { |
84 | char buf[MAX_BUF]; |
40 | char buf[MAX_BUF]; |
… | |
… | |
87 | int comp; |
43 | int comp; |
88 | int size; |
44 | int size; |
89 | |
45 | |
90 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
91 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
92 | { |
|
|
93 | return; |
48 | return; |
94 | } |
49 | |
95 | motd[0] = '\0'; |
50 | motd[0] = '\0'; |
96 | size = 0; |
51 | size = 0; |
|
|
52 | |
97 | while (fgets (buf, MAX_BUF, fp) != NULL) |
53 | while (fgets (buf, MAX_BUF, fp)) |
98 | { |
54 | { |
99 | if (*buf == '#') |
55 | if (*buf == '#') |
100 | continue; |
56 | continue; |
|
|
57 | |
101 | strncat (motd + size, buf, HUGE_BUF - size); |
58 | strncat (motd + size, buf, HUGE_BUF - size); |
102 | size += strlen (buf); |
59 | size += strlen (buf); |
103 | } |
60 | } |
|
|
61 | |
104 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
105 | close_and_delete (fp, comp); |
63 | close_and_delete (fp, comp); |
106 | } |
64 | } |
107 | |
65 | |
108 | void |
66 | void |
… | |
… | |
114 | int comp; |
72 | int comp; |
115 | int size; |
73 | int size; |
116 | |
74 | |
117 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
118 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
119 | { |
|
|
120 | return; |
77 | return; |
121 | } |
78 | |
122 | rules[0] = '\0'; |
79 | rules[0] = '\0'; |
123 | size = 0; |
80 | size = 0; |
|
|
81 | |
124 | while (fgets (buf, MAX_BUF, fp) != NULL) |
82 | while (fgets (buf, MAX_BUF, fp)) |
125 | { |
83 | { |
126 | if (*buf == '#') |
84 | if (*buf == '#') |
127 | continue; |
85 | continue; |
|
|
86 | |
128 | if (size + strlen (buf) >= HUGE_BUF) |
87 | if (size + strlen (buf) >= HUGE_BUF) |
129 | { |
88 | { |
130 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
131 | break; |
90 | break; |
132 | } |
91 | } |
|
|
92 | |
133 | strncat (rules + size, buf, HUGE_BUF - size); |
93 | strncat (rules + size, buf, HUGE_BUF - size); |
134 | size += strlen (buf); |
94 | size += strlen (buf); |
135 | } |
95 | } |
|
|
96 | |
136 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
137 | close_and_delete (fp, comp); |
98 | close_and_delete (fp, comp); |
138 | } |
99 | } |
139 | |
100 | |
140 | void |
101 | void |
… | |
… | |
148 | int size; |
109 | int size; |
149 | |
110 | |
150 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
151 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
152 | return; |
113 | return; |
|
|
114 | |
153 | news[0] = '\0'; |
115 | news[0] = '\0'; |
154 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
155 | size = 0; |
117 | size = 0; |
|
|
118 | |
156 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
157 | { |
120 | { |
158 | if (*buf == '#') |
121 | if (*buf == '#') |
159 | continue; |
122 | continue; |
|
|
123 | |
160 | if (*buf == '%') |
124 | if (*buf == '%') |
161 | { /* send one news */ |
125 | { /* send one news */ |
162 | if (size > 0) |
126 | if (size > 0) |
163 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
127 | 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 */ |
|
|
128 | |
164 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
165 | strip_endline (subject); |
130 | strip_endline (subject); |
166 | size = 0; |
131 | size = 0; |
167 | news[0] = '\0'; |
132 | news[0] = '\0'; |
168 | } |
133 | } |
… | |
… | |
177 | size += strlen (buf); |
142 | size += strlen (buf); |
178 | } |
143 | } |
179 | } |
144 | } |
180 | |
145 | |
181 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
182 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
183 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
184 | } |
|
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185 | |
|
|
186 | int |
|
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187 | playername_ok (const char *cp) |
|
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188 | { |
|
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189 | /* Don't allow - or _ as first character in the name */ |
|
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190 | if (*cp == '-' || *cp == '_') |
|
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191 | return 0; |
|
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192 | |
|
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193 | for (; *cp != '\0'; cp++) |
|
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194 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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195 | return 0; |
|
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196 | return 1; |
|
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197 | } |
|
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198 | |
|
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199 | /* This no longer sets the player map. Also, it now updates |
|
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200 | * all the pointers so the caller doesn't need to do that. |
|
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201 | * Caller is responsible for setting the correct map. |
|
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202 | */ |
|
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203 | |
|
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204 | /* Redo this to do both get_player_ob and get_player. |
|
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205 | * Hopefully this will be less bugfree and simpler. |
|
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206 | * Returns the player structure. If 'p' is null, |
|
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207 | * we create a new one. Otherwise, we recycle |
|
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208 | * the one that is passed. |
|
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209 | */ |
|
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210 | static player * |
|
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211 | get_player (player *p) |
|
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212 | { |
|
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213 | object *op = arch_to_object (get_player_archetype (NULL)); |
|
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214 | int i; |
|
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215 | |
|
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216 | if (!p) |
|
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217 | { |
|
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218 | p = new player; |
|
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219 | |
|
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220 | /* This adds the player in the linked list. There is extra |
|
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221 | * complexity here because we want to add the new player at the |
|
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222 | * end of the list - there is in fact no compelling reason that |
|
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223 | * that needs to be done except for things like output of |
|
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224 | * 'who'. |
|
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225 | */ |
|
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226 | player *tmp = first_player; |
|
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227 | |
|
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228 | while (tmp != NULL && tmp->next != NULL) |
|
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229 | tmp = tmp->next; |
|
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230 | if (tmp != NULL) |
|
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231 | tmp->next = p; |
|
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232 | else |
|
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233 | first_player = p; |
|
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234 | |
|
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235 | p->next = NULL; |
|
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236 | } |
|
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237 | |
|
|
238 | /* Clears basically the entire player structure except |
|
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239 | * for next and socket. |
|
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240 | */ |
|
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241 | p->clear (); |
|
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242 | |
|
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243 | /* There are some elements we want initialized to non zero value - |
|
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244 | * we deal with that below this point. |
|
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245 | */ |
|
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246 | p->party = NULL; |
|
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247 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
|
248 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
|
249 | p->unapply = unapply_nochoice; |
|
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250 | p->Swap_First = -1; |
|
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251 | |
|
|
252 | #ifdef AUTOSAVE |
|
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253 | p->last_save_tick = 9999999; |
|
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254 | #endif |
|
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255 | |
|
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256 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
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257 | |
|
|
258 | op->contr = p; /* this aren't yet in archetype */ |
|
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259 | p->ob = op; |
|
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260 | op->speed_left = 0.5; |
|
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261 | op->speed = 1.0; |
|
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262 | op->direction = 5; /* So player faces south */ |
|
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263 | op->stats.wc = 2; |
|
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264 | op->run_away = 25; /* Then we panick... */ |
|
|
265 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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266 | |
|
|
267 | roll_stats (op); |
|
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268 | p->state = ST_ROLL_STAT; |
|
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269 | clear_los (op); |
|
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270 | |
|
|
271 | p->gen_sp_armour = 10; |
|
|
272 | p->last_speed = -1; |
|
|
273 | p->shoottype = range_none; |
|
|
274 | p->bowtype = bow_normal; |
|
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275 | p->petmode = pet_normal; |
|
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276 | p->listening = 10; |
|
|
277 | p->usekeys = containers; |
|
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278 | p->last_weapon_sp = -1; |
|
|
279 | p->peaceful = 1; /* default peaceful */ |
|
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280 | p->do_los = 1; |
|
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281 | p->explore = 0; |
|
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282 | p->no_shout = 0; /* default can shout */ |
|
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283 | |
|
|
284 | assign (p->title, op->arch->clone.name); |
|
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285 | op->race = op->arch->clone.race; |
|
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286 | |
|
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287 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
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288 | |
|
|
289 | /* we need to clear these to -1 and not zero - otherwise, |
|
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290 | * if a player quits and starts a new character, we wont |
|
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291 | * send new values to the client, as things like exp start |
|
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292 | * at zero. |
|
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293 | */ |
|
|
294 | for (i = 0; i < NUM_SKILLS; i++) |
|
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295 | { |
|
|
296 | p->last_skill_exp[i] = -1; |
|
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297 | p->last_skill_ob[i] = NULL; |
|
|
298 | } |
|
|
299 | for (i = 0; i < NROFATTACKS; i++) |
|
|
300 | { |
|
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301 | p->last_resist[i] = -1; |
|
|
302 | } |
|
|
303 | p->last_stats.exp = -1; |
|
|
304 | p->last_weight = (uint32) - 1; |
|
|
305 | |
|
|
306 | p->socket.update_look = 0; |
|
|
307 | p->socket.look_position = 0; |
|
|
308 | return p; |
|
|
309 | } |
149 | } |
310 | |
150 | |
311 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
312 | static void |
152 | static void |
313 | set_first_map (object *op) |
153 | set_first_map (object *op) |
314 | { |
154 | { |
315 | strcpy (op->contr->maplevel, first_map_path); |
155 | op->contr->maplevel = first_map_path; |
316 | op->x = -1; |
156 | op->x = -1; |
317 | op->y = -1; |
157 | op->y = -1; |
318 | enter_exit (op, NULL); |
|
|
319 | } |
158 | } |
320 | |
159 | |
|
|
160 | void |
|
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161 | player::activate () |
|
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162 | { |
|
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163 | if (active) |
|
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164 | return; |
|
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165 | |
|
|
166 | players.insert (this); |
|
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167 | ob->remove (); |
|
|
168 | ob->map = 0; |
|
|
169 | ob->activate_recursive (); |
|
|
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
171 | add_friendly_object (ob); |
|
|
172 | } |
|
|
173 | |
|
|
174 | void |
|
|
175 | player::deactivate () |
|
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176 | { |
|
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177 | if (!active) |
|
|
178 | return; |
|
|
179 | |
|
|
180 | terminate_all_pets (ob); |
|
|
181 | remove_friendly_object (ob); |
|
|
182 | ob->deactivate_recursive (); |
|
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183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
|
186 | |
|
|
187 | ob->remove (); |
|
|
188 | ob->map = 0; |
|
|
189 | party = 0; |
|
|
190 | |
|
|
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
192 | |
|
|
193 | players.erase (this); |
|
|
194 | } |
|
|
195 | |
|
|
196 | // connect the player with a specific client |
|
|
197 | // also changes, rationalises, and fixes some incorrect settings |
|
|
198 | void |
|
|
199 | player::connect (client *ns) |
|
|
200 | { |
|
|
201 | this->ns = ns; |
|
|
202 | ns->pl = this; |
|
|
203 | |
|
|
204 | run_on = 0; |
|
|
205 | fire_on = 0; |
|
|
206 | ob->close_container (); //TODO: client-specific |
|
|
207 | |
|
|
208 | ns->update_look = 0; |
|
|
209 | ns->look_position = 0; |
|
|
210 | |
|
|
211 | clear_los (this); |
|
|
212 | |
|
|
213 | ns->reset_stats (); |
|
|
214 | |
|
|
215 | /* make sure he's a player -- needed because of class change. */ |
|
|
216 | ob->type = PLAYER; // we are paranoid |
|
|
217 | ob->race = ob->arch->race; |
|
|
218 | |
|
|
219 | ob->carrying = sum_weight (ob); |
|
|
220 | link_player_skills (ob); |
|
|
221 | |
|
|
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
223 | |
|
|
224 | assign (title, ob->arch->object::name); |
|
|
225 | |
|
|
226 | /* if it's a dragon player, set the correct title here */ |
|
|
227 | if (is_dragon_pl (ob)) |
|
|
228 | { |
|
|
229 | object *tmp, *abil = 0, *skin = 0; |
|
|
230 | |
|
|
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
232 | if (tmp->type == FORCE) |
|
|
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
234 | abil = tmp; |
|
|
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
236 | skin = tmp; |
|
|
237 | |
|
|
238 | set_dragon_name (ob, abil, skin); |
|
|
239 | } |
|
|
240 | |
|
|
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
242 | |
|
|
243 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
244 | |
|
|
245 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
246 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
247 | ob->flag [FLAG_READY_BOW] = false; |
|
|
248 | |
|
|
249 | for (object *op = ob->inv; op; op = op->below) |
|
|
250 | if (op->flag [FLAG_APPLIED]) |
|
|
251 | switch (op->type) |
|
|
252 | { |
|
|
253 | case SKILL: |
|
|
254 | ob->flag [FLAG_APPLIED] = false; |
|
|
255 | break; |
|
|
256 | |
|
|
257 | case WAND: |
|
|
258 | case ROD: |
|
|
259 | case HORN: |
|
|
260 | case BOW: |
|
|
261 | ranged_ob = op; |
|
|
262 | break; |
|
|
263 | |
|
|
264 | case WEAPON: |
|
|
265 | combat_ob = op; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | |
|
|
269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
270 | ob->update_stats (); |
|
|
271 | |
|
|
272 | ns->floorbox_update (); |
|
|
273 | esrv_send_inventory (ob, ob); |
|
|
274 | esrv_add_spells (this, 0); |
|
|
275 | |
|
|
276 | activate (); |
|
|
277 | |
|
|
278 | send_rules (ob); |
|
|
279 | send_news (ob); |
|
|
280 | display_motd (ob); |
|
|
281 | |
|
|
282 | INVOKE_PLAYER (CONNECT, this); |
|
|
283 | INVOKE_PLAYER (LOGIN, this); |
|
|
284 | } |
|
|
285 | |
|
|
286 | void |
|
|
287 | player::disconnect () |
|
|
288 | { |
|
|
289 | if (ns) |
|
|
290 | { |
|
|
291 | if (active) |
|
|
292 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
293 | |
|
|
294 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
295 | |
|
|
296 | ns->reset_stats (); |
|
|
297 | ns->pl = 0; |
|
|
298 | ns = 0; |
|
|
299 | } |
|
|
300 | |
|
|
301 | if (ob) |
|
|
302 | ob->close_container (); //TODO: client-specific |
|
|
303 | |
|
|
304 | observe = ob; |
|
|
305 | |
|
|
306 | deactivate (); |
|
|
307 | } |
|
|
308 | |
|
|
309 | // the need for this function can be explained |
|
|
310 | // by load_object not returning the object |
|
|
311 | void |
|
|
312 | player::set_object (object *op) |
|
|
313 | { |
|
|
314 | ob = observe = op; |
|
|
315 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
316 | |
|
|
317 | ob->speed = 1.0f; |
|
|
318 | ob->speed_left = 0.5f; |
|
|
319 | |
|
|
320 | ob->direction = 5; /* So player faces south */ |
|
|
321 | } |
|
|
322 | |
|
|
323 | void |
|
|
324 | player::set_observe (object *op) |
|
|
325 | { |
|
|
326 | observe = op ? op : ob; |
|
|
327 | do_los = 1; |
|
|
328 | } |
|
|
329 | |
|
|
330 | player::player () |
|
|
331 | { |
|
|
332 | /* There are some elements we want initialised to non zero value - |
|
|
333 | * we deal with that below this point. |
|
|
334 | */ |
|
|
335 | outputs_sync = 4; |
|
|
336 | outputs_count = 4; |
|
|
337 | unapply = unapply_nochoice; |
|
|
338 | |
|
|
339 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
340 | |
|
|
341 | gen_sp_armour = 10; |
|
|
342 | bowtype = bow_normal; |
|
|
343 | petmode = pet_normal; |
|
|
344 | listening = 10; |
|
|
345 | usekeys = containers; |
|
|
346 | peaceful = 1; /* default peaceful */ |
|
|
347 | do_los = 1; |
|
|
348 | |
|
|
349 | weapon_sp = 1.0f; |
|
|
350 | weapon_sp_left = 0.5f; |
|
|
351 | } |
|
|
352 | |
|
|
353 | void |
|
|
354 | player::do_destroy () |
|
|
355 | { |
|
|
356 | disconnect (); |
|
|
357 | |
|
|
358 | attachable::do_destroy (); |
|
|
359 | |
|
|
360 | if (ob) |
|
|
361 | { |
|
|
362 | ob->destroy_inv (false); |
|
|
363 | ob->destroy (); |
|
|
364 | } |
|
|
365 | |
|
|
366 | ob = observe = 0; |
|
|
367 | } |
|
|
368 | |
|
|
369 | player::~player () |
|
|
370 | { |
|
|
371 | /* Clear item stack */ |
|
|
372 | free (stack_items); |
|
|
373 | } |
|
|
374 | |
321 | /* Tries to add player on the connection passwd in ns. |
375 | /* Tries to add player on the connection passed in ns. |
322 | * All we can really get in this is some settings like host and display |
376 | * All we can really get in this is some settings like host and display |
323 | * mode. |
377 | * mode. |
324 | */ |
378 | */ |
325 | |
|
|
326 | int |
|
|
327 | add_player (NewSocket * ns) |
|
|
328 | { |
|
|
329 | player *p; |
379 | player * |
|
|
380 | player::create () |
|
|
381 | { |
|
|
382 | player *pl = new player; |
330 | |
383 | |
331 | p = get_player (NULL); |
384 | pl->set_object (arch_to_object (get_player_archetype (0))); |
332 | p->socket = *ns; |
385 | |
333 | p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
386 | pl->ob->roll_stats (); |
334 | if (p->socket.faces_sent == NULL) |
387 | pl->ob->stats.wc = 2; |
335 | fatal (OUT_OF_MEMORY); |
388 | pl->ob->run_away = 25; /* Then we panick... */ |
336 | memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
389 | |
337 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
338 | * Note that this can result in a client reset if there is partial data |
|
|
339 | * on the uncoming socket. |
|
|
340 | */ |
|
|
341 | p->socket.inbuf.len = 0; |
|
|
342 | set_first_map (p->ob); |
390 | set_first_map (pl->ob); |
343 | |
391 | |
344 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
345 | add_friendly_object (p->ob); |
|
|
346 | send_rules (p->ob); |
|
|
347 | send_news (p->ob); |
|
|
348 | display_motd (p->ob); |
|
|
349 | get_name (p->ob); |
|
|
350 | return 0; |
392 | return pl; |
351 | } |
393 | } |
352 | |
394 | |
353 | /* |
395 | /* |
354 | * get_player_archetype() return next player archetype from archetype |
396 | * get_player_archetype() return next player archetype from archetype |
355 | * list. Not very efficient routine, but used only creating new players. |
397 | * list. Not very efficient routine, but used only creating new players. |
