1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #ifndef WIN32 /* ---win32 remove headers */ |
|
|
26 | # include <pwd.h> |
|
|
27 | #endif |
|
|
28 | #ifndef __CEXTRACT__ |
|
|
29 | # include <sproto.h> |
26 | #include <sproto.h> |
30 | #endif |
|
|
31 | #include <sounds.h> |
27 | #include <sounds.h> |
32 | #include <living.h> |
28 | #include <living.h> |
33 | #include <object.h> |
29 | #include <object.h> |
34 | #include <spells.h> |
30 | #include <spells.h> |
35 | #include <skills.h> |
31 | #include <skills.h> |
36 | #include <newclient.h> |
|
|
37 | |
32 | |
38 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
39 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
40 | #endif |
|
|
41 | |
35 | |
42 | player * |
36 | playervec players; |
43 | find_player (const char *plname) |
|
|
44 | { |
|
|
45 | player *pl; |
|
|
46 | |
|
|
47 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
48 | { |
|
|
49 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
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50 | return pl; |
|
|
51 | }; |
|
|
52 | return NULL; |
|
|
53 | } |
|
|
54 | |
|
|
55 | player * |
|
|
56 | find_player_partial_name (const char *plname) |
|
|
57 | { |
|
|
58 | player *pl; |
|
|
59 | player *found = NULL; |
|
|
60 | size_t namelen = strlen (plname); |
|
|
61 | |
|
|
62 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
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63 | { |
|
|
64 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
65 | continue; |
|
|
66 | |
|
|
67 | if (!strcmp (pl->ob->name, plname)) |
|
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68 | return pl; |
|
|
69 | |
|
|
70 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
71 | { |
|
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72 | if (found) |
|
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73 | return NULL; |
|
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74 | |
|
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75 | found = pl; |
|
|
76 | } |
|
|
77 | } |
|
|
78 | return found; |
|
|
79 | } |
|
|
80 | |
37 | |
81 | void |
38 | void |
82 | display_motd (const object *op) |
39 | display_motd (const object *op) |
83 | { |
40 | { |
84 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
87 | int comp; |
44 | int comp; |
88 | int size; |
45 | int size; |
89 | |
46 | |
90 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
47 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
91 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
48 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
92 | { |
|
|
93 | return; |
49 | return; |
94 | } |
50 | |
95 | motd[0] = '\0'; |
51 | motd[0] = '\0'; |
96 | size = 0; |
52 | size = 0; |
|
|
53 | |
97 | while (fgets (buf, MAX_BUF, fp) != NULL) |
54 | while (fgets (buf, MAX_BUF, fp)) |
98 | { |
55 | { |
99 | if (*buf == '#') |
56 | if (*buf == '#') |
100 | continue; |
57 | continue; |
|
|
58 | |
101 | strncat (motd + size, buf, HUGE_BUF - size); |
59 | strncat (motd + size, buf, HUGE_BUF - size); |
102 | size += strlen (buf); |
60 | size += strlen (buf); |
103 | } |
61 | } |
|
|
62 | |
104 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
63 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
105 | close_and_delete (fp, comp); |
64 | close_and_delete (fp, comp); |
106 | } |
65 | } |
107 | |
66 | |
108 | void |
67 | void |
… | |
… | |
114 | int comp; |
73 | int comp; |
115 | int size; |
74 | int size; |
116 | |
75 | |
117 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
76 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
118 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
77 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
119 | { |
|
|
120 | return; |
78 | return; |
121 | } |
79 | |
122 | rules[0] = '\0'; |
80 | rules[0] = '\0'; |
123 | size = 0; |
81 | size = 0; |
|
|
82 | |
124 | while (fgets (buf, MAX_BUF, fp) != NULL) |
83 | while (fgets (buf, MAX_BUF, fp)) |
125 | { |
84 | { |
126 | if (*buf == '#') |
85 | if (*buf == '#') |
127 | continue; |
86 | continue; |
|
|
87 | |
128 | if (size + strlen (buf) >= HUGE_BUF) |
88 | if (size + strlen (buf) >= HUGE_BUF) |
129 | { |
89 | { |
130 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
90 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
131 | break; |
91 | break; |
132 | } |
92 | } |
|
|
93 | |
133 | strncat (rules + size, buf, HUGE_BUF - size); |
94 | strncat (rules + size, buf, HUGE_BUF - size); |
134 | size += strlen (buf); |
95 | size += strlen (buf); |
