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 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
28 | #include <living.h> |
27 | #include <living.h> |
29 | #include <object.h> |
28 | #include <object.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | |
31 | |
33 | #ifdef COZY_SERVER |
32 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
33 | #include <functional> |
35 | #endif |
|
|
36 | |
34 | |
37 | player * |
35 | playervec players; |
38 | find_player (const char *plname) |
|
|
39 | { |
|
|
40 | player *pl; |
|
|
41 | |
|
|
42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
43 | { |
|
|
44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
45 | return pl; |
|
|
46 | }; |
|
|
47 | return NULL; |
|
|
48 | } |
|
|
49 | |
|
|
50 | player * |
|
|
51 | find_player_partial_name (const char *plname) |
|
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52 | { |
|
|
53 | player *pl; |
|
|
54 | player *found = NULL; |
|
|
55 | size_t namelen = strlen (plname); |
|
|
56 | |
|
|
57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
58 | { |
|
|
59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
60 | continue; |
|
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61 | |
|
|
62 | if (!strcmp (pl->ob->name, plname)) |
|
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63 | return pl; |
|
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64 | |
|
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65 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
66 | { |
|
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67 | if (found) |
|
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68 | return NULL; |
|
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69 | |
|
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70 | found = pl; |
|
|
71 | } |
|
|
72 | } |
|
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73 | return found; |
|
|
74 | } |
|
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75 | |
36 | |
76 | void |
37 | void |
77 | display_motd (const object *op) |
38 | display_motd (const object *op) |
78 | { |
39 | { |
79 | char buf[MAX_BUF]; |
40 | char buf[MAX_BUF]; |
… | |
… | |
87 | return; |
48 | return; |
88 | |
49 | |
89 | motd[0] = '\0'; |
50 | motd[0] = '\0'; |
90 | size = 0; |
51 | size = 0; |
91 | |
52 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
53 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
54 | { |
94 | if (*buf == '#') |
55 | if (*buf == '#') |
95 | continue; |
56 | continue; |
96 | |
57 | |
97 | strncat (motd + size, buf, HUGE_BUF - size); |
58 | strncat (motd + size, buf, HUGE_BUF - size); |
… | |
… | |
116 | return; |
77 | return; |
117 | |
78 | |
118 | rules[0] = '\0'; |
79 | rules[0] = '\0'; |
119 | size = 0; |
80 | size = 0; |
120 | |
81 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
82 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
83 | { |
123 | if (*buf == '#') |
84 | if (*buf == '#') |
124 | continue; |
85 | continue; |
125 | |
86 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
87 | if (size + strlen (buf) >= HUGE_BUF) |
… | |
… | |
153 | |
114 | |
154 | news[0] = '\0'; |
115 | news[0] = '\0'; |
155 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
156 | size = 0; |
117 | size = 0; |
157 | |
118 | |
158 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
159 | { |
120 | { |
160 | if (*buf == '#') |
121 | if (*buf == '#') |
161 | continue; |
122 | continue; |
162 | |
123 | |
163 | if (*buf == '%') |
124 | if (*buf == '%') |
164 | { /* send one news */ |
125 | { /* send one news */ |
165 | if (size > 0) |
126 | if (size > 0) |
166 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
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 | |
167 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
168 | strip_endline (subject); |
130 | strip_endline (subject); |
169 | size = 0; |
131 | size = 0; |
170 | news[0] = '\0'; |
132 | news[0] = '\0'; |
171 | } |
133 | } |
… | |
… | |
180 | size += strlen (buf); |
142 | size += strlen (buf); |
181 | } |
143 | } |
182 | } |
144 | } |
183 | |
145 | |
184 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
185 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
186 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
187 | } |
|
|
188 | |
|
|
189 | int |
|
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190 | playername_ok (const char *cp) |
|
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191 | { |
|
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192 | /* Don't allow - or _ as first character in the name */ |
|
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193 | if (*cp == '-' || *cp == '_') |
|
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194 | return 0; |
|
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195 | |
|
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196 | for (; *cp != '\0'; cp++) |
|
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197 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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198 | return 0; |
|
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199 | |
|
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200 | return 1; |
|
|
201 | } |
|
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202 | |
|
|
203 | /* This no longer sets the player map. Also, it now updates |
|
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204 | * all the pointers so the caller doesn't need to do that. |
|
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205 | * Caller is responsible for setting the correct map. |
|
|
206 | */ |
|
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207 | |
|
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208 | /* Redo this to do both get_player_ob and get_player. |
|
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209 | * Hopefully this will be less bugfree and simpler. |
|
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210 | * Returns the player structure. If 'p' is null, |
|
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211 | * we create a new one. Otherwise, we recycle |
|
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212 | * the one that is passed. |
|
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213 | */ |
|
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214 | static player * |
|
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215 | get_player (player *p) |
|
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216 | { |
|
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217 | object *op = arch_to_object (get_player_archetype (0)); |
|
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218 | int i; |
|
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219 | |
|
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220 | /* Clears basically the entire player structure except |
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221 | * for next and socket. |
|
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222 | */ |
|
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223 | p->clear (); |
|
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224 | |
|
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225 | /* There are some elements we want initialized to non zero value - |
|
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226 | * we deal with that below this point. |
|
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227 | */ |
|
|
228 | p->party = NULL; |
|
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229 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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230 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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231 | p->unapply = unapply_nochoice; |
|
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232 | p->Swap_First = -1; |
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233 | |
|
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234 | #ifdef AUTOSAVE |
|
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235 | p->last_save_tick = 9999999; |
|
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236 | #endif |
|
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237 | |
|
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238 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
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239 | |
|
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240 | op->contr = p; /* this aren't yet in archetype */ |
|
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241 | p->ob = op; |
|
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242 | op->speed_left = 0.5; |
|
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243 | op->speed = 1.0; |
|
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244 | op->direction = 5; /* So player faces south */ |
|
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245 | op->stats.wc = 2; |
|
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246 | op->run_away = 25; /* Then we panick... */ |
|
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247 | |
|
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248 | { |
|
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249 | int oldmon = p->socket->monitor_spells; // what a hack |
|
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250 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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251 | roll_stats (op); |
|
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252 | p->socket->monitor_spells = oldmon; |
|
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253 | } |
|
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254 | p->state = ST_ROLL_STAT; |
|
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255 | clear_los (op); |
|
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256 | |
|
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257 | p->gen_sp_armour = 10; |
|
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258 | p->last_speed = -1; |
|
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259 | p->shoottype = range_none; |
|
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260 | p->bowtype = bow_normal; |
|
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261 | p->petmode = pet_normal; |
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262 | p->listening = 10; |
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263 | p->usekeys = containers; |
|
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264 | p->last_weapon_sp = -1; |
|
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265 | p->peaceful = 1; /* default peaceful */ |
|
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266 | p->do_los = 1; |
|
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267 | p->explore = 0; |
|
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268 | p->no_shout = 0; /* default can shout */ |
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269 | |
|
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270 | assign (p->title, op->arch->clone.name); |
|
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271 | op->race = op->arch->clone.race; |
|
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272 | |
|
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273 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
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274 | |
|
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275 | /* we need to clear these to -1 and not zero - otherwise, |
|
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276 | * if a player quits and starts a new character, we wont |
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277 | * send new values to the client, as things like exp start |
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278 | * at zero. |
|
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279 | */ |
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280 | for (i = 0; i < NUM_SKILLS; i++) |
|
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281 | { |
|
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282 | p->last_skill_exp[i] = -1; |
|
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283 | p->last_skill_ob[i] = NULL; |
|
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284 | } |
|
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285 | |
|
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286 | for (i = 0; i < NROFATTACKS; i++) |
|
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287 | p->last_resist[i] = -1; |
|
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288 | |
|
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289 | p->last_stats.exp = -1; |
|
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290 | p->last_weight = (uint32) - 1; |
|
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291 | |
|
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292 | p->socket->update_look = 0; |
|
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293 | p->socket->look_position = 0; |
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294 | |
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295 | return p; |
|
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296 | } |
149 | } |
297 | |
150 | |
298 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
299 | static void |
152 | static void |
300 | set_first_map (object *op) |
153 | set_first_map (object *op) |
301 | { |
154 | { |
302 | strcpy (op->contr->maplevel, first_map_path); |
155 | op->contr->maplevel = first_map_path; |
303 | op->x = -1; |
156 | op->x = -1; |
304 | op->y = -1; |
157 | op->y = -1; |
305 | enter_exit (op, NULL); |
|
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306 | } |
158 | } |
307 | |
159 | |
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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 | |
|
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166 | players.insert (this); |
|
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167 | ob->remove (); |
|
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168 | ob->map = 0; |
|
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169 | ob->activate_recursive (); |
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170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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171 | add_friendly_object (ob); |
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172 | } |
|
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173 | |
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174 | void |
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175 | player::deactivate () |
|
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176 | { |
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177 | if (!active) |
|
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178 | return; |
|
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179 | |
|
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180 | terminate_all_pets (ob); |
|
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181 | remove_friendly_object (ob); |
|
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182 | ob->deactivate_recursive (); |
|
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183 | |
|
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184 | if (ob->map) |
|
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185 | maplevel = ob->map->path; |
|
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186 | |
|
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187 | ob->remove (); |
|
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188 | ob->map = 0; |
|
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189 | party = 0; |
|
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190 | |
|
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191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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192 | |
|
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193 | players.erase (this); |
|
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194 | } |
|
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195 | |
|
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196 | // connect the player with a specific client |
|
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197 | // also changes, rationalises, and fixes some incorrect settings |
|
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198 | void |
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199 | player::connect (client *ns) |
|
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200 | { |
|
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201 | this->ns = ns; |
|
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202 | ns->pl = this; |
|
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203 | |
|
|
204 | run_on = 0; |
|
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205 | fire_on = 0; |
|
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206 | ob->close_container (); //TODO: client-specific |
|
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207 | |
|
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208 | ns->update_look = 0; |
|
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209 | ns->look_position = 0; |
|
|
210 | |
|
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211 | clear_los (this); |
|
|
212 | |
|
|
213 | ns->reset_stats (); |
|