356 | * Note: there MUST be at least one player archetype! |
398 | * Note: there MUST be at least one player archetype! |
357 | */ |
399 | */ |
358 | archetype * |
400 | archetype * |
359 | get_player_archetype (archetype *at) |
401 | get_player_archetype (archetype *at) |
360 | { |
402 | { |
361 | archetype *start = at; |
403 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
362 | |
404 | |
363 | for (;;) |
405 | for (;;) |
364 | { |
406 | { |
365 | if (at == NULL || at->next == NULL) |
407 | if (++i == archetypes.end ()) |
366 | at = first_archetype; |
408 | i = archetypes.begin (); |
367 | else |
409 | else if (*i == at) |
368 | at = at->next; |
410 | cleanup ("not a single player archetype found"); |
|
|
411 | |
369 | if (at->clone.type == PLAYER) |
412 | if ((*i)->type == PLAYER) |
370 | return at; |
413 | return *i; |
371 | if (at == start) |
|
|
372 | { |
|
|
373 | LOG (llevError, "No Player archetypes\n"); |
|
|
374 | exit (-1); |
|
|
375 | } |
|
|
376 | } |
414 | } |
377 | } |
415 | } |
378 | |
|
|
379 | |
416 | |
380 | object * |
417 | object * |
381 | get_nearest_player (object *mon) |
418 | get_nearest_player (object *mon) |
382 | { |
419 | { |
383 | object *op = NULL; |
420 | object *op = NULL; |
384 | player *pl = NULL; |
|
|
385 | objectlink *ol; |
421 | objectlink *ol; |
386 | unsigned lastdist; |
422 | unsigned lastdist; |
387 | rv_vector rv; |
423 | rv_vector rv; |
388 | |
424 | |
389 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
390 | { |
426 | { |
391 | /* We should not find free objects on this friendly list, but it |
427 | /* We should not find free objects on this friendly list, but it |
392 | * does periodically happen. Given that, lets deal with it. |
428 | * does periodically happen. Given that, lets deal with it. |
393 | * While unlikely, it is possible the next object on the friendly |
429 | * While unlikely, it is possible the next object on the friendly |
394 | * list is also free, so encapsulate this in a while loop. |
430 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
398 | object *tmp = ol->ob; |
434 | object *tmp = ol->ob; |
399 | |
435 | |
400 | /* Can't do much more other than log the fact, because the object |
436 | /* Can't do much more other than log the fact, because the object |
401 | * itself will have been cleared. |
437 | * itself will have been cleared. |
402 | */ |
438 | */ |
403 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
440 | tmp->debug_desc ()); |
404 | ol = ol->next; |
441 | ol = ol->next; |
405 | remove_friendly_object (tmp); |
442 | remove_friendly_object (tmp); |
406 | if (!ol) |
443 | if (!ol) |
407 | return op; |
444 | return op; |
408 | } |
445 | } |
… | |
… | |
421 | { |
458 | { |
422 | op = ol->ob; |
459 | op = ol->ob; |
423 | lastdist = rv.distance; |
460 | lastdist = rv.distance; |
424 | } |
461 | } |
425 | } |
462 | } |
426 | for (pl = first_player; pl != NULL; pl = pl->next) |
463 | |
427 | { |
464 | for_all_players (pl) |
428 | if (can_detect_enemy (mon, pl->ob, &rv)) |
465 | if (can_detect_enemy (mon, pl->ob, &rv)) |
429 | { |
|
|
430 | |
|
|
431 | if (lastdist > rv.distance) |
466 | if (lastdist > rv.distance) |
432 | { |
467 | { |
433 | op = pl->ob; |
468 | op = pl->ob; |
434 | lastdist = rv.distance; |
469 | lastdist = rv.distance; |
435 | } |
470 | } |
436 | } |
471 | |
437 | } |
|
|
438 | #if 0 |
472 | #if 0 |
439 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
473 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
440 | #endif |
474 | #endif |
441 | return op; |
475 | return op; |
442 | } |
476 | } |
… | |
… | |
460 | * circling behaviour. Unfortunately, this function is also used to determined |
494 | * circling behaviour. Unfortunately, this function is also used to determined |
461 | * if the creature should cast a spell, so returning a direction in that case |
495 | * if the creature should cast a spell, so returning a direction in that case |
462 | * is probably not a good thing. |
496 | * is probably not a good thing. |
463 | */ |
497 | */ |
464 | #define MAX_SPACES 50 |
498 | #define MAX_SPACES 50 |
465 | |
|
|
466 | |
499 | |
467 | /* |
500 | /* |
468 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
501 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
469 | * modified to verify there is a path to the player. Does this by stepping towards |
502 | * modified to verify there is a path to the player. Does this by stepping towards |
470 | * player and if path is blocked then see if blockage is close enough to player that |
503 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
501 | x = mon->x; |
534 | x = mon->x; |
502 | y = mon->y; |
535 | y = mon->y; |
503 | m = mon->map; |
536 | m = mon->map; |
504 | dir = rv.direction; |
537 | dir = rv.direction; |
505 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
538 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
506 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
539 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
540 | |
507 | /* If we can't solve it within the search distance, return now. */ |
541 | /* If we can't solve it within the search distance, return now. */ |
508 | if (diff > max) |
542 | if (diff > max) |
509 | return 0; |
543 | return 0; |
|
|
544 | |
510 | while (diff > 1 && max > 0) |
545 | while (diff > 1 && max > 0) |
511 | { |
546 | { |
512 | lastx = x; |
547 | lastx = x; |
513 | lasty = y; |
548 | lasty = y; |
514 | lastmap = m; |
549 | lastmap = m; |
… | |
… | |
596 | max--; |
631 | max--; |
597 | lastdir = dir; |
632 | lastdir = dir; |
598 | if (!firstdir) |
633 | if (!firstdir) |
599 | firstdir = dir; |
634 | firstdir = dir; |
600 | } |
635 | } |
|
|
636 | |
601 | if (diff <= 1) |
637 | if (diff <= 1) |
602 | { |
638 | { |
603 | /* Recalculate diff (distance) because we may not have actually |
639 | /* Recalculate diff (distance) because we may not have actually |
604 | * headed toward player for entire distance. |
640 | * headed toward player for entire distance. |
605 | */ |
641 | */ |
606 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
642 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
607 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
643 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
608 | } |
644 | } |
|
|
645 | |
609 | if (diff > max) |
646 | if (diff > max) |
610 | return 0; |
647 | return 0; |
611 | } |
648 | } |
|
|
649 | |
612 | /* If we reached the max, didn't find a direction in time */ |
650 | /* If we reached the max, didn't find a direction in time */ |
613 | if (!max) |
651 | if (!max) |
614 | return 0; |
652 | return 0; |
615 | |
653 | |
616 | return firstdir; |
654 | return firstdir; |
… | |
… | |
643 | (op->type == ARMOUR || op->type == BOOTS || |
681 | (op->type == ARMOUR || op->type == BOOTS || |
644 | op->type == CLOAK || op->type == HELMET || |
682 | op->type == CLOAK || op->type == HELMET || |
645 | op->type == SHIELD || op->type == GLOVES || |
683 | op->type == SHIELD || op->type == GLOVES || |
646 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
684 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
647 | { |
685 | { |
648 | remove_ob (op); |
686 | op->destroy (); |
649 | free_object (op); |
|
|
650 | continue; |
687 | continue; |
651 | } |
688 | } |
652 | } |
689 | } |
653 | |
690 | |
654 | /* This really needs to be better - we should really give |
691 | /* This really needs to be better - we should really give |
… | |
… | |
665 | if (tmp->type == op->type && tmp->name == op->name) |
702 | if (tmp->type == op->type && tmp->name == op->name) |
666 | break; |
703 | break; |
667 | |
704 | |
668 | if (tmp) |
705 | if (tmp) |
669 | { |
706 | { |
670 | remove_ob (op); |
707 | op->destroy (); |
671 | free_object (op); |
|
|
672 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
708 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
673 | continue; |
709 | continue; |
674 | } |
710 | } |
|
|
711 | |
675 | if (op->nrof > 1) |
712 | if (op->nrof > 1) |
676 | op->nrof = 1; |
713 | op->nrof = 1; |
677 | } |
714 | } |
678 | |
715 | |
679 | if (op->type == SPELLBOOK && op->inv) |
716 | if (op->type == SPELLBOOK && op->inv) |
… | |
… | |
691 | CLEAR_FLAG (op, FLAG_CURSED); |
728 | CLEAR_FLAG (op, FLAG_CURSED); |
692 | CLEAR_FLAG (op, FLAG_DAMNED); |
729 | CLEAR_FLAG (op, FLAG_DAMNED); |
693 | } |
730 | } |
694 | if (op->type == SPELL) |
731 | if (op->type == SPELL) |
695 | { |
732 | { |
696 | remove_ob (op); |
733 | op->destroy (); |
697 | free_object (op); |
|
|
698 | continue; |
734 | continue; |
699 | } |
735 | } |
700 | else if (op->type == SKILL) |
736 | else if (op->type == SKILL) |
701 | { |
737 | { |
702 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
738 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
… | |
… | |
711 | /* Need to set up the skill pointers */ |
747 | /* Need to set up the skill pointers */ |
712 | link_player_skills (pl); |
748 | link_player_skills (pl); |
713 | } |
749 | } |
714 | |
750 | |
715 | void |
751 | void |
716 | get_name (object *op) |
|
|
717 | { |
|
|
718 | op->contr->write_buf[0] = '\0'; |
|
|
719 | op->contr->state = ST_GET_NAME; |
|
|
720 | send_query (&op->contr->socket, 0, "What is your name?\n:"); |
|
|
721 | } |
|
|
722 | |
|
|
723 | void |
|
|
724 | get_password (object *op) |
|
|
725 | { |
|
|
726 | op->contr->write_buf[0] = '\0'; |
|
|
727 | op->contr->state = ST_GET_PASSWORD; |
|
|
728 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
729 | } |
|
|
730 | |
|
|
731 | void |
|
|
732 | play_again (object *op) |
|
|
733 | { |
|
|
734 | op->contr->state = ST_PLAY_AGAIN; |
|
|
735 | op->chosen_skill = NULL; |
|
|
736 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
737 | /* a bit of a hack, but there are various places early in th |
|
|
738 | * player creation process that a user can quit (eg, roll |
|
|
739 | * stats) that isn't removing the player. Taking a quick |
|
|
740 | * look, there are many places that call play_again without |
|
|
741 | * removing the player - it probably makes more sense |
|
|
742 | * to leave it to play_again to remove the object in all |
|
|
743 | * cases. |
|
|
744 | */ |
|
|
745 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
746 | remove_ob (op); |
|
|
747 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
748 | * and draw() doesn't check to see if the player is removed, only if |
|
|
749 | * the map is null or not swapped out. |
|
|
750 | */ |
|
|
751 | op->map = NULL; |
|
|
752 | } |
|
|
753 | |
|
|
754 | int |
|
|
755 | receive_play_again (object *op, char key) |
|
|
756 | { |
|
|
757 | if (key == 'q' || key == 'Q') |
|
|
758 | { |
|
|
759 | remove_friendly_object (op); |
|
|
760 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
761 | return 2; |
|
|
762 | } |
|
|
763 | else if (key == 'a' || key == 'A') |
|
|
764 | { |
|
|
765 | player *pl = op->contr; |
|
|
766 | shstr name = op->name; |
|
|
767 | |
|
|
768 | op->contr = 0; |
|
|
769 | op->type = 0; |
|
|
770 | op->free (1); |
|
|
771 | pl = get_player (pl); |
|
|
772 | op = pl->ob; |
|
|
773 | add_friendly_object (op); |
|
|
774 | op->contr->password[0] = '~'; |
|
|
775 | op->name = op->name_pl = 0; |
|
|
776 | /* Lets put a space in here */ |
|
|
777 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
778 | get_name (op); |
|
|
779 | op->name = op->name_pl = name; |
|
|
780 | set_first_map (op); |
|
|
781 | } |
|
|
782 | else |
|
|
783 | /* user pressed something else so just ask again... */ |
|
|
784 | play_again (op); |
|
|
785 | |
|
|
786 | return 0; |
|
|
787 | } |
|
|
788 | |
|
|
789 | void |
|
|
790 | confirm_password (object *op) |
|
|
791 | { |
|
|
792 | |
|
|
793 | op->contr->write_buf[0] = '\0'; |
|
|
794 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
795 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
796 | } |
|
|
797 | |
|
|
798 | void |
|
|
799 | get_party_password (object *op, partylist *party) |
752 | get_party_password (object *op, partylist *party) |
800 | { |
753 | { |
801 | if (party == NULL) |
754 | if (party == NULL) |
802 | { |
755 | { |
803 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
756 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
804 | return; |
757 | return; |
805 | } |
758 | } |
|
|
759 | |
806 | op->contr->write_buf[0] = '\0'; |
760 | op->contr->write_buf[0] = '\0'; |
807 | op->contr->state = ST_GET_PARTY_PASSWORD; |
761 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
808 | op->contr->party_to_join = party; |
762 | op->contr->party_to_join = party; |
809 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
763 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
810 | } |
764 | } |
811 | |
|
|
812 | |
765 | |
813 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
766 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
814 | int |
767 | static int |
815 | roll_stat (void) |
768 | roll_stat (void) |
816 | { |
769 | { |
817 | int a[4], i, j, k; |
770 | int a[4], i, j, k; |
818 | |
771 | |
819 | for (i = 0; i < 4; i++) |
772 | for (i = 0; i < 4; i++) |
820 | a[i] = (int) RANDOM () % 6 + 1; |
773 | a[i] = (int) rndm (6) + 1; |
821 | |
774 | |
822 | for (i = 0, j = 0, k = 7; i < 4; i++) |
775 | for (i = 0, j = 0, k = 7; i < 4; i++) |
823 | if (a[i] < k) |
776 | if (a[i] < k) |
824 | k = a[i], j = i; |
777 | k = a[i], j = i; |
825 | |
778 | |
826 | for (i = 0, k = 0; i < 4; i++) |
779 | for (i = 0, k = 0; i < 4; i++) |
827 | { |
|
|
828 | if (i != j) |
780 | if (i != j) |
829 | k += a[i]; |
781 | k += a[i]; |
830 | } |
782 | |
831 | return k; |
783 | return k; |
832 | } |
784 | } |
833 | |
785 | |
834 | void |
786 | void |
835 | roll_stats (object *op) |
787 | object::roll_stats () |
836 | { |
788 | { |
|
|
789 | int statsort [NUM_STATS]; |
|
|
790 | |
|
|
791 | for (;;) |
|
|
792 | { |
837 | int sum = 0; |
793 | int sum = 0; |
838 | int i = 0, j = 0; |
794 | for (int i = NUM_STATS; i--; ) |
839 | int statsort[7]; |
795 | sum += statsort [i] = roll_stat (); |
840 | |
796 | |
841 | do |
797 | if (sum >= 82 && sum <= 116) |
|
|
798 | break; |
842 | { |
799 | } |
843 | op->stats.Str = roll_stat (); |
|
|
844 | op->stats.Dex = roll_stat (); |
|
|
845 | op->stats.Int = roll_stat (); |
|
|
846 | op->stats.Con = roll_stat (); |
|
|
847 | op->stats.Wis = roll_stat (); |
|
|
848 | op->stats.Pow = roll_stat (); |
|
|
849 | op->stats.Cha = roll_stat (); |
|
|
850 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
851 | } |
|
|
852 | while (sum < 82 || sum > 116); |
|
|
853 | |
800 | |
854 | /* Sort the stats so that rerolling is easier... */ |
801 | // Sort the stats so that rerolling is easier... |
855 | statsort[0] = op->stats.Str; |
802 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
856 | statsort[1] = op->stats.Dex; |
|
|
857 | statsort[2] = op->stats.Int; |
|
|
858 | statsort[3] = op->stats.Con; |
|
|
859 | statsort[4] = op->stats.Wis; |
|
|
860 | statsort[5] = op->stats.Pow; |
|
|
861 | statsort[6] = op->stats.Cha; |
|
|
862 | |
803 | |
863 | /* a quick and dirty bubblesort? */ |
804 | for (int i = 0; i < NUM_STATS; ++i) |
864 | do |
805 | stats.stat (i) = statsort [i]; |
865 | { |
|
|
866 | if (statsort[i] < statsort[i + 1]) |
|
|
867 | { |
|
|
868 | j = statsort[i]; |
|
|
869 | statsort[i] = statsort[i + 1]; |
|
|
870 | statsort[i + 1] = j; |
|
|
871 | i = 0; |
|
|
872 | } |
|
|
873 | else |
|
|
874 | { |
|
|
875 | i++; |
|
|
876 | } |
|
|
877 | } |
|
|
878 | while (i < 6); |
|
|
879 | |
806 | |
880 | op->stats.Str = statsort[0]; |
|
|
881 | op->stats.Dex = statsort[1]; |
|
|
882 | op->stats.Con = statsort[2]; |
|
|
883 | op->stats.Int = statsort[3]; |
|
|
884 | op->stats.Wis = statsort[4]; |
|
|
885 | op->stats.Pow = statsort[5]; |
|
|
886 | op->stats.Cha = statsort[6]; |
|
|
887 | |
|
|
888 | |
|
|
889 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
890 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
891 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
892 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
893 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
894 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
895 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
896 | |
|
|
897 | op->level = 1; |
|
|
898 | op->stats.exp = 0; |
807 | stats.exp = 0; |
899 | op->stats.ac = 0; |
808 | stats.ac = 0; |
900 | |
809 | |
901 | op->contr->levhp[1] = 9; |
|
|
902 | op->contr->levsp[1] = 6; |
|
|
903 | op->contr->levgrace[1] = 3; |
|
|
904 | |
|
|
905 | fix_player (op); |
|
|
906 | op->stats.hp = op->stats.maxhp; |
810 | stats.hp = stats.maxhp; |
907 | op->stats.sp = op->stats.maxsp; |
811 | stats.sp = stats.maxsp; |
908 | op->stats.grace = op->stats.maxgrace; |
812 | stats.grace = stats.maxgrace; |
|
|
813 | |
|
|
814 | if (contr) |
|
|
815 | { |
|
|
816 | contr->levhp[1] = 9; |
|
|
817 | contr->levsp[1] = 6; |
|
|
818 | contr->levgrace[1] = 3; |
|
|
819 | |
909 | op->contr->orig_stats = op->stats; |
820 | contr->orig_stats = stats; |
|
|
821 | } |
910 | } |
822 | } |
911 | |
823 | |
912 | void |
824 | void |
913 | Roll_Again (object *op) |
825 | object::swap_stats (int a, int b) |
914 | { |
826 | { |
915 | esrv_new_player (op->contr, 0); |
827 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
916 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
917 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
918 | } |
|
|
919 | |
828 | |
920 | void |
829 | for (int i = 0; i < NUM_STATS; ++i) |
921 | Swap_Stat (object *op, int Swap_Second) |
830 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
831 | |
|
|
832 | //TODO: the following code looks so borked and should, at the very least, |
|
|
833 | // be merged with the similar code in roll_stats |
|
|
834 | stats.ac = 0; |
|
|
835 | |
|
|
836 | level = 1; |
|
|
837 | stats.exp = 0; |
|
|
838 | stats.ac = 0; |
|
|
839 | |
|
|
840 | stats.hp = stats.maxhp; |
|
|
841 | stats.sp = stats.maxsp; |
|
|
842 | stats.grace = stats.maxgrace; |
|
|
843 | |
|
|
844 | if (contr) |
|
|
845 | { |
|
|
846 | contr->levhp[1] = 9; |
|
|
847 | contr->levsp[1] = 6; |
|
|
848 | contr->levgrace[1] = 3; |
|
|
849 | |
|
|
850 | contr->orig_stats = stats; |
|
|
851 | } |
|
|
852 | } |
|
|
853 | |
|
|
854 | static void |
|
|
855 | start_info (object *op) |
922 | { |
856 | { |
923 | signed char tmp; |
|
|
924 | char buf[MAX_BUF]; |
857 | char buf[MAX_BUF]; |
925 | |
858 | |
926 | if (op->contr->Swap_First == -1) |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
927 | { |
|
|
928 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
929 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
930 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
931 | return; |
|
|
932 | } |
|
|
933 | |
|
|
934 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
935 | |
|
|
936 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
937 | |
|
|
938 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
939 | |
|
|
940 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
941 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
942 | op->stats.Str = op->contr->orig_stats.Str; |
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
943 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
944 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
945 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
946 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
947 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
948 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
949 | op->stats.ac = 0; |
|
|
950 | |
|
|
951 | op->level = 1; |
|
|
952 | op->stats.exp = 0; |
|
|
953 | op->stats.ac = 0; |
|
|
954 | |
|
|
955 | op->contr->levhp[1] = 9; |
|
|
956 | op->contr->levsp[1] = 6; |
|
|
957 | op->contr->levgrace[1] = 3; |
|
|
958 | |
|
|
959 | fix_player (op); |
|
|
960 | op->stats.hp = op->stats.maxhp; |
|
|
961 | op->stats.sp = op->stats.maxsp; |
|
|
962 | op->stats.grace = op->stats.maxgrace; |
|
|
963 | op->contr->orig_stats = op->stats; |
|
|
964 | op->contr->Swap_First = -1; |
|
|
965 | } |
|
|
966 | |
|
|
967 | |
|
|
968 | /* This code has been greatly reduced, because with set_attr_value |
|
|
969 | * and get_attr_value, the stats can be accessed just numeric |
|
|
970 | * ids. stat_trans is a table that translate the number entered |
|
|
971 | * into the actual stat. It is needed because the order the stats |
|
|
972 | * are displayed in the stat window is not the same as how |
|
|
973 | * the number's access that stat. The table does that translation. |
|
|
974 | */ |
|
|
975 | int |
|
|
976 | key_roll_stat (object *op, char key) |
|
|
977 | { |
|
|
978 | int keynum = key - '0'; |
|
|
979 | char buf[MAX_BUF]; |
|
|
980 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
981 | |
|
|
982 | if (keynum > 0 && keynum <= 7) |
|
|
983 | { |
|
|
984 | if (op->contr->Swap_First == -1) |
|
|
985 | { |
|
|
986 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
987 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
988 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
989 | } |
|
|
990 | else |
|
|
991 | Swap_Stat (op, stat_trans[keynum]); |
|
|
992 | |
|
|
993 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
994 | return 1; |
|
|
995 | } |
|
|
996 | switch (key) |
|
|
997 | { |
|
|
998 | case 'n': |
|
|
999 | case 'N': |
|
|
1000 | { |
|
|
1001 | SET_FLAG (op, FLAG_WIZ); |
|
|
1002 | if (op->map == NULL) |
|
|
1003 | { |
|
|
1004 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
1005 | break; |
|
|
1006 | } |
|
|
1007 | |
|
|
1008 | #if 0 |
|
|
1009 | /* So that enter_exit will put us at startx/starty */ |
|
|
1010 | op->x = -1; |
|
|
1011 | |
|
|
1012 | enter_exit (op, NULL); |
|
|
1013 | #endif |
|
|