135 | } |
96 | } |
|
|
97 | |
136 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
98 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
137 | close_and_delete (fp, comp); |
99 | close_and_delete (fp, comp); |
138 | } |
100 | } |
139 | |
101 | |
140 | void |
102 | void |
… | |
… | |
148 | int size; |
110 | int size; |
149 | |
111 | |
150 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
112 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
151 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
152 | return; |
114 | return; |
|
|
115 | |
153 | news[0] = '\0'; |
116 | news[0] = '\0'; |
154 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
155 | size = 0; |
118 | size = 0; |
|
|
119 | |
156 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
157 | { |
121 | { |
158 | if (*buf == '#') |
122 | if (*buf == '#') |
159 | continue; |
123 | continue; |
|
|
124 | |
160 | if (*buf == '%') |
125 | if (*buf == '%') |
161 | { /* send one news */ |
126 | { /* send one news */ |
162 | if (size > 0) |
127 | if (size > 0) |
163 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
129 | |
164 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
165 | strip_endline (subject); |
131 | strip_endline (subject); |
166 | size = 0; |
132 | size = 0; |
167 | news[0] = '\0'; |
133 | news[0] = '\0'; |
168 | } |
134 | } |
… | |
… | |
177 | size += strlen (buf); |
143 | size += strlen (buf); |
178 | } |
144 | } |
179 | } |
145 | } |
180 | |
146 | |
181 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
182 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
183 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
184 | } |
|
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185 | |
|
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186 | int |
|
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187 | playername_ok (const char *cp) |
|
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188 | { |
|
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189 | /* Don't allow - or _ as first character in the name */ |
|
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190 | if (*cp == '-' || *cp == '_') |
|
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191 | return 0; |
|
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192 | |
|
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193 | for (; *cp != '\0'; cp++) |
|
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194 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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195 | return 0; |
|
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196 | return 1; |
|
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197 | } |
|
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198 | |
|
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199 | /* This no longer sets the player map. Also, it now updates |
|
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200 | * all the pointers so the caller doesn't need to do that. |
|
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201 | * Caller is responsible for setting the correct map. |
|
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202 | */ |
|
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203 | |
|
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204 | /* Redo this to do both get_player_ob and get_player. |
|
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205 | * Hopefully this will be less bugfree and simpler. |
|
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206 | * Returns the player structure. If 'p' is null, |
|
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207 | * we create a new one. Otherwise, we recycle |
|
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208 | * the one that is passed. |
|
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209 | */ |
|
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210 | static player * |
|
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211 | get_player (player *p) |
|
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212 | { |
|
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213 | object *op = arch_to_object (get_player_archetype (NULL)); |
|
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214 | int i; |
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215 | |
|
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216 | if (!p) |
|
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217 | { |
|