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214 | |
|
|
215 | /* make sure he's a player -- needed because of class change. */ |
|
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216 | ob->type = PLAYER; // we are paranoid |
|
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217 | ob->race = ob->arch->race; |
|
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218 | |
|
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219 | ob->carrying = sum_weight (ob); |
|
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220 | link_player_skills (ob); |
|
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221 | |
|
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222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
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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: |
|
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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 |
|
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287 | player::disconnect () |
|
|
288 | { |
|
|
289 | if (ns) |
|
|
290 | { |
|
|
291 | if (active) |
|
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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 | |
308 | /* Tries to add player on the connection passwd in ns. |
375 | /* Tries to add player on the connection passed in ns. |
309 | * 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 |
310 | * mode. |
377 | * mode. |
311 | */ |
378 | */ |
312 | |
379 | player * |
313 | int |
380 | player::create () |
314 | add_player (client *ns) |
|
|
315 | { |
381 | { |
316 | player *p = new player; |
382 | player *pl = new player; |
317 | |
383 | |
318 | p->socket = ns; |
384 | pl->set_object (arch_to_object (get_player_archetype (0))); |
319 | ns->pl = p; |
|
|
320 | |
385 | |
321 | p->next = first_player; |
386 | pl->ob->roll_stats (); |
322 | first_player = p; |
387 | pl->ob->stats.wc = 2; |
|
|
388 | pl->ob->run_away = 25; /* Then we panick... */ |
323 | |
389 | |
324 | p = get_player (p); |
|
|
325 | |
|
|
326 | set_first_map (p->ob); |
390 | set_first_map (pl->ob); |
327 | |
391 | |
328 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
329 | add_friendly_object (p->ob); |
|
|
330 | send_rules (p->ob); |
|
|
331 | send_news (p->ob); |
|
|
332 | display_motd (p->ob); |
|
|
333 | get_name (p->ob); |
|
|
334 | |
|
|
335 | return 0; |
392 | return pl; |
336 | } |
393 | } |
337 | |
394 | |
338 | /* |
395 | /* |
339 | * get_player_archetype() return next player archetype from archetype |
396 | * get_player_archetype() return next player archetype from archetype |
340 | * list. Not very efficient routine, but used only creating new players. |
397 | * list. Not very efficient routine, but used only creating new players. |
341 | * Note: there MUST be at least one player archetype! |
398 | * Note: there MUST be at least one player archetype! |
342 | */ |
399 | */ |
343 | archetype * |
400 | archetype * |
344 | get_player_archetype (archetype *at) |
401 | get_player_archetype (archetype *at) |
345 | { |
402 | { |
346 | archetype *start = at; |
403 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
347 | |
404 | |
348 | for (;;) |
405 | for (;;) |
349 | { |
406 | { |
350 | if (at == NULL || at->next == NULL) |
407 | if (++i == archetypes.end ()) |
351 | at = first_archetype; |
408 | i = archetypes.begin (); |
352 | else |
409 | else if (*i == at) |
353 | at = at->next; |
410 | cleanup ("not a single player archetype found"); |
|
|
411 | |
354 | if (at->clone.type == PLAYER) |
412 | if ((*i)->type == PLAYER) |
355 | return at; |
413 | return *i; |
356 | if (at == start) |
|
|
357 | { |
|
|
358 | LOG (llevError, "No Player archetypes\n"); |
|
|
359 | exit (-1); |
|
|
360 | } |
|
|
361 | } |
414 | } |
362 | } |
415 | } |
363 | |
|
|
364 | |
416 | |
365 | object * |
417 | object * |
366 | get_nearest_player (object *mon) |
418 | get_nearest_player (object *mon) |
367 | { |
419 | { |
368 | object *op = NULL; |
420 | object *op = NULL; |
369 | player *pl = NULL; |
|
|
370 | objectlink *ol; |
421 | objectlink *ol; |
371 | unsigned lastdist; |
422 | unsigned lastdist; |
372 | rv_vector rv; |
423 | rv_vector rv; |
373 | |
424 | |
374 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
375 | { |
426 | { |
376 | /* 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 |
377 | * does periodically happen. Given that, lets deal with it. |
428 | * does periodically happen. Given that, lets deal with it. |
378 | * While unlikely, it is possible the next object on the friendly |
429 | * While unlikely, it is possible the next object on the friendly |
379 | * list is also free, so encapsulate this in a while loop. |
430 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
383 | object *tmp = ol->ob; |
434 | object *tmp = ol->ob; |
384 | |
435 | |
385 | /* 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 |
386 | * itself will have been cleared. |
437 | * itself will have been cleared. |
387 | */ |
438 | */ |
388 | 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 ()); |
389 | ol = ol->next; |
441 | ol = ol->next; |
390 | remove_friendly_object (tmp); |
442 | remove_friendly_object (tmp); |
391 | if (!ol) |
443 | if (!ol) |
392 | return op; |
444 | return op; |
393 | } |
445 | } |
… | |
… | |
406 | { |
458 | { |
407 | op = ol->ob; |
459 | op = ol->ob; |
408 | lastdist = rv.distance; |
460 | lastdist = rv.distance; |
409 | } |
461 | } |
410 | } |
462 | } |
411 | for (pl = first_player; pl != NULL; pl = pl->next) |
463 | |
412 | { |
464 | for_all_players (pl) |
413 | if (can_detect_enemy (mon, pl->ob, &rv)) |
465 | if (can_detect_enemy (mon, pl->ob, &rv)) |
414 | { |
|
|
415 | |
|
|
416 | if (lastdist > rv.distance) |
466 | if (lastdist > rv.distance) |
417 | { |
467 | { |
418 | op = pl->ob; |
468 | op = pl->ob; |
419 | lastdist = rv.distance; |
469 | lastdist = rv.distance; |
420 | } |
470 | } |
421 | } |
471 | |
422 | } |
|
|
423 | #if 0 |
472 | #if 0 |
424 | 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)"); |
425 | #endif |
474 | #endif |
426 | return op; |
475 | return op; |
427 | } |
476 | } |
… | |
… | |
445 | * circling behaviour. Unfortunately, this function is also used to determined |
494 | * circling behaviour. Unfortunately, this function is also used to determined |
446 | * 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 |
447 | * is probably not a good thing. |
496 | * is probably not a good thing. |
448 | */ |
497 | */ |
449 | #define MAX_SPACES 50 |
498 | #define MAX_SPACES 50 |
450 | |
|
|
451 | |
499 | |
452 | /* |
500 | /* |
453 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
501 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
454 | * 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 |
455 | * 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 |
… | |
… | |
486 | x = mon->x; |
534 | x = mon->x; |
487 | y = mon->y; |
535 | y = mon->y; |
488 | m = mon->map; |
536 | m = mon->map; |
489 | dir = rv.direction; |
537 | dir = rv.direction; |
490 | 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 */ |
491 | 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 | |
492 | /* 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. */ |
493 | if (diff > max) |
542 | if (diff > max) |
494 | return 0; |
543 | return 0; |
|
|
544 | |
495 | while (diff > 1 && max > 0) |
545 | while (diff > 1 && max > 0) |
496 | { |
546 | { |
497 | lastx = x; |
547 | lastx = x; |
498 | lasty = y; |
548 | lasty = y; |
499 | lastmap = m; |
549 | lastmap = m; |
… | |
… | |
581 | max--; |
631 | max--; |
582 | lastdir = dir; |
632 | lastdir = dir; |
583 | if (!firstdir) |
633 | if (!firstdir) |
584 | firstdir = dir; |
634 | firstdir = dir; |
585 | } |
635 | } |
|
|
636 | |
586 | if (diff <= 1) |
637 | if (diff <= 1) |
587 | { |
638 | { |
588 | /* Recalculate diff (distance) because we may not have actually |
639 | /* Recalculate diff (distance) because we may not have actually |
589 | * headed toward player for entire distance. |
640 | * headed toward player for entire distance. |
590 | */ |
641 | */ |
591 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
642 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
592 | 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)); |
593 | } |
644 | } |
|
|
645 | |
594 | if (diff > max) |
646 | if (diff > max) |
595 | return 0; |
647 | return 0; |
596 | } |
648 | } |
|
|
649 | |
597 | /* 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 */ |
598 | if (!max) |
651 | if (!max) |
599 | return 0; |
652 | return 0; |
600 | |
653 | |
601 | return firstdir; |
654 | return firstdir; |
… | |
… | |
694 | /* Need to set up the skill pointers */ |
747 | /* Need to set up the skill pointers */ |
695 | link_player_skills (pl); |
748 | link_player_skills (pl); |
696 | } |
749 | } |
697 | |
750 | |
698 | void |
751 | void |
699 | get_name (object *op) |
|
|
700 | { |
|
|
701 | op->contr->write_buf[0] = '\0'; |
|
|
702 | op->contr->state = ST_GET_NAME; |
|
|
703 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
704 | } |
|
|
705 | |
|
|
706 | void |
|
|
707 | get_password (object *op) |
|
|
708 | { |
|
|
709 | op->contr->write_buf[0] = '\0'; |
|
|
710 | op->contr->state = ST_GET_PASSWORD; |
|
|
711 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
712 | } |
|
|
713 | |
|
|
714 | void |
|
|
715 | play_again (object *op) |
|
|
716 | { |
|
|
717 | op->contr->state = ST_PLAY_AGAIN; |
|
|
718 | op->chosen_skill = NULL; |
|
|
719 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
720 | /* a bit of a hack, but there are various places early in th |
|
|
721 | * player creation process that a user can quit (eg, roll |
|
|
722 | * stats) that isn't removing the player. Taking a quick |
|
|
723 | * look, there are many places that call play_again without |
|
|
724 | * removing the player - it probably makes more sense |
|
|
725 | * to leave it to play_again to remove the object in all |
|
|
726 | * cases. |
|
|
727 | */ |
|
|
728 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
729 | op->remove (); |
|
|
730 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
731 | * and draw() doesn't check to see if the player is removed, only if |
|
|
732 | * the map is null or not swapped out. |
|
|
733 | */ |
|
|
734 | op->map = NULL; |
|
|
735 | } |
|
|
736 | |
|
|
737 | int |
|
|
738 | receive_play_again (object *op, char key) |
|
|
739 | { |
|
|
740 | if (key == 'q' || key == 'Q') |
|
|
741 | { |
|
|
742 | remove_friendly_object (op); |
|
|
743 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
744 | return 2; |
|
|
745 | } |
|
|
746 | else if (key == 'a' || key == 'A') |
|
|
747 | { |
|
|
748 | player *pl = op->contr; |
|
|
749 | shstr name = op->name; |
|
|
750 | |
|
|
751 | op->contr = 0; |
|
|
752 | op->type = 0; |
|
|
753 | op->destroy (1); |
|
|
754 | pl = get_player (pl); |
|
|
755 | op = pl->ob; |
|
|
756 | add_friendly_object (op); |
|
|
757 | op->contr->password[0] = '~'; |
|
|
758 | op->name = op->name_pl = 0; |
|
|
759 | /* Lets put a space in here */ |
|
|
760 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
761 | get_name (op); |
|
|
762 | op->name = op->name_pl = name; |
|
|
763 | set_first_map (op); |
|
|
764 | } |
|
|
765 | else |
|
|
766 | /* user pressed something else so just ask again... */ |
|
|
767 | play_again (op); |
|
|
768 | |
|
|
769 | return 0; |
|
|
770 | } |
|
|
771 | |
|
|
772 | void |
|
|
773 | confirm_password (object *op) |
|
|
774 | { |
|
|
775 | |
|
|
776 | op->contr->write_buf[0] = '\0'; |
|
|
777 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
778 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
779 | } |
|
|
780 | |
|
|
781 | void |
|
|
782 | get_party_password (object *op, partylist *party) |
752 | get_party_password (object *op, partylist *party) |
783 | { |
753 | { |
784 | if (party == NULL) |
754 | if (party == NULL) |
785 | { |
755 | { |
786 | 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); |
787 | return; |
757 | return; |
788 | } |
758 | } |
|
|
759 | |
789 | op->contr->write_buf[0] = '\0'; |
760 | op->contr->write_buf[0] = '\0'; |
790 | op->contr->state = ST_GET_PARTY_PASSWORD; |
761 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
791 | op->contr->party_to_join = party; |
762 | op->contr->party_to_join = party; |
792 | 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:"); |
793 | } |
764 | } |
794 | |
|
|
795 | |
765 | |
796 | /* 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. */ |
797 | int |
767 | static int |
798 | roll_stat (void) |
768 | roll_stat (void) |
799 | { |
769 | { |
800 | int a[4], i, j, k; |
770 | int a[4], i, j, k; |
801 | |
771 | |
802 | for (i = 0; i < 4; i++) |
772 | for (i = 0; i < 4; i++) |
803 | a[i] = (int) RANDOM () % 6 + 1; |
773 | a[i] = (int) rndm (6) + 1; |
804 | |
774 | |
805 | for (i = 0, j = 0, k = 7; i < 4; i++) |
775 | for (i = 0, j = 0, k = 7; i < 4; i++) |
806 | if (a[i] < k) |
776 | if (a[i] < k) |
807 | k = a[i], j = i; |
777 | k = a[i], j = i; |
808 | |
778 | |
809 | for (i = 0, k = 0; i < 4; i++) |
779 | for (i = 0, k = 0; i < 4; i++) |
810 | { |
|
|
811 | if (i != j) |
780 | if (i != j) |
812 | k += a[i]; |
781 | k += a[i]; |
813 | } |
782 | |
814 | return k; |
783 | return k; |
815 | } |
784 | } |
816 | |
785 | |
817 | void |
786 | void |
818 | roll_stats (object *op) |
787 | object::roll_stats () |
819 | { |
788 | { |
|
|
789 | int statsort [NUM_STATS]; |
|
|
790 | |
|
|
791 | for (;;) |
|
|
792 | { |
820 | int sum = 0; |
793 | int sum = 0; |
821 | int i = 0, j = 0; |
794 | for (int i = NUM_STATS; i--; ) |
822 | int statsort[7]; |
795 | sum += statsort [i] = roll_stat (); |
823 | |
796 | |
824 | do |
797 | if (sum >= 82 && sum <= 116) |
|
|
798 | break; |
825 | { |
799 | } |
826 | op->stats.Str = roll_stat (); |
|
|
827 | op->stats.Dex = roll_stat (); |
|
|
828 | op->stats.Int = roll_stat (); |
|
|
829 | op->stats.Con = roll_stat (); |
|
|
830 | op->stats.Wis = roll_stat (); |
|
|
831 | op->stats.Pow = roll_stat (); |
|
|
832 | op->stats.Cha = roll_stat (); |
|
|
833 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
834 | } |
|
|
835 | while (sum < 82 || sum > 116); |
|
|
836 | |
800 | |
837 | /* Sort the stats so that rerolling is easier... */ |
801 | // Sort the stats so that rerolling is easier... |
838 | statsort[0] = op->stats.Str; |
802 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
839 | statsort[1] = op->stats.Dex; |
|
|
840 | statsort[2] = op->stats.Int; |
|
|
841 | statsort[3] = op->stats.Con; |
|
|
842 | statsort[4] = op->stats.Wis; |
|
|
843 | statsort[5] = op->stats.Pow; |
|
|
844 | statsort[6] = op->stats.Cha; |
|
|
845 | |
803 | |
846 | /* a quick and dirty bubblesort? */ |
804 | for (int i = 0; i < NUM_STATS; ++i) |
847 | do |
805 | stats.stat (i) = statsort [i]; |
848 | { |
|
|
849 | if (statsort[i] < statsort[i + 1]) |
|
|
850 | { |
|
|
851 | j = statsort[i]; |
|
|
852 | statsort[i] = statsort[i + 1]; |
|
|
853 | statsort[i + 1] = j; |
|
|
854 | i = 0; |
|
|
855 | } |
|
|
856 | else |
|
|
857 | { |
|
|
858 | i++; |
|
|
859 | } |
|
|
860 | } |
|
|
861 | while (i < 6); |
|
|
862 | |
806 | |
863 | op->stats.Str = statsort[0]; |
|
|
864 | op->stats.Dex = statsort[1]; |
|
|
865 | op->stats.Con = statsort[2]; |
|
|
866 | op->stats.Int = statsort[3]; |
|
|
867 | op->stats.Wis = statsort[4]; |
|
|
868 | op->stats.Pow = statsort[5]; |
|
|
869 | op->stats.Cha = statsort[6]; |
|
|
870 | |
|
|
871 | |
|
|
872 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
873 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
874 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
875 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
876 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
877 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
878 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
879 | |
|
|
880 | op->level = 1; |
|
|
881 | op->stats.exp = 0; |
807 | stats.exp = 0; |
882 | op->stats.ac = 0; |
808 | stats.ac = 0; |
883 | |
809 | |
884 | op->contr->levhp[1] = 9; |
|
|
885 | op->contr->levsp[1] = 6; |
|
|
886 | op->contr->levgrace[1] = 3; |
|
|
887 | |
|
|
888 | fix_player (op); |
|
|
889 | op->stats.hp = op->stats.maxhp; |
810 | stats.hp = stats.maxhp; |
890 | op->stats.sp = op->stats.maxsp; |
811 | stats.sp = stats.maxsp; |
891 | 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 | |
892 | op->contr->orig_stats = op->stats; |
820 | contr->orig_stats = stats; |
|
|
821 | } |
893 | } |
822 | } |
894 | |
823 | |
895 | void |
824 | void |
896 | Roll_Again (object *op) |
825 | object::swap_stats (int a, int b) |
897 | { |
826 | { |
898 | esrv_new_player (op->contr, 0); |
827 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
899 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
900 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
901 | } |
|
|
902 | |
828 | |
903 | void |
829 | for (int i = 0; i < NUM_STATS; ++i) |
904 | 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) |
905 | { |
856 | { |
906 | signed char tmp; |
|
|
907 | char buf[MAX_BUF]; |
857 | char buf[MAX_BUF]; |
908 | |
858 | |
909 | if (op->contr->Swap_First == -1) |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
910 | { |
|
|
911 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
912 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
913 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
914 | return; |
|
|
915 | } |
|
|
916 | |
|
|
917 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
918 | |
|
|
919 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
920 | |
|
|