1014 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1015 | /* Enter exit adds a player otherwise */ |
|
|
1016 | add_statbonus (op); |
|
|
1017 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1018 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1019 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1020 | if (op->msg) |
|
|
1021 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1022 | return 0; |
|
|
1023 | } |
|
|
1024 | case 'y': |
|
|
1025 | case 'Y': |
|
|
1026 | roll_stats (op); |
|
|
1027 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1028 | return 1; |
|
|
1029 | |
|
|
1030 | case 'q': |
|
|
1031 | case 'Q': |
|
|
1032 | play_again (op); |
|
|
1033 | return 1; |
|
|
1034 | |
|
|
1035 | default: |
|
|
1036 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1037 | return 0; |
|
|
1038 | } |
|
|
1039 | return 0; |
|
|
1040 | } |
863 | } |
1041 | |
864 | |
1042 | /* This function takes the key that is passed, and does the |
865 | /* This function takes the key that is passed, and does the |
1043 | * appropriate action with it (change race, or other things). |
866 | * appropriate action with it (change race, or other things). |
1044 | * The function name is for historical reasons - now we have |
867 | * The function name is for historical reasons - now we have |
1045 | * separate race and class; this actually changes the RACE, |
868 | * separate race and class; this actually changes the RACE, |
1046 | * not the class. |
869 | * not the class. |
1047 | */ |
870 | */ |
1048 | |
871 | void |
1049 | int |
872 | player::chargen_race_done () |
1050 | key_change_class (object *op, char key) |
|
|
1051 | { |
873 | { |
1052 | int tmp_loop; |
|
|
1053 | |
|
|
1054 | if (key == 'q' || key == 'Q') |
|
|
1055 | { |
|
|
1056 | remove_ob (op); |
|
|
1057 | play_again (op); |
|
|
1058 | return 0; |
|
|
1059 | } |
|
|
1060 | if (key == 'd' || key == 'D') |
|
|
1061 | { |
|
|
1062 | char buf[MAX_BUF]; |
|
|
1063 | |
|
|
1064 | /* this must before then initial items are given */ |
874 | /* this must before then initial items are given */ |
1065 | esrv_new_player (op->contr, op->weight + op->carrying); |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
1066 | create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); |
|
|
1067 | |
876 | |
|
|
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
|
|
878 | if (tl) |
|
|
879 | create_treasure (tl, ob, 0, 0, 0); |
|
|
880 | |
1068 | INVOKE_PLAYER (BIRTH, op->contr); |
881 | INVOKE_PLAYER (BIRTH, ob->contr); |
1069 | INVOKE_PLAYER (LOGIN, op->contr); |
882 | INVOKE_PLAYER (LOGIN, ob->contr); |
1070 | |
883 | |
1071 | op->contr->state = ST_PLAYING; |
884 | ob->contr->ns->state = ST_PLAYING; |
1072 | |
885 | |
1073 | if (op->msg) |
886 | if (ob->msg) |
1074 | op->msg = NULL; |
887 | ob->msg = 0; |
1075 | |
888 | |
1076 | /* We create this now because some of the unique maps will need it |
889 | /* We create this now because some of the unique maps will need it |
1077 | * to save here. |
890 | * to save here. |
1078 | */ |
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
1079 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1080 | make_path_to_file (buf); |
895 | make_path_to_file (buf); |
|
|
896 | } |
1081 | |
897 | |
1082 | #ifdef AUTOSAVE |
|
|
1083 | op->contr->last_save_tick = pticks; |
|
|
1084 | #endif |
|
|
1085 | start_info (op); |
898 | start_info (ob); |
1086 | CLEAR_FLAG (op, FLAG_WIZ); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
1087 | give_initial_items (op, op->randomitems); |
900 | give_initial_items (ob, ob->randomitems); |
1088 | link_player_skills (op); |
901 | link_player_skills (ob); |
1089 | esrv_send_inventory (op, op); |
902 | esrv_send_inventory (ob, ob); |
1090 | fix_player (op); |
903 | ob->update_stats (); |
1091 | |
904 | |
1092 | /* This moves the player to a different start map, if there |
905 | /* This moves the player to a different start map, if there |
1093 | * is one for this race |
906 | * is one for this race |
1094 | */ |
907 | */ |
1095 | if (*first_map_ext_path) |
908 | if (*first_map_ext_path) |
1096 | { |
909 | { |
1097 | object *tmp; |
910 | object *tmp; |
1098 | char mapname[MAX_BUF]; |
911 | char mapname[MAX_BUF]; |
1099 | |
912 | |
1100 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
1101 | tmp = get_object (); |
914 | tmp = object::create (); |
1102 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_PATH (tmp) = mapname; |
1103 | EXIT_X (tmp) = op->x; |
916 | EXIT_X (tmp) = ob->x; |
1104 | EXIT_Y (tmp) = op->y; |
917 | EXIT_Y (tmp) = ob->y; |
1105 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
1106 | * if the map isn't there, then stay on the |
919 | * if the map isn't there, then stay on the |
1107 | * default initial map */ |
920 | * default initial map */ |
1108 | free_object (tmp); |
921 | tmp->destroy (); |
1109 | } |
922 | } |
1110 | else |
923 | else |
1111 | { |
|
|
1112 | LOG (llevDebug, "first_map_ext_path not set\n"); |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1113 | } |
925 | } |
1114 | return 0; |
|
|
1115 | } |
|
|
1116 | |
926 | |
|
|
927 | void |
|
|
928 | player::chargen_race_next () |
|
|
929 | { |
1117 | /* Following actually changes the race - this is the default command |
930 | /* Following actually changes the race - this is the default command |
1118 | * if we don't match with one of the options above. |
931 | * if we don't match with one of the options above. |
1119 | */ |
932 | */ |
1120 | |
933 | |
1121 | tmp_loop = 0; |
934 | do |
1122 | while (!tmp_loop) |
|
|
1123 | { |
935 | { |
1124 | shstr name = op->name; |
936 | shstr name = ob->name; |
1125 | int x = op->x, y = op->y; |
937 | int x = ob->x, y = ob->y; |
1126 | |
938 | |
1127 | remove_statbonus (op); |
939 | ob->remove_statbonus (); |
1128 | remove_ob (op); |
940 | ob->remove (); |
1129 | op->arch = get_player_archetype (op->arch); |
941 | ob->arch = get_player_archetype (ob->arch); |
1130 | copy_object (&op->arch->clone, op); |
942 | ob->arch->copy_to (ob); |
1131 | op->instantiate (); |
943 | ob->instantiate (); |
1132 | op->stats = op->contr->orig_stats; |
944 | ob->stats = ob->contr->orig_stats; |
1133 | op->name = op->name_pl = name; |
945 | ob->name = ob->name_pl = name; |
1134 | op->x = x; |
946 | ob->x = x; |
1135 | op->y = y; |
947 | ob->y = y; |
1136 | SET_ANIMATION (op, 2); /* So player faces south */ |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1137 | insert_ob_in_map (op, op->map, op, 0); |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
1138 | assign (op->contr->title, op->arch->clone.name); |
950 | assign (ob->contr->title, ob->arch->object::name); |
1139 | add_statbonus (op); |
951 | ob->add_statbonus (); |
1140 | tmp_loop = allowed_class (op); |
|
|
1141 | } |
952 | } |
|
|
953 | while (!allowed_class (ob)); |
1142 | |
954 | |
1143 | update_object (op, UP_OBJ_FACE); |
955 | update_object (ob, UP_OBJ_FACE); |
1144 | esrv_update_item (UPD_FACE, op, op); |
956 | esrv_update_item (UPD_FACE, ob, ob); |
1145 | fix_player (op); |
957 | ob->update_stats (); |
1146 | op->stats.hp = op->stats.maxhp; |
958 | ob->stats.hp = ob->stats.maxhp; |
1147 | op->stats.sp = op->stats.maxsp; |
959 | ob->stats.sp = ob->stats.maxsp; |
1148 | op->stats.grace = 0; |
960 | ob->stats.grace = 0; |
1149 | |
|
|
1150 | if (op->msg) |
|
|
1151 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1152 | |
|
|
1153 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1154 | return 0; |
|
|
1155 | } |
|
|
1156 | |
|
|
1157 | int |
|
|
1158 | key_confirm_quit (object *op, char key) |
|
|
1159 | { |
|
|
1160 | char buf[MAX_BUF]; |
|
|
1161 | |
|
|
1162 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1163 | { |
|
|
1164 | op->contr->state = ST_PLAYING; |
|
|
1165 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1166 | return 1; |
|
|
1167 | } |
|
|
1168 | |
|
|
1169 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1170 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1171 | |
|
|
1172 | terminate_all_pets (op); |
|
|
1173 | leave_map (op); |
|
|
1174 | op->direction = 0; |
|
|
1175 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1176 | |
|
|
1177 | strcpy (op->contr->killer, "quit"); |
|
|
1178 | check_score (op); |
|
|
1179 | op->contr->party = NULL; |
|
|
1180 | if (settings.set_title == TRUE) |
|
|
1181 | op->contr->own_title[0] = '\0'; |
|
|
1182 | |
|
|
1183 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1184 | { |
|
|
1185 | maptile *mp, *next; |
|
|
1186 | |
|
|
1187 | /* We need to hunt for any per player unique maps in memory and |
|
|
1188 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1189 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1190 | */ |
|
|
1191 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1192 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1193 | { |
|
|
1194 | next = mp->next; |
|
|
1195 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1196 | delete_map (mp); |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | delete_character (op->name, 1); |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | play_again (op); |
|
|
1203 | return 1; |
|
|
1204 | } |
961 | } |
1205 | |
962 | |
1206 | void |
963 | void |
1207 | flee_player (object *op) |
964 | flee_player (object *op) |
1208 | { |
965 | { |
… | |
… | |
1238 | { |
995 | { |
1239 | op->enemy = NULL; |
996 | op->enemy = NULL; |
1240 | CLEAR_FLAG (op, FLAG_SCARED); |
997 | CLEAR_FLAG (op, FLAG_SCARED); |
1241 | return; |
998 | return; |
1242 | } |
999 | } |
|
|
1000 | |
1243 | get_rangevector (op, op->enemy, &rv, 0); |
1001 | get_rangevector (op, op->enemy, &rv, 0); |
1244 | |
1002 | |
1245 | dir = absdir (4 + rv.direction); |
1003 | dir = absdir (4 + rv.direction); |
1246 | for (diff = 0; diff < 3; diff++) |
1004 | for (diff = 0; diff < 3; diff++) |
1247 | { |
1005 | { |
1248 | int m = 1 - (RANDOM () & 2); |
1006 | int m = 1 - (RANDOM () & 2); |
1249 | |
1007 | |
1250 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1008 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1251 | { |
|
|
1252 | return; |
1009 | return; |
1253 | } |
|
|
1254 | } |
1010 | } |
|
|
1011 | |
1255 | /* Cornered, get rid of scared */ |
1012 | /* Cornered, get rid of scared */ |
1256 | CLEAR_FLAG (op, FLAG_SCARED); |
1013 | CLEAR_FLAG (op, FLAG_SCARED); |
1257 | op->enemy = NULL; |
1014 | op->enemy = NULL; |
1258 | } |
1015 | } |
1259 | |
1016 | |
1260 | |
|
|
1261 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1017 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1262 | * IT returns 1 if the player should keep on moving, 0 if he should |
1018 | * It returns 1 if the player should keep on moving, 0 if he should |
1263 | * stop. |
1019 | * stop. |
1264 | */ |
1020 | */ |
1265 | int |
1021 | int |
1266 | check_pick (object *op) |
1022 | check_pick (object *op) |
1267 | { |
1023 | { |
1268 | object *tmp, *next; |
1024 | object *tmp, *next; |
1269 | int stop = 0; |
1025 | int stop = 0; |
1270 | int j, k, wvratio; |
1026 | int wvratio; |
1271 | char putstring[128], tmpstr[16]; |
1027 | char putstring[128]; |
1272 | |
1028 | |
1273 | /* if you're flying, you cna't pick up anything */ |
1029 | /* if you're flying, you cna't pick up anything */ |
1274 | if (op->move_type & MOVE_FLYING) |
1030 | if (op->move_type & MOVE_FLYING) |
1275 | return 1; |
1031 | return 1; |
1276 | |
1032 | |
… | |
… | |
1344 | if (tmp->name != NULL) |
1100 | if (tmp->name != NULL) |
1345 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1346 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1102 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1347 | else |
1103 | else |
1348 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1349 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1105 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1106 | |
1350 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1351 | |
|
|
1352 | sprintf (putstring, "...flags: "); |
|
|
1353 | for (k = 0; k < 4; k++) |
|
|
1354 | { |
|
|
1355 | for (j = 0; j < 32; j++) |
|
|
1356 | { |
|
|
1357 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1358 | { |
|
|
1359 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1360 | strcat (putstring, tmpstr); |
|
|
1361 | } |
|
|
1362 | } |
|
|
1363 | } |
|
|
1364 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1365 | |
|
|
1366 | #if 0 |
|
|
1367 | /* print the flags too */ |
|
|
1368 | for (k = 0; k < 4; k++) |
|
|
1369 | { |
|
|
1370 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1371 | for (j = 0; j < 32; j++) |
|
|
1372 | { |
|
|
1373 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1374 | if (!((j + 1) % 4)) |
|
|
1375 | fprintf (stderr, " "); |
|
|
1376 | } |
|
|
1377 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1378 | } |
|
|
1379 | #endif |
|
|
1380 | } |
1108 | } |
|
|
1109 | |
1381 | /* philosophy: |
1110 | /* philosophy: |
1382 | * It's easy to grab an item type from a pile, as long as it's |
1111 | * It's easy to grab an item type from a pile, as long as it's |
1383 | * generic. This takes no game-time. For more detailed pickups |
1112 | * generic. This takes no game-time. For more detailed pickups |
1384 | * and selections, select-items shoul dbe used. This is a |
1113 | * and selections, select-items should be used. This is a |
1385 | * grab-as-you-run type mode that's really useful for arrows for |
1114 | * grab-as-you-run type mode that's really useful for arrows for |
1386 | * example. |
1115 | * example. |
1387 | * The drawback: right now it has no frontend, so you need to |
1116 | * The drawback: right now it has no frontend, so you need to |
1388 | * stick the bits you want into a calculator in hex mode and then |
1117 | * stick the bits you want into a calculator in hex mode and then |
1389 | * convert to decimal and then 'pickup <#> |
1118 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1423 | /* question: don't pick up known-poisonous stuff? */ |
1152 | /* question: don't pick up known-poisonous stuff? */ |
1424 | if (op->contr->mode & PU_FOOD) |
1153 | if (op->contr->mode & PU_FOOD) |
1425 | if (tmp->type == FOOD) |
1154 | if (tmp->type == FOOD) |
1426 | { |
1155 | { |
1427 | pick_up (op, tmp); |
1156 | pick_up (op, tmp); |
1428 | if (0) |
|
|
1429 | fprintf (stderr, "FOOD\n"); |
|
|
1430 | continue; |
1157 | continue; |
1431 | } |
1158 | } |
|
|
1159 | |
1432 | if (op->contr->mode & PU_DRINK) |
1160 | if (op->contr->mode & PU_DRINK) |
1433 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1161 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1434 | { |
1162 | { |
1435 | pick_up (op, tmp); |
1163 | pick_up (op, tmp); |
1436 | if (0) |
|
|
1437 | fprintf (stderr, "DRINK\n"); |
|
|
1438 | continue; |
1164 | continue; |
1439 | } |
1165 | } |
1440 | |
1166 | |
1441 | if (op->contr->mode & PU_POTION) |
1167 | if (op->contr->mode & PU_POTION) |
1442 | if (tmp->type == POTION) |
1168 | if (tmp->type == POTION) |
1443 | { |
1169 | { |
1444 | pick_up (op, tmp); |
1170 | pick_up (op, tmp); |
1445 | if (0) |
|
|
1446 | fprintf (stderr, "POTION\n"); |
|
|
1447 | continue; |
1171 | continue; |
1448 | } |
1172 | } |
1449 | |
1173 | |
1450 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1174 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1451 | if (op->contr->mode & PU_SPELLBOOK) |
1175 | if (op->contr->mode & PU_SPELLBOOK) |
1452 | if (tmp->type == SPELLBOOK) |
1176 | if (tmp->type == SPELLBOOK) |
1453 | { |
1177 | { |
1454 | pick_up (op, tmp); |
1178 | pick_up (op, tmp); |
1455 | if (0) |
|
|
1456 | fprintf (stderr, "SPELLBOOK\n"); |
|
|
1457 | continue; |
1179 | continue; |
1458 | } |
1180 | } |
|
|
1181 | |
1459 | if (op->contr->mode & PU_SKILLSCROLL) |
1182 | if (op->contr->mode & PU_SKILLSCROLL) |
1460 | if (tmp->type == SKILLSCROLL) |
1183 | if (tmp->type == SKILLSCROLL) |
1461 | { |
1184 | { |
1462 | pick_up (op, tmp); |
1185 | pick_up (op, tmp); |
1463 | if (0) |
|
|
1464 | fprintf (stderr, "SKILLSCROLL\n"); |
|
|
1465 | continue; |
1186 | continue; |
1466 | } |
1187 | } |
|
|
1188 | |
1467 | if (op->contr->mode & PU_READABLES) |
1189 | if (op->contr->mode & PU_READABLES) |
1468 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1190 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1469 | { |
1191 | { |
1470 | pick_up (op, tmp); |
1192 | pick_up (op, tmp); |
1471 | if (0) |
|
|
1472 | fprintf (stderr, "READABLES\n"); |
|
|
1473 | continue; |
1193 | continue; |
1474 | } |
1194 | } |
1475 | |
1195 | |
1476 | /* wands/staves/rods/horns */ |
1196 | /* wands/staves/rods/horns */ |
1477 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1197 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1478 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1198 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1479 | { |
1199 | { |
1480 | pick_up (op, tmp); |
1200 | pick_up (op, tmp); |
1481 | if (0) |
|
|
1482 | fprintf (stderr, "MAGIC_DEVICE\n"); |
|
|
1483 | continue; |
1201 | continue; |
1484 | } |
1202 | } |
1485 | |
1203 | |
1486 | /* pick up all magical items */ |
1204 | /* pick up all magical items */ |
1487 | if (op->contr->mode & PU_MAGICAL) |
1205 | if (op->contr->mode & PU_MAGICAL) |
1488 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1206 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1489 | { |
1207 | { |
1490 | pick_up (op, tmp); |
1208 | pick_up (op, tmp); |
1491 | if (0) |
|
|
1492 | fprintf (stderr, "MAGICAL\n"); |
|
|
1493 | continue; |
1209 | continue; |
1494 | } |
1210 | } |
1495 | |
1211 | |
1496 | if (op->contr->mode & PU_VALUABLES) |
1212 | if (op->contr->mode & PU_VALUABLES) |
1497 | { |
1213 | { |
1498 | if (tmp->type == MONEY || tmp->type == GEM) |
1214 | if (tmp->type == MONEY || tmp->type == GEM) |
1499 | { |
1215 | { |
1500 | pick_up (op, tmp); |
1216 | pick_up (op, tmp); |
1501 | if (0) |
|
|
1502 | fprintf (stderr, "MONEY/GEM\n"); |
|
|
1503 | continue; |
1217 | continue; |
1504 | } |
1218 | } |
1505 | } |
1219 | } |
1506 | |
1220 | |
1507 | /* rings & amulets - talismans seems to be typed AMULET */ |
1221 | /* rings & amulets - talismans seems to be typed AMULET */ |
1508 | if (op->contr->mode & PU_JEWELS) |
1222 | if (op->contr->mode & PU_JEWELS) |
1509 | if (tmp->type == RING || tmp->type == AMULET) |
1223 | if (tmp->type == RING || tmp->type == AMULET) |
1510 | { |
1224 | { |
1511 | pick_up (op, tmp); |
1225 | pick_up (op, tmp); |
|
|
1226 | continue; |
1512 | if (0) |
1227 | } |
1513 | fprintf (stderr, "JEWELS\n"); |
1228 | |
|
|
1229 | /* we don't forget dragon food */ |
|
|
1230 | if (op->contr->mode & PU_FLESH) |
|
|
1231 | if (tmp->type == FLESH) |
|
|
1232 | { |
|
|
1233 | pick_up (op, tmp); |
1514 | continue; |
1234 | continue; |
1515 | } |
1235 | } |
1516 | |
1236 | |
1517 | /* bows and arrows. Bows are good for selling! */ |
1237 | /* bows and arrows. Bows are good for selling! */ |
1518 | if (op->contr->mode & PU_BOW) |
1238 | if (op->contr->mode & PU_BOW) |
1519 | if (tmp->type == BOW) |
1239 | if (tmp->type == BOW) |
1520 | { |
1240 | { |
1521 | pick_up (op, tmp); |
1241 | pick_up (op, tmp); |
1522 | if (0) |
|
|
1523 | fprintf (stderr, "BOW\n"); |
|
|
1524 | continue; |
1242 | continue; |
1525 | } |
1243 | } |
|
|
1244 | |
1526 | if (op->contr->mode & PU_ARROW) |
1245 | if (op->contr->mode & PU_ARROW) |
1527 | if (tmp->type == ARROW) |
1246 | if (tmp->type == ARROW) |
1528 | { |
1247 | { |
1529 | pick_up (op, tmp); |
1248 | pick_up (op, tmp); |
1530 | if (0) |
|
|
1531 | fprintf (stderr, "ARROW\n"); |
|
|
1532 | continue; |
1249 | continue; |
1533 | } |
1250 | } |
1534 | |
1251 | |
1535 | /* all kinds of armor etc. */ |
1252 | /* all kinds of armor etc. */ |
1536 | if (op->contr->mode & PU_ARMOUR) |
1253 | if (op->contr->mode & PU_ARMOUR) |
1537 | if (tmp->type == ARMOUR) |
1254 | if (tmp->type == ARMOUR) |
1538 | { |
1255 | { |
1539 | pick_up (op, tmp); |
1256 | pick_up (op, tmp); |
1540 | if (0) |
|
|
1541 | fprintf (stderr, "ARMOUR\n"); |
|
|
1542 | continue; |
1257 | continue; |
1543 | } |
1258 | } |
|
|
1259 | |
1544 | if (op->contr->mode & PU_HELMET) |
1260 | if (op->contr->mode & PU_HELMET) |
1545 | if (tmp->type == HELMET) |
1261 | if (tmp->type == HELMET) |
1546 | { |
1262 | { |
1547 | pick_up (op, tmp); |
1263 | pick_up (op, tmp); |
1548 | if (0) |
|
|
1549 | fprintf (stderr, "HELMET\n"); |
|
|
1550 | continue; |
1264 | continue; |
1551 | } |
1265 | } |
|
|
1266 | |
1552 | if (op->contr->mode & PU_SHIELD) |
1267 | if (op->contr->mode & PU_SHIELD) |
1553 | if (tmp->type == SHIELD) |
1268 | if (tmp->type == SHIELD) |
1554 | { |
1269 | { |
1555 | pick_up (op, tmp); |
1270 | pick_up (op, tmp); |
1556 | if (0) |
|
|
1557 | fprintf (stderr, "SHIELD\n"); |
|
|
1558 | continue; |
1271 | continue; |
1559 | } |
1272 | } |
|
|
1273 | |
1560 | if (op->contr->mode & PU_BOOTS) |
1274 | if (op->contr->mode & PU_BOOTS) |
1561 | if (tmp->type == BOOTS) |
1275 | if (tmp->type == BOOTS) |
1562 | { |
1276 | { |
1563 | pick_up (op, tmp); |
1277 | pick_up (op, tmp); |
1564 | if (0) |
|
|
1565 | fprintf (stderr, "BOOTS\n"); |
|
|
1566 | continue; |
1278 | continue; |
1567 | } |
1279 | } |
|
|
1280 | |
1568 | if (op->contr->mode & PU_GLOVES) |
1281 | if (op->contr->mode & PU_GLOVES) |
1569 | if (tmp->type == GLOVES) |
1282 | if (tmp->type == GLOVES) |
1570 | { |
1283 | { |
1571 | pick_up (op, tmp); |
1284 | pick_up (op, tmp); |
1572 | if (0) |
|
|
1573 | fprintf (stderr, "GLOVES\n"); |
|
|
1574 | continue; |
1285 | continue; |
1575 | } |
1286 | } |
|
|
1287 | |
1576 | if (op->contr->mode & PU_CLOAK) |
1288 | if (op->contr->mode & PU_CLOAK) |
1577 | if (tmp->type == CLOAK) |
1289 | if (tmp->type == CLOAK) |
1578 | { |
1290 | { |
1579 | pick_up (op, tmp); |
1291 | pick_up (op, tmp); |