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218 | p = new player; |
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219 | |
|
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220 | /* This adds the player in the linked list. There is extra |
|
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221 | * complexity here because we want to add the new player at the |
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222 | * end of the list - there is in fact no compelling reason that |
|
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223 | * that needs to be done except for things like output of |
|
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224 | * 'who'. |
|
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225 | */ |
|
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226 | player *tmp = first_player; |
|
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227 | |
|
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228 | while (tmp != NULL && tmp->next != NULL) |
|
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229 | tmp = tmp->next; |
|
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230 | if (tmp != NULL) |
|
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231 | tmp->next = p; |
|
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232 | else |
|
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233 | first_player = p; |
|
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234 | |
|
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235 | p->next = NULL; |
|
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236 | } |
|
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237 | |
|
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238 | /* Clears basically the entire player structure except |
|
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239 | * for next and socket. |
|
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240 | */ |
|
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241 | p->clear (); |
|
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242 | |
|
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243 | /* There are some elements we want initialized to non zero value - |
|
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244 | * we deal with that below this point. |
|
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245 | */ |
|
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246 | p->party = NULL; |
|
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247 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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248 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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249 | p->unapply = unapply_nochoice; |
|
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250 | p->Swap_First = -1; |
|
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251 | |
|
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252 | #ifdef AUTOSAVE |
|
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253 | p->last_save_tick = 9999999; |
|
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254 | #endif |
|
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255 | |
|
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256 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
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257 | |
|
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258 | op->contr = p; /* this aren't yet in archetype */ |
|
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259 | p->ob = op; |
|
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260 | op->speed_left = 0.5; |
|
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261 | op->speed = 1.0; |
|
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262 | op->direction = 5; /* So player faces south */ |
|
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263 | op->stats.wc = 2; |
|
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264 | op->run_away = 25; /* Then we panick... */ |
|
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265 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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266 | |
|
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267 | roll_stats (op); |
|
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268 | p->state = ST_ROLL_STAT; |
|
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269 | clear_los (op); |
|