921 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
922 | |
|
|
923 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
924 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
925 | op->stats.Str = op->contr->orig_stats.Str; |
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
926 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
927 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
928 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
929 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
930 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
931 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
932 | op->stats.ac = 0; |
|
|
933 | |
|
|
934 | op->level = 1; |
|
|
935 | op->stats.exp = 0; |
|
|
936 | op->stats.ac = 0; |
|
|
937 | |
|
|
938 | op->contr->levhp[1] = 9; |
|
|
939 | op->contr->levsp[1] = 6; |
|
|
940 | op->contr->levgrace[1] = 3; |
|
|
941 | |
|
|
942 | fix_player (op); |
|
|
943 | op->stats.hp = op->stats.maxhp; |
|
|
944 | op->stats.sp = op->stats.maxsp; |
|
|
945 | op->stats.grace = op->stats.maxgrace; |
|
|
946 | op->contr->orig_stats = op->stats; |
|
|
947 | op->contr->Swap_First = -1; |
|
|
948 | } |
|
|
949 | |
|
|
950 | |
|
|
951 | /* This code has been greatly reduced, because with set_attr_value |
|
|
952 | * and get_attr_value, the stats can be accessed just numeric |
|
|
953 | * ids. stat_trans is a table that translate the number entered |
|
|
954 | * into the actual stat. It is needed because the order the stats |
|
|
955 | * are displayed in the stat window is not the same as how |
|
|
956 | * the number's access that stat. The table does that translation. |
|
|
957 | */ |
|
|
958 | int |
|
|
959 | key_roll_stat (object *op, char key) |
|
|
960 | { |
|
|
961 | int keynum = key - '0'; |
|
|
962 | char buf[MAX_BUF]; |
|
|
963 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
964 | |
|
|
965 | if (keynum > 0 && keynum <= 7) |
|
|
966 | { |
|
|
967 | if (op->contr->Swap_First == -1) |
|
|
968 | { |
|
|
969 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
970 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
971 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
972 | } |
|
|
973 | else |
|
|
974 | Swap_Stat (op, stat_trans[keynum]); |
|
|
975 | |
|
|
976 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
977 | return 1; |
|
|
978 | } |
|
|
979 | switch (key) |
|
|
980 | { |
|
|
981 | case 'n': |
|
|
982 | case 'N': |
|
|
983 | { |
|
|
984 | SET_FLAG (op, FLAG_WIZ); |
|
|
985 | if (op->map == NULL) |
|
|
986 | { |
|
|
987 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
988 | break; |
|
|
989 | } |
|
|
990 | |
|
|
991 | #if 0 |
|
|
992 | /* So that enter_exit will put us at startx/starty */ |
|
|
993 | op->x = -1; |
|
|
994 | |
|
|
995 | enter_exit (op, NULL); |
|
|
996 | #endif |
|
|
997 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
998 | /* Enter exit adds a player otherwise */ |
|
|
999 | add_statbonus (op); |
|
|
1000 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1001 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1002 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1003 | if (op->msg) |
|
|
1004 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1005 | return 0; |
|
|
1006 | } |
|
|
1007 | case 'y': |
|
|
1008 | case 'Y': |
|
|
1009 | roll_stats (op); |
|
|
1010 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1011 | return 1; |
|
|
1012 | |
|
|
1013 | case 'q': |
|
|
1014 | case 'Q': |
|
|
1015 | play_again (op); |
|
|
1016 | return 1; |
|
|
1017 | |
|
|
1018 | default: |
|
|
1019 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1020 | return 0; |
|
|
1021 | } |
|
|
1022 | return 0; |
|
|
1023 | } |
863 | } |
1024 | |
864 | |
1025 | /* This function takes the key that is passed, and does the |
865 | /* This function takes the key that is passed, and does the |
1026 | * appropriate action with it (change race, or other things). |
866 | * appropriate action with it (change race, or other things). |
1027 | * The function name is for historical reasons - now we have |
867 | * The function name is for historical reasons - now we have |
1028 | * separate race and class; this actually changes the RACE, |
868 | * separate race and class; this actually changes the RACE, |
1029 | * not the class. |
869 | * not the class. |
1030 | */ |
870 | */ |
1031 | |
871 | void |
1032 | int |
872 | player::chargen_race_done () |
1033 | key_change_class (object *op, char key) |
|
|
1034 | { |
873 | { |
1035 | int tmp_loop; |
|
|
1036 | |
|
|
1037 | if (key == 'q' || key == 'Q') |
|
|
1038 | { |
|
|
1039 | op->remove (); |
|
|
1040 | play_again (op); |
|
|
1041 | return 0; |
|
|
1042 | } |
|
|
1043 | if (key == 'd' || key == 'D') |
|
|
1044 | { |
|
|
1045 | char buf[MAX_BUF]; |
|
|
1046 | |
|
|
1047 | /* this must before then initial items are given */ |
874 | /* this must before then initial items are given */ |
1048 | esrv_new_player (op->contr, op->weight + op->carrying); |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
1049 | |
876 | |
1050 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
1051 | if (tl) |
878 | if (tl) |
1052 | create_treasure (tl, op, 0, 0, 0); |
879 | create_treasure (tl, ob, 0, 0, 0); |
1053 | |
880 | |
1054 | INVOKE_PLAYER (BIRTH, op->contr); |
881 | INVOKE_PLAYER (BIRTH, ob->contr); |
1055 | INVOKE_PLAYER (LOGIN, op->contr); |
882 | INVOKE_PLAYER (LOGIN, ob->contr); |
1056 | |
883 | |
1057 | op->contr->state = ST_PLAYING; |
884 | ob->contr->ns->state = ST_PLAYING; |
1058 | |
885 | |
1059 | if (op->msg) |
886 | if (ob->msg) |
1060 | op->msg = NULL; |
887 | ob->msg = 0; |
1061 | |
888 | |
1062 | /* 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 |
1063 | * to save here. |
890 | * to save here. |
1064 | */ |
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
1065 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1066 | make_path_to_file (buf); |
895 | make_path_to_file (buf); |
|
|
896 | } |
1067 | |
897 | |
1068 | #ifdef AUTOSAVE |
|
|
1069 | op->contr->last_save_tick = pticks; |
|
|
1070 | #endif |
|
|
1071 | start_info (op); |
898 | start_info (ob); |
1072 | CLEAR_FLAG (op, FLAG_WIZ); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
1073 | give_initial_items (op, op->randomitems); |
900 | give_initial_items (ob, ob->randomitems); |
1074 | link_player_skills (op); |
901 | link_player_skills (ob); |
1075 | esrv_send_inventory (op, op); |
902 | esrv_send_inventory (ob, ob); |
1076 | fix_player (op); |
903 | ob->update_stats (); |
1077 | |
904 | |
1078 | /* This moves the player to a different start map, if there |
905 | /* This moves the player to a different start map, if there |
1079 | * is one for this race |
906 | * is one for this race |
1080 | */ |
907 | */ |
1081 | if (*first_map_ext_path) |
908 | if (*first_map_ext_path) |
1082 | { |
909 | { |
1083 | object *tmp; |
910 | object *tmp; |
1084 | char mapname[MAX_BUF]; |
911 | char mapname[MAX_BUF]; |
1085 | |
912 | |
1086 | 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); |
1087 | tmp = object::create (); |
914 | tmp = object::create (); |
1088 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_PATH (tmp) = mapname; |
1089 | EXIT_X (tmp) = op->x; |
916 | EXIT_X (tmp) = ob->x; |
1090 | EXIT_Y (tmp) = op->y; |
917 | EXIT_Y (tmp) = ob->y; |
1091 | 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; |
1092 | * if the map isn't there, then stay on the |
919 | * if the map isn't there, then stay on the |
1093 | * default initial map */ |
920 | * default initial map */ |
1094 | tmp->destroy (); |
921 | tmp->destroy (); |
1095 | } |
922 | } |
1096 | else |
923 | else |
1097 | { |
|
|
1098 | LOG (llevDebug, "first_map_ext_path not set\n"); |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1099 | } |
925 | } |
1100 | return 0; |
|
|
1101 | } |
|
|
1102 | |
926 | |
|
|
927 | void |
|
|
928 | player::chargen_race_next () |
|
|
929 | { |
1103 | /* Following actually changes the race - this is the default command |
930 | /* Following actually changes the race - this is the default command |
1104 | * if we don't match with one of the options above. |
931 | * if we don't match with one of the options above. |
1105 | */ |
932 | */ |
1106 | |
933 | |
1107 | tmp_loop = 0; |
934 | do |
1108 | while (!tmp_loop) |
|
|
1109 | { |
935 | { |
1110 | shstr name = op->name; |
936 | shstr name = ob->name; |
1111 | int x = op->x, y = op->y; |
937 | int x = ob->x, y = ob->y; |
1112 | |
938 | |
1113 | remove_statbonus (op); |
939 | ob->remove_statbonus (); |
1114 | op->remove (); |
940 | ob->remove (); |
1115 | op->arch = get_player_archetype (op->arch); |
941 | ob->arch = get_player_archetype (ob->arch); |
1116 | op->arch->clone.copy_to (op); |
942 | ob->arch->copy_to (ob); |
1117 | op->instantiate (); |
943 | ob->instantiate (); |
1118 | op->stats = op->contr->orig_stats; |
944 | ob->stats = ob->contr->orig_stats; |
1119 | op->name = op->name_pl = name; |
945 | ob->name = ob->name_pl = name; |
1120 | op->x = x; |
946 | ob->x = x; |
1121 | op->y = y; |
947 | ob->y = y; |
1122 | SET_ANIMATION (op, 2); /* So player faces south */ |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1123 | insert_ob_in_map (op, op->map, op, 0); |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
1124 | assign (op->contr->title, op->arch->clone.name); |
950 | assign (ob->contr->title, ob->arch->object::name); |
1125 | add_statbonus (op); |
951 | ob->add_statbonus (); |
1126 | tmp_loop = allowed_class (op); |
|
|
1127 | } |
952 | } |
|
|
953 | while (!allowed_class (ob)); |
1128 | |
954 | |
1129 | update_object (op, UP_OBJ_FACE); |
955 | update_object (ob, UP_OBJ_FACE); |
1130 | esrv_update_item (UPD_FACE, op, op); |
956 | esrv_update_item (UPD_FACE, ob, ob); |
1131 | fix_player (op); |
957 | ob->update_stats (); |
1132 | op->stats.hp = op->stats.maxhp; |
958 | ob->stats.hp = ob->stats.maxhp; |
1133 | op->stats.sp = op->stats.maxsp; |
959 | ob->stats.sp = ob->stats.maxsp; |
1134 | op->stats.grace = 0; |
960 | ob->stats.grace = 0; |
1135 | |
|
|
1136 | if (op->msg) |
|
|
1137 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1138 | |
|
|
1139 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1140 | return 0; |
|
|
1141 | } |
|
|
1142 | |
|
|
1143 | int |
|
|
1144 | key_confirm_quit (object *op, char key) |
|
|
1145 | { |
|
|
1146 | char buf[MAX_BUF]; |
|
|
1147 | |
|
|
1148 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1149 | { |
|
|
1150 | op->contr->state = ST_PLAYING; |
|
|
1151 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1152 | return 1; |
|
|
1153 | } |
|
|
1154 | |
|
|
1155 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1156 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1157 | |
|
|
1158 | terminate_all_pets (op); |
|
|
1159 | leave_map (op); |
|
|
1160 | op->direction = 0; |
|
|
1161 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1162 | |
|
|
1163 | strcpy (op->contr->killer, "quit"); |
|
|
1164 | check_score (op); |
|
|
1165 | op->contr->party = NULL; |
|
|
1166 | if (settings.set_title == TRUE) |
|
|
1167 | op->contr->own_title[0] = '\0'; |
|
|
1168 | |
|
|
1169 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1170 | { |
|
|
1171 | maptile *mp, *next; |
|
|
1172 | |
|
|
1173 | /* We need to hunt for any per player unique maps in memory and |
|
|
1174 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1175 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1176 | */ |
|
|
1177 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1178 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1179 | { |
|
|
1180 | next = mp->next; |
|
|
1181 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1182 | delete_map (mp); |
|
|
1183 | } |
|
|
1184 | |
|
|
1185 | delete_character (op->name, 1); |
|
|
1186 | } |
|
|
1187 | |
|
|
1188 | play_again (op); |
|
|
1189 | return 1; |
|
|
1190 | } |
961 | } |
1191 | |
962 | |
1192 | void |
963 | void |
1193 | flee_player (object *op) |
964 | flee_player (object *op) |
1194 | { |
965 | { |
… | |
… | |
1224 | { |
995 | { |
1225 | op->enemy = NULL; |
996 | op->enemy = NULL; |
1226 | CLEAR_FLAG (op, FLAG_SCARED); |
997 | CLEAR_FLAG (op, FLAG_SCARED); |
1227 | return; |
998 | return; |
1228 | } |
999 | } |
|
|
1000 | |
1229 | get_rangevector (op, op->enemy, &rv, 0); |
1001 | get_rangevector (op, op->enemy, &rv, 0); |
1230 | |
1002 | |
1231 | dir = absdir (4 + rv.direction); |
1003 | dir = absdir (4 + rv.direction); |
1232 | for (diff = 0; diff < 3; diff++) |
1004 | for (diff = 0; diff < 3; diff++) |
1233 | { |
1005 | { |
1234 | int m = 1 - (RANDOM () & 2); |
1006 | int m = 1 - (RANDOM () & 2); |
1235 | |
1007 | |
1236 | 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))) |
1237 | { |
|
|
1238 | return; |
1009 | return; |
1239 | } |
|
|
1240 | } |
1010 | } |
|
|
1011 | |
1241 | /* Cornered, get rid of scared */ |
1012 | /* Cornered, get rid of scared */ |
1242 | CLEAR_FLAG (op, FLAG_SCARED); |
1013 | CLEAR_FLAG (op, FLAG_SCARED); |
1243 | op->enemy = NULL; |
1014 | op->enemy = NULL; |
1244 | } |
1015 | } |
1245 | |
1016 | |
1246 | |
|
|
1247 | /* 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. |
1248 | * 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 |
1249 | * stop. |
1019 | * stop. |
1250 | */ |
1020 | */ |
1251 | int |
1021 | int |
1252 | check_pick (object *op) |
1022 | check_pick (object *op) |
1253 | { |
1023 | { |
1254 | object *tmp, *next; |
1024 | object *tmp, *next; |
1255 | int stop = 0; |
1025 | int stop = 0; |
1256 | int j, k, wvratio; |
1026 | int wvratio; |
1257 | char putstring[128], tmpstr[16]; |
1027 | char putstring[128]; |
1258 | |
1028 | |
1259 | /* if you're flying, you cna't pick up anything */ |
1029 | /* if you're flying, you cna't pick up anything */ |
1260 | if (op->move_type & MOVE_FLYING) |
1030 | if (op->move_type & MOVE_FLYING) |
1261 | return 1; |
1031 | return 1; |
1262 | |
1032 | |
… | |
… | |
1330 | if (tmp->name != NULL) |
1100 | if (tmp->name != NULL) |
1331 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1332 | &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)))); |
1333 | else |
1103 | else |
1334 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1335 | &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 | |
1336 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1337 | |
|
|
1338 | sprintf (putstring, "...flags: "); |
|
|
1339 | for (k = 0; k < 4; k++) |
|
|
1340 | { |
|
|
1341 | for (j = 0; j < 32; j++) |
|
|
1342 | { |
|
|
1343 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1344 | { |
|
|
1345 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1346 | strcat (putstring, tmpstr); |
|
|
1347 | } |
|
|
1348 | } |
|
|
1349 | } |
|
|
1350 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1351 | |
|
|
1352 | #if 0 |
|
|
1353 | /* print the flags too */ |
|
|
1354 | for (k = 0; k < 4; k++) |
|
|
1355 | { |
|
|
1356 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1357 | for (j = 0; j < 32; j++) |
|
|
1358 | { |
|
|
1359 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1360 | if (!((j + 1) % 4)) |
|
|
1361 | fprintf (stderr, " "); |
|
|
1362 | } |
|
|
1363 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1364 | } |
|
|
1365 | #endif |
|
|
1366 | } |
1108 | } |
|
|
1109 | |
1367 | /* philosophy: |
1110 | /* philosophy: |
1368 | * 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 |
1369 | * generic. This takes no game-time. For more detailed pickups |
1112 | * generic. This takes no game-time. For more detailed pickups |
1370 | * and selections, select-items shoul dbe used. This is a |
1113 | * and selections, select-items should be used. This is a |
1371 | * 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 |
1372 | * example. |
1115 | * example. |
1373 | * 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 |
1374 | * 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 |
1375 | * convert to decimal and then 'pickup <#> |
1118 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1560 | /* careful: chairs and tables are weapons! */ |
1303 | /* careful: chairs and tables are weapons! */ |
1561 | if (op->contr->mode & PU_ALLWEAPON) |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
1562 | { |
1305 | { |
1563 | if (tmp->type == WEAPON && tmp->name != NULL) |
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
1564 | { |
1307 | { |
1565 | 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 && |
1566 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1567 | { |
1310 | { |
1568 | pick_up (op, tmp); |
1311 | pick_up (op, tmp); |
1569 | continue; |
1312 | continue; |
1570 | } |
1313 | } |
1571 | } |
1314 | } |
1572 | |
1315 | |
1573 | if (tmp->type == WEAPON && tmp->name == NULL) |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1574 | { |
1317 | { |
1575 | 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) |
1576 | { |
1319 | { |
1577 | pick_up (op, tmp); |
1320 | pick_up (op, tmp); |
1578 | continue; |
1321 | continue; |
1579 | } |
1322 | } |
1580 | } |
1323 | } |
… | |
… | |
1605 | if (tmp->name != NULL) |
1348 | if (tmp->name != NULL) |
1606 | { |
1349 | { |
1607 | fprintf (stderr, "%s", tmp->name); |
1350 | fprintf (stderr, "%s", tmp->name); |
1608 | } |
1351 | } |
1609 | else |
1352 | else |
1610 | fprintf (stderr, "%s", tmp->arch->name); |
1353 | fprintf (stderr, "%s", tmp->arch->archname); |
1611 | fprintf (stderr, ",%d] = ", tmp->type); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1612 | 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)))); |
1613 | #endif |
1356 | #endif |
1614 | continue; |