1580 | if (0) |
|
|
1581 | fprintf (stderr, "GLOVES\n"); |
|
|
1582 | continue; |
1292 | continue; |
1583 | } |
1293 | } |
1584 | |
1294 | |
1585 | /* hoping to catch throwing daggers here */ |
1295 | /* hoping to catch throwing daggers here */ |
1586 | if (op->contr->mode & PU_MISSILEWEAPON) |
1296 | if (op->contr->mode & PU_MISSILEWEAPON) |
1587 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1297 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1588 | { |
1298 | { |
1589 | pick_up (op, tmp); |
1299 | pick_up (op, tmp); |
1590 | if (0) |
|
|
1591 | fprintf (stderr, "MISSILEWEAPON\n"); |
|
|
1592 | continue; |
1300 | continue; |
1593 | } |
1301 | } |
1594 | |
1302 | |
1595 | /* careful: chairs and tables are weapons! */ |
1303 | /* careful: chairs and tables are weapons! */ |
1596 | if (op->contr->mode & PU_ALLWEAPON) |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
1597 | { |
1305 | { |
1598 | if (tmp->type == WEAPON && tmp->name != NULL) |
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
1599 | { |
1307 | { |
1600 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1308 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1601 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1602 | { |
1310 | { |
1603 | pick_up (op, tmp); |
1311 | pick_up (op, tmp); |
1604 | if (0) |
|
|
1605 | fprintf (stderr, "WEAPON\n"); |
|
|
1606 | continue; |
1312 | continue; |
1607 | } |
1313 | } |
1608 | } |
1314 | } |
|
|
1315 | |
1609 | if (tmp->type == WEAPON && tmp->name == NULL) |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1610 | { |
1317 | { |
1611 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1318 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1612 | { |
1319 | { |
1613 | pick_up (op, tmp); |
1320 | pick_up (op, tmp); |
1614 | if (0) |
|
|
1615 | fprintf (stderr, "WEAPON\n"); |
|
|
1616 | continue; |
1321 | continue; |
1617 | } |
1322 | } |
1618 | } |
1323 | } |
1619 | } |
1324 | } |
1620 | |
1325 | |
1621 | /* misc stuff that's useful */ |
1326 | /* misc stuff that's useful */ |
1622 | if (op->contr->mode & PU_KEY) |
1327 | if (op->contr->mode & PU_KEY) |
1623 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1328 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1624 | { |
1329 | { |
1625 | pick_up (op, tmp); |
1330 | pick_up (op, tmp); |
1626 | if (0) |
|
|
1627 | fprintf (stderr, "KEY\n"); |
|
|
1628 | continue; |
1331 | continue; |
1629 | } |
1332 | } |
1630 | |
1333 | |
1631 | /* any of the last 4 bits set means we use the ratio for value |
1334 | /* any of the last 4 bits set means we use the ratio for value |
1632 | * pickups */ |
1335 | * pickups */ |
… | |
… | |
1645 | if (tmp->name != NULL) |
1348 | if (tmp->name != NULL) |
1646 | { |
1349 | { |
1647 | fprintf (stderr, "%s", tmp->name); |
1350 | fprintf (stderr, "%s", tmp->name); |
1648 | } |
1351 | } |
1649 | else |
1352 | else |
1650 | fprintf (stderr, "%s", tmp->arch->name); |
1353 | fprintf (stderr, "%s", tmp->arch->archname); |
1651 | fprintf (stderr, ",%d] = ", tmp->type); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1652 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1355 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1653 | #endif |
1356 | #endif |
1654 | continue; |
1357 | continue; |
1655 | } |
1358 | } |
1656 | } |
1359 | } |
1657 | } /* the new pickup model */ |
1360 | } /* the new pickup model */ |
1658 | } |
1361 | } |
|
|
1362 | |
1659 | return !stop; |
1363 | return !stop; |
1660 | } |
1364 | } |
1661 | |
1365 | |
1662 | /* |
1366 | /* |
1663 | * Find an arrow in the inventory and after that |
1367 | * Find an arrow in the inventory and after that |
… | |
… | |
1665 | * found object is returned. |
1369 | * found object is returned. |
1666 | */ |
1370 | */ |
1667 | object * |
1371 | object * |
1668 | find_arrow (object *op, const char *type) |
1372 | find_arrow (object *op, const char *type) |
1669 | { |
1373 | { |
1670 | object *tmp = NULL; |
1374 | object *tmp = 0; |
1671 | |
1375 | |
1672 | for (op = op->inv; op; op = op->below) |
1376 | for (op = op->inv; op; op = op->below) |
1673 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1377 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1674 | tmp = find_arrow (op, type); |
1378 | tmp = find_arrow (op, type); |
1675 | else if (op->type == ARROW && op->race == type) |
1379 | else if (op->type == ARROW && op->race == type) |
1676 | return op; |
1380 | return op; |
|
|
1381 | |
1677 | return tmp; |
1382 | return tmp; |
1678 | } |
1383 | } |
1679 | |
1384 | |
1680 | /* |
1385 | /* |
1681 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1386 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1682 | * against the target. A full test is not performed, simply a basic test |
1387 | * against the target. A full test is not performed, simply a basic test |
1683 | * of resistances. The archer is making a quick guess at what he sees down |
1388 | * of resistances. The archer is making a quick guess at what he sees down |
1684 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1389 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1685 | */ |
1390 | */ |
1686 | |
|
|
1687 | object * |
1391 | object * |
1688 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1392 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1689 | { |
1393 | { |
1690 | object *tmp = NULL, *arrow, *ntmp; |
1394 | object *tmp = NULL, *arrow, *ntmp; |
1691 | int attacknum, attacktype, betterby = 0, i; |
1395 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1724 | else |
1428 | else |
1725 | { |
1429 | { |
1726 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1727 | { |
1431 | { |
1728 | attacktype = 1 << attacknum; |
1432 | attacktype = 1 << attacknum; |
1729 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1730 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1434 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1731 | { |
1435 | { |
1732 | tmp = arrow; |
1436 | tmp = arrow; |
1733 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1437 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1734 | } |
1438 | } |
1735 | } |
1439 | } |
1736 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1737 | { |
1441 | { |
1738 | tmp = arrow; |
1442 | tmp = arrow; |
… | |
… | |
1757 | * find_better_arrow to find a decent arrow to use. |
1461 | * find_better_arrow to find a decent arrow to use. |
1758 | * op = the shooter |
1462 | * op = the shooter |
1759 | * type = bow->race |
1463 | * type = bow->race |
1760 | * dir = fire direction |
1464 | * dir = fire direction |
1761 | */ |
1465 | */ |
1762 | |
|
|
1763 | object * |
1466 | object * |
1764 | pick_arrow_target (object *op, const char *type, int dir) |
1467 | pick_arrow_target (object *op, const char *type, int dir) |
1765 | { |
1468 | { |
1766 | object *tmp = NULL; |
1469 | object *tmp = NULL; |
1767 | maptile *m; |
1470 | maptile *m; |
… | |
… | |
1832 | */ |
1535 | */ |
1833 | int |
1536 | int |
1834 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1537 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1835 | { |
1538 | { |
1836 | object *left, *bow; |
1539 | object *left, *bow; |
1837 | int bowspeed, mflags; |
1540 | int mflags; |
1838 | maptile *m; |
1541 | maptile *m; |
1839 | |
1542 | |
1840 | if (!dir) |
1543 | if (!dir) |
1841 | { |
1544 | { |
1842 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1545 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1843 | return 0; |
1546 | return 0; |
1844 | } |
1547 | } |
1845 | if (op->type == PLAYER) |
1548 | |
1846 | bow = op->contr->ranges[range_bow]; |
1549 | if (op->contr) |
|
|
1550 | bow = op->current_weapon; |
1847 | else |
1551 | else |
1848 | { |
1552 | { |
1849 | for (bow = op->inv; bow; bow = bow->below) |
1553 | for (bow = op->inv; bow; bow = bow->below) |
1850 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1554 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1851 | * don't need to switch back and forth between bows and weapons. |
1555 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1856 | if (!bow) |
1560 | if (!bow) |
1857 | { |
1561 | { |
1858 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1562 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1859 | return 0; |
1563 | return 0; |
1860 | } |
1564 | } |
|
|
1565 | |
|
|
1566 | // optimisation: move object to top so we will find it quickly again |
|
|
1567 | if (bow->below) |
|
|
1568 | { |
|
|
1569 | bow->remove (); |
|
|
1570 | op->insert (bow); |
|
|
1571 | } |
|
|
1572 | |
1861 | } |
1573 | } |
|
|
1574 | |
1862 | if (!bow->race || !bow->skill) |
1575 | if (!bow->race || !bow->skill) |
1863 | { |
1576 | { |
1864 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1577 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1865 | return 0; |
1578 | return 0; |
1866 | } |
1579 | } |
1867 | |
|
|
1868 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1869 | |
|
|
1870 | /* penalize ROF for bestarrow */ |
|
|
1871 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1872 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1873 | if (bowspeed < 1) |
|
|
1874 | bowspeed = 1; |
|
|
1875 | |
1580 | |
1876 | if (arrow == NULL) |
1581 | if (arrow == NULL) |
1877 | { |
1582 | { |
1878 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1583 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1879 | { |
1584 | { |
1880 | if (op->type == PLAYER) |
1585 | if (op->type == PLAYER) |
1881 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1586 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1882 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1587 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1883 | else |
1588 | else |
1884 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1589 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1590 | |
1885 | return 0; |
1591 | return 0; |
1886 | } |
1592 | } |
1887 | } |
1593 | } |
|
|
1594 | |
1888 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1595 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1889 | if (mflags & P_OUT_OF_MAP) |
1596 | if (mflags & P_OUT_OF_MAP) |
1890 | { |
|
|
1891 | return 0; |
1597 | return 0; |
1892 | } |
1598 | |
1893 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1599 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1894 | { |
1600 | { |
1895 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1601 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1896 | return 0; |
1602 | return 0; |
1897 | } |
1603 | } |
1898 | |
1604 | |
1899 | /* this should not happen, but sometimes does */ |
1605 | /* this should not happen, but sometimes does */ |
1900 | if (arrow->nrof == 0) |
1606 | if (arrow->nrof == 0) |
1901 | { |
1607 | { |
1902 | remove_ob (arrow); |
1608 | arrow->destroy (); |
1903 | free_object (arrow); |
|
|
1904 | return 0; |
1609 | return 0; |
1905 | } |
1610 | } |
1906 | |
1611 | |
1907 | left = arrow; /* these are arrows left to the player */ |
1612 | left = arrow; /* these are arrows left to the player */ |
1908 | arrow = get_split_ob (arrow, 1); |
1613 | arrow = get_split_ob (arrow, 1); |
1909 | if (arrow == NULL) |
1614 | if (!arrow) |
1910 | { |
1615 | { |
1911 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1616 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1912 | return 0; |
1617 | return 0; |
1913 | } |
1618 | } |
1914 | set_owner (arrow, op); |
1619 | |
|
|
1620 | arrow->set_owner (op); |
1915 | arrow->skill = bow->skill; |
1621 | arrow->skill = bow->skill; |
1916 | |
|
|
1917 | arrow->direction = dir; |
1622 | arrow->direction = dir; |
1918 | arrow->x = sx; |
1623 | |
1919 | arrow->y = sy; |
1624 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1625 | arrow->stats.hp = arrow->stats.dam; |
|
|
1626 | arrow->stats.grace = arrow->attacktype; |
|
|
1627 | |
|
|
1628 | if (arrow->slaying) |
|
|
1629 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1630 | |
|
|
1631 | #if 0 |
|
|
1632 | if (player *pl = op->contr) |
|
|
1633 | { |
|
|
1634 | float speed = pl->weapon_sp; |
|
|
1635 | |
|
|
1636 | /* penalize ROF for bestarrow */ |
|
|
1637 | if (pl->bowtype == bow_bestarrow) |
|
|
1638 | speed *= .9f; |
|
|
1639 | else |
|
|
1640 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1641 | |
|
|
1642 | op->speed_left += speed - op->speed; |
|
|
1643 | } |
|
|
1644 | #endif |
|
|
1645 | |
|
|
1646 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1647 | |
|
|
1648 | /* update the speed */ |
|
|
1649 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1650 | + bow->stats.dam / 7.f; |
|
|
1651 | |
|
|
1652 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1653 | arrow->speed_left = 0; |
|
|
1654 | |
|
|
1655 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1920 | |
1656 | |
1921 | if (op->type == PLAYER) |
1657 | if (op->type == PLAYER) |
1922 | { |
1658 | { |
1923 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1924 | fix_player (op); |
|
|
1925 | } |
|
|
1926 | |
|
|
1927 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1928 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1929 | arrow->stats.hp = arrow->stats.dam; |
|
|
1930 | arrow->stats.grace = arrow->attacktype; |
|
|
1931 | if (arrow->slaying != NULL) |
|
|
1932 | arrow->spellarg = strdup_local (arrow->slaying); |
|
|
1933 | |
|
|
1934 | /* Note that this was different for monsters - they got their level |
|
|
1935 | * added to the damage. I think the strength bonus is more proper. |
|
|
1936 | */ |
|
|
1937 | |
|
|
1938 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1939 | |
|
|
1940 | /* update the speed */ |
|
|
1941 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1942 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1943 | |
|
|
1944 | if (arrow->speed < 1.0) |
|
|
1945 | arrow->speed = 1.0; |
|
|
1946 | update_ob_speed (arrow); |
|
|
1947 | arrow->speed_left = 0; |
|
|
1948 | |
|
|
1949 | if (op->type == PLAYER) |
|
|
1950 | { |
|
|
1951 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1952 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1953 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1954 | |
|
|
1955 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1659 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1660 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1661 | |
|
|
1662 | if (!arrow->slaying) |
|
|
1663 | arrow->slaying = op->slaying; |
|
|
1664 | |
|
|
1665 | arrow->attacktype |= op->attacktype; |
1956 | } |
1666 | } |
1957 | else |
1667 | else |
1958 | { |
1668 | { |
1959 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1960 | arrow->level = op->level; |
1669 | arrow->level = op->level; |
1961 | } |
1670 | arrow->stats.wc -= bow->magic; |
1962 | |
1671 | |
1963 | if (arrow->attacktype == AT_PHYSICAL) |
1672 | if (!arrow->slaying) |
|
|
1673 | arrow->slaying = bow->slaying; |
|
|
1674 | |
1964 | arrow->attacktype |= bow->attacktype; |
1675 | arrow->attacktype |= bow->attacktype; |
|
|
1676 | } |
1965 | |
1677 | |
1966 | if (bow->slaying != NULL) |
1678 | wc -= arrow->level; |
1967 | arrow->slaying = bow->slaying; |
1679 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1968 | |
1680 | |
1969 | arrow->map = m; |
1681 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1970 | arrow->move_type = MOVE_FLY_LOW; |
1682 | arrow->move_type = MOVE_FLY_LOW; |
1971 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1683 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1972 | |
1684 | |
1973 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1685 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1974 | insert_ob_in_map (arrow, m, op, 0); |
1686 | m->insert (arrow, sx, sy, op); |
1975 | |
1687 | |
1976 | if (!arrow->destroyed ()) |
1688 | if (!arrow->destroyed ()) |
1977 | move_arrow (arrow); |
1689 | move_arrow (arrow); |
1978 | |
1690 | |
1979 | if (op->type == PLAYER) |
1691 | if (op->type == PLAYER) |
… | |
… | |
1999 | { |
1711 | { |
2000 | int ret = 0, wcmod = 0; |
1712 | int ret = 0, wcmod = 0; |
2001 | |
1713 | |
2002 | if (op->contr->bowtype == bow_bestarrow) |
1714 | if (op->contr->bowtype == bow_bestarrow) |
2003 | { |
1715 | { |
2004 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1716 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
2005 | } |
1717 | } |
2006 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1718 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
2007 | { |
1719 | { |
2008 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1720 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
2009 | wcmod = -1; |
1721 | wcmod = -1; |
|
|
1722 | |
2010 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1723 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
2011 | } |
1724 | } |
2012 | else if (op->contr->bowtype == bow_threewide) |
1725 | else if (op->contr->bowtype == bow_threewide) |
2013 | { |
1726 | { |
2014 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1727 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2018 | else if (op->contr->bowtype == bow_spreadshot) |
1731 | else if (op->contr->bowtype == bow_spreadshot) |
2019 | { |
1732 | { |
2020 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
2021 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1734 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
2022 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1735 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
2023 | |
|
|
2024 | } |
1736 | } |
2025 | else |
1737 | else |
2026 | { |
1738 | { |
2027 | /* Simple case */ |
1739 | /* Simple case */ |
2028 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1740 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
2029 | } |
1741 | } |
|
|
1742 | |
2030 | return ret; |
1743 | return ret; |
2031 | } |
1744 | } |
2032 | |
|
|
2033 | |
1745 | |
2034 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
2035 | * Broken apart from 'fire' to keep it more readable. |
1747 | * Broken apart from 'fire' to keep it more readable. |
2036 | */ |
1748 | */ |
2037 | void |
1749 | void |
2038 | fire_misc_object (object *op, int dir) |
1750 | fire_misc_object (object *op, int dir) |
2039 | { |
1751 | { |
2040 | object *item; |
1752 | object *item = op->contr->ranged_ob; |
2041 | |
1753 | |
2042 | if (!op->contr->ranges[range_misc]) |
1754 | if (!item) |
2043 | { |
1755 | { |
2044 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1756 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2045 | return; |
1757 | return; |
2046 | } |
1758 | } |
2047 | |
1759 | |
2048 | item = op->contr->ranges[range_misc]; |
|
|
2049 | if (!item->inv) |
1760 | if (!item->inv) |
2050 | { |
1761 | { |
2051 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2052 | return; |
1763 | return; |
2053 | } |
1764 | } |
|
|
1765 | |
|
|
1766 | if (!op->change_weapon (item)) |
|
|
1767 | return; |
|
|
1768 | |
2054 | if (item->type == WAND) |
1769 | if (item->type == WAND) |
2055 | { |
1770 | { |
2056 | if (item->stats.food <= 0) |
1771 | if (item->stats.food <= 0) |
2057 | { |
1772 | { |
2058 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1773 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
2059 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1775 | |
2060 | return; |
1776 | return; |
2061 | } |
1777 | } |
2062 | } |
1778 | } |
2063 | else if (item->type == ROD || item->type == HORN) |
1779 | else if (item->type == ROD || item->type == HORN) |
2064 | { |
1780 | { |
2065 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1781 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
2066 | { |
1782 | { |
2067 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1783 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1784 | |
2068 | if (item->type == ROD) |
1785 | if (item->type == ROD) |
2069 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1786 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2070 | else |
1787 | else |
2071 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1788 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1789 | |
2072 | return; |
1790 | return; |
2073 | } |
1791 | } |
2074 | } |
1792 | } |
2075 | |
1793 | |
2076 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1794 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
2083 | object *tmp; |
1801 | object *tmp; |
2084 | |
1802 | |
2085 | if (item->arch) |
1803 | if (item->arch) |
2086 | { |
1804 | { |
2087 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1805 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2088 | item->face = item->arch->clone.face; |
1806 | item->face = item->arch->face; |
2089 | item->speed = 0; |
1807 | item->set_speed (0); |
2090 | update_ob_speed (item); |
|
|
2091 | } |
1808 | } |
|
|
1809 | |
2092 | if ((tmp = is_player_inv (item))) |
1810 | if ((tmp = item->in_player ())) |
2093 | esrv_update_item (UPD_ANIM, tmp, item); |
1811 | esrv_update_item (UPD_ANIM, tmp, item); |
2094 | } |
1812 | } |
2095 | } |
1813 | } |
2096 | else if (item->type == ROD || item->type == HORN) |
1814 | else if (item->type == ROD || item->type == HORN) |
2097 | { |
|
|
2098 | drain_rod_charge (item); |
1815 | drain_rod_charge (item); |
2099 | } |
|
|
2100 | } |
1816 | } |
2101 | } |
1817 | } |
2102 | |
1818 | |
2103 | /* Received a fire command for the player - go and do it. |
1819 | /* Received a fire command for the player - go and do it. |
2104 | */ |
1820 | */ |
2105 | void |
1821 | bool |
2106 | fire (object *op, int dir) |
1822 | fire (object *op, int dir) |
2107 | { |
1823 | { |
2108 | int spellcost = 0; |
1824 | int spellcost = 0; |
2109 | |
1825 | |
2110 | /* check for loss of invisiblity/hide */ |
1826 | /* check for loss of invisiblity/hide */ |
2111 | if (action_makes_visible (op)) |