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270 | |
|
|
271 | p->gen_sp_armour = 10; |
|
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272 | p->last_speed = -1; |
|
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273 | p->shoottype = range_none; |
|
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274 | p->bowtype = bow_normal; |
|
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275 | p->petmode = pet_normal; |
|
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276 | p->listening = 10; |
|
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277 | p->usekeys = containers; |
|
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278 | p->last_weapon_sp = -1; |
|
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279 | p->peaceful = 1; /* default peaceful */ |
|
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280 | p->do_los = 1; |
|
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281 | p->explore = 0; |
|
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282 | p->no_shout = 0; /* default can shout */ |
|
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283 | |
|
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284 | assign (p->title, op->arch->clone.name); |
|
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285 | op->race = op->arch->clone.race; |
|
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286 | |
|
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287 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
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288 | |
|
|
289 | /* we need to clear these to -1 and not zero - otherwise, |
|
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290 | * if a player quits and starts a new character, we wont |
|
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291 | * send new values to the client, as things like exp start |
|
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292 | * at zero. |
|
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293 | */ |
|
|
294 | for (i = 0; i < NUM_SKILLS; i++) |
|
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295 | { |
|
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296 | p->last_skill_exp[i] = -1; |
|
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297 | p->last_skill_ob[i] = NULL; |
|
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298 | } |
|
|
299 | for (i = 0; i < NROFATTACKS; i++) |
|
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300 | { |
|
|
301 | p->last_resist[i] = -1; |
|
|
302 | } |
|
|
303 | p->last_stats.exp = -1; |
|
|
304 | p->last_weight = (uint32) - 1; |
|
|
305 | |
|
|
306 | p->socket.update_look = 0; |
|
|
307 | p->socket.look_position = 0; |
|
|
308 | return p; |
|
|
309 | } |
150 | } |
310 | |
151 | |
311 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
312 | static void |
153 | static void |
313 | set_first_map (object *op) |
154 | set_first_map (object *op) |
314 | { |
155 | { |
315 | strcpy (op->contr->maplevel, first_map_path); |
156 | op->contr->maplevel = first_map_path; |
316 | op->x = -1; |
157 | op->x = -1; |
317 | op->y = -1; |
158 | op->y = -1; |
318 | enter_exit (op, NULL); |
|
|
319 | } |
159 | } |
320 | |
160 | |
|
|
161 | void |
|
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162 | player::enter_map () |
|
|
163 | { |
|
|
164 | object *tmp = object::create (); |
|
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165 | |
|
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166 | EXIT_PATH (tmp) = maplevel; |
|
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167 | EXIT_X (tmp) = ob->x; |
|
|
168 | EXIT_Y (tmp) = ob->y; |
|
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169 | ob->enter_exit (tmp); |
|
|
170 | |
|
|
171 | tmp->destroy (); |
|
|
172 | } |
|
|
173 | |
|
|
174 | void |
|
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175 | player::activate () |
|
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176 | { |
|
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177 | if (active) |
|
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178 | return; |
|
|
179 | |
|
|
180 | players.insert (this); |
|
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181 | ob->remove (); |
|
|
182 | ob->map = 0; |
|
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183 | ob->activate_recursive (); |
|
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184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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185 | add_friendly_object (ob); |