1357 | continue; |
1615 | } |
1358 | } |
… | |
… | |
1626 | * found object is returned. |
1369 | * found object is returned. |
1627 | */ |
1370 | */ |
1628 | object * |
1371 | object * |
1629 | find_arrow (object *op, const char *type) |
1372 | find_arrow (object *op, const char *type) |
1630 | { |
1373 | { |
1631 | object *tmp = NULL; |
1374 | object *tmp = 0; |
1632 | |
1375 | |
1633 | for (op = op->inv; op; op = op->below) |
1376 | for (op = op->inv; op; op = op->below) |
1634 | 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)) |
1635 | tmp = find_arrow (op, type); |
1378 | tmp = find_arrow (op, type); |
1636 | else if (op->type == ARROW && op->race == type) |
1379 | else if (op->type == ARROW && op->race == type) |
1637 | return op; |
1380 | return op; |
|
|
1381 | |
1638 | return tmp; |
1382 | return tmp; |
1639 | } |
1383 | } |
1640 | |
1384 | |
1641 | /* |
1385 | /* |
1642 | * 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 |
1643 | * 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 |
1644 | * 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 |
1645 | * 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. |
1646 | */ |
1390 | */ |
1647 | |
|
|
1648 | object * |
1391 | object * |
1649 | 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) |
1650 | { |
1393 | { |
1651 | object *tmp = NULL, *arrow, *ntmp; |
1394 | object *tmp = NULL, *arrow, *ntmp; |
1652 | int attacknum, attacktype, betterby = 0, i; |
1395 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1685 | else |
1428 | else |
1686 | { |
1429 | { |
1687 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1688 | { |
1431 | { |
1689 | attacktype = 1 << attacknum; |
1432 | attacktype = 1 << attacknum; |
1690 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1691 | 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) |
1692 | { |
1435 | { |
1693 | tmp = arrow; |
1436 | tmp = arrow; |
1694 | 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; |
1695 | } |
1438 | } |
1696 | } |
1439 | } |
1697 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1698 | { |
1441 | { |
1699 | tmp = arrow; |
1442 | tmp = arrow; |
… | |
… | |
1718 | * find_better_arrow to find a decent arrow to use. |
1461 | * find_better_arrow to find a decent arrow to use. |
1719 | * op = the shooter |
1462 | * op = the shooter |
1720 | * type = bow->race |
1463 | * type = bow->race |
1721 | * dir = fire direction |
1464 | * dir = fire direction |
1722 | */ |
1465 | */ |
1723 | |
|
|
1724 | object * |
1466 | object * |
1725 | pick_arrow_target (object *op, const char *type, int dir) |
1467 | pick_arrow_target (object *op, const char *type, int dir) |
1726 | { |
1468 | { |
1727 | object *tmp = NULL; |
1469 | object *tmp = NULL; |
1728 | maptile *m; |
1470 | maptile *m; |
… | |
… | |
1793 | */ |
1535 | */ |
1794 | int |
1536 | int |
1795 | 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) |
1796 | { |
1538 | { |
1797 | object *left, *bow; |
1539 | object *left, *bow; |
1798 | int bowspeed, mflags; |
1540 | int mflags; |
1799 | maptile *m; |
1541 | maptile *m; |
1800 | |
1542 | |
1801 | if (!dir) |
1543 | if (!dir) |
1802 | { |
1544 | { |
1803 | 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!"); |
1804 | return 0; |
1546 | return 0; |
1805 | } |
1547 | } |
1806 | if (op->type == PLAYER) |
1548 | |
1807 | bow = op->contr->ranges[range_bow]; |
1549 | if (op->contr) |
|
|
1550 | bow = op->current_weapon; |
1808 | else |
1551 | else |
1809 | { |
1552 | { |
1810 | for (bow = op->inv; bow; bow = bow->below) |
1553 | for (bow = op->inv; bow; bow = bow->below) |
1811 | /* 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 |
1812 | * 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. |
… | |
… | |
1817 | if (!bow) |
1560 | if (!bow) |
1818 | { |
1561 | { |
1819 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1562 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1820 | return 0; |
1563 | return 0; |
1821 | } |
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 | |
1822 | } |
1573 | } |
|
|
1574 | |
1823 | if (!bow->race || !bow->skill) |
1575 | if (!bow->race || !bow->skill) |
1824 | { |
1576 | { |
1825 | 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); |
1826 | return 0; |
1578 | return 0; |
1827 | } |
1579 | } |
1828 | |
|
|
1829 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1830 | |
|
|
1831 | /* penalize ROF for bestarrow */ |
|
|
1832 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1833 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1834 | if (bowspeed < 1) |
|
|
1835 | bowspeed = 1; |
|
|
1836 | |
1580 | |
1837 | if (arrow == NULL) |
1581 | if (arrow == NULL) |
1838 | { |
1582 | { |
1839 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1583 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1840 | { |
1584 | { |
1841 | if (op->type == PLAYER) |
1585 | if (op->type == PLAYER) |
1842 | 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); |
1843 | /* 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 */ |
1844 | else |
1588 | else |
1845 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1589 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1590 | |
1846 | return 0; |
1591 | return 0; |
1847 | } |
1592 | } |
1848 | } |
1593 | } |
|
|
1594 | |
1849 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1595 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1850 | if (mflags & P_OUT_OF_MAP) |
1596 | if (mflags & P_OUT_OF_MAP) |
1851 | { |
|
|
1852 | return 0; |
1597 | return 0; |
1853 | } |
1598 | |
1854 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1599 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1855 | { |
1600 | { |
1856 | 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."); |
1857 | return 0; |
1602 | return 0; |
1858 | } |
1603 | } |
… | |
… | |
1864 | return 0; |
1609 | return 0; |
1865 | } |
1610 | } |
1866 | |
1611 | |
1867 | left = arrow; /* these are arrows left to the player */ |
1612 | left = arrow; /* these are arrows left to the player */ |
1868 | arrow = get_split_ob (arrow, 1); |
1613 | arrow = get_split_ob (arrow, 1); |
1869 | if (arrow == NULL) |
1614 | if (!arrow) |
1870 | { |
1615 | { |
1871 | 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); |
1872 | return 0; |
1617 | return 0; |
1873 | } |
1618 | } |
|
|
1619 | |
1874 | arrow->set_owner (op); |
1620 | arrow->set_owner (op); |
1875 | arrow->skill = bow->skill; |
1621 | arrow->skill = bow->skill; |
1876 | |
|
|
1877 | arrow->direction = dir; |
1622 | arrow->direction = dir; |
1878 | arrow->x = sx; |
1623 | |
1879 | 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; |
1880 | |
1656 | |
1881 | if (op->type == PLAYER) |
1657 | if (op->type == PLAYER) |
1882 | { |
1658 | { |
1883 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1884 | fix_player (op); |
|
|
1885 | } |
|
|
1886 | |
|
|
1887 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1888 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1889 | arrow->stats.hp = arrow->stats.dam; |
|
|
1890 | arrow->stats.grace = arrow->attacktype; |
|
|
1891 | if (arrow->slaying != NULL) |
|
|
1892 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1893 | |
|
|
1894 | /* Note that this was different for monsters - they got their level |
|
|
1895 | * added to the damage. I think the strength bonus is more proper. |
|
|
1896 | */ |
|
|
1897 | |
|
|
1898 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1899 | |
|
|
1900 | /* update the speed */ |
|
|
1901 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1902 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1903 | |
|
|
1904 | if (arrow->speed < 1.0) |
|
|
1905 | arrow->speed = 1.0; |
|
|
1906 | update_ob_speed (arrow); |
|
|
1907 | arrow->speed_left = 0; |
|
|
1908 | |
|
|
1909 | if (op->type == PLAYER) |
|
|
1910 | { |
|
|
1911 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1912 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1913 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1914 | |
|
|
1915 | 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; |
1916 | } |
1666 | } |
1917 | else |
1667 | else |
1918 | { |
1668 | { |
1919 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1920 | arrow->level = op->level; |
1669 | arrow->level = op->level; |
1921 | } |
1670 | arrow->stats.wc -= bow->magic; |
1922 | |
1671 | |
1923 | if (arrow->attacktype == AT_PHYSICAL) |
1672 | if (!arrow->slaying) |
|
|
1673 | arrow->slaying = bow->slaying; |
|
|
1674 | |
1924 | arrow->attacktype |= bow->attacktype; |
1675 | arrow->attacktype |= bow->attacktype; |
|
|
1676 | } |
1925 | |
1677 | |
1926 | if (bow->slaying != NULL) |
1678 | wc -= arrow->level; |
1927 | arrow->slaying = bow->slaying; |
1679 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1928 | |
1680 | |
1929 | arrow->map = m; |
1681 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1930 | arrow->move_type = MOVE_FLY_LOW; |
1682 | arrow->move_type = MOVE_FLY_LOW; |
1931 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1683 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1932 | |
1684 | |
1933 | 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); |
1934 | insert_ob_in_map (arrow, m, op, 0); |
1686 | m->insert (arrow, sx, sy, op); |
1935 | |
1687 | |
1936 | if (!arrow->destroyed ()) |
1688 | if (!arrow->destroyed ()) |
1937 | move_arrow (arrow); |
1689 | move_arrow (arrow); |
1938 | |
1690 | |
1939 | if (op->type == PLAYER) |
1691 | if (op->type == PLAYER) |
… | |
… | |
1959 | { |
1711 | { |
1960 | int ret = 0, wcmod = 0; |
1712 | int ret = 0, wcmod = 0; |
1961 | |
1713 | |
1962 | if (op->contr->bowtype == bow_bestarrow) |
1714 | if (op->contr->bowtype == bow_bestarrow) |
1963 | { |
1715 | { |
1964 | 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); |
1965 | } |
1717 | } |
1966 | 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) |
1967 | { |
1719 | { |
1968 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1720 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1969 | wcmod = -1; |
1721 | wcmod = -1; |
|
|
1722 | |
1970 | 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); |
1971 | } |
1724 | } |
1972 | else if (op->contr->bowtype == bow_threewide) |
1725 | else if (op->contr->bowtype == bow_threewide) |
1973 | { |
1726 | { |
1974 | 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); |
… | |
… | |
1978 | else if (op->contr->bowtype == bow_spreadshot) |
1731 | else if (op->contr->bowtype == bow_spreadshot) |
1979 | { |
1732 | { |
1980 | 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); |
1981 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1734 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1982 | 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); |
1983 | |
|
|
1984 | } |
1736 | } |
1985 | else |
1737 | else |
1986 | { |
1738 | { |
1987 | /* Simple case */ |
1739 | /* Simple case */ |
1988 | 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); |
1989 | } |
1741 | } |
|
|
1742 | |
1990 | return ret; |
1743 | return ret; |
1991 | } |
1744 | } |
1992 | |
|
|
1993 | |
1745 | |
1994 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1995 | * Broken apart from 'fire' to keep it more readable. |
1747 | * Broken apart from 'fire' to keep it more readable. |
1996 | */ |
1748 | */ |
1997 | void |
1749 | void |
1998 | fire_misc_object (object *op, int dir) |
1750 | fire_misc_object (object *op, int dir) |
1999 | { |
1751 | { |
2000 | object *item; |
1752 | object *item = op->contr->ranged_ob; |
2001 | |
1753 | |
2002 | if (!op->contr->ranges[range_misc]) |
1754 | if (!item) |
2003 | { |
1755 | { |
2004 | 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."); |
2005 | return; |
1757 | return; |
2006 | } |
1758 | } |
2007 | |
1759 | |
2008 | item = op->contr->ranges[range_misc]; |
|
|
2009 | if (!item->inv) |
1760 | if (!item->inv) |
2010 | { |
1761 | { |
2011 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2012 | return; |
1763 | return; |
2013 | } |
1764 | } |
|
|
1765 | |
|
|
1766 | if (!op->change_weapon (item)) |
|
|
1767 | return; |
|
|
1768 | |
2014 | if (item->type == WAND) |
1769 | if (item->type == WAND) |
2015 | { |
1770 | { |
2016 | if (item->stats.food <= 0) |
1771 | if (item->stats.food <= 0) |
2017 | { |
1772 | { |
2018 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1773 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
2019 | 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 | |
2020 | return; |
1776 | return; |
2021 | } |
1777 | } |
2022 | } |
1778 | } |
2023 | else if (item->type == ROD || item->type == HORN) |
1779 | else if (item->type == ROD || item->type == HORN) |
2024 | { |
1780 | { |
2025 | 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)) |
2026 | { |
1782 | { |
2027 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1783 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1784 | |
2028 | if (item->type == ROD) |
1785 | if (item->type == ROD) |
2029 | 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)); |
2030 | else |
1787 | else |
2031 | 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 | |
2032 | return; |
1790 | return; |
2033 | } |
1791 | } |
2034 | } |
1792 | } |
2035 | |
1793 | |
2036 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1794 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
2043 | object *tmp; |
1801 | object *tmp; |
2044 | |
1802 | |
2045 | if (item->arch) |
1803 | if (item->arch) |
2046 | { |
1804 | { |
2047 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1805 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2048 | item->face = item->arch->clone.face; |
1806 | item->face = item->arch->face; |
2049 | item->speed = 0; |
1807 | item->set_speed (0); |
2050 | update_ob_speed (item); |
|
|
2051 | } |
1808 | } |
|
|
1809 | |
2052 | if ((tmp = is_player_inv (item))) |
1810 | if ((tmp = item->in_player ())) |
2053 | esrv_update_item (UPD_ANIM, tmp, item); |
1811 | esrv_update_item (UPD_ANIM, tmp, item); |
2054 | } |
1812 | } |
2055 | } |
1813 | } |
2056 | else if (item->type == ROD || item->type == HORN) |
1814 | else if (item->type == ROD || item->type == HORN) |
2057 | { |
|
|
2058 | drain_rod_charge (item); |
1815 | drain_rod_charge (item); |
2059 | } |
|
|
2060 | } |
1816 | } |
2061 | } |
1817 | } |
2062 | |
1818 | |
2063 | /* Received a fire command for the player - go and do it. |
1819 | /* Received a fire command for the player - go and do it. |
2064 | */ |
1820 | */ |
2065 | void |
1821 | bool |
2066 | fire (object *op, int dir) |
1822 | fire (object *op, int dir) |
2067 | { |
1823 | { |
2068 | int spellcost = 0; |
1824 | int spellcost = 0; |
2069 | |
1825 | |
2070 | /* check for loss of invisiblity/hide */ |
1826 | /* check for loss of invisiblity/hide */ |
2071 | if (action_makes_visible (op)) |
1827 | if (action_makes_visible (op)) |
2072 | make_visible (op); |
1828 | make_visible (op); |
2073 | |
1829 | |
2074 | 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; |
2075 | { |
1836 | } |
2076 | case range_none: |
|
|
2077 | return; |
|
|
2078 | |
1837 | |
2079 | 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: |
2080 | player_fire_bow (op, dir); |
1854 | player_fire_bow (op, dir); |
2081 | return; |
1855 | break; |
2082 | |
1856 | |
2083 | case range_magic: /* Casting spells */ |
1857 | case SPELL: |
2084 | 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); |
2085 | return; |
1859 | break; |
2086 | |
1860 | |
2087 | 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: |
2088 | fire_misc_object (op, dir); |
1870 | fire_misc_object (op, dir); |
2089 | return; |
1871 | break; |
2090 | |
|
|
2091 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2092 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2093 | { |
|
|
2094 | op->contr->ranges[range_golem] = 0; |
|
|
2095 | op->contr->shoottype = range_none; |
|
|
2096 | } |
|
|
2097 | else |
|
|
2098 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2099 | return; |
|
|
2100 | |
|
|
2101 | case range_skill: |
|
|
2102 | if (!op->chosen_skill) |
|
|
2103 | { |
|
|
2104 | if (op->type == PLAYER) |
|
|
2105 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2106 | return; |
|
|
2107 | } |
|
|
2108 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2109 | return; |
|
|
2110 | case range_builder: |
|
|
2111 | apply_map_builder (op, dir); |
|
|
2112 | return; |
|
|
2113 | default: |
|
|
2114 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
2115 | return; |
|
|
2116 | } |
1872 | } |
2117 | } |
|
|
2118 | |
1873 | |
2119 | |
1874 | return true; |
|
|
1875 | } |
2120 | |
1876 | |
2121 | /* find_key |
1877 | /* find_key |
2122 | * 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 |
2123 | * and successfully use it, we return the key, otherwise NULL |
1879 | * and successfully use it, we return the key, otherwise NULL |
2124 | * This function merges both normal and locked door, since the logic |
1880 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2126 | * pl is the player, |
1882 | * pl is the player, |
2127 | * inv is the objects inventory to searched |
1883 | * inv is the objects inventory to searched |
2128 | * door is the door we are trying to match against. |
1884 | * door is the door we are trying to match against. |
2129 | * This function can be called recursively to search containers. |
1885 | * This function can be called recursively to search containers. |
2130 | */ |
1886 | */ |
2131 | |
|
|
2132 | object * |
1887 | object * |
2133 | find_key (object *pl, object *container, object *door) |
1888 | find_key (object *pl, object *container, object *door) |