1827 | if (action_makes_visible (op)) |
2112 | make_visible (op); |
1828 | make_visible (op); |
2113 | |
1829 | |
2114 | switch (op->contr->shoottype) |
1830 | player *pl = op->contr; |
|
|
1831 | |
|
|
1832 | if (pl->golem) |
|
|
1833 | { |
|
|
1834 | control_golem (op->contr->golem, dir); |
|
|
1835 | return false; |
2115 | { |
1836 | } |
2116 | case range_none: |
|
|
2117 | return; |
|
|
2118 | |
1837 | |
2119 | case range_bow: |
1838 | object *ob = pl->ranged_ob; |
|
|
1839 | |
|
|
1840 | if (!ob) |
|
|
1841 | return false; |
|
|
1842 | |
|
|
1843 | if (!op->change_weapon (ob)) |
|
|
1844 | return false; |
|
|
1845 | |
|
|
1846 | if (op->speed_left > 0.f) |
|
|
1847 | --op->speed_left; |
|
|
1848 | else |
|
|
1849 | return false; |
|
|
1850 | |
|
|
1851 | switch (ob->type) |
|
|
1852 | { |
|
|
1853 | case BOW: |
2120 | player_fire_bow (op, dir); |
1854 | player_fire_bow (op, dir); |
2121 | return; |
1855 | break; |
2122 | |
1856 | |
2123 | case range_magic: /* Casting spells */ |
1857 | case SPELL: |
2124 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1858 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
2125 | return; |
1859 | break; |
2126 | |
1860 | |
2127 | case range_misc: |
1861 | case BUILDER: |
|
|
1862 | apply_map_builder (op, dir); |
|
|
1863 | break; |
|
|
1864 | |
|
|
1865 | case SKILL: |
|
|
1866 | do_skill (op, op, ob, dir, 0); |
|
|
1867 | break; |
|
|
1868 | |
|
|
1869 | default: |
2128 | fire_misc_object (op, dir); |
1870 | fire_misc_object (op, dir); |
2129 | return; |
1871 | break; |
2130 | |
|
|
2131 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2132 | if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) |
|
|
2133 | { |
|
|
2134 | op->contr->ranges[range_golem] = NULL; |
|
|
2135 | op->contr->shoottype = range_none; |
|
|
2136 | op->contr->golem_count = 0; |
|
|
2137 | } |
|
|
2138 | else |
|
|
2139 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2140 | return; |
|
|
2141 | |
|
|
2142 | case range_skill: |
|
|
2143 | if (!op->chosen_skill) |
|
|
2144 | { |
|
|
2145 | if (op->type == PLAYER) |
|
|
2146 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2147 | return; |
|
|
2148 | } |
|
|
2149 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2150 | return; |
|
|
2151 | case range_builder: |
|
|
2152 | apply_map_builder (op, dir); |
|
|
2153 | return; |
|
|
2154 | default: |
|
|
2155 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
2156 | return; |
|
|
2157 | } |
1872 | } |
2158 | } |
|
|
2159 | |
1873 | |
2160 | |
1874 | return true; |
|
|
1875 | } |
2161 | |
1876 | |
2162 | /* find_key |
1877 | /* find_key |
2163 | * We try to find a key for the door as passed. If we find a key |
1878 | * We try to find a key for the door as passed. If we find a key |
2164 | * and successfully use it, we return the key, otherwise NULL |
1879 | * and successfully use it, we return the key, otherwise NULL |
2165 | * This function merges both normal and locked door, since the logic |
1880 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2167 | * pl is the player, |
1882 | * pl is the player, |
2168 | * inv is the objects inventory to searched |
1883 | * inv is the objects inventory to searched |
2169 | * door is the door we are trying to match against. |
1884 | * door is the door we are trying to match against. |
2170 | * This function can be called recursively to search containers. |
1885 | * This function can be called recursively to search containers. |
2171 | */ |
1886 | */ |
2172 | |
|
|
2173 | object * |
1887 | object * |
2174 | find_key (object *pl, object *container, object *door) |
1888 | find_key (object *pl, object *container, object *door) |
2175 | { |
1889 | { |
2176 | object *tmp, *key; |
1890 | object *tmp, *key; |
2177 | |
1891 | |
2178 | /* Should not happen, but sanity checking is never bad */ |
1892 | /* Should not happen, but sanity checking is never bad */ |
2179 | if (container->inv == NULL) |
1893 | if (!container->inv) |
2180 | return NULL; |
1894 | return 0; |
2181 | |
1895 | |
2182 | /* First, lets try to find a key in the top level inventory */ |
1896 | /* First, lets try to find a key in the top level inventory */ |
2183 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1897 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2184 | { |
1898 | { |
2185 | if (door->type == DOOR && tmp->type == KEY) |
1899 | if (door->type == DOOR && tmp->type == KEY) |
2186 | break; |
1900 | break; |
2187 | /* For sanity, we should really check door type, but other stuff |
1901 | /* For sanity, we should really check door type, but other stuff |
2188 | * (like containers) can be locked with special keys |
1902 | * (like containers) can be locked with special keys |
2189 | */ |
1903 | */ |
2190 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1904 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2191 | break; |
1905 | break; |
2192 | } |
1906 | } |
|
|
1907 | |
2193 | /* No key found - lets search inventories now */ |
1908 | /* No key found - lets search inventories now */ |
2194 | /* If we find and use a key in an inventory, return at that time. |
1909 | /* If we find and use a key in an inventory, return at that time. |
2195 | * otherwise, if we search all the inventories and still don't find |
1910 | * otherwise, if we search all the inventories and still don't find |
2196 | * a key, return |
1911 | * a key, return |
2197 | */ |
1912 | */ |
2198 | if (!tmp) |
1913 | if (!tmp) |
2199 | { |
1914 | { |
2200 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1915 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2201 | { |
1916 | { |
2202 | /* No reason to search empty containers */ |
1917 | /* No reason to search empty containers */ |
2203 | if (tmp->type == CONTAINER && tmp->inv) |
1918 | if (tmp->type == CONTAINER && tmp->inv) |
2204 | { |
1919 | { |
2205 | if ((key = find_key (pl, tmp, door)) != NULL) |
1920 | if ((key = find_key (pl, tmp, door))) |
2206 | return key; |
1921 | return key; |
2207 | } |
1922 | } |
2208 | } |
1923 | } |
|
|
1924 | |
2209 | if (!tmp) |
1925 | if (!tmp) |
2210 | return NULL; |
1926 | return NULL; |
2211 | } |
1927 | } |
|
|
1928 | |
2212 | /* We get down here if we have found a key. Now if its in a container, |
1929 | /* We get down here if we have found a key. Now if its in a container, |
2213 | * see if we actually want to use it |
1930 | * see if we actually want to use it |
2214 | */ |
1931 | */ |
2215 | if (pl != container) |
1932 | if (pl != container) |
2216 | { |
1933 | { |
… | |
… | |
2237 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1954 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2238 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1955 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2239 | return NULL; |
1956 | return NULL; |
2240 | } |
1957 | } |
2241 | } |
1958 | } |
|
|
1959 | |
2242 | return tmp; |
1960 | return tmp; |
2243 | } |
1961 | } |
2244 | |
1962 | |
2245 | /* moved door processing out of move_player_attack. |
1963 | /* moved door processing out of move_player_attack. |
2246 | * returns 1 if player has opened the door with a key |
1964 | * returns 1 if player has opened the door with a key |
… | |
… | |
2248 | * 0 otherwise |
1966 | * 0 otherwise |
2249 | */ |
1967 | */ |
2250 | static int |
1968 | static int |
2251 | player_attack_door (object *op, object *door) |
1969 | player_attack_door (object *op, object *door) |
2252 | { |
1970 | { |
2253 | |
|
|
2254 | /* If its a door, try to find a use a key. If we do destroy the door, |
1971 | /* If its a door, try to find a key. If we do destroy the door, |
2255 | * might as well return immediately as there is nothing more to do - |
1972 | * might as well return immediately as there is nothing more to do - |
2256 | * otherwise, we fall through to the rest of the code. |
1973 | * otherwise, we fall through to the rest of the code. |
2257 | */ |
1974 | */ |
2258 | object *key = find_key (op, op, door); |
1975 | object *key = find_key (op, op, door); |
2259 | |
1976 | |
2260 | /* IF we found a key, do some extra work */ |
1977 | /* If we found a key, do some extra work */ |
2261 | if (key) |
1978 | if (key) |
2262 | { |
1979 | { |
2263 | object *container = key->env; |
1980 | object *container = key->env; |
2264 | |
1981 | |
2265 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1982 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1983 | |
2266 | if (action_makes_visible (op)) |
1984 | if (action_makes_visible (op)) |
2267 | make_visible (op); |
1985 | make_visible (op); |
|
|
1986 | |
2268 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1987 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2269 | spring_trap (door->inv, op); |
1988 | spring_trap (door->inv, op); |
|
|
1989 | |
2270 | if (door->type == DOOR) |
1990 | if (door->type == DOOR) |
2271 | { |
|
|
2272 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1991 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2273 | } |
|
|
2274 | else if (door->type == LOCKED_DOOR) |
1992 | else if (door->type == LOCKED_DOOR) |
2275 | { |
1993 | { |
2276 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1994 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2277 | remove_door2 (door); /* remove door without violence ;-) */ |
1995 | remove_door2 (door); /* remove door without violence ;-) */ |
2278 | } |
1996 | } |
|
|
1997 | |
2279 | /* Do this after we print the message */ |
1998 | /* Do this after we print the message */ |
2280 | decrease_ob (key); /* Use up one of the keys */ |
1999 | decrease_ob (key); /* Use up one of the keys */ |
2281 | /* Need to update the weight the container the key was in */ |
2000 | /* Need to update the weight the container the key was in */ |
2282 | if (container != op) |
2001 | if (container != op) |
2283 | esrv_update_item (UPD_WEIGHT, op, container); |
2002 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2003 | |
2284 | return 1; /* Nothing more to do below */ |
2004 | return 1; /* Nothing more to do below */ |
2285 | } |
2005 | } |
2286 | else if (door->type == LOCKED_DOOR) |
2006 | else if (door->type == LOCKED_DOOR) |
2287 | { |
2007 | { |
2288 | /* Might as well return now - no other way to open this */ |
2008 | /* Might as well return now - no other way to open this */ |
2289 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2009 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2290 | return 1; |
2010 | return 1; |
2291 | } |
2011 | } |
|
|
2012 | |
2292 | return 0; |
2013 | return 0; |
2293 | } |
2014 | } |
2294 | |
2015 | |
2295 | /* This function is just part of a breakup from move_player. |
2016 | /* This function is just part of a breakup from move_player. |
2296 | * It should keep the code cleaner. |
2017 | * It should keep the code cleaner. |
2297 | * When this is called, the players direction has been updated |
2018 | * When this is called, the players direction has been updated |
2298 | * (taking into account confusion.) The player is also actually |
2019 | * (taking into account confusion.) The player is also actually |
2299 | * going to try and move (not fire weapons). |
2020 | * going to try and move (not fire weapons). |
2300 | */ |
2021 | */ |
2301 | |
2022 | bool |
2302 | void |
|
|
2303 | move_player_attack (object *op, int dir) |
2023 | move_player_attack (object *op, int dir) |
2304 | { |
2024 | { |
2305 | object *tmp, *mon; |
|
|
2306 | sint16 nx, ny; |
|
|
2307 | int on_battleground; |
2025 | int on_battleground; |
2308 | maptile *m; |
|
|
2309 | |
2026 | |
2310 | nx = freearr_x[dir] + op->x; |
2027 | sint16 nx = freearr_x[dir] + op->x; |
2311 | ny = freearr_y[dir] + op->y; |
2028 | sint16 ny = freearr_y[dir] + op->y; |
2312 | |
2029 | |
2313 | on_battleground = op_on_battleground (op, NULL, NULL); |
2030 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2031 | |
|
|
2032 | if (out_of_map (op->map, nx, ny)) |
|
|
2033 | return false; |
|
|
2034 | |
|
|
2035 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2036 | { |
|
|
2037 | --op->speed_left; |
|
|
2038 | return true; |
|
|
2039 | } |
2314 | |
2040 | |
2315 | /* If braced, or can't move to the square, and it is not out of the |
2041 | /* If braced, or can't move to the square, and it is not out of the |
2316 | * map, attack it. Note order of if statement is important - don't |
2042 | * map, attack it. Note order of if statement is important - don't |
2317 | * want to be calling move_ob if braced, because move_ob will move the |
2043 | * want to be calling move_ob if braced, because move_ob will move the |
2318 | * player. This is a pretty nasty hack, because if we could |
2044 | * player. This is a pretty nasty hack, because if we could |
2319 | * move to some space, it then means that if we are braced, we should |
2045 | * move to some space, it then means that if we are braced, we should |
2320 | * do nothing at all. As it is, if we are braced, we go through |
2046 | * do nothing at all. As it is, if we are braced, we go through |
2321 | * quite a bit of processing. However, it probably is less than what |
2047 | * quite a bit of processing. However, it probably is less than what |
2322 | * move_ob uses. |
2048 | * move_ob uses. |
2323 | */ |
2049 | */ |
2324 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2050 | maptile *m = op->map->xy_find (nx, ny); |
2325 | { |
|
|
2326 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2327 | { |
|
|
2328 | m = get_map_from_coord (op->map, &nx, &ny); |
|
|
2329 | if (!m) |
|
|
2330 | return; /* Don't think this should happen */ |
|
|
2331 | } |
|
|
2332 | else |
|
|
2333 | m = op->map; |
|
|
2334 | |
2051 | |
2335 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
|
|
2336 | { |
|
|
2337 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2338 | return; |
|
|
2339 | } |
|
|
2340 | |
|
|
2341 | mon = NULL; |
|
|
2342 | /* Go through all the objects, and find ones of interest. Only stop if |
2052 | /* Go through all the objects, and find ones of interest. Only stop if |
2343 | * we find a monster - that is something we know we want to attack. |
2053 | * we find a monster - that is something we know we want to attack. |
2344 | * if its a door or barrel (can roll) see if there may be monsters |
2054 | * if its a door or barrel (can roll) see if there may be monsters |
2345 | * on the space |
2055 | * on the space |
2346 | */ |
2056 | */ |
2347 | while (tmp != NULL) |
2057 | object *mon; |
2348 | { |
2058 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2349 | if (tmp == op) |
2059 | { |
2350 | { |
2060 | if ((mon->flag [FLAG_ALIVE] |
2351 | tmp = tmp->above; |
2061 | || mon->type == LOCKED_DOOR |
2352 | continue; |
2062 | || mon->flag [FLAG_CAN_ROLL]) |
2353 | } |
|
|
2354 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2355 | { |
|
|
2356 | mon = tmp; |
2063 | && mon != op) |
2357 | break; |
2064 | break; |
2358 | } |
2065 | } |
2359 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2360 | mon = tmp; |
|
|
2361 | tmp = tmp->above; |
|
|
2362 | } |
|
|
2363 | |
2066 | |
2364 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2067 | if (!mon) /* This happens anytime the player tries to move */ |
2365 | return; /* into a wall */ |
2068 | return false; /* into a wall */ |
2366 | |
2069 | |
2367 | if (mon->head != NULL) |
|
|
2368 | mon = mon->head; |
2070 | mon = mon->head_ (); |
2369 | |
2071 | |
2370 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2072 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2073 | if (op->contr->weapon_sp_left > 0.f) |
2371 | if (player_attack_door (op, mon)) |
2074 | if (player_attack_door (op, mon)) |
|
|
2075 | { |
|
|
2076 | --op->contr->weapon_sp_left; |
2372 | return; |
2077 | return true; |
|
|
2078 | } |
2373 | |
2079 | |
2374 | /* The following deals with possibly attacking peaceful |
2080 | /* The following deals with possibly attacking peaceful |
2375 | * or frienddly creatures. Basically, all players are considered |
2081 | * or friendly creatures. Basically, all players are considered |
2376 | * unaggressive. If the moving player has peaceful set, then the |
2082 | * unaggressive. If the moving player has peaceful set, then the |
2377 | * object should be pushed instead of attacked. It is assumed that |
2083 | * object should be pushed instead of attacked. It is assumed that |
2378 | * if you are braced, you will not attack friends accidently, |
2084 | * if you are braced, you will not attack friends accidently, |
2379 | * and thus will not push them. |
2085 | * and thus will not push them. |
2380 | */ |
2086 | */ |
2381 | |
2087 | |
2382 | /* If the creature is a pet, push it even if the player is not |
2088 | /* If the creature is a pet, push it even if the player is not |
2383 | * peaceful. Our assumption is the creature is a pet if the |
2089 | * peaceful. Our assumption is the creature is a pet if the |
2384 | * player owns it and it is either friendly or unagressive. |
2090 | * player owns it and it is either friendly or unagressive. |
2385 | */ |
2091 | */ |
2386 | if ((op->type == PLAYER) |
2092 | if (op->type == PLAYER |
2387 | #if COZY_SERVER |
2093 | && ((mon->owner && mon->owner->contr |
2388 | && |
|
|
2389 | ((get_owner (mon) && get_owner (mon)->contr |
|
|
2390 | && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) |
2094 | && same_party (mon->owner->contr->party, op->contr->party)) |
2391 | #else |
2095 | || mon->owner == op) |
2392 | && get_owner (mon) == op |
|
|
2393 | #endif |
|
|
2394 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2096 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2395 | { |
2097 | { |
2396 | /* If we're braced, we don't want to switch places with it */ |
2098 | /* If we're braced, we don't want to switch places with it */ |
2397 | if (op->contr->braced) |
2099 | if (op->contr->braced) |
2398 | return; |
2100 | return false; |
|
|
2101 | |
|
|
2102 | if (op->speed_left > 0.f) |
|
|
2103 | { |
|
|
2104 | --op->speed_left; |
|
|
2105 | |
2399 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2106 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2400 | (void) push_ob (mon, dir, op); |
2107 | push_ob (mon, dir, op); |
|
|
2108 | |
2401 | if (op->contr->tmp_invis || op->hide) |
2109 | if (op->contr->tmp_invis || op->hide) |
2402 | make_visible (op); |
2110 | make_visible (op); |
|
|
2111 | |
2403 | return; |
2112 | return true; |
2404 | } |
2113 | } |
|
|
2114 | else |
|
|
2115 | return false; |
|
|
2116 | } |
2405 | |
2117 | |
2406 | /* in certain circumstances, you shouldn't attack friendly |
2118 | /* in certain circumstances, you shouldn't attack friendly |
2407 | * creatures. Note that if you are braced, you can't push |
2119 | * creatures. Note that if you are braced, you can't push |
2408 | * someone, but put it inside this loop so that you won't |
2120 | * someone, but put it inside this loop so that you won't |
2409 | * attack them either. |
2121 | * attack them either. |
2410 | */ |
2122 | */ |
2411 | if ((mon->type == PLAYER || mon->enemy != op) && |
2123 | if ((mon->type == PLAYER || mon->enemy != op) |
2412 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2124 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2413 | #ifdef PROHIBIT_PLAYERKILL |
2125 | && ((op->contr->peaceful |
2414 | (op->contr->peaceful |
2126 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2415 | || (mon->type == PLAYER |
2127 | && !on_battleground)) |
2416 | && mon->contr-> |
2128 | { |
2417 | peaceful)) && |
2129 | if (op->speed_left > 0.f) |
2418 | #else |
|
|
2419 | op->contr->peaceful && |
|
|
2420 | #endif |
|
|
2421 | !on_battleground)) |
|
|
2422 | { |
2130 | { |
|
|
2131 | --op->speed_left; |
|
|
2132 | |
2423 | if (!op->contr->braced) |
2133 | if (!op->contr->braced) |
2424 | { |
2134 | { |
2425 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2135 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2426 | (void) push_ob (mon, dir, op); |
2136 | push_ob (mon, dir, op); |
2427 | } |
2137 | } |
2428 | else |
2138 | else |
2429 | { |
|
|
2430 | new_draw_info (0, 0, op, "You withhold your attack"); |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2431 | } |
2140 | |
2432 | if (op->contr->tmp_invis || op->hide) |
2141 | if (op->contr->tmp_invis || op->hide) |
2433 | make_visible (op); |
2142 | make_visible (op); |
2434 | } |
|
|
2435 | |
2143 | |
|
|
2144 | return true; |
|
|
2145 | } |
|
|
2146 | } |
2436 | /* If the object is a boulder or other rollable object, then |
2147 | /* If the object is a boulder or other rollable object, then |
2437 | * roll it if not braced. You can't roll it if you are braced. |
2148 | * roll it if not braced. You can't roll it if you are braced. |
2438 | */ |
2149 | */ |
2439 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2150 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2151 | { |
|
|
2152 | if (op->speed_left > 0.f) |
2440 | { |
2153 | { |
|
|
2154 | --op->speed_left; |
|
|
2155 | |
2441 | recursive_roll (mon, dir, op); |
2156 | recursive_roll (mon, dir, op); |
2442 | if (action_makes_visible (op)) |
2157 | if (action_makes_visible (op)) |
2443 | make_visible (op); |
2158 | make_visible (op); |
2444 | } |
|
|
2445 | |
2159 | |
|
|
2160 | return true; |
|
|
2161 | } |
|
|
2162 | } |
2446 | /* Any generic living creature. Including things like doors. |
2163 | /* Any generic living creature. Including things like doors. |
2447 | * Way it works is like this: First, it must have some hit points |
2164 | * Way it works is like this: First, it must have some hit points |
2448 | * and be living. Then, it must be one of the following: |
2165 | * and be living. Then, it must be one of the following: |