|
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186 | enter_map (); |
|
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187 | } |
|
|
188 | |
|
|
189 | void |
|
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190 | player::deactivate () |
|
|
191 | { |
|
|
192 | if (!active) |
|
|
193 | return; |
|
|
194 | |
|
|
195 | terminate_all_pets (ob); |
|
|
196 | remove_friendly_object (ob); |
|
|
197 | ob->deactivate_recursive (); |
|
|
198 | |
|
|
199 | if (ob->map) |
|
|
200 | maplevel = ob->map->path; |
|
|
201 | |
|
|
202 | ob->remove (); |
|
|
203 | ob->map = 0; |
|
|
204 | party = 0; |
|
|
205 | |
|
|
206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
207 | |
|
|
208 | players.erase (this); |
|
|
209 | } |
|
|
210 | |
|
|
211 | // connect the player with a specific client |
|
|
212 | // also changes, rationalises, and fixes some incorrect settings |
|
|
213 | void |
|
|
214 | player::connect (client *ns) |
|
|
215 | { |
|
|
216 | this->ns = ns; |
|
|
217 | ns->pl = this; |
|
|
218 | |
|
|
219 | run_on = 0; |
|
|
220 | fire_on = 0; |
|
|
221 | ob->close_container (); //TODO: client-specific |
|
|
222 | |
|
|
223 | ns->update_look = 0; |
|
|
224 | ns->look_position = 0; |
|
|
225 | |
|
|
226 | clear_los (ob); |
|
|
227 | |
|
|
228 | ns->reset_stats (); |
|
|
229 | |
|
|
230 | /* make sure he's a player -- needed because of class change. */ |
|
|
231 | ob->type = PLAYER; // we are paranoid |
|
|
232 | ob->race = ob->arch->clone.race; |
|
|
233 | |
|
|
234 | ob->carrying = sum_weight (ob); |
|
|
235 | link_player_skills (ob); |
|
|
236 | |
|
|
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
238 | |
|
|
239 | assign (title, ob->arch->clone.name); |
|
|
240 | |
|
|
241 | /* if it's a dragon player, set the correct title here */ |
|
|
242 | if (is_dragon_pl (ob)) |
|
|
243 | { |
|
|
244 | object *tmp, *abil = 0, *skin = 0; |
|
|
245 | |
|
|
246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
248 | |
|
|
249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
250 | if (tmp->type == FORCE) |
|
|
251 | if (tmp->arch->name == dragon_ability_force) |
|
|
252 | abil = tmp; |
|
|
253 | else if (tmp->arch->name == dragon_skin_force) |
|
|
254 | skin = tmp; |
|
|
255 | |
|
|
256 | set_dragon_name (ob, abil, skin); |
|
|
257 | } |
|
|
258 | |
|
|
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
260 | |
|
|
261 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
262 | |
|
|
263 | for (object *op = ob->inv; op; op = op->below) |
|
|
264 | if (op->flag [FLAG_APPLIED]) |
|
|
265 | switch (op->type) |
|
|
266 | { |
|
|
267 | case WAND: |
|
|
268 | case ROD: |
|
|
269 | case HORN: |
|
|
270 | case BOW: |
|
|
271 | case SKILL: |
|
|
272 | case SKILL_TOOL: |
|
|
273 | case WEAPON: |
|
|
274 | apply_special (ob, op, AP_UNAPPLY); |
|
|
275 | apply_special (ob, op, AP_APPLY); |
|
|
276 | break; |
|
|
277 | } |
|
|
278 | |
|
|
279 | ob->update_stats (); |
|
|
280 | ns->floorbox_update (); |
|
|
281 | |
|
|
282 | esrv_send_inventory (ob, ob); |
|
|
283 | esrv_add_spells (this, 0); |
|
|
284 | |
|
|
285 | activate (); |
|
|
286 | |
|
|
287 | send_rules (ob); |
|
|
288 | send_news (ob); |
|
|
289 | display_motd (ob); |
|
|
290 | |
|
|
291 | INVOKE_PLAYER (CONNECT, this); |
|
|
292 | INVOKE_PLAYER (LOGIN, this); |
|
|
293 | } |
|
|
294 | |
|
|
295 | void |
|
|
296 | player::disconnect () |
|
|
297 | { |
|
|
298 | if (ns) |
|
|
299 | { |
|
|
300 | if (active) |
|
|
301 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
302 | |
|
|
303 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
304 | |
|
|
305 | ns->reset_stats (); |
|
|
306 | ns->pl = 0; |
|
|
307 | ns = 0; |
|
|
308 | } |
|
|
309 | |
|
|
310 | if (ob) |
|
|
311 | ob->close_container (); //TODO: client-specific |
|
|
312 | |
|
|
313 | deactivate (); |
|
|
314 | } |
|
|
315 | |
|
|
316 | // the need for this function can be explained |
|
|
317 | // by load_object not returning the object |
|
|
318 | void |
|
|
319 | player::set_object (object *op) |
|
|
320 | { |
|
|
321 | ob = op; |
|
|
322 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
323 | |
|
|
324 | ob->speed_left = 0.5f; |
|
|
325 | ob->speed = 1.0f; |
|
|
326 | ob->direction = 5; /* So player faces south */ |
|
|
327 | } |
|
|
328 | |
|
|
329 | player::player () |
|
|
330 | { |
|
|
331 | /* There are some elements we want initialised to non zero value - |
|
|
332 | * we deal with that below this point. |
|
|
333 | */ |
|
|
334 | outputs_sync = 4; |
|