2134 | { |
1889 | { |
2135 | object *tmp, *key; |
1890 | object *tmp, *key; |
2136 | |
1891 | |
2137 | /* Should not happen, but sanity checking is never bad */ |
1892 | /* Should not happen, but sanity checking is never bad */ |
2138 | if (container->inv == NULL) |
1893 | if (!container->inv) |
2139 | return NULL; |
1894 | return 0; |
2140 | |
1895 | |
2141 | /* 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 */ |
2142 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1897 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2143 | { |
1898 | { |
2144 | if (door->type == DOOR && tmp->type == KEY) |
1899 | if (door->type == DOOR && tmp->type == KEY) |
2145 | break; |
1900 | break; |
2146 | /* For sanity, we should really check door type, but other stuff |
1901 | /* For sanity, we should really check door type, but other stuff |
2147 | * (like containers) can be locked with special keys |
1902 | * (like containers) can be locked with special keys |
2148 | */ |
1903 | */ |
2149 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1904 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2150 | break; |
1905 | break; |
2151 | } |
1906 | } |
|
|
1907 | |
2152 | /* No key found - lets search inventories now */ |
1908 | /* No key found - lets search inventories now */ |
2153 | /* 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. |
2154 | * 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 |
2155 | * a key, return |
1911 | * a key, return |
2156 | */ |
1912 | */ |
2157 | if (!tmp) |
1913 | if (!tmp) |
2158 | { |
1914 | { |
2159 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1915 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2160 | { |
1916 | { |
2161 | /* No reason to search empty containers */ |
1917 | /* No reason to search empty containers */ |
2162 | if (tmp->type == CONTAINER && tmp->inv) |
1918 | if (tmp->type == CONTAINER && tmp->inv) |
2163 | { |
1919 | { |
2164 | if ((key = find_key (pl, tmp, door)) != NULL) |
1920 | if ((key = find_key (pl, tmp, door))) |
2165 | return key; |
1921 | return key; |
2166 | } |
1922 | } |
2167 | } |
1923 | } |
|
|
1924 | |
2168 | if (!tmp) |
1925 | if (!tmp) |
2169 | return NULL; |
1926 | return NULL; |
2170 | } |
1927 | } |
|
|
1928 | |
2171 | /* 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, |
2172 | * see if we actually want to use it |
1930 | * see if we actually want to use it |
2173 | */ |
1931 | */ |
2174 | if (pl != container) |
1932 | if (pl != container) |
2175 | { |
1933 | { |
… | |
… | |
2196 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1954 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2197 | "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)); |
2198 | return NULL; |
1956 | return NULL; |
2199 | } |
1957 | } |
2200 | } |
1958 | } |
|
|
1959 | |
2201 | return tmp; |
1960 | return tmp; |
2202 | } |
1961 | } |
2203 | |
1962 | |
2204 | /* moved door processing out of move_player_attack. |
1963 | /* moved door processing out of move_player_attack. |
2205 | * returns 1 if player has opened the door with a key |
1964 | * returns 1 if player has opened the door with a key |
… | |
… | |
2207 | * 0 otherwise |
1966 | * 0 otherwise |
2208 | */ |
1967 | */ |
2209 | static int |
1968 | static int |
2210 | player_attack_door (object *op, object *door) |
1969 | player_attack_door (object *op, object *door) |
2211 | { |
1970 | { |
2212 | |
|
|
2213 | /* 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, |
2214 | * 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 - |
2215 | * otherwise, we fall through to the rest of the code. |
1973 | * otherwise, we fall through to the rest of the code. |
2216 | */ |
1974 | */ |
2217 | object *key = find_key (op, op, door); |
1975 | object *key = find_key (op, op, door); |
2218 | |
1976 | |
2219 | /* IF we found a key, do some extra work */ |
1977 | /* If we found a key, do some extra work */ |
2220 | if (key) |
1978 | if (key) |
2221 | { |
1979 | { |
2222 | object *container = key->env; |
1980 | object *container = key->env; |
2223 | |
1981 | |
2224 | 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 | |
2225 | if (action_makes_visible (op)) |
1984 | if (action_makes_visible (op)) |
2226 | make_visible (op); |
1985 | make_visible (op); |
|
|
1986 | |
2227 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1987 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2228 | spring_trap (door->inv, op); |
1988 | spring_trap (door->inv, op); |
|
|
1989 | |
2229 | if (door->type == DOOR) |
1990 | if (door->type == DOOR) |
2230 | { |
|
|
2231 | 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 */ |
2232 | } |
|
|
2233 | else if (door->type == LOCKED_DOOR) |
1992 | else if (door->type == LOCKED_DOOR) |
2234 | { |
1993 | { |
2235 | 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)); |
2236 | remove_door2 (door); /* remove door without violence ;-) */ |
1995 | remove_door2 (door); /* remove door without violence ;-) */ |
2237 | } |
1996 | } |
|
|
1997 | |
2238 | /* Do this after we print the message */ |
1998 | /* Do this after we print the message */ |
2239 | decrease_ob (key); /* Use up one of the keys */ |
1999 | decrease_ob (key); /* Use up one of the keys */ |
2240 | /* Need to update the weight the container the key was in */ |
2000 | /* Need to update the weight the container the key was in */ |
2241 | if (container != op) |
2001 | if (container != op) |
2242 | esrv_update_item (UPD_WEIGHT, op, container); |
2002 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2003 | |
2243 | return 1; /* Nothing more to do below */ |
2004 | return 1; /* Nothing more to do below */ |
2244 | } |
2005 | } |
2245 | else if (door->type == LOCKED_DOOR) |
2006 | else if (door->type == LOCKED_DOOR) |
2246 | { |
2007 | { |
2247 | /* Might as well return now - no other way to open this */ |
2008 | /* Might as well return now - no other way to open this */ |
2248 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2009 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2249 | return 1; |
2010 | return 1; |
2250 | } |
2011 | } |
|
|
2012 | |
2251 | return 0; |
2013 | return 0; |
2252 | } |
2014 | } |
2253 | |
2015 | |
2254 | /* This function is just part of a breakup from move_player. |
2016 | /* This function is just part of a breakup from move_player. |
2255 | * It should keep the code cleaner. |
2017 | * It should keep the code cleaner. |
2256 | * When this is called, the players direction has been updated |
2018 | * When this is called, the players direction has been updated |
2257 | * (taking into account confusion.) The player is also actually |
2019 | * (taking into account confusion.) The player is also actually |
2258 | * going to try and move (not fire weapons). |
2020 | * going to try and move (not fire weapons). |
2259 | */ |
2021 | */ |
2260 | |
2022 | bool |
2261 | void |
|
|
2262 | move_player_attack (object *op, int dir) |
2023 | move_player_attack (object *op, int dir) |
2263 | { |
2024 | { |
2264 | object *tmp, *mon; |
|
|
2265 | sint16 nx, ny; |
|
|
2266 | int on_battleground; |
2025 | int on_battleground; |
2267 | maptile *m; |
|
|
2268 | |
2026 | |
2269 | nx = freearr_x[dir] + op->x; |
2027 | sint16 nx = freearr_x[dir] + op->x; |
2270 | ny = freearr_y[dir] + op->y; |
2028 | sint16 ny = freearr_y[dir] + op->y; |
2271 | |
2029 | |
2272 | 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 | } |
2273 | |
2040 | |
2274 | /* 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 |
2275 | * 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 |
2276 | * 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 |
2277 | * player. This is a pretty nasty hack, because if we could |
2044 | * player. This is a pretty nasty hack, because if we could |
2278 | * 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 |
2279 | * 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 |
2280 | * 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 |
2281 | * move_ob uses. |
2048 | * move_ob uses. |
2282 | */ |
2049 | */ |
2283 | 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); |
2284 | { |
|
|
2285 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2286 | { |
|
|
2287 | m = get_map_from_coord (op->map, &nx, &ny); |
|
|
2288 | if (!m) |
|
|
2289 | return; /* Don't think this should happen */ |
|
|
2290 | } |
|
|
2291 | else |
|
|
2292 | m = op->map; |
|
|
2293 | |
2051 | |
2294 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
|
|
2295 | { |
|
|
2296 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2297 | return; |
|
|
2298 | } |
|
|
2299 | |
|
|
2300 | mon = NULL; |
|
|
2301 | /* 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 |
2302 | * 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. |
2303 | * 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 |
2304 | * on the space |
2055 | * on the space |
2305 | */ |
2056 | */ |
2306 | while (tmp != NULL) |
2057 | object *mon; |
2307 | { |
2058 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2308 | if (tmp == op) |
2059 | { |
2309 | { |
2060 | if ((mon->flag [FLAG_ALIVE] |
2310 | tmp = tmp->above; |
2061 | || mon->type == LOCKED_DOOR |
2311 | continue; |
2062 | || mon->flag [FLAG_CAN_ROLL]) |
2312 | } |
|
|
2313 | |
|
|
2314 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2315 | { |
|
|
2316 | mon = tmp; |
2063 | && mon != op) |
2317 | break; |
2064 | break; |
2318 | } |
2065 | } |
2319 | |
2066 | |
2320 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2321 | mon = tmp; |
|
|
2322 | |
|
|
2323 | tmp = tmp->above; |
|
|
2324 | } |
|
|
2325 | |
|
|
2326 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2067 | if (!mon) /* This happens anytime the player tries to move */ |
2327 | return; /* into a wall */ |
2068 | return false; /* into a wall */ |
2328 | |
2069 | |
2329 | if (mon->head != NULL) |
|
|
2330 | mon = mon->head; |
2070 | mon = mon->head_ (); |
2331 | |
2071 | |
2332 | 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) |
2333 | if (player_attack_door (op, mon)) |
2074 | if (player_attack_door (op, mon)) |
|
|
2075 | { |
|
|
2076 | --op->contr->weapon_sp_left; |
2334 | return; |
2077 | return true; |
|
|
2078 | } |
2335 | |
2079 | |
2336 | /* The following deals with possibly attacking peaceful |
2080 | /* The following deals with possibly attacking peaceful |
2337 | * or frienddly creatures. Basically, all players are considered |
2081 | * or friendly creatures. Basically, all players are considered |
2338 | * unaggressive. If the moving player has peaceful set, then the |
2082 | * unaggressive. If the moving player has peaceful set, then the |
2339 | * object should be pushed instead of attacked. It is assumed that |
2083 | * object should be pushed instead of attacked. It is assumed that |
2340 | * if you are braced, you will not attack friends accidently, |
2084 | * if you are braced, you will not attack friends accidently, |
2341 | * and thus will not push them. |
2085 | * and thus will not push them. |
2342 | */ |
2086 | */ |
2343 | |
2087 | |
2344 | /* 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 |
2345 | * peaceful. Our assumption is the creature is a pet if the |
2089 | * peaceful. Our assumption is the creature is a pet if the |
2346 | * player owns it and it is either friendly or unagressive. |
2090 | * player owns it and it is either friendly or unagressive. |
2347 | */ |
2091 | */ |
2348 | if ((op->type == PLAYER) |
2092 | if (op->type == PLAYER |
2349 | #if COZY_SERVER |
|
|
2350 | && |
|
|
2351 | ((mon->owner && mon->owner->contr |
2093 | && ((mon->owner && mon->owner->contr |
2352 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2094 | && same_party (mon->owner->contr->party, op->contr->party)) |
2353 | #else |
|
|
2354 | && mon->owner == op |
2095 | || mon->owner == op) |
2355 | #endif |
|
|
2356 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2096 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2357 | { |
2097 | { |
2358 | /* 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 */ |
2359 | if (op->contr->braced) |
2099 | if (op->contr->braced) |
2360 | return; |
2100 | return false; |
|
|
2101 | |
|
|
2102 | if (op->speed_left > 0.f) |
|
|
2103 | { |
|
|
2104 | --op->speed_left; |
|
|
2105 | |
2361 | 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); |
2362 | (void) push_ob (mon, dir, op); |
2107 | push_ob (mon, dir, op); |
|
|
2108 | |
2363 | if (op->contr->tmp_invis || op->hide) |
2109 | if (op->contr->tmp_invis || op->hide) |
2364 | make_visible (op); |
2110 | make_visible (op); |
|
|
2111 | |
2365 | return; |
2112 | return true; |
2366 | } |
2113 | } |
|
|
2114 | else |
|
|
2115 | return false; |
|
|
2116 | } |
2367 | |
2117 | |
2368 | /* in certain circumstances, you shouldn't attack friendly |
2118 | /* in certain circumstances, you shouldn't attack friendly |
2369 | * creatures. Note that if you are braced, you can't push |
2119 | * creatures. Note that if you are braced, you can't push |
2370 | * 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 |
2371 | * attack them either. |
2121 | * attack them either. |
2372 | */ |
2122 | */ |
2373 | if ((mon->type == PLAYER || mon->enemy != op) && |
2123 | if ((mon->type == PLAYER || mon->enemy != op) |
2374 | (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)) |
2375 | #ifdef PROHIBIT_PLAYERKILL |
2125 | && ((op->contr->peaceful |
2376 | (op->contr->peaceful |
2126 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2377 | || (mon->type == PLAYER |
2127 | && !on_battleground)) |
2378 | && mon->contr-> |
2128 | { |
2379 | peaceful)) && |
2129 | if (op->speed_left > 0.f) |
2380 | #else |
|
|
2381 | op->contr->peaceful && |
|
|
2382 | #endif |
|
|
2383 | !on_battleground)) |
|
|
2384 | { |
2130 | { |
|
|
2131 | --op->speed_left; |
|
|
2132 | |
2385 | if (!op->contr->braced) |
2133 | if (!op->contr->braced) |
2386 | { |
2134 | { |
2387 | 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); |
2388 | (void) push_ob (mon, dir, op); |
2136 | push_ob (mon, dir, op); |
2389 | } |
2137 | } |
2390 | else |
2138 | else |
2391 | { |
|
|
2392 | new_draw_info (0, 0, op, "You withhold your attack"); |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2393 | } |
2140 | |
2394 | if (op->contr->tmp_invis || op->hide) |
2141 | if (op->contr->tmp_invis || op->hide) |
2395 | make_visible (op); |
2142 | make_visible (op); |
2396 | } |
|
|
2397 | |
2143 | |
|
|
2144 | return true; |
|
|
2145 | } |
|
|
2146 | } |
2398 | /* If the object is a boulder or other rollable object, then |
2147 | /* If the object is a boulder or other rollable object, then |
2399 | * 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. |
2400 | */ |
2149 | */ |
2401 | 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) |
2402 | { |
2153 | { |
|
|
2154 | --op->speed_left; |
|
|
2155 | |
2403 | recursive_roll (mon, dir, op); |
2156 | recursive_roll (mon, dir, op); |
2404 | if (action_makes_visible (op)) |
2157 | if (action_makes_visible (op)) |
2405 | make_visible (op); |
2158 | make_visible (op); |
2406 | } |
|
|
2407 | |
2159 | |
|
|
2160 | return true; |
|
|
2161 | } |
|
|
2162 | } |
2408 | /* Any generic living creature. Including things like doors. |
2163 | /* Any generic living creature. Including things like doors. |
2409 | * 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 |
2410 | * and be living. Then, it must be one of the following: |
2165 | * and be living. Then, it must be one of the following: |
2411 | * 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 |
2412 | * 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. |
2413 | */ |
2168 | */ |
2414 | |
|
|
2415 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2416 | ((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))) |
2417 | { |
2171 | { |
2418 | |
2172 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2419 | /* If the player hasn't hit something this tick, and does |
|
|
2420 | * so, give them speed boost based on weapon speed. Doing |
|
|
2421 | * it here is better than process_players2, which basically |
|
|
2422 | * incurred a 1 tick offset. |
|
|
2423 | */ |
|
|
2424 | if (!op->contr->has_hit) |
|
|
2425 | { |
2173 | { |
2426 | op->speed_left += op->speed / op->contr->weapon_sp; |
2174 | --op->contr->weapon_sp_left; |
2427 | |
2175 | |
2428 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2429 | } |
|
|
2430 | |
|
|
2431 | skill_attack (mon, op, 0, NULL, NULL); |
2176 | skill_attack (mon, op, 0, 0, 0); |
2432 | |
2177 | |
2433 | /* If attacking another player, that player gets automatic |
|
|
2434 | * hitback, and doesn't loose luck either. |
|
|
2435 | * Disable hitback on the battleground or if the target is |
|
|
2436 | * the wiz. |
|
|
2437 | */ |
|
|
2438 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2439 | { |
|
|
2440 | short luck = mon->stats.luck; |
|
|
2441 | |
|
|
2442 | mon->contr->has_hit = 1; |
|
|
2443 | skill_attack (op, mon, 0, NULL, NULL); |
|
|
2444 | mon->stats.luck = luck; |
|
|
2445 | } |
|
|
2446 | if (action_makes_visible (op)) |
2178 | if (action_makes_visible (op)) |
2447 | make_visible (op); |
2179 | make_visible (op); |
2448 | } |
|
|
2449 | } /* if player should attack something */ |
|
|
2450 | } |
|
|
2451 | |
2180 | |
2452 | int |
2181 | return true; |
|
|
2182 | } |
|
|
2183 | } |
|
|
2184 | |
|
|
2185 | return false; |
|
|
2186 | } |
|
|
2187 | |
|
|
2188 | bool |
2453 | move_player (object *op, int dir) |
2189 | move_player (object *op, int dir) |
2454 | { |
2190 | { |
2455 | int pick; |
2191 | int pick; |
2456 | |
2192 | |