2449 | * 1) Not a player, 2) A player, but of a different party. Note |
2166 | * 1) Not a player, 2) A player, but of a different party. Note |
2450 | * that party_number -1 is no party, so attacks can still happen. |
2167 | * that party_number -1 is no party, so attacks can still happen. |
2451 | */ |
2168 | */ |
2452 | |
|
|
2453 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2454 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2170 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2455 | { |
2171 | { |
2456 | |
2172 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2457 | /* If the player hasn't hit something this tick, and does |
|
|
2458 | * so, give them speed boost based on weapon speed. Doing |
|
|
2459 | * it here is better than process_players2, which basically |
|
|
2460 | * incurred a 1 tick offset. |
|
|
2461 | */ |
|
|
2462 | if (!op->contr->has_hit) |
|
|
2463 | { |
2173 | { |
2464 | op->speed_left += op->speed / op->contr->weapon_sp; |
2174 | --op->contr->weapon_sp_left; |
2465 | |
2175 | |
2466 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2467 | } |
|
|
2468 | |
|
|
2469 | skill_attack (mon, op, 0, NULL, NULL); |
2176 | skill_attack (mon, op, 0, 0, 0); |
2470 | |
2177 | |
2471 | /* If attacking another player, that player gets automatic |
|
|
2472 | * hitback, and doesn't loose luck either. |
|
|
2473 | * Disable hitback on the battleground or if the target is |
|
|
2474 | * the wiz. |
|
|
2475 | */ |
|
|
2476 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2477 | { |
|
|
2478 | short luck = mon->stats.luck; |
|
|
2479 | |
|
|
2480 | mon->contr->has_hit = 1; |
|
|
2481 | skill_attack (op, mon, 0, NULL, NULL); |
|
|
2482 | mon->stats.luck = luck; |
|
|
2483 | } |
|
|
2484 | if (action_makes_visible (op)) |
2178 | if (action_makes_visible (op)) |
2485 | make_visible (op); |
2179 | make_visible (op); |
2486 | } |
|
|
2487 | } /* if player should attack something */ |
|
|
2488 | } |
|
|
2489 | |
2180 | |
2490 | int |
2181 | return true; |
|
|
2182 | } |
|
|
2183 | } |
|
|
2184 | |
|
|
2185 | return false; |
|
|
2186 | } |
|
|
2187 | |
|
|
2188 | bool |
2491 | move_player (object *op, int dir) |
2189 | move_player (object *op, int dir) |
2492 | { |
2190 | { |
2493 | int pick; |
2191 | int pick; |
2494 | |
2192 | |
2495 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2193 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2496 | return 0; |
2194 | return 0; |
2497 | |
2195 | |
2498 | /* Sanity check: make sure dir is valid */ |
2196 | /* Sanity check: make sure dir is valid */ |
2499 | if ((dir < 0) || (dir >= 9)) |
2197 | if ((dir < 0) || (dir >= 9)) |
2500 | { |
2198 | { |
2501 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2199 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2502 | return 0; |
2200 | return 0; |
2503 | } |
2201 | } |
2504 | |
2202 | |
2505 | /* peterm: added following line */ |
2203 | /* peterm: added following line */ |
2506 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2204 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2507 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2205 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2508 | |
2206 | |
2509 | op->facing = dir; |
2207 | op->facing = dir; |
2510 | |
2208 | |
2511 | if (op->hide) |
2209 | if (op->hide) |
2512 | do_hidden_move (op); |
2210 | do_hidden_move (op); |
2513 | |
2211 | |
|
|
2212 | bool retval; |
|
|
2213 | |
2514 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2515 | /*nop */ ; |
2215 | retval = RESULT_INT (0); |
2516 | else if (op->contr->fire_on) |
2216 | else if (op->contr->fire_on) |
2517 | fire (op, dir); |
2217 | retval = fire (op, dir); |
2518 | else |
2218 | else |
2519 | { |
2219 | { |
2520 | move_player_attack (op, dir); |
2220 | retval = move_player_attack (op, dir); |
2521 | pick = check_pick (op); |
2221 | pick = check_pick (op); |
2522 | } |
2222 | } |
2523 | |
2223 | |
2524 | /* Add special check for newcs players and fire on - this way, the |
2224 | /* Add special check for newcs players and fire on - this way, the |
2525 | * server can handle repeat firing. |
2225 | * server can handle repeat firing. |
2526 | */ |
2226 | */ |
2527 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2227 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2528 | { |
|
|
2529 | op->direction = dir; |
2228 | op->direction = dir; |
2530 | } |
|
|
2531 | else |
2229 | else |
2532 | { |
|
|
2533 | op->direction = 0; |
2230 | op->direction = 0; |
2534 | } |
2231 | |
2535 | /* Update how the player looks. Use the facing, so direction may |
2232 | /* Update how the player looks. Use the facing, so direction may |
2536 | * get reset to zero. This allows for full animation capabilities |
2233 | * get reset to zero. This allows for full animation capabilities |
2537 | * for players. |
2234 | * for players. |
2538 | */ |
2235 | */ |
2539 | animate_object (op, op->facing); |
2236 | animate_object (op, op->facing); |
2540 | return 0; |
2237 | |
|
|
2238 | return retval; |
2541 | } |
2239 | } |
2542 | |
2240 | |
2543 | /* This is similar to handle_player, below, but is only used by the |
2241 | /* This is similar to handle_player, below, but is only used by the |
2544 | * new client/server stuff. |
2242 | * new client/server stuff. |
2545 | * This is sort of special, in that the new client/server actually uses |
2243 | * This is sort of special, in that the new client/server actually uses |
2546 | * the new speed values for commands. |
2244 | * the new speed values for commands. |
2547 | * |
2245 | * |
2548 | * Returns true if there are more actions we can do. |
2246 | * Returns true if there are more actions we can do. Should not do |
|
|
2247 | * many actions in a row, as that would be too unfair to other |
|
|
2248 | * players. |
2549 | */ |
2249 | */ |
2550 | int |
2250 | bool |
2551 | handle_newcs_player (object *op) |
2251 | handle_newcs_player (object *op) |
2552 | { |
2252 | { |
2553 | if (op->contr->hidden) |
|
|
2554 | { |
|
|
2555 | op->invisible = 1000; |
|
|
2556 | /* the socket code flashes the player visible/invisible |
|
|
2557 | * depending on the value of invisible, so we need to |
|
|
2558 | * alternate it here for it to work correctly. |
|
|
2559 | */ |
|
|
2560 | if (pticks & 2) |
|
|
2561 | op->invisible--; |
|
|
2562 | } |
|
|
2563 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2564 | { |
|
|
2565 | op->invisible--; |
|
|
2566 | if (!op->invisible) |
|
|
2567 | { |
|
|
2568 | make_visible (op); |
|
|
2569 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2570 | } |
|
|
2571 | } |
|
|
2572 | |
|
|
2573 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2253 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2574 | { |
2254 | { |
2575 | flee_player (op); |
2255 | if (op->speed_left > 0.f) |
2576 | /* If player is still scared, that is his action for this tick */ |
|
|
2577 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2578 | { |
2256 | { |
2579 | op->speed_left--; |
2257 | --op->speed_left; |
|
|
2258 | flee_player (op); |
|
|
2259 | |
2580 | return 0; |
2260 | return true; |
2581 | } |
2261 | } |
2582 | } |
2262 | else |
2583 | |
2263 | return false; |
2584 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2585 | * the player object still points to the defunct golem. The code that |
|
|
2586 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2587 | * put this in a a workaround to clean up the golem pointer. |
|
|
2588 | */ |
|
|
2589 | if (op->contr->ranges[range_golem] && |
|
|
2590 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) |
|
|
2591 | { |
|
|
2592 | op->contr->ranges[range_golem] = NULL; |
|
|
2593 | op->contr->golem_count = 0; |
|
|
2594 | } |
2264 | } |
2595 | |
2265 | |
2596 | /* call this here - we also will call this in do_ericserver, but |
2266 | /* call this here - we also will call this in do_ericserver, but |
2597 | * the players time has been increased when doericserver has been |
2267 | * the players time has been increased when doericserver has been |
2598 | * called, so we recheck it here. |
2268 | * called, so we recheck it here. |
2599 | */ |
2269 | */ |
2600 | HandleClient (&op->contr->socket, op->contr); |
2270 | if (op->contr->ns->handle_command ()) |
2601 | if (op->speed_left < 0) |
|
|
2602 | return 0; |
2271 | return true; |
2603 | |
2272 | |
2604 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2273 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2605 | { |
|
|
2606 | /* All move commands take 1 tick, at least for now */ |
|
|
2607 | op->speed_left--; |
|
|
2608 | |
|
|
2609 | /* Instead of all the stuff below, let move_player take care |
|
|
2610 | * of it. Also, some of the skill stuff is only put in |
|
|
2611 | * there, as well as the confusion stuff. |
|
|
2612 | */ |
|
|
2613 | move_player (op, op->direction); |
2274 | return move_player (op, op->direction); |
2614 | if (op->speed_left > 0) |
2275 | |
2615 | return 1; |
|
|
2616 | else |
|
|
2617 | return 0; |
|
|
2618 | } |
|
|
2619 | return 0; |
2276 | return false; |
2620 | } |
2277 | } |
2621 | |
2278 | |
2622 | int |
2279 | int |
2623 | save_life (object *op) |
2280 | save_life (object *op) |
2624 | { |
2281 | { |
2625 | object *tmp; |
|
|
2626 | |
|
|
2627 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2282 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2628 | return 0; |
2283 | return 0; |
2629 | |
2284 | |
2630 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2285 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2631 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2286 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2632 | { |
2287 | { |
2633 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2288 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2634 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2289 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2290 | |
2635 | if (op->contr) |
2291 | if (op->contr) |
2636 | esrv_del_item (op->contr, tmp->count); |
2292 | esrv_del_item (op->contr, tmp->count); |
2637 | remove_ob (tmp); |
2293 | |
2638 | free_object (tmp); |
2294 | tmp->destroy (); |
2639 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2295 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2296 | |
2640 | if (op->stats.hp < 0) |
2297 | if (op->stats.hp < 0) |
2641 | op->stats.hp = op->stats.maxhp; |
2298 | op->stats.hp = op->stats.maxhp; |
|
|
2299 | |
2642 | if (op->stats.food < 0) |
2300 | if (op->stats.food < 0) |
2643 | op->stats.food = 999; |
2301 | op->stats.food = 999; |
2644 | fix_player (op); |
2302 | |
|
|
2303 | op->update_stats (); |
2645 | return 1; |
2304 | return 1; |
2646 | } |
2305 | } |
|
|
2306 | |
2647 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2307 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2648 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2308 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2649 | enter_player_savebed (op); /* bring him home. */ |
2309 | enter_player_savebed (op); /* bring him home. */ |
2650 | return 0; |
2310 | return 0; |
2651 | } |
2311 | } |
… | |
… | |
2656 | * from. |
2316 | * from. |
2657 | */ |
2317 | */ |
2658 | void |
2318 | void |
2659 | remove_unpaid_objects (object *op, object *env) |
2319 | remove_unpaid_objects (object *op, object *env) |
2660 | { |
2320 | { |
2661 | object *next; |
|
|
2662 | |
|
|
2663 | while (op) |
2321 | while (op) |
2664 | { |
2322 | { |
2665 | next = op->below; /* Make sure we have a good value, in case |
2323 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2666 | * we remove object 'op' |
2324 | |
2667 | */ |
|
|
2668 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2325 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2669 | { |
2326 | { |
2670 | remove_ob (op); |
|
|
2671 | op->x = env->x; |
|
|
2672 | op->y = env->y; |
|
|
2673 | if (env->type == PLAYER) |
2327 | if (env->type == PLAYER) |
2674 | esrv_del_item (env->contr, op->count); |
2328 | esrv_del_item (env->contr, op->count); |
2675 | insert_ob_in_map (op, env->map, NULL, 0); |
2329 | |
|
|
2330 | op->insert_at (env); |
2676 | } |
2331 | } |
2677 | else if (op->inv) |
2332 | else if (op->inv) |
2678 | remove_unpaid_objects (op->inv, env); |
2333 | remove_unpaid_objects (op->inv, env); |
|
|
2334 | |
2679 | op = next; |
2335 | op = next; |
2680 | } |
2336 | } |
2681 | } |
2337 | } |
2682 | |
|
|
2683 | |
2338 | |
2684 | /* |
2339 | /* |
2685 | * Returns pointer a static string containing gravestone text |
2340 | * Returns pointer a static string containing gravestone text |
2686 | * Moved from apply.c to player.c - player.c is what |
2341 | * Moved from apply.c to player.c - player.c is what |
2687 | * actually uses this function. player.c may not be quite the |
2342 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2698 | strcpy (buf2, " R.I.P.\n\n"); |
2353 | strcpy (buf2, " R.I.P.\n\n"); |
2699 | if (op->type == PLAYER) |
2354 | if (op->type == PLAYER) |
2700 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2355 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2701 | else |
2356 | else |
2702 | sprintf (buf, "%s\n", &op->name); |
2357 | sprintf (buf, "%s\n", &op->name); |
|
|
2358 | |
2703 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2359 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2704 | strcat (buf2, buf); |
2360 | strcat (buf2, buf); |
2705 | if (op->type == PLAYER) |
2361 | if (op->type == PLAYER) |
2706 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2362 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2707 | else |
2363 | else |
2708 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2364 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2365 | |
2709 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2366 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2710 | strcat (buf2, buf); |
2367 | strcat (buf2, buf); |
2711 | if (op->type == PLAYER) |
2368 | if (op->type == PLAYER) |
2712 | { |
2369 | { |
2713 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2370 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2714 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2371 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2715 | strcat (buf2, buf); |
2372 | strcat (buf2, buf); |
2716 | } |
2373 | } |
|
|
2374 | |
2717 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2375 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2718 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2376 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2719 | strcat (buf2, buf); |
2377 | strcat (buf2, buf); |
|
|
2378 | |
2720 | return buf2; |
2379 | return buf2; |
2721 | } |
2380 | } |
2722 | |
|
|
2723 | |
|
|
2724 | |
2381 | |
2725 | void |
2382 | void |
2726 | do_some_living (object *op) |
2383 | do_some_living (object *op) |
2727 | { |
2384 | { |
2728 | int last_food = op->stats.food; |
2385 | int last_food = op->stats.food; |
… | |
… | |
2734 | int rate_grace = 2000; |
2391 | int rate_grace = 2000; |
2735 | const int max_hp = 1; |
2392 | const int max_hp = 1; |
2736 | const int max_sp = 1; |
2393 | const int max_sp = 1; |
2737 | const int max_grace = 1; |
2394 | const int max_grace = 1; |
2738 | |
2395 | |
2739 | if (op->contr->outputs_sync) |
2396 | if (op->contr->hidden) |
2740 | { |
|
|
2741 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2742 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2743 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2744 | } |
2397 | { |
|
|
2398 | op->invisible = 1000; |
|
|
2399 | /* the socket code flashes the player visible/invisible |
|
|
2400 | * depending on the value of invisible, so we need to |
|
|
2401 | * alternate it here for it to work correctly. |
|
|
2402 | */ |
|
|
2403 | if (pticks & 2) |
|
|
2404 | op->invisible--; |
|
|
2405 | } |
|
|
2406 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2407 | { |
|
|
2408 | if (!op->invisible--) |
|
|
2409 | { |
|
|
2410 | make_visible (op); |
|
|
2411 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2412 | } |
|
|
2413 | } |
2745 | |
2414 | |
2746 | if (op->contr->state == ST_PLAYING) |
2415 | if (op->contr->ns->state == ST_PLAYING) |
2747 | { |
2416 | { |
2748 | |
|
|
2749 | /* these next three if clauses make it possible to SLOW DOWN |
2417 | /* these next three if clauses make it possible to SLOW DOWN |
2750 | hp/grace/spellpoint regeneration. */ |
2418 | hp/grace/spellpoint regeneration. */ |
2751 | if (op->contr->gen_hp >= 0) |
2419 | if (op->contr->gen_hp >= 0) |
2752 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2420 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2753 | else |
2421 | else |
2754 | { |
2422 | { |
2755 | gen_hp = op->stats.maxhp; |
2423 | gen_hp = op->stats.maxhp; |
2756 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2424 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2757 | } |
2425 | } |
|
|
2426 | |
2758 | if (op->contr->gen_sp >= 0) |
2427 | if (op->contr->gen_sp >= 0) |
2759 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2428 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2760 | else |
2429 | else |
2761 | { |
2430 | { |
2762 | gen_sp = op->stats.maxsp; |
2431 | gen_sp = op->stats.maxsp; |
2763 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2432 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2764 | } |
2433 | } |
|
|
2434 | |
2765 | if (op->contr->gen_grace >= 0) |
2435 | if (op->contr->gen_grace >= 0) |
2766 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2436 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2767 | else |
2437 | else |
2768 | { |
2438 | { |
2769 | gen_grace = op->stats.maxgrace; |
2439 | gen_grace = op->stats.maxgrace; |
2770 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2440 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2771 | } |
2441 | } |
2772 | |
2442 | |
2773 | /* Regenerate Spell Points */ |
2443 | /* Regenerate Spell Points */ |
2774 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2444 | if (!op->contr->golem && --op->last_sp < 0) |
2775 | { |
2445 | { |
2776 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2446 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2777 | if (op->stats.sp < op->stats.maxsp) |
2447 | if (op->stats.sp < op->stats.maxsp) |
2778 | { |
2448 | { |
2779 | op->stats.sp++; |
2449 | op->stats.sp++; |
… | |
… | |
2785 | op->stats.food += op->contr->digestion; |
2455 | op->stats.food += op->contr->digestion; |
2786 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2456 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2787 | op->stats.food = last_food; |
2457 | op->stats.food = last_food; |
2788 | } |
2458 | } |
2789 | } |
2459 | } |
|
|
2460 | |
2790 | if (max_sp > 1) |
2461 | if (max_sp > 1) |
2791 | { |
2462 | { |
2792 | over_sp = (gen_sp + 10) / rate_sp; |
2463 | over_sp = (gen_sp + 10) / rate_sp; |
2793 | if (over_sp > 0) |
2464 | if (over_sp > 0) |
2794 | { |
2465 | { |
2795 | if (op->stats.sp < op->stats.maxsp) |
2466 | if (op->stats.sp < op->stats.maxsp) |
2796 | { |
2467 | { |
2797 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2468 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2469 | |
2798 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2470 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2799 | op->stats.sp--; |
2471 | op->stats.sp--; |
|
|
2472 | |
2800 | if (op->stats.sp > op->stats.maxsp) |
2473 | if (op->stats.sp > op->stats.maxsp) |
2801 | op->stats.sp = op->stats.maxsp; |
2474 | op->stats.sp = op->stats.maxsp; |
2802 | } |
2475 | } |
2803 | op->last_sp = 0; |
2476 | op->last_sp = 0; |
2804 | } |
2477 | } |
2805 | else |
2478 | else |
2806 | { |
|
|
2807 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2479 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2808 | } |
|
|
2809 | } |
2480 | } |
2810 | else |
2481 | else |
2811 | { |
|
|
2812 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2482 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2813 | } |
|
|
2814 | } |
2483 | } |
2815 | |
2484 | |
2816 | /* Regenerate Grace */ |
2485 | /* Regenerate Grace */ |
2817 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2486 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2818 | if (--op->last_grace < 0) |
2487 | if (--op->last_grace < 0) |
2819 | { |
2488 | { |
2820 | if (op->stats.grace < op->stats.maxgrace / 2) |
2489 | if (op->stats.grace < op->stats.maxgrace / 2) |
2821 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2490 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2491 | |
2822 | if (max_grace > 1) |
2492 | if (max_grace > 1) |
2823 | { |
2493 | { |
2824 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2494 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2825 | if (over_grace > 0) |
2495 | if (over_grace > 0) |
2826 | { |
2496 | { |
… | |
… | |
2854 | op->stats.food += op->contr->digestion; |
2524 | op->stats.food += op->contr->digestion; |
2855 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2525 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2856 | op->stats.food = last_food; |
2526 | op->stats.food = last_food; |
2857 | } |
2527 | } |
2858 | } |
2528 | } |
|
|
2529 | |
2859 | if (max_hp > 1) |
2530 | if (max_hp > 1) |
2860 | { |
2531 | { |
2861 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2532 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2862 | if (over_hp > 0) |
2533 | if (over_hp > 0) |
2863 | { |
2534 | { |
… | |
… | |
2876 | } |
2547 | } |
2877 | |
2548 | |
2878 | /* Digestion */ |
2549 | /* Digestion */ |
2879 | if (--op->last_eat < 0) |
2550 | if (--op->last_eat < 0) |
2880 | { |
2551 | { |
2881 | #ifdef COZY_SERVER |
|
|