|
335 | outputs_count = 4; |
|
|
336 | unapply = unapply_nochoice; |
|
|
337 | |
|
|
338 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
339 | |
|
|
340 | gen_sp_armour = 10; |
|
|
341 | bowtype = bow_normal; |
|
|
342 | petmode = pet_normal; |
|
|
343 | listening = 10; |
|
|
344 | usekeys = containers; |
|
|
345 | peaceful = 1; /* default peaceful */ |
|
|
346 | do_los = 1; |
|
|
347 | } |
|
|
348 | |
|
|
349 | void |
|
|
350 | player::do_destroy () |
|
|
351 | { |
|
|
352 | disconnect (); |
|
|
353 | |
|
|
354 | attachable::do_destroy (); |
|
|
355 | |
|
|
356 | if (ob) |
|
|
357 | { |
|
|
358 | ob->destroy_inv (false); |
|
|
359 | ob->destroy (); |
|
|
360 | } |
|
|
361 | } |
|
|
362 | |
|
|
363 | player::~player () |
|
|
364 | { |
|
|
365 | /* Clear item stack */ |
|
|
366 | free (stack_items); |
|
|
367 | } |
|
|
368 | |
321 | /* Tries to add player on the connection passwd in ns. |
369 | /* Tries to add player on the connection passed in ns. |
322 | * All we can really get in this is some settings like host and display |
370 | * All we can really get in this is some settings like host and display |
323 | * mode. |
371 | * mode. |
324 | */ |
372 | */ |
325 | |
|
|
326 | int |
|
|
327 | add_player (NewSocket * ns) |
|
|
328 | { |
|
|
329 | player *p; |
373 | player * |
|
|
374 | player::create () |
|
|
375 | { |
|
|
376 | player *pl = new player; |
330 | |
377 | |
331 | p = get_player (NULL); |
378 | pl->set_object (arch_to_object (get_player_archetype (0))); |
332 | p->socket = *ns; |
379 | |
333 | p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
380 | pl->ob->roll_stats (); |
334 | if (p->socket.faces_sent == NULL) |
381 | pl->ob->stats.wc = 2; |
335 | fatal (OUT_OF_MEMORY); |
382 | pl->ob->run_away = 25; /* Then we panick... */ |
336 | memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
383 | |
337 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
338 | * Note that this can result in a client reset if there is partial data |
|
|
339 | * on the uncoming socket. |
|
|
340 | */ |
|
|
341 | p->socket.inbuf.len = 0; |
|
|
342 | set_first_map (p->ob); |
384 | set_first_map (pl->ob); |
343 | |
385 | |
344 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
345 | add_friendly_object (p->ob); |
|
|
346 | send_rules (p->ob); |
|
|
347 | send_news (p->ob); |
|
|
348 | display_motd (p->ob); |
|
|
349 | get_name (p->ob); |
|
|
350 | return 0; |
386 | return pl; |
351 | } |
387 | } |
352 | |
388 | |
353 | /* |
389 | /* |
354 | * get_player_archetype() return next player archetype from archetype |
390 | * get_player_archetype() return next player archetype from archetype |
355 | * list. Not very efficient routine, but used only creating new players. |
391 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
364 | { |
400 | { |
365 | if (at == NULL || at->next == NULL) |
401 | if (at == NULL || at->next == NULL) |
366 | at = first_archetype; |
402 | at = first_archetype; |
367 | else |
403 | else |
368 | at = at->next; |
404 | at = at->next; |
|
|
405 | |
369 | if (at->clone.type == PLAYER) |
406 | if (at->clone.type == PLAYER) |
370 | return at; |
407 | return at; |
|
|
408 | |
371 | if (at == start) |
409 | if (at == start) |
372 | { |
410 | { |
373 | LOG (llevError, "No Player archetypes\n"); |
411 | LOG (llevError, "No Player archetypes\n"); |
374 | exit (-1); |
412 | exit (-1); |
375 | } |
413 | } |
376 | } |
414 | } |
377 | } |
415 | } |
378 | |
416 | |
379 | |
|
|
380 | object * |
417 | object * |
381 | get_nearest_player (object *mon) |
418 | get_nearest_player (object *mon) |
382 | { |
419 | { |
383 | object *op = NULL; |
420 | object *op = NULL; |
384 | player *pl = NULL; |
|
|
385 | objectlink *ol; |
421 | objectlink *ol; |
386 | unsigned lastdist; |
422 | unsigned lastdist; |
387 | rv_vector rv; |
423 | rv_vector rv; |
388 | |
424 | |
389 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
390 | { |
426 | { |
391 | /* We should not find free objects on this friendly list, but it |
427 | /* We should not find free objects on this friendly list, but it |
392 | * does periodically happen. Given that, lets deal with it. |
428 | * does periodically happen. Given that, lets deal with it. |
393 | * While unlikely, it is possible the next object on the friendly |
429 | * While unlikely, it is possible the next object on the friendly |
394 | * list is also free, so encapsulate this in a while loop. |
430 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
398 | object *tmp = ol->ob; |