2457 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2193 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2458 | return 0; |
2194 | return 0; |
2459 | |
2195 | |
2460 | /* Sanity check: make sure dir is valid */ |
2196 | /* Sanity check: make sure dir is valid */ |
2461 | if ((dir < 0) || (dir >= 9)) |
2197 | if ((dir < 0) || (dir >= 9)) |
2462 | { |
2198 | { |
2463 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2199 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2464 | return 0; |
2200 | return 0; |
2465 | } |
2201 | } |
2466 | |
2202 | |
2467 | /* peterm: added following line */ |
2203 | /* peterm: added following line */ |
2468 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2204 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2469 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2205 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2470 | |
2206 | |
2471 | op->facing = dir; |
2207 | op->facing = dir; |
2472 | |
2208 | |
2473 | if (op->hide) |
2209 | if (op->hide) |
2474 | do_hidden_move (op); |
2210 | do_hidden_move (op); |
2475 | |
2211 | |
|
|
2212 | bool retval; |
|
|
2213 | |
2476 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2477 | /*nop */ ; |
2215 | retval = RESULT_INT (0); |
2478 | else if (op->contr->fire_on) |
2216 | else if (op->contr->fire_on) |
2479 | fire (op, dir); |
2217 | retval = fire (op, dir); |
2480 | else |
2218 | else |
2481 | { |
2219 | { |
2482 | move_player_attack (op, dir); |
2220 | retval = move_player_attack (op, dir); |
2483 | pick = check_pick (op); |
2221 | pick = check_pick (op); |
2484 | } |
2222 | } |
2485 | |
2223 | |
2486 | /* 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 |
2487 | * server can handle repeat firing. |
2225 | * server can handle repeat firing. |
2488 | */ |
2226 | */ |
2489 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2227 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2490 | { |
|
|
2491 | op->direction = dir; |
2228 | op->direction = dir; |
2492 | } |
|
|
2493 | else |
2229 | else |
2494 | { |
|
|
2495 | op->direction = 0; |
2230 | op->direction = 0; |
2496 | } |
2231 | |
2497 | /* Update how the player looks. Use the facing, so direction may |
2232 | /* Update how the player looks. Use the facing, so direction may |
2498 | * get reset to zero. This allows for full animation capabilities |
2233 | * get reset to zero. This allows for full animation capabilities |
2499 | * for players. |
2234 | * for players. |
2500 | */ |
2235 | */ |
2501 | animate_object (op, op->facing); |
2236 | animate_object (op, op->facing); |
2502 | return 0; |
2237 | |
|
|
2238 | return retval; |
2503 | } |
2239 | } |
2504 | |
2240 | |
2505 | /* 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 |
2506 | * new client/server stuff. |
2242 | * new client/server stuff. |
2507 | * 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 |
2508 | * the new speed values for commands. |
2244 | * the new speed values for commands. |
2509 | * |
2245 | * |
2510 | * 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. |
2511 | */ |
2249 | */ |
2512 | int |
2250 | bool |
2513 | handle_newcs_player (object *op) |
2251 | handle_newcs_player (object *op) |
2514 | { |
2252 | { |
2515 | if (op->contr->hidden) |
|
|
2516 | { |
|
|
2517 | op->invisible = 1000; |
|
|
2518 | /* the socket code flashes the player visible/invisible |
|
|
2519 | * depending on the value of invisible, so we need to |
|
|
2520 | * alternate it here for it to work correctly. |
|
|
2521 | */ |
|
|
2522 | if (pticks & 2) |
|
|
2523 | op->invisible--; |
|
|
2524 | } |
|
|
2525 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2526 | { |
|
|
2527 | op->invisible--; |
|
|
2528 | if (!op->invisible) |
|
|
2529 | { |
|
|
2530 | make_visible (op); |
|
|
2531 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2532 | } |
|
|
2533 | } |
|
|
2534 | |
|
|
2535 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2253 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2536 | { |
2254 | { |
2537 | flee_player (op); |
2255 | if (op->speed_left > 0.f) |
2538 | /* If player is still scared, that is his action for this tick */ |
|
|
2539 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2540 | { |
2256 | { |
2541 | op->speed_left--; |
2257 | --op->speed_left; |
|
|
2258 | flee_player (op); |
|
|
2259 | |
2542 | return 0; |
2260 | return true; |
2543 | } |
2261 | } |
|
|
2262 | else |
|
|
2263 | return false; |
2544 | } |
2264 | } |
2545 | |
|
|
2546 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2547 | * the player object still points to the defunct golem. The code that |
|
|
2548 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2549 | * put this in a a workaround to clean up the golem pointer. |
|
|
2550 | */ |
|
|
2551 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2552 | op->contr->ranges[range_golem] = 0; |
|
|
2553 | |
2265 | |
2554 | /* 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 |
2555 | * the players time has been increased when doericserver has been |
2267 | * the players time has been increased when doericserver has been |
2556 | * called, so we recheck it here. |
2268 | * called, so we recheck it here. |
2557 | */ |
2269 | */ |
2558 | op->contr->socket->handle_command (); |
2270 | if (op->contr->ns->handle_command ()) |
2559 | if (op->speed_left < 0) |
|
|
2560 | return 0; |
2271 | return true; |
2561 | |
2272 | |
2562 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2273 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2563 | { |
|
|
2564 | /* All move commands take 1 tick, at least for now */ |
|
|
2565 | op->speed_left--; |
|
|
2566 | |
|
|
2567 | /* Instead of all the stuff below, let move_player take care |
|
|
2568 | * of it. Also, some of the skill stuff is only put in |
|
|
2569 | * there, as well as the confusion stuff. |
|
|
2570 | */ |
|
|
2571 | move_player (op, op->direction); |
2274 | return move_player (op, op->direction); |
2572 | if (op->speed_left > 0) |
|
|
2573 | return 1; |
|
|
2574 | else |
|
|
2575 | return 0; |
|
|
2576 | } |
|
|
2577 | |
2275 | |
2578 | return 0; |
2276 | return false; |
2579 | } |
2277 | } |
2580 | |
2278 | |
2581 | int |
2279 | int |
2582 | save_life (object *op) |
2280 | save_life (object *op) |
2583 | { |
2281 | { |
… | |
… | |
2600 | op->stats.hp = op->stats.maxhp; |
2298 | op->stats.hp = op->stats.maxhp; |
2601 | |
2299 | |
2602 | if (op->stats.food < 0) |
2300 | if (op->stats.food < 0) |
2603 | op->stats.food = 999; |
2301 | op->stats.food = 999; |
2604 | |
2302 | |
2605 | fix_player (op); |
2303 | op->update_stats (); |
2606 | return 1; |
2304 | return 1; |
2607 | } |
2305 | } |
2608 | |
2306 | |
2609 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2307 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2610 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2308 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2618 | * from. |
2316 | * from. |
2619 | */ |
2317 | */ |
2620 | void |
2318 | void |
2621 | remove_unpaid_objects (object *op, object *env) |
2319 | remove_unpaid_objects (object *op, object *env) |
2622 | { |
2320 | { |
2623 | object *next; |
|
|
2624 | |
|
|
2625 | while (op) |
2321 | while (op) |
2626 | { |
2322 | { |
2627 | 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' */ |
2628 | * we remove object 'op' |
2324 | |
2629 | */ |
|
|
2630 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2325 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2631 | { |
2326 | { |
2632 | op->remove (); |
|
|
2633 | op->x = env->x; |
|
|
2634 | op->y = env->y; |
|
|
2635 | if (env->type == PLAYER) |
2327 | if (env->type == PLAYER) |
2636 | esrv_del_item (env->contr, op->count); |
2328 | esrv_del_item (env->contr, op->count); |
2637 | insert_ob_in_map (op, env->map, NULL, 0); |
2329 | |
|
|
2330 | op->insert_at (env); |
2638 | } |
2331 | } |
2639 | else if (op->inv) |
2332 | else if (op->inv) |
2640 | remove_unpaid_objects (op->inv, env); |
2333 | remove_unpaid_objects (op->inv, env); |
2641 | |
2334 | |
2642 | op = next; |
2335 | op = next; |
2643 | } |
2336 | } |
2644 | } |
2337 | } |
2645 | |
|
|
2646 | |
2338 | |
2647 | /* |
2339 | /* |
2648 | * Returns pointer a static string containing gravestone text |
2340 | * Returns pointer a static string containing gravestone text |
2649 | * Moved from apply.c to player.c - player.c is what |
2341 | * Moved from apply.c to player.c - player.c is what |
2650 | * actually uses this function. player.c may not be quite the |
2342 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2684 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2376 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2685 | strcat (buf2, buf); |
2377 | strcat (buf2, buf); |
2686 | |
2378 | |
2687 | return buf2; |
2379 | return buf2; |
2688 | } |
2380 | } |
2689 | |
|
|
2690 | |
|
|
2691 | |
2381 | |
2692 | void |
2382 | void |
2693 | do_some_living (object *op) |
2383 | do_some_living (object *op) |
2694 | { |
2384 | { |
2695 | int last_food = op->stats.food; |
2385 | int last_food = op->stats.food; |
… | |
… | |
2701 | int rate_grace = 2000; |
2391 | int rate_grace = 2000; |
2702 | const int max_hp = 1; |
2392 | const int max_hp = 1; |
2703 | const int max_sp = 1; |
2393 | const int max_sp = 1; |
2704 | const int max_grace = 1; |
2394 | const int max_grace = 1; |
2705 | |
2395 | |
2706 | if (op->contr->outputs_sync) |
2396 | if (op->contr->hidden) |
2707 | { |
|
|
2708 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2709 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2710 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2711 | } |
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 | } |
2712 | |
2414 | |
2713 | if (op->contr->state == ST_PLAYING) |
2415 | if (op->contr->ns->state == ST_PLAYING) |
2714 | { |
2416 | { |
2715 | |
|
|
2716 | /* these next three if clauses make it possible to SLOW DOWN |
2417 | /* these next three if clauses make it possible to SLOW DOWN |
2717 | hp/grace/spellpoint regeneration. */ |
2418 | hp/grace/spellpoint regeneration. */ |
2718 | if (op->contr->gen_hp >= 0) |
2419 | if (op->contr->gen_hp >= 0) |
2719 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2420 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2720 | else |
2421 | else |
2721 | { |
2422 | { |
2722 | gen_hp = op->stats.maxhp; |
2423 | gen_hp = op->stats.maxhp; |
2723 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2424 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2724 | } |
2425 | } |
|
|
2426 | |
2725 | if (op->contr->gen_sp >= 0) |
2427 | if (op->contr->gen_sp >= 0) |
2726 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2428 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2727 | else |
2429 | else |
2728 | { |
2430 | { |
2729 | gen_sp = op->stats.maxsp; |
2431 | gen_sp = op->stats.maxsp; |
2730 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2432 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2731 | } |
2433 | } |
|
|
2434 | |
2732 | if (op->contr->gen_grace >= 0) |
2435 | if (op->contr->gen_grace >= 0) |
2733 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2436 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2734 | else |
2437 | else |
2735 | { |
2438 | { |
2736 | gen_grace = op->stats.maxgrace; |
2439 | gen_grace = op->stats.maxgrace; |
2737 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2440 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2738 | } |
2441 | } |
2739 | |
2442 | |
2740 | /* Regenerate Spell Points */ |
2443 | /* Regenerate Spell Points */ |
2741 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2444 | if (!op->contr->golem && --op->last_sp < 0) |
2742 | { |
2445 | { |
2743 | 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); |
2744 | if (op->stats.sp < op->stats.maxsp) |
2447 | if (op->stats.sp < op->stats.maxsp) |
2745 | { |
2448 | { |
2746 | op->stats.sp++; |
2449 | op->stats.sp++; |
… | |
… | |
2752 | op->stats.food += op->contr->digestion; |
2455 | op->stats.food += op->contr->digestion; |
2753 | 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)) |
2754 | op->stats.food = last_food; |
2457 | op->stats.food = last_food; |
2755 | } |
2458 | } |
2756 | } |
2459 | } |
|
|
2460 | |
2757 | if (max_sp > 1) |
2461 | if (max_sp > 1) |
2758 | { |
2462 | { |
2759 | over_sp = (gen_sp + 10) / rate_sp; |
2463 | over_sp = (gen_sp + 10) / rate_sp; |
2760 | if (over_sp > 0) |
2464 | if (over_sp > 0) |
2761 | { |
2465 | { |
2762 | if (op->stats.sp < op->stats.maxsp) |
2466 | if (op->stats.sp < op->stats.maxsp) |
2763 | { |
2467 | { |
2764 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2468 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2469 | |
2765 | 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)) |
2766 | op->stats.sp--; |
2471 | op->stats.sp--; |
|
|
2472 | |
2767 | if (op->stats.sp > op->stats.maxsp) |
2473 | if (op->stats.sp > op->stats.maxsp) |
2768 | op->stats.sp = op->stats.maxsp; |
2474 | op->stats.sp = op->stats.maxsp; |
2769 | } |
2475 | } |
2770 | op->last_sp = 0; |
2476 | op->last_sp = 0; |
2771 | } |
2477 | } |
2772 | else |
2478 | else |
2773 | { |
|
|
2774 | 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); |
2775 | } |
|
|
2776 | } |
2480 | } |
2777 | else |
2481 | else |
2778 | { |
|
|
2779 | 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); |
2780 | } |
|
|
2781 | } |
2483 | } |
2782 | |
2484 | |
2783 | /* Regenerate Grace */ |
2485 | /* Regenerate Grace */ |
2784 | /* 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. */ |
2785 | if (--op->last_grace < 0) |
2487 | if (--op->last_grace < 0) |
2786 | { |
2488 | { |
2787 | if (op->stats.grace < op->stats.maxgrace / 2) |
2489 | if (op->stats.grace < op->stats.maxgrace / 2) |
2788 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2490 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2491 | |
2789 | if (max_grace > 1) |
2492 | if (max_grace > 1) |
2790 | { |
2493 | { |
2791 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2494 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2792 | if (over_grace > 0) |
2495 | if (over_grace > 0) |
2793 | { |
2496 | { |
… | |
… | |
2821 | op->stats.food += op->contr->digestion; |
2524 | op->stats.food += op->contr->digestion; |
2822 | 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)) |
2823 | op->stats.food = last_food; |
2526 | op->stats.food = last_food; |
2824 | } |
2527 | } |
2825 | } |
2528 | } |
|
|
2529 | |
2826 | if (max_hp > 1) |
2530 | if (max_hp > 1) |
2827 | { |
2531 | { |
2828 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2532 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2829 | if (over_hp > 0) |
2533 | if (over_hp > 0) |
2830 | { |
2534 | { |
… | |
… | |
2843 | } |
2547 | } |
2844 | |
2548 | |
2845 | /* Digestion */ |
2549 | /* Digestion */ |
2846 | if (--op->last_eat < 0) |
2550 | if (--op->last_eat < 0) |
2847 | { |
2551 | { |
2848 | #ifdef COZY_SERVER |
|
|
2849 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2850 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2851 | #else |
|
|
2852 | 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; |
2853 | #endif |
|
|
2854 | |
2553 | |
2855 | if (op->contr->gen_hp > 0) |
2554 | if (op->contr->gen_hp > 0) |
2856 | 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); |
2857 | else |
2556 | else |
2858 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2557 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2558 | |
2859 | /* dms do not consume food */ |
2559 | /* dms do not consume food */ |
2860 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2560 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2861 | op->stats.food--; |
2561 | op->stats.food--; |
2862 | } |
2562 | } |
2863 | } |
|
|
2864 | |
2563 | |
2865 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2564 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2866 | { |
2565 | { |
2867 | object *tmp, *flesh = NULL; |
2566 | object *tmp, *flesh = 0; |
2868 | |
2567 | |
2869 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2568 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2870 | { |
|
|
2871 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2872 | { |
2569 | { |
2873 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2570 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2874 | { |
2571 | { |
|
|
2572 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2573 | { |
2875 | 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."); |
2876 | manual_apply (op, tmp, 0); |
2575 | manual_apply (op, tmp, 0); |
2877 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2576 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2878 | break; |
2577 | break; |
2879 | } |
2578 | } |
2880 | else if (tmp->type == FLESH) |
2579 | else if (tmp->type == FLESH) |
2881 | flesh = tmp; |
2580 | flesh = tmp; |
2882 | } /* End if paid for object */ |
2581 | } /* End if paid for object */ |
2883 | } /* end of for loop */ |
2582 | } /* end of for loop */ |
|
|
2583 | |
2884 | /* 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 |
2885 | * eat flesh instead. |
2585 | * eat flesh instead. |
2886 | */ |
2586 | */ |
2887 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2587 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2888 | { |
2588 | { |
2889 | 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."); |
2890 | manual_apply (op, flesh, 0); |
2590 | manual_apply (op, flesh, 0); |
2891 | } |
2591 | } |
2892 | } /* end if player is starving */ |
2592 | } |
2893 | |
2593 | |
2894 | while (op->stats.food < 0 && op->stats.hp > 0) |