2882 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2883 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2884 | #else |
|
|
2885 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2552 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2886 | #endif |
|
|
2887 | |
2553 | |
2888 | if (op->contr->gen_hp > 0) |
2554 | if (op->contr->gen_hp > 0) |
2889 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2555 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2890 | else |
2556 | else |
2891 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2557 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2558 | |
2892 | /* dms do not consume food */ |
2559 | /* dms do not consume food */ |
2893 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2560 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2894 | op->stats.food--; |
2561 | op->stats.food--; |
2895 | } |
2562 | } |
2896 | } |
|
|
2897 | |
2563 | |
2898 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2564 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2899 | { |
2565 | { |
2900 | object *tmp, *flesh = NULL; |
2566 | object *tmp, *flesh = 0; |
2901 | |
2567 | |
2902 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2568 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2903 | { |
|
|
2904 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2905 | { |
2569 | { |
2906 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2570 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2907 | { |
2571 | { |
|
|
2572 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2573 | { |
2908 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2574 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2909 | manual_apply (op, tmp, 0); |
2575 | manual_apply (op, tmp, 0); |
2910 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2576 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2911 | break; |
2577 | break; |
2912 | } |
2578 | } |
2913 | else if (tmp->type == FLESH) |
2579 | else if (tmp->type == FLESH) |
2914 | flesh = tmp; |
2580 | flesh = tmp; |
2915 | } /* End if paid for object */ |
2581 | } /* End if paid for object */ |
2916 | } /* end of for loop */ |
2582 | } /* end of for loop */ |
|
|
2583 | |
2917 | /* If player is still starving, it means they don't have any food, so |
2584 | /* If player is still starving, it means they don't have any food, so |
2918 | * eat flesh instead. |
2585 | * eat flesh instead. |
2919 | */ |
2586 | */ |
2920 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2587 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2921 | { |
2588 | { |
2922 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2589 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2923 | manual_apply (op, flesh, 0); |
2590 | manual_apply (op, flesh, 0); |
2924 | } |
2591 | } |
2925 | } /* end if player is starving */ |
2592 | } |
2926 | |
2593 | |
2927 | while (op->stats.food < 0 && op->stats.hp > 0) |
2594 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2928 | op->stats.food++, op->stats.hp--; |
2595 | op->stats.food++, op->stats.hp--; |
2929 | |
2596 | |
2930 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2597 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2931 | kill_player (op); |
2598 | kill_player (op); |
|
|
2599 | } |
2932 | } |
2600 | } |
2933 | |
|
|
2934 | |
|
|
2935 | |
2601 | |
2936 | /* If the player should die (lack of hp, food, etc), we call this. |
2602 | /* If the player should die (lack of hp, food, etc), we call this. |
2937 | * op is the player in jeopardy. If the player can not be saved (not |
2603 | * op is the player in jeopardy. If the player can not be saved (not |
2938 | * permadeath, no lifesave), this will take care of removing the player |
2604 | * permadeath, no lifesave), this will take care of removing the player |
2939 | * file. |
2605 | * file. |
… | |
… | |
2969 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2635 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2970 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2636 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2971 | |
2637 | |
2972 | /* restore player */ |
2638 | /* restore player */ |
2973 | at = archetype::find ("poisoning"); |
2639 | at = archetype::find ("poisoning"); |
2974 | tmp = present_arch_in_ob (at, op); |
2640 | if (object *tmp = present_arch_in_ob (at, op)) |
2975 | if (tmp) |
|
|
2976 | { |
2641 | { |
2977 | remove_ob (tmp); |
2642 | tmp->destroy (); |
2978 | free_object (tmp); |
|
|
2979 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2643 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2980 | } |
2644 | } |
2981 | |
2645 | |
2982 | at = archetype::find ("confusion"); |
2646 | at = archetype::find ("confusion"); |
2983 | tmp = present_arch_in_ob (at, op); |
2647 | if (object *tmp = present_arch_in_ob (at, op)) |
2984 | if (tmp) |
|
|
2985 | { |
2648 | { |
2986 | remove_ob (tmp); |
2649 | tmp->destroy (); |
2987 | free_object (tmp); |
|
|
2988 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2650 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2989 | } |
2651 | } |
2990 | |
2652 | |
2991 | cure_disease (op, 0); /* remove any disease */ |
2653 | cure_disease (op, 0); /* remove any disease */ |
2992 | op->stats.hp = op->stats.maxhp; |
2654 | op->stats.hp = op->stats.maxhp; |
2993 | if (op->stats.food <= 0) |
2655 | if (op->stats.food <= 0) |
2994 | op->stats.food = 999; |
2656 | op->stats.food = 999; |
2995 | |
2657 | |
2996 | /* create a bodypart-trophy to make the winner happy */ |
2658 | /* create a bodypart-trophy to make the winner happy */ |
2997 | tmp = arch_to_object (archetype::find ("finger")); |
2659 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2998 | if (tmp != NULL) |
|
|
2999 | { |
2660 | { |
3000 | sprintf (buf, "%s's finger", &op->name); |
2661 | sprintf (buf, "%s's finger", &op->name); |
3001 | tmp->name = buf; |
2662 | tmp->name = buf; |
3002 | sprintf (buf, " This finger has been cut off %s\n" |
2663 | sprintf (buf, " This finger has been cut off %s\n" |
3003 | " the %s, when he was defeated at\n level %d by %s.\n", |
2664 | " the %s, when he was defeated at\n level %d by %s.\n", |
3004 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2665 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
3005 | tmp->msg = buf; |
2666 | tmp->msg = buf; |
3006 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2667 | tmp->value = 0, tmp->type = 0; |
3007 | tmp->materialname = NULL; |
2668 | tmp->materialname = "organics"; |
3008 | tmp->x = op->x, tmp->y = op->y; |
2669 | tmp->insert_at (op, tmp); |
3009 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
3010 | } |
2670 | } |
3011 | |
2671 | |
3012 | /* teleport defeated player to new destination */ |
2672 | /* teleport defeated player to new destination */ |
3013 | transfer_ob (op, x, y, 0, NULL); |
2673 | transfer_ob (op, x, y, 0, NULL); |
3014 | op->contr->braced = 0; |
2674 | op->contr->braced = 0; |
… | |
… | |
3019 | |
2679 | |
3020 | command_kill_pets (op, 0); |
2680 | command_kill_pets (op, 0); |
3021 | |
2681 | |
3022 | if (op->stats.food < 0) |
2682 | if (op->stats.food < 0) |
3023 | { |
2683 | { |
3024 | if (op->contr->explore) |
|
|
3025 | { |
|
|
3026 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
3027 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3028 | op->stats.food = 999; |
|
|
3029 | return; |
|
|
3030 | } |
|
|
3031 | sprintf (buf, "%s starved to death.", &op->name); |
2684 | sprintf (buf, "%s starved to death.", &op->name); |
3032 | strcpy (op->contr->killer, "starvation"); |
2685 | strcpy (op->contr->killer, "starvation"); |
3033 | } |
2686 | } |
3034 | else |
2687 | else |
3035 | { |
|
|
3036 | if (op->contr->explore) |
|
|
3037 | { |
|
|
3038 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3039 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3040 | op->stats.hp = op->stats.maxhp; |
|
|
3041 | return; |
|
|
3042 | } |
|
|
3043 | sprintf (buf, "%s died.", &op->name); |
2688 | sprintf (buf, "%s died.", &op->name); |
3044 | } |
2689 | |
3045 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2690 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3046 | |
2691 | |
3047 | /* save the map location for corpse, gravestone */ |
2692 | /* save the map location for corpse, gravestone */ |
3048 | x = op->x; |
2693 | x = op->x; |
3049 | y = op->y; |
2694 | y = op->y; |
3050 | map = op->map; |
2695 | map = op->map; |
3051 | |
2696 | |
3052 | |
|
|
3053 | if (settings.not_permadeth == TRUE) |
|
|
3054 | { |
|
|
3055 | /* NOT_PERMADEATH code. This basically brings the character back to |
2697 | /* NOT_PERMADEATH code. This basically brings the character back to |
3056 | * life if they are dead - it takes some exp and a random stat. |
2698 | * life if they are dead - it takes some exp and a random stat. |
3057 | * See the config.h file for a little more in depth detail about this. |
2699 | * See the config.h file for a little more in depth detail about this. |
3058 | */ |
2700 | */ |
3059 | |
2701 | |
3060 | /* Basically two ways to go - remove a stat permanently, or just |
2702 | /* Basically two ways to go - remove a stat permanently, or just |
3061 | * make it depletion. This bunch of code deals with that aspect |
2703 | * make it depletion. This bunch of code deals with that aspect |
3062 | * of death. |
2704 | * of death. |
3063 | */ |
2705 | */ |
3064 | #ifndef COZY_SERVER |
2706 | #ifndef COZY_SERVER |
3065 | if (settings.balanced_stat_loss) |
2707 | if (settings.balanced_stat_loss) |
3066 | { |
2708 | { |
3067 | /* If stat loss is permanent, lose one stat only. */ |
2709 | /* If stat loss is permanent, lose one stat only. */ |
3068 | /* Lower level chars don't lose as many stats because they suffer |
2710 | /* Lower level chars don't lose as many stats because they suffer |
3069 | more if they do. */ |
2711 | more if they do. */ |
3070 | /* Higher level characters can afford things such as potions of |
2712 | /* Higher level characters can afford things such as potions of |
3071 | restoration, or better, stat potions. So we slug them that |
2713 | restoration, or better, stat potions. So we slug them that |
3072 | little bit harder. */ |
2714 | little bit harder. */ |
3073 | /* GD */ |
2715 | /* GD */ |
3074 | if (settings.stat_loss_on_death) |
2716 | if (settings.stat_loss_on_death) |
3075 | num_stats_lose = 1; |
2717 | num_stats_lose = 1; |
3076 | else |
|
|
3077 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3078 | } |
|
|
3079 | else |
2718 | else |
3080 | { |
2719 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2720 | } |
|
|
2721 | else |
3081 | num_stats_lose = 1; |
2722 | num_stats_lose = 1; |
3082 | } |
2723 | |
3083 | lost_a_stat = 0; |
2724 | lost_a_stat = 0; |
3084 | |
2725 | |
3085 | for (z = 0; z < num_stats_lose; z++) |
2726 | for (z = 0; z < num_stats_lose; z++) |
3086 | { |
2727 | { |
3087 | i = RANDOM () % NUM_STATS; |
2728 | i = RANDOM () % NUM_STATS; |
3088 | |
2729 | |
3089 | if (settings.stat_loss_on_death) |
2730 | if (settings.stat_loss_on_death) |
|
|
2731 | { |
|
|
2732 | /* Pick a random stat and take a point off it. Tell the player |
|
|
2733 | * what he lost. |
|
|
2734 | */ |
|
|
2735 | change_attr_value (&(op->stats), i, -1); |
|
|
2736 | check_stat_bounds (&(op->stats)); |
|
|
2737 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
2738 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
2739 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2740 | lost_a_stat = 1; |
|
|
2741 | } |
|
|
2742 | else |
|
|
2743 | { |
|
|
2744 | /* deplete a stat */ |
|
|
2745 | archetype *deparch = archetype::find ("depletion"); |
|
|
2746 | object *dep; |
|
|
2747 | |
|
|
2748 | dep = present_arch_in_ob (deparch, op); |
|
|
2749 | if (!dep) |
3090 | { |
2750 | { |
3091 | /* Pick a random stat and take a point off it. Tell the player |
2751 | dep = arch_to_object (deparch); |
3092 | * what he lost. |
2752 | insert_ob_in_ob (dep, op); |
3093 | */ |
|
|
3094 | change_attr_value (&(op->stats), i, -1); |
|
|
3095 | check_stat_bounds (&(op->stats)); |
|
|
3096 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3097 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3098 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3099 | lost_a_stat = 1; |
|
|
3100 | } |
2753 | } |
3101 | else |
2754 | lose_this_stat = 1; |
|
|
2755 | if (settings.balanced_stat_loss) |
3102 | { |
2756 | { |
3103 | /* deplete a stat */ |
2757 | /* GD */ |
3104 | archetype *deparch = archetype::find ("depletion"); |
2758 | /* Get the stat that we're about to deplete. */ |
3105 | object *dep; |
2759 | this_stat = get_attr_value (&(dep->stats), i); |
3106 | |
2760 | if (this_stat < 0) |
3107 | dep = present_arch_in_ob (deparch, op); |
|
|
3108 | if (!dep) |
|
|
3109 | { |
2761 | { |
3110 | dep = arch_to_object (deparch); |
2762 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3111 | insert_ob_in_ob (dep, op); |
2763 | int keep_chance = this_stat * this_stat; |
3112 | } |
2764 | |
3113 | lose_this_stat = 1; |
2765 | /* Yes, I am paranoid. Sue me. */ |
3114 | if (settings.balanced_stat_loss) |
|
|
3115 | { |
|
|
3116 | /* GD */ |
|
|
3117 | /* Get the stat that we're about to deplete. */ |
|
|
3118 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3119 | if (this_stat < 0) |
2766 | if (keep_chance < 1) |
|
|
2767 | keep_chance = 1; |
|
|
2768 | |
|
|
2769 | /* There is a maximum depletion total per level. */ |
|
|
2770 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3120 | { |
2771 | { |
3121 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3122 | int keep_chance = this_stat * this_stat; |
|
|
3123 | |
|
|
3124 | /* Yes, I am paranoid. Sue me. */ |
|
|
3125 | if (keep_chance < 1) |
|
|
3126 | keep_chance = 1; |
|
|
3127 | |
|
|
3128 | /* There is a maximum depletion total per level. */ |
|
|
3129 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3130 | { |
|
|
3131 | lose_this_stat = 0; |
2772 | lose_this_stat = 0; |
3132 | /* Take loss chance vs keep chance to see if we |
2773 | /* Take loss chance vs keep chance to see if we |
3133 | retain the stat. */ |
2774 | retain the stat. */ |
3134 | } |
|
|
3135 | else |
|
|
3136 | { |
|
|
3137 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3138 | lose_this_stat = 0; |
|
|
3139 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3140 | this_stat, keep_chance, loss_chance, |
|
|
3141 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3142 | } |
|
|
3143 | } |
2775 | } |
3144 | } |
|
|
3145 | |
|
|
3146 | if (lose_this_stat) |
|
|
3147 | { |
|
|
3148 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3149 | /* We could try to do something clever like find another |
|
|
3150 | * stat to reduce if this fails. But chances are, if |
|
|
3151 | * stats have been depleted to -50, all are pretty low |
|
|
3152 | * and should be roughly the same, so it shouldn't make a |
|
|
3153 | * difference. |
|
|
3154 | */ |
2776 | else |
3155 | if (this_stat >= -50) |
|
|
3156 | { |
2777 | { |
3157 | change_attr_value (&(dep->stats), i, -1); |
2778 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3158 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3159 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3160 | fix_player (op); |
|
|
3161 | lost_a_stat = 1; |
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"); */ |
3162 | } |
2783 | } |
3163 | } |
2784 | } |
3164 | } |
2785 | } |
|
|
2786 | |
|
|
2787 | if (lose_this_stat) |
|
|
2788 | { |
|
|
2789 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2790 | /* We could try to do something clever like find another |
|
|
2791 | * stat to reduce if this fails. But chances are, if |
|
|
2792 | * stats have been depleted to -50, all are pretty low |
|
|
2793 | * and should be roughly the same, so it shouldn't make a |
|
|
2794 | * difference. |
|
|
2795 | */ |
|
|
2796 | if (this_stat >= -50) |
|
|
2797 | { |
|
|
2798 | change_attr_value (&(dep->stats), i, -1); |
|
|
2799 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2800 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2801 | op->update_stats (); |
|
|
2802 | lost_a_stat = 1; |
|
|
2803 | } |
3165 | } |
2804 | } |
|
|
2805 | } |
|
|
2806 | } |
3166 | /* If no stat lost, tell the player. */ |
2807 | /* If no stat lost, tell the player. */ |
3167 | if (!lost_a_stat) |
2808 | if (!lost_a_stat) |
3168 | { |
2809 | { |
3169 | /* determine_god() seems to not work sometimes... why is this? |
2810 | /* determine_god() seems to not work sometimes... why is this? |
3170 | Should I be using something else? GD */ |
2811 | Should I be using something else? GD */ |
3171 | const char *god = determine_god (op); |
2812 | const char *god = determine_god (op); |
3172 | |
2813 | |
3173 | if (god && (strcmp (god, "none"))) |
2814 | if (god && (strcmp (god, "none"))) |
3174 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); |
2815 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3175 | else |
2816 | else |
3176 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); |
2817 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3177 | } |
2818 | } |
|
|
2819 | #else |
|
|
2820 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3178 | #endif |
2821 | #endif |
3179 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
|
|
3180 | |
2822 | |
3181 | /* Put a gravestone up where the character 'almost' died. List the |
2823 | /* Put a gravestone up where the character 'almost' died. List the |
3182 | * exp loss on the stone. |
2824 | * exp loss on the stone. |
3183 | */ |
2825 | */ |
3184 | tmp = arch_to_object (archetype::find ("gravestone")); |
2826 | tmp = arch_to_object (archetype::find ("gravestone")); |
3185 | sprintf (buf, "%s's gravestone", &op->name); |
2827 | sprintf (buf, "%s's gravestone", &op->name); |
3186 | tmp->name = buf; |
2828 | tmp->name = buf; |
3187 | sprintf (buf, "%s's gravestones", &op->name); |
2829 | sprintf (buf, "%s's gravestones", &op->name); |
3188 | tmp->name_pl = buf; |
2830 | tmp->name_pl = buf; |
3189 | 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); |
2831 | 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); |
3190 | tmp->msg = buf; |
2832 | tmp->msg = buf; |
3191 | tmp->x = op->x, tmp->y = op->y; |
2833 | tmp->x = op->x, tmp->y = op->y; |
3192 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2834 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3193 | |
2835 | |
3194 | /**************************************/ |
2836 | /**************************************/ |
3195 | /* */ |
2837 | /* */ |
3196 | /* Subtract the experience points, */ |
2838 | /* Subtract the experience points, */ |
3197 | /* if we died cause of food, give us */ |
2839 | /* if we died cause of food, give us */ |
3198 | /* food, and reset HP's... */ |
2840 | /* food, and reset HP's... */ |
3199 | /* */ |
2841 | /* */ |
3200 | |
|
|
3201 | /**************************************/ |
2842 | /**************************************/ |
3202 | |
2843 | |
3203 | /* remove any poisoning and confusion the character may be suffering. */ |
2844 | /* remove any poisoning and confusion the character may be suffering. */ |
3204 | /* restore player */ |
2845 | /* restore player */ |
3205 | at = archetype::find ("poisoning"); |
2846 | at = archetype::find ("poisoning"); |
3206 | tmp = present_arch_in_ob (at, op); |
2847 | tmp = present_arch_in_ob (at, op); |
|
|
2848 | |
3207 | if (tmp) |
2849 | if (tmp) |
3208 | { |
2850 | { |
3209 | remove_ob (tmp); |
2851 | tmp->destroy (); |
3210 | free_object (tmp); |
|
|
3211 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2852 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3212 | } |
2853 | } |
3213 | |
2854 | |
3214 | at = archetype::find ("confusion"); |
2855 | at = archetype::find ("confusion"); |
3215 | tmp = present_arch_in_ob (at, op); |
2856 | tmp = present_arch_in_ob (at, op); |
3216 | if (tmp) |
2857 | if (tmp) |
3217 | { |
2858 | { |
3218 | remove_ob (tmp); |
2859 | tmp->destroy (); |
3219 | free_object (tmp); |
|
|
3220 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2860 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3221 | } |
2861 | } |
|
|
2862 | |
3222 | cure_disease (op, 0); /* remove any disease */ |
2863 | cure_disease (op, 0); /* remove any disease */ |
3223 | |
2864 | |
3224 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2865 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3225 | apply_death_exp_penalty (op); |
2866 | apply_death_exp_penalty (op); |
3226 | if (op->stats.food < 100) |
2867 | if (op->stats.food < 100) |
3227 | op->stats.food = 900; |
2868 | op->stats.food = 900; |
3228 | op->stats.hp = op->stats.maxhp; |
2869 | op->stats.hp = op->stats.maxhp; |
3229 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2870 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3230 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2871 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3231 | |
2872 | |
3232 | /* |
2873 | /* |
3233 | * Check to see if the player is in a shop. IF so, then check to see if |
2874 | * Check to see if the player has any unpaid items. If so, remove them |
3234 | * the player has any unpaid items. If so, remove them and put them back |
2875 | * and put them back in the map. |
3235 | * in the map. |
2876 | */ |
3236 | */ |
|
|
3237 | |
|
|
3238 | if (is_in_shop (op)) |
|
|
3239 | remove_unpaid_objects (op->inv, op); |
2877 | remove_unpaid_objects (op->inv, op); |
3240 | |
2878 | |
3241 | /****************************************/ |
2879 | /****************************************/ |
3242 | /* */ |
2880 | /* */ |
3243 | /* Move player to his current respawn- */ |
2881 | /* Move player to his current respawn- */ |