434 | object *tmp = ol->ob; |
399 | |
435 | |
400 | /* Can't do much more other than log the fact, because the object |
436 | /* Can't do much more other than log the fact, because the object |
401 | * itself will have been cleared. |
437 | * itself will have been cleared. |
402 | */ |
438 | */ |
403 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
440 | tmp->debug_desc ()); |
404 | ol = ol->next; |
441 | ol = ol->next; |
405 | remove_friendly_object (tmp); |
442 | remove_friendly_object (tmp); |
406 | if (!ol) |
443 | if (!ol) |
407 | return op; |
444 | return op; |
408 | } |
445 | } |
… | |
… | |
421 | { |
458 | { |
422 | op = ol->ob; |
459 | op = ol->ob; |
423 | lastdist = rv.distance; |
460 | lastdist = rv.distance; |
424 | } |
461 | } |
425 | } |
462 | } |
426 | for (pl = first_player; pl != NULL; pl = pl->next) |
463 | |
427 | { |
464 | for_all_players (pl) |
428 | if (can_detect_enemy (mon, pl->ob, &rv)) |
465 | if (can_detect_enemy (mon, pl->ob, &rv)) |
429 | { |
|
|
430 | |
|
|
431 | if (lastdist > rv.distance) |
466 | if (lastdist > rv.distance) |
432 | { |
467 | { |
433 | op = pl->ob; |
468 | op = pl->ob; |
434 | lastdist = rv.distance; |
469 | lastdist = rv.distance; |
435 | } |
470 | } |
436 | } |
471 | |
437 | } |
|
|
438 | #if 0 |
472 | #if 0 |
439 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
473 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
440 | #endif |
474 | #endif |
441 | return op; |
475 | return op; |
442 | } |
476 | } |
… | |
… | |
460 | * circling behaviour. Unfortunately, this function is also used to determined |
494 | * circling behaviour. Unfortunately, this function is also used to determined |
461 | * if the creature should cast a spell, so returning a direction in that case |
495 | * if the creature should cast a spell, so returning a direction in that case |
462 | * is probably not a good thing. |
496 | * is probably not a good thing. |
463 | */ |
497 | */ |
464 | #define MAX_SPACES 50 |
498 | #define MAX_SPACES 50 |
465 | |
|
|
466 | |
499 | |
467 | /* |
500 | /* |
468 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
501 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
469 | * modified to verify there is a path to the player. Does this by stepping towards |
502 | * modified to verify there is a path to the player. Does this by stepping towards |
470 | * player and if path is blocked then see if blockage is close enough to player that |
503 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
489 | path_to_player (object *mon, object *pl, unsigned mindiff) |
522 | path_to_player (object *mon, object *pl, unsigned mindiff) |
490 | { |
523 | { |
491 | rv_vector rv; |
524 | rv_vector rv; |
492 | sint16 x, y; |
525 | sint16 x, y; |
493 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
526 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
494 | mapstruct *m, *lastmap; |
527 | maptile *m, *lastmap; |
495 | |
528 | |
496 | get_rangevector (mon, pl, &rv, 0); |
529 | get_rangevector (mon, pl, &rv, 0); |
497 | |
530 | |
498 | if (rv.distance < mindiff) |
531 | if (rv.distance < mindiff) |
499 | return 0; |
532 | return 0; |
… | |
… | |
501 | x = mon->x; |
534 | x = mon->x; |
502 | y = mon->y; |
535 | y = mon->y; |
503 | m = mon->map; |
536 | m = mon->map; |
504 | dir = rv.direction; |
537 | dir = rv.direction; |
505 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
538 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
506 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
539 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
540 | |
507 | /* If we can't solve it within the search distance, return now. */ |
541 | /* If we can't solve it within the search distance, return now. */ |
508 | if (diff > max) |
542 | if (diff > max) |
509 | return 0; |
543 | return 0; |
|
|
544 | |
510 | while (diff > 1 && max > 0) |
545 | while (diff > 1 && max > 0) |
511 | { |
546 | { |
512 | lastx = x; |
547 | lastx = x; |
513 | lasty = y; |
548 | lasty = y; |
514 | lastmap = m; |
549 | lastmap = m; |
… | |
… | |
596 | max--; |
631 | max--; |
597 | lastdir = dir; |
632 | lastdir = dir; |
598 | if (!firstdir) |
633 | if (!firstdir) |
599 | firstdir = dir; |
634 | firstdir = dir; |
600 | } |
635 | } |
|
|
636 | |
601 | if (diff <= 1) |
637 | if (diff <= 1) |
602 | { |
638 | { |
603 | /* Recalculate diff (distance) because we may not have actually |
639 | /* Recalculate diff (distance) because we may not have actually |
604 | * headed toward player for entire distance. |