2594 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2895 | op->stats.food++, op->stats.hp--; |
2595 | op->stats.food++, op->stats.hp--; |
2896 | |
2596 | |
2897 | 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)) |
2898 | kill_player (op); |
2598 | kill_player (op); |
|
|
2599 | } |
2899 | } |
2600 | } |
2900 | |
|
|
2901 | |
|
|
2902 | |
2601 | |
2903 | /* 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. |
2904 | * 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 |
2905 | * permadeath, no lifesave), this will take care of removing the player |
2604 | * permadeath, no lifesave), this will take care of removing the player |
2906 | * file. |
2605 | * file. |
… | |
… | |
2936 | 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!"); |
2937 | 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..."); |
2938 | |
2637 | |
2939 | /* restore player */ |
2638 | /* restore player */ |
2940 | at = archetype::find ("poisoning"); |
2639 | at = archetype::find ("poisoning"); |
2941 | tmp = present_arch_in_ob (at, op); |
2640 | if (object *tmp = present_arch_in_ob (at, op)) |
2942 | if (tmp) |
|
|
2943 | { |
2641 | { |
2944 | tmp->destroy (); |
2642 | tmp->destroy (); |
2945 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2643 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2946 | } |
2644 | } |
2947 | |
2645 | |
2948 | at = archetype::find ("confusion"); |
2646 | at = archetype::find ("confusion"); |
2949 | tmp = present_arch_in_ob (at, op); |
2647 | if (object *tmp = present_arch_in_ob (at, op)) |
2950 | if (tmp) |
|
|
2951 | { |
2648 | { |
2952 | tmp->destroy (); |
2649 | tmp->destroy (); |
2953 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2650 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2954 | } |
2651 | } |
2955 | |
2652 | |
… | |
… | |
2957 | op->stats.hp = op->stats.maxhp; |
2654 | op->stats.hp = op->stats.maxhp; |
2958 | if (op->stats.food <= 0) |
2655 | if (op->stats.food <= 0) |
2959 | op->stats.food = 999; |
2656 | op->stats.food = 999; |
2960 | |
2657 | |
2961 | /* create a bodypart-trophy to make the winner happy */ |
2658 | /* create a bodypart-trophy to make the winner happy */ |
2962 | tmp = arch_to_object (archetype::find ("finger")); |
2659 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2963 | if (tmp != NULL) |
|
|
2964 | { |
2660 | { |
2965 | sprintf (buf, "%s's finger", &op->name); |
2661 | sprintf (buf, "%s's finger", &op->name); |
2966 | tmp->name = buf; |
2662 | tmp->name = buf; |
2967 | sprintf (buf, " This finger has been cut off %s\n" |
2663 | sprintf (buf, " This finger has been cut off %s\n" |
2968 | " 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", |
2969 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2665 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2970 | tmp->msg = buf; |
2666 | tmp->msg = buf; |
2971 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2667 | tmp->value = 0, tmp->type = 0; |
2972 | tmp->materialname = NULL; |
2668 | tmp->materialname = "organics"; |
2973 | tmp->x = op->x, tmp->y = op->y; |
2669 | tmp->insert_at (op, tmp); |
2974 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2975 | } |
2670 | } |
2976 | |
2671 | |
2977 | /* teleport defeated player to new destination */ |
2672 | /* teleport defeated player to new destination */ |
2978 | transfer_ob (op, x, y, 0, NULL); |
2673 | transfer_ob (op, x, y, 0, NULL); |
2979 | op->contr->braced = 0; |
2674 | op->contr->braced = 0; |
… | |
… | |
2984 | |
2679 | |
2985 | command_kill_pets (op, 0); |
2680 | command_kill_pets (op, 0); |
2986 | |
2681 | |
2987 | if (op->stats.food < 0) |
2682 | if (op->stats.food < 0) |
2988 | { |
2683 | { |
2989 | if (op->contr->explore) |
|
|
2990 | { |
|
|
2991 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2992 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2993 | op->stats.food = 999; |
|
|
2994 | return; |
|
|
2995 | } |
|
|
2996 | sprintf (buf, "%s starved to death.", &op->name); |
2684 | sprintf (buf, "%s starved to death.", &op->name); |
2997 | strcpy (op->contr->killer, "starvation"); |
2685 | strcpy (op->contr->killer, "starvation"); |
2998 | } |
2686 | } |
2999 | else |
2687 | else |
3000 | { |
|
|
3001 | if (op->contr->explore) |
|
|
3002 | { |
|
|
3003 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3004 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3005 | op->stats.hp = op->stats.maxhp; |
|
|
3006 | return; |
|
|
3007 | } |
|
|
3008 | sprintf (buf, "%s died.", &op->name); |
2688 | sprintf (buf, "%s died.", &op->name); |
3009 | } |
2689 | |
3010 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2690 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3011 | |
2691 | |
3012 | /* save the map location for corpse, gravestone */ |
2692 | /* save the map location for corpse, gravestone */ |
3013 | x = op->x; |
2693 | x = op->x; |
3014 | y = op->y; |
2694 | y = op->y; |
3015 | map = op->map; |
2695 | map = op->map; |
3016 | |
2696 | |
3017 | |
|
|
3018 | if (settings.not_permadeth == TRUE) |
|
|
3019 | { |
|
|
3020 | /* NOT_PERMADEATH code. This basically brings the character back to |
2697 | /* NOT_PERMADEATH code. This basically brings the character back to |
3021 | * 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. |
3022 | * 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. |
3023 | */ |
2700 | */ |
3024 | |
2701 | |
3025 | /* Basically two ways to go - remove a stat permanently, or just |
2702 | /* Basically two ways to go - remove a stat permanently, or just |
3026 | * make it depletion. This bunch of code deals with that aspect |
2703 | * make it depletion. This bunch of code deals with that aspect |
3027 | * of death. |
2704 | * of death. |
3028 | */ |
2705 | */ |
3029 | #ifndef COZY_SERVER |
2706 | #ifndef COZY_SERVER |
3030 | if (settings.balanced_stat_loss) |
2707 | if (settings.balanced_stat_loss) |
3031 | { |
2708 | { |
3032 | /* If stat loss is permanent, lose one stat only. */ |
2709 | /* If stat loss is permanent, lose one stat only. */ |
3033 | /* 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 |
3034 | more if they do. */ |
2711 | more if they do. */ |
3035 | /* Higher level characters can afford things such as potions of |
2712 | /* Higher level characters can afford things such as potions of |
3036 | restoration, or better, stat potions. So we slug them that |
2713 | restoration, or better, stat potions. So we slug them that |
3037 | little bit harder. */ |
2714 | little bit harder. */ |
3038 | /* GD */ |
2715 | /* GD */ |
3039 | if (settings.stat_loss_on_death) |
2716 | if (settings.stat_loss_on_death) |
3040 | num_stats_lose = 1; |
2717 | num_stats_lose = 1; |
3041 | else |
|
|
3042 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3043 | } |
|
|
3044 | else |
2718 | else |
3045 | { |
2719 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2720 | } |
|
|
2721 | else |
3046 | num_stats_lose = 1; |
2722 | num_stats_lose = 1; |
3047 | } |
2723 | |
3048 | lost_a_stat = 0; |
2724 | lost_a_stat = 0; |
3049 | |
2725 | |
3050 | for (z = 0; z < num_stats_lose; z++) |
2726 | for (z = 0; z < num_stats_lose; z++) |
3051 | { |
2727 | { |
3052 | i = RANDOM () % NUM_STATS; |
2728 | i = RANDOM () % NUM_STATS; |
3053 | |
2729 | |
3054 | 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) |
3055 | { |
2750 | { |
3056 | /* Pick a random stat and take a point off it. Tell the player |
2751 | dep = arch_to_object (deparch); |
3057 | * what he lost. |
2752 | insert_ob_in_ob (dep, op); |
3058 | */ |
|
|
3059 | change_attr_value (&(op->stats), i, -1); |
|
|
3060 | check_stat_bounds (&(op->stats)); |
|
|
3061 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3062 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3063 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3064 | lost_a_stat = 1; |
|
|
3065 | } |
2753 | } |
3066 | else |
2754 | lose_this_stat = 1; |
|
|
2755 | if (settings.balanced_stat_loss) |
3067 | { |
2756 | { |
3068 | /* deplete a stat */ |
2757 | /* GD */ |
3069 | archetype *deparch = archetype::find ("depletion"); |
2758 | /* Get the stat that we're about to deplete. */ |
3070 | object *dep; |
2759 | this_stat = get_attr_value (&(dep->stats), i); |
3071 | |
2760 | if (this_stat < 0) |
3072 | dep = present_arch_in_ob (deparch, op); |
|
|
3073 | if (!dep) |
|
|
3074 | { |
2761 | { |
3075 | dep = arch_to_object (deparch); |
2762 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3076 | insert_ob_in_ob (dep, op); |
2763 | int keep_chance = this_stat * this_stat; |
3077 | } |
2764 | |
3078 | lose_this_stat = 1; |
2765 | /* Yes, I am paranoid. Sue me. */ |
3079 | if (settings.balanced_stat_loss) |
|
|
3080 | { |
|
|
3081 | /* GD */ |
|
|
3082 | /* Get the stat that we're about to deplete. */ |
|
|
3083 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3084 | 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) |
3085 | { |
2771 | { |
3086 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3087 | int keep_chance = this_stat * this_stat; |
|
|
3088 | |
|
|
3089 | /* Yes, I am paranoid. Sue me. */ |
|
|
3090 | if (keep_chance < 1) |
|
|
3091 | keep_chance = 1; |
|
|
3092 | |
|
|
3093 | /* There is a maximum depletion total per level. */ |
|
|
3094 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3095 | { |
|
|
3096 | lose_this_stat = 0; |
2772 | lose_this_stat = 0; |
3097 | /* Take loss chance vs keep chance to see if we |
2773 | /* Take loss chance vs keep chance to see if we |
3098 | retain the stat. */ |
2774 | retain the stat. */ |
3099 | } |
|
|
3100 | else |
|
|
3101 | { |
|
|
3102 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3103 | lose_this_stat = 0; |
|
|
3104 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3105 | this_stat, keep_chance, loss_chance, |
|
|
3106 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3107 | } |
|
|
3108 | } |
2775 | } |
3109 | } |
|
|
3110 | |
|
|
3111 | if (lose_this_stat) |
|
|
3112 | { |
|
|
3113 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3114 | /* We could try to do something clever like find another |
|
|
3115 | * stat to reduce if this fails. But chances are, if |
|
|
3116 | * stats have been depleted to -50, all are pretty low |
|
|
3117 | * and should be roughly the same, so it shouldn't make a |
|
|
3118 | * difference. |
|
|
3119 | */ |
2776 | else |
3120 | if (this_stat >= -50) |
|
|
3121 | { |
2777 | { |
3122 | change_attr_value (&(dep->stats), i, -1); |
2778 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3123 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3124 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3125 | fix_player (op); |
|
|
3126 | 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"); */ |
3127 | } |
2783 | } |
3128 | } |
2784 | } |
3129 | } |
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 | } |
3130 | } |
2804 | } |
|
|
2805 | } |
|
|
2806 | } |
3131 | /* If no stat lost, tell the player. */ |
2807 | /* If no stat lost, tell the player. */ |
3132 | if (!lost_a_stat) |
2808 | if (!lost_a_stat) |
3133 | { |
2809 | { |
3134 | /* determine_god() seems to not work sometimes... why is this? |
2810 | /* determine_god() seems to not work sometimes... why is this? |
3135 | Should I be using something else? GD */ |
2811 | Should I be using something else? GD */ |
3136 | const char *god = determine_god (op); |
2812 | const char *god = determine_god (op); |
3137 | |
2813 | |
3138 | if (god && (strcmp (god, "none"))) |
2814 | if (god && (strcmp (god, "none"))) |
3139 | 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); |
3140 | else |
2816 | else |
3141 | 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."); |
3142 | } |
2818 | } |
3143 | #else |
2819 | #else |
3144 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2820 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3145 | #endif |
2821 | #endif |
3146 | |
2822 | |
3147 | /* Put a gravestone up where the character 'almost' died. List the |
2823 | /* Put a gravestone up where the character 'almost' died. List the |
3148 | * exp loss on the stone. |
2824 | * exp loss on the stone. |
3149 | */ |
2825 | */ |
3150 | tmp = arch_to_object (archetype::find ("gravestone")); |
2826 | tmp = arch_to_object (archetype::find ("gravestone")); |
3151 | sprintf (buf, "%s's gravestone", &op->name); |
2827 | sprintf (buf, "%s's gravestone", &op->name); |
3152 | tmp->name = buf; |
2828 | tmp->name = buf; |
3153 | sprintf (buf, "%s's gravestones", &op->name); |
2829 | sprintf (buf, "%s's gravestones", &op->name); |
3154 | tmp->name_pl = buf; |
2830 | tmp->name_pl = buf; |
3155 | 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); |
3156 | tmp->msg = buf; |
2832 | tmp->msg = buf; |
3157 | tmp->x = op->x, tmp->y = op->y; |
2833 | tmp->x = op->x, tmp->y = op->y; |
3158 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2834 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3159 | |
2835 | |
3160 | /**************************************/ |
2836 | /**************************************/ |
3161 | /* */ |
2837 | /* */ |
3162 | /* Subtract the experience points, */ |
2838 | /* Subtract the experience points, */ |
3163 | /* if we died cause of food, give us */ |
2839 | /* if we died cause of food, give us */ |
3164 | /* food, and reset HP's... */ |
2840 | /* food, and reset HP's... */ |
3165 | /* */ |
2841 | /* */ |
3166 | /**************************************/ |
2842 | /**************************************/ |
3167 | |
2843 | |
3168 | /* remove any poisoning and confusion the character may be suffering. */ |
2844 | /* remove any poisoning and confusion the character may be suffering. */ |
3169 | /* restore player */ |
2845 | /* restore player */ |
3170 | at = archetype::find ("poisoning"); |
2846 | at = archetype::find ("poisoning"); |
3171 | tmp = present_arch_in_ob (at, op); |
2847 | tmp = present_arch_in_ob (at, op); |
3172 | |
2848 | |
3173 | if (tmp) |
2849 | if (tmp) |
3174 | { |
2850 | { |
3175 | tmp->destroy (); |
2851 | tmp->destroy (); |
3176 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2852 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3177 | } |
2853 | } |
3178 | |
2854 | |
3179 | at = archetype::find ("confusion"); |
2855 | at = archetype::find ("confusion"); |
3180 | tmp = present_arch_in_ob (at, op); |
2856 | tmp = present_arch_in_ob (at, op); |
3181 | if (tmp) |
2857 | if (tmp) |
3182 | { |
2858 | { |
3183 | tmp->destroy (); |
2859 | tmp->destroy (); |
3184 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2860 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3185 | } |
2861 | } |
3186 | |
2862 | |
3187 | cure_disease (op, 0); /* remove any disease */ |
2863 | cure_disease (op, 0); /* remove any disease */ |
3188 | |
2864 | |
3189 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2865 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3190 | apply_death_exp_penalty (op); |
2866 | apply_death_exp_penalty (op); |
3191 | if (op->stats.food < 100) |
2867 | if (op->stats.food < 100) |
3192 | op->stats.food = 900; |
2868 | op->stats.food = 900; |
3193 | op->stats.hp = op->stats.maxhp; |
2869 | op->stats.hp = op->stats.maxhp; |
3194 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2870 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3195 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2871 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3196 | |
2872 | |
3197 | /* |
2873 | /* |
3198 | * 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 |
3199 | * the player has any unpaid items. If so, remove them and put them back |
2875 | * and put them back in the map. |
3200 | * in the map. |
2876 | */ |
3201 | */ |
|
|
3202 | |
|
|
3203 | if (is_in_shop (op)) |
|
|
3204 | remove_unpaid_objects (op->inv, op); |
2877 | remove_unpaid_objects (op->inv, op); |
3205 | |
2878 | |
3206 | /****************************************/ |
2879 | /****************************************/ |
3207 | /* */ |
2880 | /* */ |
3208 | /* Move player to his current respawn- */ |
2881 | /* Move player to his current respawn- */ |
3209 | /* position (usually last savebed) */ |
2882 | /* position (usually last savebed) */ |
3210 | /* */ |
2883 | /* */ |
3211 | /****************************************/ |
2884 | /****************************************/ |
3212 | |
2885 | |
3213 | enter_player_savebed (op); |
2886 | enter_player_savebed (op); |
3214 | |
2887 | |
3215 | /* Save the player before inserting the force to reduce |
|
|
3216 | * chance of abuse. |
|
|
3217 | */ |
|
|
3218 | op->contr->braced = 0; |
2888 | op->contr->braced = 0; |
3219 | save_player (op, 1); |
|
|
3220 | |
2889 | |
3221 | /* it is possible that the player has blown something up |
2890 | /* it is possible that the player has blown something up |
3222 | * at his savebed location, and that can have long lasting |
2891 | * at his savebed location, and that can have long lasting |
3223 | * spell effects. So first see if there is a spell effect |
2892 | * spell effects. So first see if there is a spell effect |
3224 | * on the space that might harm the player. |
2893 | * on the space that might harm the player. |
3225 | */ |
2894 | */ |
3226 | will_kill_again = 0; |
2895 | will_kill_again = 0; |
3227 | 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) |
3228 | if (tmp->type == SPELL_EFFECT) |
2897 | if (tmp->type == SPELL_EFFECT) |
3229 | will_kill_again |= tmp->attacktype; |
2898 | will_kill_again |= tmp->attacktype; |
3230 | |
2899 | |
3231 | if (will_kill_again) |
2900 | if (will_kill_again) |
3232 | { |
2901 | { |
3233 | object *force; |