3244 | /* position (usually last savebed) */ |
2882 | /* position (usually last savebed) */ |
3245 | /* */ |
2883 | /* */ |
3246 | |
|
|
3247 | /****************************************/ |
2884 | /****************************************/ |
3248 | |
2885 | |
3249 | enter_player_savebed (op); |
2886 | enter_player_savebed (op); |
3250 | |
2887 | |
3251 | /* Save the player before inserting the force to reduce |
|
|
3252 | * chance of abuse. |
|
|
3253 | */ |
|
|
3254 | op->contr->braced = 0; |
2888 | op->contr->braced = 0; |
3255 | save_player (op, 1); |
|
|
3256 | |
2889 | |
3257 | /* it is possible that the player has blown something up |
2890 | /* it is possible that the player has blown something up |
3258 | * at his savebed location, and that can have long lasting |
2891 | * at his savebed location, and that can have long lasting |
3259 | * spell effects. So first see if there is a spell effect |
2892 | * spell effects. So first see if there is a spell effect |
3260 | * on the space that might harm the player. |
2893 | * on the space that might harm the player. |
3261 | */ |
2894 | */ |
3262 | will_kill_again = 0; |
2895 | will_kill_again = 0; |
3263 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2896 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3264 | { |
|
|
3265 | if (tmp->type == SPELL_EFFECT) |
2897 | if (tmp->type == SPELL_EFFECT) |
3266 | will_kill_again |= tmp->attacktype; |
2898 | will_kill_again |= tmp->attacktype; |
3267 | } |
2899 | |
3268 | if (will_kill_again) |
2900 | if (will_kill_again) |
3269 | { |
2901 | { |
3270 | object *force; |
2902 | object *force; |
3271 | int at; |
2903 | int at; |
3272 | |
2904 | |
3273 | force = get_archetype (FORCE_NAME); |
2905 | force = get_archetype (FORCE_NAME); |
3274 | /* 50 ticks should be enough time for the spell to abate */ |
2906 | /* 50 ticks should be enough time for the spell to abate */ |
3275 | force->speed = 0.1; |
2907 | force->speed = 0.1f; |
3276 | force->speed_left = -5.0; |
2908 | force->speed_left = -5.f; |
3277 | SET_FLAG (force, FLAG_APPLIED); |
2909 | SET_FLAG (force, FLAG_APPLIED); |
3278 | for (at = 0; at < NROFATTACKS; at++) |
2910 | for (at = 0; at < NROFATTACKS; at++) |
3279 | { |
|
|
3280 | if (will_kill_again & (1 << at)) |
2911 | if (will_kill_again & (1 << at)) |
3281 | force->resist[at] = 100; |
2912 | force->resist[at] = 100; |
3282 | } |
2913 | |
3283 | insert_ob_in_ob (force, op); |
2914 | insert_ob_in_ob (force, op); |
3284 | fix_player (op); |
2915 | op->update_stats (); |
3285 | |
2916 | |
3286 | } |
2917 | } |
3287 | |
2918 | |
3288 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2919 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3289 | return; |
|
|
3290 | } /* NOT_PERMADETH */ |
|
|
3291 | else |
|
|
3292 | { |
|
|
3293 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3294 | * should probably be embedded in an else statement. |
|
|
3295 | */ |
|
|
3296 | |
|
|
3297 | op->contr->party = NULL; |
|
|
3298 | if (settings.set_title == TRUE) |
|
|
3299 | op->contr->own_title[0] = '\0'; |
|
|
3300 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3301 | check_score (op); |
|
|
3302 | if (op->contr->ranges[range_golem] != NULL) |
|
|
3303 | { |
|
|
3304 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3305 | remove_ob (op->contr->ranges[range_golem]); |
|
|
3306 | free_object (op->contr->ranges[range_golem]); |
|
|
3307 | op->contr->ranges[range_golem] = NULL; |
|
|
3308 | op->contr->golem_count = 0; |
|
|
3309 | } |
|
|
3310 | loot_object (op); /* Remove some of the items for good */ |
|
|
3311 | remove_ob (op); |
|
|
3312 | op->direction = 0; |
|
|
3313 | |
|
|
3314 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3315 | { |
|
|
3316 | delete_character (op->name, 0); |
|
|
3317 | if (settings.resurrection == TRUE) |
|
|
3318 | { |
|
|
3319 | /* save playerfile sans equipment when player dies |
|
|
3320 | ** then save it as player.pl.dead so that future resurrection |
|
|
3321 | ** type spells will work on them nicely |
|
|
3322 | */ |
|
|
3323 | delete_character (op->name, 0); |
|
|
3324 | op->stats.hp = op->stats.maxhp; |
|
|
3325 | op->stats.food = 999; |
|
|
3326 | |
|
|
3327 | /* set the location of where the person will reappear when */ |
|
|
3328 | /* maybe resurrection code should fix map also */ |
|
|
3329 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3330 | if (op->map != NULL) |
|
|
3331 | op->map = NULL; |
|
|
3332 | op->x = settings.emergency_x; |
|
|
3333 | op->y = settings.emergency_y; |
|
|
3334 | save_player (op, 0); |
|
|
3335 | op->map = map; |
|
|
3336 | /* please see resurrection.c: peterm */ |
|
|
3337 | dead_player (op); |
|
|
3338 | } |
|
|
3339 | else |
|
|
3340 | delete_character (op->name, 1); |
|
|
3341 | } |
|
|
3342 | |
|
|
3343 | play_again (op); |
|
|
3344 | |
|
|
3345 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3346 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3347 | sprintf (buf, "%s", &op->name); |
|
|
3348 | tmp->name = tmp->name_pl = buf; |
|
|
3349 | tmp->level = op->level; |
|
|
3350 | tmp->x = x; |
|
|
3351 | tmp->y = y; |
|
|
3352 | tmp->msg = gravestone_text (op); |
|
|
3353 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3354 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3355 | } |
|
|
3356 | } |
2920 | } |
3357 | |
|
|
3358 | |
2921 | |
3359 | void |
2922 | void |
3360 | loot_object (object *op) |
2923 | loot_object (object *op) |
3361 | { /* Grab and destroy some treasure */ |
2924 | { /* Grab and destroy some treasure */ |
3362 | object *tmp, *tmp2, *next; |
2925 | object *tmp, *tmp2, *next; |
3363 | |
2926 | |
3364 | if (op->container) |
2927 | op->close_container (); /* close open sack first */ |
3365 | { /* close open sack first */ |
|
|
3366 | esrv_apply_container (op, op->container); |
|
|
3367 | } |
|
|
3368 | |
2928 | |
3369 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2929 | for (tmp = op->inv; tmp; tmp = next) |
3370 | { |
2930 | { |
3371 | next = tmp->below; |
2931 | next = tmp->below; |
3372 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2932 | |
|
|
2933 | if (tmp->invisible) |
3373 | continue; |
2934 | continue; |
3374 | remove_ob (tmp); |
2935 | |
|
|
2936 | tmp->remove (); |
3375 | tmp->x = op->x, tmp->y = op->y; |
2937 | tmp->x = op->x, tmp->y = op->y; |
|
|
2938 | |
3376 | if (tmp->type == CONTAINER) |
2939 | if (tmp->type == CONTAINER) |
3377 | { /* empty container to ground */ |
2940 | loot_object (tmp); /* empty container to ground */ |
3378 | loot_object (tmp); |
2941 | |
3379 | } |
|
|
3380 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2942 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3381 | { |
2943 | { |
3382 | if (tmp->nrof > 1) |
2944 | if (tmp->nrof > 1) |
3383 | { |
2945 | { |
3384 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2946 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3385 | free_object (tmp2); |
2947 | tmp2->destroy (); |
3386 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2948 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3387 | } |
2949 | } |
3388 | else |
2950 | else |
3389 | free_object (tmp); |
2951 | tmp->destroy (); |
3390 | } |
2952 | } |
3391 | else |
2953 | else |
3392 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2954 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3393 | } |
2955 | } |
3394 | } |
2956 | } |
… | |
… | |
3396 | /* |
2958 | /* |
3397 | * fix_weight(): Check recursively the weight of all players, and fix |
2959 | * fix_weight(): Check recursively the weight of all players, and fix |
3398 | * what needs to be fixed. Refresh windows and fix speed if anything |
2960 | * what needs to be fixed. Refresh windows and fix speed if anything |
3399 | * was changed. |
2961 | * was changed. |
3400 | */ |
2962 | */ |
3401 | |
|
|
3402 | void |
2963 | void |
3403 | fix_weight (void) |
2964 | fix_weight (void) |
3404 | { |
2965 | { |
3405 | player *pl; |
2966 | for_all_players (pl) |
3406 | |
|
|
3407 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3408 | { |
2967 | { |
3409 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2968 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3410 | |
2969 | |
3411 | if (old == sum) |
2970 | if (old == sum) |
3412 | continue; |
2971 | continue; |
3413 | fix_player (pl->ob); |
2972 | pl->ob->update_stats (); |
3414 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2973 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3415 | } |
2974 | } |
3416 | } |
2975 | } |
3417 | |
2976 | |
3418 | void |
2977 | void |
3419 | fix_luck (void) |
2978 | fix_luck (void) |
3420 | { |
2979 | { |
3421 | player *pl; |
2980 | for_all_players (pl) |
3422 | |
|
|
3423 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3424 | if (!pl->ob->contr->state) |
2981 | if (!pl->ob->contr->ns->state) |
3425 | change_luck (pl->ob, 0); |
2982 | pl->ob->change_luck (0); |
3426 | } |
2983 | } |
3427 | |
|
|
3428 | |
2984 | |
3429 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2985 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3430 | * This is much simpler in the new spell code - we basically |
2986 | * This is much simpler in the new spell code - we basically |
3431 | * just treat this as any other spell casting object. |
2987 | * just treat this as any other spell casting object. |
3432 | */ |
2988 | */ |
3433 | |
|
|
3434 | void |
2989 | void |
3435 | cast_dust (object *op, object *throw_ob, int dir) |
2990 | cast_dust (object *op, object *throw_ob, int dir) |
3436 | { |
2991 | { |
3437 | object *skop, *spob; |
2992 | object *skop, *spob; |
3438 | |
2993 | |
… | |
… | |
3459 | if (op->type == PLAYER) |
3014 | if (op->type == PLAYER) |
3460 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3015 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3461 | |
3016 | |
3462 | cast_spell (op, throw_ob, dir, spob, NULL); |
3017 | cast_spell (op, throw_ob, dir, spob, NULL); |
3463 | |
3018 | |
3464 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3019 | throw_ob->destroy (); |
3465 | remove_ob (throw_ob); |
|
|
3466 | free_object (throw_ob); |
|
|
3467 | } |
3020 | } |
3468 | |
3021 | |
3469 | void |
3022 | void |
3470 | make_visible (object *op) |
3023 | make_visible (object *op) |
3471 | { |
3024 | { |
… | |
… | |
3474 | if (op->type == PLAYER) |
3027 | if (op->type == PLAYER) |
3475 | { |
3028 | { |
3476 | op->contr->tmp_invis = 0; |
3029 | op->contr->tmp_invis = 0; |
3477 | op->contr->invis_race = 0; |
3030 | op->contr->invis_race = 0; |
3478 | } |
3031 | } |
|
|
3032 | |
3479 | update_object (op, UP_OBJ_FACE); |
3033 | update_object (op, UP_OBJ_CHANGE); |
3480 | } |
3034 | } |
3481 | |
3035 | |
3482 | int |
3036 | int |
3483 | is_true_undead (object *op) |
3037 | is_true_undead (object *op) |
3484 | { |
3038 | { |
3485 | object *tmp = NULL; |
|
|
3486 | |
|
|
3487 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3039 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3488 | return 1; |
3040 | return 1; |
3489 | |
3041 | |
3490 | if (op->type == PLAYER) |
|
|
3491 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3492 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3493 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3494 | return 1; |
|
|
3495 | return 0; |
3042 | return 0; |
3496 | } |
3043 | } |
3497 | |
3044 | |
3498 | /* look at the surrounding terrain to determine |
3045 | /* look at the surrounding terrain to determine |
3499 | * the hideability of this object. Positive levels |
3046 | * the hideability of this object. Positive levels |
… | |
… | |
3541 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3088 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3542 | * every time they move - as we subtract off 'invisibility' |
3089 | * every time they move - as we subtract off 'invisibility' |
3543 | * AND, for players, if they move into a ridiculously unhideable |
3090 | * AND, for players, if they move into a ridiculously unhideable |
3544 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3091 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3545 | */ |
3092 | */ |
3546 | |
|
|
3547 | void |
3093 | void |
3548 | do_hidden_move (object *op) |
3094 | do_hidden_move (object *op) |
3549 | { |
3095 | { |
3550 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3096 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3551 | object *skop; |
3097 | object *skop; |
… | |
… | |
3555 | |
3101 | |
3556 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3102 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3557 | |
3103 | |
3558 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3104 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3559 | if (op->type == PLAYER && op->contr->run_on) |
3105 | if (op->type == PLAYER && op->contr->run_on) |
3560 | { |
|
|
3561 | if (!skop || num >= skop->level) |
3106 | if (!skop || num >= skop->level) |
3562 | { |
3107 | { |
3563 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3108 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3564 | make_visible (op); |
3109 | make_visible (op); |
3565 | return; |
3110 | return; |
3566 | } |
3111 | } |
3567 | else |
3112 | else |
3568 | num += 20; |
3113 | num += 20; |
3569 | } |
3114 | |
3570 | num += op->map->difficulty; |
3115 | num += op->map->difficulty; |
3571 | hide = hideability (op); /* modify by terrain hidden level */ |
3116 | hide = hideability (op); /* modify by terrain hidden level */ |
3572 | num -= hide; |
3117 | num -= hide; |
|
|
3118 | |
3573 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3119 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3574 | { |
3120 | { |
3575 | make_visible (op); |
3121 | make_visible (op); |
3576 | if (op->type == PLAYER) |
3122 | if (op->type == PLAYER) |
3577 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3123 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3578 | } |
3124 | } |
3579 | else if (op->type == PLAYER && skop) |
3125 | else if (op->type == PLAYER && skop) |
3580 | { |
|
|
3581 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3126 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3582 | } |
|
|
3583 | } |
3127 | } |
3584 | |
3128 | |
3585 | /* determine if who is standing near a hostile creature. */ |
3129 | /* determine if who is standing near a hostile creature. */ |
3586 | |
3130 | |
3587 | int |
3131 | int |
… | |
… | |
3614 | if (mflags & P_OUT_OF_MAP) |
3158 | if (mflags & P_OUT_OF_MAP) |
3615 | continue; |
3159 | continue; |
3616 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3160 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3617 | continue; |
3161 | continue; |
3618 | |
3162 | |
3619 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3163 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3620 | { |
3164 | { |
3621 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3165 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3622 | return 1; |
3166 | return 1; |
3623 | else if (tmp->type == PLAYER) |
3167 | else if (tmp->type == PLAYER) |
3624 | { |
3168 | { |
… | |
… | |
3654 | if (pl->type != PLAYER) |
3198 | if (pl->type != PLAYER) |
3655 | { |
3199 | { |
3656 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3200 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3657 | return -1; |
3201 | return -1; |
3658 | } |
3202 | } |
|
|
3203 | |
3659 | if (!pl || !op) |
3204 | if (!pl || !op) |
3660 | return 0; |
3205 | return 0; |
3661 | |
3206 | |
3662 | if (op->head) |
|
|
3663 | { |
|
|
3664 | op = op->head; |
3207 | op = op->head_ (); |
3665 | } |
3208 | |
3666 | get_rangevector (pl, op, &rv, 0x1); |
3209 | get_rangevector (pl, op, &rv, 0x1); |
3667 | |
3210 | |
3668 | /* starting with the 'head' part, lets loop |
3211 | /* starting with the 'head' part, lets loop |
3669 | * through the object and find if it has any |
3212 | * through the object and find if it has any |
3670 | * part that is in the los array but isnt on |
3213 | * part that is in the los array but isnt on |
3671 | * a blocked los square. |
3214 | * a blocked los square. |
3672 | * we use the archetype to figure out offsets. |
3215 | * we use the archetype to figure out offsets. |
3673 | */ |
3216 | */ |
3674 | while (op) |
3217 | while (op) |
3675 | { |
3218 | { |
3676 | dx = rv.distance_x + op->arch->clone.x; |
3219 | dx = rv.distance_x + op->arch->x; |
3677 | dy = rv.distance_y + op->arch->clone.y; |
3220 | dy = rv.distance_y + op->arch->y; |
3678 | |
3221 | |
3679 | /* only the viewable area the player sees is updated by LOS |
3222 | /* only the viewable area the player sees is updated by LOS |
3680 | * code, so we need to restrict ourselves to that range of values |
3223 | * code, so we need to restrict ourselves to that range of values |
3681 | * for any meaningful values. |
3224 | * for any meaningful values. |
3682 | */ |
3225 | */ |
3683 | if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3226 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3684 | FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3227 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3685 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3228 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3686 | return 1; |
3229 | return 1; |
3687 | op = op->more; |
3230 | op = op->more; |
3688 | } |
3231 | } |
3689 | return 0; |
3232 | return 0; |
3690 | } |
3233 | } |
… | |
… | |
3787 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3330 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3788 | int i = 0, j = 0; |
3331 | int i = 0, j = 0; |
3789 | |
3332 | |
3790 | /* get the appropriate treasurelist */ |
3333 | /* get the appropriate treasurelist */ |
3791 | if (atnr == ATNR_FIRE) |
3334 | if (atnr == ATNR_FIRE) |
3792 | trlist = find_treasurelist ("dragon_ability_fire"); |
3335 | trlist = treasurelist::find ("dragon_ability_fire"); |
3793 | else if (atnr == ATNR_COLD) |
3336 | else if (atnr == ATNR_COLD) |
3794 | trlist = find_treasurelist ("dragon_ability_cold"); |
3337 | trlist = treasurelist::find ("dragon_ability_cold"); |
3795 | else if (atnr == ATNR_ELECTRICITY) |
3338 | else if (atnr == ATNR_ELECTRICITY) |
3796 | trlist = find_treasurelist ("dragon_ability_elec"); |
3339 | trlist = treasurelist::find ("dragon_ability_elec"); |
3797 | else if (atnr == ATNR_POISON) |
3340 | else if (atnr == ATNR_POISON) |
3798 | trlist = find_treasurelist ("dragon_ability_poison"); |
3341 | trlist = treasurelist::find ("dragon_ability_poison"); |
3799 | |
3342 | |
3800 | if (trlist == NULL || who->type != PLAYER) |
3343 | if (trlist == NULL || who->type != PLAYER) |
3801 | return; |
3344 | return; |
3802 | |
3345 | |
3803 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3346 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3804 | |
3347 | |
3805 | if (tr == NULL || tr->item == NULL) |
3348 | if (!tr || !tr->item) |
3806 | { |
3349 | { |
3807 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3350 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3808 | return; |
3351 | return; |
3809 | } |
3352 | } |
3810 | |
3353 | |
3811 | /* everything seems okay - now bring on the gift: */ |
3354 | /* everything seems okay - now bring on the gift: */ |
3812 | item = &(tr->item->clone); |
3355 | item = tr->item; |
3813 | |
3356 | |
3814 | if (item->type == SPELL) |
3357 | if (item->type == SPELL) |
3815 | { |
3358 | { |
3816 | if (check_spell_known (who, item->name)) |
3359 | if (check_spell_known (who, item->name)) |
3817 | return; |
3360 | return; |
… | |
… | |
3876 | { |
3419 | { |
3877 | /* forces in the treasurelist can alter the player's stats */ |
3420 | /* forces in the treasurelist can alter the player's stats */ |
3878 | object *skin; |
3421 | object *skin; |
3879 | |
3422 | |
3880 | /* first get the dragon skin force */ |
3423 | /* first get the dragon skin force */ |
3881 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3424 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
|
|
3425 | ; |
|
|
3426 | |
3882 | if (skin == NULL) |
3427 | if (!skin) |
3883 | return; |
3428 | return; |
3884 | |
3429 | |
3885 | /* adding new spellpath attunements */ |
3430 | /* adding new spellpath attunements */ |
3886 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3431 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3887 | { |
3432 | { |
… | |
… | |
3932 | * not readied. |
3477 | * not readied. |
3933 | */ |
3478 | */ |
3934 | void |
3479 | void |
3935 | player_unready_range_ob (player *pl, object *ob) |
3480 | player_unready_range_ob (player *pl, object *ob) |
3936 | { |
3481 | { |
3937 | rangetype i; |
3482 | if (pl->ob->current_weapon == ob) |
|
|
3483 | pl->ob->current_weapon = 0; |
3938 | |
3484 | |
3939 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3485 | if (pl->combat_ob == ob) |
3940 | { |
3486 | pl->combat_ob = 0; |
|
|
3487 | |
3941 | if (pl->ranges[i] == ob) |
3488 | if (pl->ranged_ob == ob) |
3942 | { |
3489 | pl->ranged_ob = 0; |
3943 | pl->ranges[i] = NULL; |
|
|
3944 | if (pl->shoottype == i) |
|
|
3945 | { |
|
|
3946 | pl->shoottype = range_none; |
|
|
3947 | } |
|
|
3948 | } |
|
|
3949 | } |
|
|
3950 | } |
3490 | } |
|
|
3491 | |
|
|
3492 | sint8 |
|
|
3493 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3494 | { |
|
|
3495 | if (!ns) |
|
|
3496 | return 0; |
|
|
3497 | |
|
|
3498 | int dx, dy; |
|
|
3499 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3500 | return 0; |
|
|
3501 | |
|
|
3502 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3503 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3504 | |
|
|
3505 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3506 | return 0; |
|
|
3507 | |
|
|
3508 | return 100 - blocked_los [x][y]; |
|
|
3509 | } |