2902 | object *force; |
3234 | int at; |
2903 | int at; |
3235 | |
2904 | |
3236 | force = get_archetype (FORCE_NAME); |
2905 | force = get_archetype (FORCE_NAME); |
3237 | /* 50 ticks should be enough time for the spell to abate */ |
2906 | /* 50 ticks should be enough time for the spell to abate */ |
3238 | force->speed = 0.1; |
2907 | force->speed = 0.1f; |
3239 | force->speed_left = -5.0; |
2908 | force->speed_left = -5.f; |
3240 | SET_FLAG (force, FLAG_APPLIED); |
2909 | SET_FLAG (force, FLAG_APPLIED); |
3241 | for (at = 0; at < NROFATTACKS; at++) |
2910 | for (at = 0; at < NROFATTACKS; at++) |
3242 | if (will_kill_again & (1 << at)) |
2911 | if (will_kill_again & (1 << at)) |
3243 | force->resist[at] = 100; |
2912 | force->resist[at] = 100; |
3244 | |
2913 | |
3245 | insert_ob_in_ob (force, op); |
2914 | insert_ob_in_ob (force, op); |
3246 | fix_player (op); |
2915 | op->update_stats (); |
3247 | |
2916 | |
3248 | } |
2917 | } |
3249 | |
2918 | |
3250 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2919 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3251 | return; |
|
|
3252 | } /* NOT_PERMADETH */ |
|
|
3253 | else |
|
|
3254 | { |
|
|
3255 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3256 | * should probably be embedded in an else statement. |
|
|
3257 | */ |
|
|
3258 | |
|
|
3259 | op->contr->party = NULL; |
|
|
3260 | if (settings.set_title == TRUE) |
|
|
3261 | op->contr->own_title[0] = '\0'; |
|
|
3262 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3263 | check_score (op); |
|
|
3264 | |
|
|
3265 | if (op->contr->ranges[range_golem]) |
|
|
3266 | { |
|
|
3267 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3268 | op->contr->ranges[range_golem]->destroy (); |
|
|
3269 | op->contr->ranges[range_golem] = 0; |
|
|
3270 | } |
|
|
3271 | |
|
|
3272 | loot_object (op); /* Remove some of the items for good */ |
|
|
3273 | op->remove (); |
|
|
3274 | op->direction = 0; |
|
|
3275 | |
|
|
3276 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3277 | { |
|
|
3278 | delete_character (op->name, 0); |
|
|
3279 | if (settings.resurrection == TRUE) |
|
|
3280 | { |
|
|
3281 | /* save playerfile sans equipment when player dies |
|
|
3282 | ** then save it as player.pl.dead so that future resurrection |
|
|
3283 | ** type spells will work on them nicely |
|
|
3284 | */ |
|
|
3285 | delete_character (op->name, 0); |
|
|
3286 | op->stats.hp = op->stats.maxhp; |
|
|
3287 | op->stats.food = 999; |
|
|
3288 | |
|
|
3289 | /* set the location of where the person will reappear when */ |
|
|
3290 | /* maybe resurrection code should fix map also */ |
|
|
3291 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3292 | if (op->map != NULL) |
|
|
3293 | op->map = NULL; |
|
|
3294 | op->x = settings.emergency_x; |
|
|
3295 | op->y = settings.emergency_y; |
|
|
3296 | save_player (op, 0); |
|
|
3297 | op->map = map; |
|
|
3298 | /* please see resurrection.c: peterm */ |
|
|
3299 | dead_player (op); |
|
|
3300 | } |
|
|
3301 | else |
|
|
3302 | delete_character (op->name, 1); |
|
|
3303 | } |
|
|
3304 | |
|
|
3305 | play_again (op); |
|
|
3306 | |
|
|
3307 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3308 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3309 | sprintf (buf, "%s", &op->name); |
|
|
3310 | tmp->name = tmp->name_pl = buf; |
|
|
3311 | tmp->level = op->level; |
|
|
3312 | tmp->x = x; |
|
|
3313 | tmp->y = y; |
|
|
3314 | tmp->msg = gravestone_text (op); |
|
|
3315 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3316 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3317 | } |
|
|
3318 | } |
2920 | } |
3319 | |
|
|
3320 | |
2921 | |
3321 | void |
2922 | void |
3322 | loot_object (object *op) |
2923 | loot_object (object *op) |
3323 | { /* Grab and destroy some treasure */ |
2924 | { /* Grab and destroy some treasure */ |
3324 | object *tmp, *tmp2, *next; |
2925 | object *tmp, *tmp2, *next; |
3325 | |
2926 | |
3326 | if (op->container) |
2927 | op->close_container (); /* close open sack first */ |
3327 | { /* close open sack first */ |
|
|
3328 | esrv_apply_container (op, op->container); |
|
|
3329 | } |
|
|
3330 | |
2928 | |
3331 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2929 | for (tmp = op->inv; tmp; tmp = next) |
3332 | { |
2930 | { |
3333 | next = tmp->below; |
2931 | next = tmp->below; |
3334 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2932 | |
|
|
2933 | if (tmp->invisible) |
3335 | continue; |
2934 | continue; |
|
|
2935 | |
3336 | tmp->remove (); |
2936 | tmp->remove (); |
3337 | tmp->x = op->x, tmp->y = op->y; |
2937 | tmp->x = op->x, tmp->y = op->y; |
|
|
2938 | |
3338 | if (tmp->type == CONTAINER) |
2939 | if (tmp->type == CONTAINER) |
3339 | { /* empty container to ground */ |
2940 | loot_object (tmp); /* empty container to ground */ |
3340 | loot_object (tmp); |
2941 | |
3341 | } |
|
|
3342 | 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)))) |
3343 | { |
2943 | { |
3344 | if (tmp->nrof > 1) |
2944 | if (tmp->nrof > 1) |
3345 | { |
2945 | { |
3346 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2946 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3347 | tmp2->destroy (); |
2947 | tmp2->destroy (); |
… | |
… | |
3358 | /* |
2958 | /* |
3359 | * fix_weight(): Check recursively the weight of all players, and fix |
2959 | * fix_weight(): Check recursively the weight of all players, and fix |
3360 | * 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 |
3361 | * was changed. |
2961 | * was changed. |
3362 | */ |
2962 | */ |
3363 | |
|
|
3364 | void |
2963 | void |
3365 | fix_weight (void) |
2964 | fix_weight (void) |
3366 | { |
2965 | { |
3367 | player *pl; |
2966 | for_all_players (pl) |
3368 | |
|
|
3369 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3370 | { |
2967 | { |
3371 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2968 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3372 | |
2969 | |
3373 | if (old == sum) |
2970 | if (old == sum) |
3374 | continue; |
2971 | continue; |
3375 | fix_player (pl->ob); |
2972 | pl->ob->update_stats (); |
3376 | 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); |
3377 | } |
2974 | } |
3378 | } |
2975 | } |
3379 | |
2976 | |
3380 | void |
2977 | void |
3381 | fix_luck (void) |
2978 | fix_luck (void) |
3382 | { |
2979 | { |
3383 | player *pl; |
2980 | for_all_players (pl) |
3384 | |
|
|
3385 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3386 | if (!pl->ob->contr->state) |
2981 | if (!pl->ob->contr->ns->state) |
3387 | change_luck (pl->ob, 0); |
2982 | pl->ob->change_luck (0); |
3388 | } |
2983 | } |
3389 | |
|
|
3390 | |
2984 | |
3391 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2985 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3392 | * This is much simpler in the new spell code - we basically |
2986 | * This is much simpler in the new spell code - we basically |
3393 | * just treat this as any other spell casting object. |
2987 | * just treat this as any other spell casting object. |
3394 | */ |
2988 | */ |
3395 | |
|
|
3396 | void |
2989 | void |
3397 | cast_dust (object *op, object *throw_ob, int dir) |
2990 | cast_dust (object *op, object *throw_ob, int dir) |
3398 | { |
2991 | { |
3399 | object *skop, *spob; |
2992 | object *skop, *spob; |
3400 | |
2993 | |
… | |
… | |
3434 | if (op->type == PLAYER) |
3027 | if (op->type == PLAYER) |
3435 | { |
3028 | { |
3436 | op->contr->tmp_invis = 0; |
3029 | op->contr->tmp_invis = 0; |
3437 | op->contr->invis_race = 0; |
3030 | op->contr->invis_race = 0; |
3438 | } |
3031 | } |
|
|
3032 | |
3439 | update_object (op, UP_OBJ_FACE); |
3033 | update_object (op, UP_OBJ_CHANGE); |
3440 | } |
3034 | } |
3441 | |
3035 | |
3442 | int |
3036 | int |
3443 | is_true_undead (object *op) |
3037 | is_true_undead (object *op) |
3444 | { |
3038 | { |
3445 | object *tmp = NULL; |
|
|
3446 | |
|
|
3447 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3039 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3448 | return 1; |
3040 | return 1; |
3449 | |
3041 | |
3450 | if (op->type == PLAYER) |
|
|
3451 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3452 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3453 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3454 | return 1; |
|
|
3455 | return 0; |
3042 | return 0; |
3456 | } |
3043 | } |
3457 | |
3044 | |
3458 | /* look at the surrounding terrain to determine |
3045 | /* look at the surrounding terrain to determine |
3459 | * the hideability of this object. Positive levels |
3046 | * the hideability of this object. Positive levels |
… | |
… | |
3501 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3088 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3502 | * every time they move - as we subtract off 'invisibility' |
3089 | * every time they move - as we subtract off 'invisibility' |
3503 | * AND, for players, if they move into a ridiculously unhideable |
3090 | * AND, for players, if they move into a ridiculously unhideable |
3504 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3091 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3505 | */ |
3092 | */ |
3506 | |
|
|
3507 | void |
3093 | void |
3508 | do_hidden_move (object *op) |
3094 | do_hidden_move (object *op) |
3509 | { |
3095 | { |
3510 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3096 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3511 | object *skop; |
3097 | object *skop; |
… | |
… | |
3515 | |
3101 | |
3516 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3102 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3517 | |
3103 | |
3518 | /* 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! */ |
3519 | if (op->type == PLAYER && op->contr->run_on) |
3105 | if (op->type == PLAYER && op->contr->run_on) |
3520 | { |
|
|
3521 | if (!skop || num >= skop->level) |
3106 | if (!skop || num >= skop->level) |
3522 | { |
3107 | { |
3523 | 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!"); |
3524 | make_visible (op); |
3109 | make_visible (op); |
3525 | return; |
3110 | return; |
3526 | } |
3111 | } |
3527 | else |
3112 | else |
3528 | num += 20; |
3113 | num += 20; |
3529 | } |
3114 | |
3530 | num += op->map->difficulty; |
3115 | num += op->map->difficulty; |
3531 | hide = hideability (op); /* modify by terrain hidden level */ |
3116 | hide = hideability (op); /* modify by terrain hidden level */ |
3532 | num -= hide; |
3117 | num -= hide; |
|
|
3118 | |
3533 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3119 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3534 | { |
3120 | { |
3535 | make_visible (op); |
3121 | make_visible (op); |
3536 | if (op->type == PLAYER) |
3122 | if (op->type == PLAYER) |
3537 | 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!"); |
3538 | } |
3124 | } |
3539 | else if (op->type == PLAYER && skop) |
3125 | else if (op->type == PLAYER && skop) |
3540 | { |
|
|
3541 | 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); |
3542 | } |
|
|
3543 | } |
3127 | } |
3544 | |
3128 | |
3545 | /* determine if who is standing near a hostile creature. */ |
3129 | /* determine if who is standing near a hostile creature. */ |
3546 | |
3130 | |
3547 | int |
3131 | int |
… | |
… | |
3574 | if (mflags & P_OUT_OF_MAP) |
3158 | if (mflags & P_OUT_OF_MAP) |
3575 | continue; |
3159 | continue; |
3576 | 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))) |
3577 | continue; |
3161 | continue; |
3578 | |
3162 | |
3579 | 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) |
3580 | { |
3164 | { |
3581 | 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)) |
3582 | return 1; |
3166 | return 1; |
3583 | else if (tmp->type == PLAYER) |
3167 | else if (tmp->type == PLAYER) |
3584 | { |
3168 | { |
… | |
… | |
3614 | if (pl->type != PLAYER) |
3198 | if (pl->type != PLAYER) |
3615 | { |
3199 | { |
3616 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3200 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3617 | return -1; |
3201 | return -1; |
3618 | } |
3202 | } |
|
|
3203 | |
3619 | if (!pl || !op) |
3204 | if (!pl || !op) |
3620 | return 0; |
3205 | return 0; |
3621 | |
3206 | |
3622 | if (op->head) |
|
|
3623 | { |
|
|
3624 | op = op->head; |
3207 | op = op->head_ (); |
3625 | } |
3208 | |
3626 | get_rangevector (pl, op, &rv, 0x1); |
3209 | get_rangevector (pl, op, &rv, 0x1); |
3627 | |
3210 | |
3628 | /* starting with the 'head' part, lets loop |
3211 | /* starting with the 'head' part, lets loop |
3629 | * through the object and find if it has any |
3212 | * through the object and find if it has any |
3630 | * part that is in the los array but isnt on |
3213 | * part that is in the los array but isnt on |
3631 | * a blocked los square. |
3214 | * a blocked los square. |
3632 | * we use the archetype to figure out offsets. |
3215 | * we use the archetype to figure out offsets. |
3633 | */ |
3216 | */ |
3634 | while (op) |
3217 | while (op) |
3635 | { |
3218 | { |
3636 | dx = rv.distance_x + op->arch->clone.x; |
3219 | dx = rv.distance_x + op->arch->x; |
3637 | dy = rv.distance_y + op->arch->clone.y; |
3220 | dy = rv.distance_y + op->arch->y; |
3638 | |
3221 | |
3639 | /* only the viewable area the player sees is updated by LOS |
3222 | /* only the viewable area the player sees is updated by LOS |
3640 | * 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 |
3641 | * for any meaningful values. |
3224 | * for any meaningful values. |
3642 | */ |
3225 | */ |
3643 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3226 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3644 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3227 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3645 | !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)]) |
3646 | return 1; |
3229 | return 1; |
3647 | op = op->more; |
3230 | op = op->more; |
3648 | } |
3231 | } |
3649 | return 0; |
3232 | return 0; |
3650 | } |
3233 | } |
… | |
… | |
3747 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3330 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3748 | int i = 0, j = 0; |
3331 | int i = 0, j = 0; |
3749 | |
3332 | |
3750 | /* get the appropriate treasurelist */ |
3333 | /* get the appropriate treasurelist */ |
3751 | if (atnr == ATNR_FIRE) |
3334 | if (atnr == ATNR_FIRE) |
3752 | trlist = find_treasurelist ("dragon_ability_fire"); |
3335 | trlist = treasurelist::find ("dragon_ability_fire"); |
3753 | else if (atnr == ATNR_COLD) |
3336 | else if (atnr == ATNR_COLD) |
3754 | trlist = find_treasurelist ("dragon_ability_cold"); |
3337 | trlist = treasurelist::find ("dragon_ability_cold"); |
3755 | else if (atnr == ATNR_ELECTRICITY) |
3338 | else if (atnr == ATNR_ELECTRICITY) |
3756 | trlist = find_treasurelist ("dragon_ability_elec"); |
3339 | trlist = treasurelist::find ("dragon_ability_elec"); |
3757 | else if (atnr == ATNR_POISON) |
3340 | else if (atnr == ATNR_POISON) |
3758 | trlist = find_treasurelist ("dragon_ability_poison"); |
3341 | trlist = treasurelist::find ("dragon_ability_poison"); |
3759 | |
3342 | |
3760 | if (trlist == NULL || who->type != PLAYER) |
3343 | if (trlist == NULL || who->type != PLAYER) |
3761 | return; |
3344 | return; |
3762 | |
3345 | |
3763 | 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++); |
3764 | |
3347 | |
3765 | if (tr == NULL || tr->item == NULL) |
3348 | if (!tr || !tr->item) |
3766 | { |
3349 | { |
3767 | /* 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]); */ |
3768 | return; |
3351 | return; |
3769 | } |
3352 | } |
3770 | |
3353 | |
3771 | /* everything seems okay - now bring on the gift: */ |
3354 | /* everything seems okay - now bring on the gift: */ |
3772 | item = &(tr->item->clone); |
3355 | item = tr->item; |
3773 | |
3356 | |
3774 | if (item->type == SPELL) |
3357 | if (item->type == SPELL) |
3775 | { |
3358 | { |
3776 | if (check_spell_known (who, item->name)) |
3359 | if (check_spell_known (who, item->name)) |
3777 | return; |
3360 | return; |
… | |
… | |
3836 | { |
3419 | { |
3837 | /* forces in the treasurelist can alter the player's stats */ |
3420 | /* forces in the treasurelist can alter the player's stats */ |
3838 | object *skin; |
3421 | object *skin; |
3839 | |
3422 | |
3840 | /* first get the dragon skin force */ |
3423 | /* first get the dragon skin force */ |
3841 | 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 | |
3842 | if (skin == NULL) |
3427 | if (!skin) |
3843 | return; |
3428 | return; |
3844 | |
3429 | |
3845 | /* adding new spellpath attunements */ |
3430 | /* adding new spellpath attunements */ |
3846 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3431 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3847 | { |
3432 | { |
… | |
… | |
3892 | * not readied. |
3477 | * not readied. |
3893 | */ |
3478 | */ |
3894 | void |
3479 | void |
3895 | player_unready_range_ob (player *pl, object *ob) |
3480 | player_unready_range_ob (player *pl, object *ob) |
3896 | { |
3481 | { |
3897 | rangetype i; |
3482 | if (pl->ob->current_weapon == ob) |
|
|
3483 | pl->ob->current_weapon = 0; |
3898 | |
3484 | |
3899 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3485 | if (pl->combat_ob == ob) |
3900 | { |
3486 | pl->combat_ob = 0; |
|
|
3487 | |
3901 | if (pl->ranges[i] == ob) |
3488 | if (pl->ranged_ob == ob) |
3902 | { |
3489 | pl->ranged_ob = 0; |
3903 | pl->ranges[i] = NULL; |
|
|
3904 | if (pl->shoottype == i) |
|
|
3905 | { |
|
|
3906 | pl->shoottype = range_none; |
|
|
3907 | } |
|
|
3908 | } |
|
|
3909 | } |
|
|
3910 | } |
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 | } |