640 | * headed toward player for entire distance. |
605 | */ |
641 | */ |
606 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
642 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
607 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
643 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
608 | } |
644 | } |
|
|
645 | |
609 | if (diff > max) |
646 | if (diff > max) |
610 | return 0; |
647 | return 0; |
611 | } |
648 | } |
|
|
649 | |
612 | /* If we reached the max, didn't find a direction in time */ |
650 | /* If we reached the max, didn't find a direction in time */ |
613 | if (!max) |
651 | if (!max) |
614 | return 0; |
652 | return 0; |
615 | |
653 | |
616 | return firstdir; |
654 | return firstdir; |
… | |
… | |
643 | (op->type == ARMOUR || op->type == BOOTS || |
681 | (op->type == ARMOUR || op->type == BOOTS || |
644 | op->type == CLOAK || op->type == HELMET || |
682 | op->type == CLOAK || op->type == HELMET || |
645 | op->type == SHIELD || op->type == GLOVES || |
683 | op->type == SHIELD || op->type == GLOVES || |
646 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
684 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
647 | { |
685 | { |
648 | remove_ob (op); |
686 | op->destroy (); |
649 | free_object (op); |
|
|
650 | continue; |
687 | continue; |
651 | } |
688 | } |
652 | } |
689 | } |
653 | |
690 | |
654 | /* This really needs to be better - we should really give |
691 | /* This really needs to be better - we should really give |
… | |
… | |
665 | if (tmp->type == op->type && tmp->name == op->name) |
702 | if (tmp->type == op->type && tmp->name == op->name) |
666 | break; |
703 | break; |
667 | |
704 | |
668 | if (tmp) |
705 | if (tmp) |
669 | { |
706 | { |
670 | remove_ob (op); |
707 | op->destroy (); |
671 | free_object (op); |
|
|
672 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
708 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
673 | continue; |
709 | continue; |
674 | } |
710 | } |
|
|
711 | |
675 | if (op->nrof > 1) |
712 | if (op->nrof > 1) |
676 | op->nrof = 1; |
713 | op->nrof = 1; |
677 | } |
714 | } |
678 | |
715 | |
679 | if (op->type == SPELLBOOK && op->inv) |
716 | if (op->type == SPELLBOOK && op->inv) |
… | |
… | |
691 | CLEAR_FLAG (op, FLAG_CURSED); |
728 | CLEAR_FLAG (op, FLAG_CURSED); |
692 | CLEAR_FLAG (op, FLAG_DAMNED); |
729 | CLEAR_FLAG (op, FLAG_DAMNED); |
693 | } |
730 | } |
694 | if (op->type == SPELL) |
731 | if (op->type == SPELL) |
695 | { |
732 | { |
696 | remove_ob (op); |
733 | op->destroy (); |
697 | free_object (op); |
|
|
698 | continue; |
734 | continue; |
699 | } |
735 | } |
700 | else if (op->type == SKILL) |
736 | else if (op->type == SKILL) |
701 | { |
737 | { |
702 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
738 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
… | |
… | |
711 | /* Need to set up the skill pointers */ |
747 | /* Need to set up the skill pointers */ |
712 | link_player_skills (pl); |
748 | link_player_skills (pl); |
713 | } |
749 | } |
714 | |
750 | |
715 | void |
751 | void |
716 | get_name (object *op) |
|
|
717 | { |
|
|
718 | op->contr->write_buf[0] = '\0'; |
|
|
719 | op->contr->state = ST_GET_NAME; |
|
|
720 | send_query (&op->contr->socket, 0, "What is your name?\n:"); |
|
|
721 | } |
|
|
722 | |
|
|
723 | void |
|
|
724 | get_password (object *op) |
|
|
725 | { |
|
|
726 | op->contr->write_buf[0] = '\0'; |
|
|
727 | op->contr->state = ST_GET_PASSWORD; |
|
|
728 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
729 | } |
|
|
730 | |
|
|
731 | void |
|
|
732 | play_again (object *op) |
|
|
733 | { |
|
|
734 | op->contr->state = ST_PLAY_AGAIN; |
|
|
735 | op->chosen_skill = NULL; |
|
|
736 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
737 | /* a bit of a hack, but there are various places early in th |
|
|
738 | * player creation process that a user can quit (eg, roll |
|
|
739 | * stats) that isn't removing the player. Taking a quick |
|
|
740 | * look, there are many places that call play_again without |
|
|
741 | * removing the player - it probably makes more sense |
|
|
742 | * to leave it to play_again to remove the object in all |
|
|
743 | * cases. |
|
|
744 | */ |
|
|
745 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
746 | remove_ob (op); |
|
|
747 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
748 | * and draw() doesn't check to see if the player is removed, only if |
|
|
749 | * the map is null or not swapped out. |
|
|
750 | */ |
|
|
751 | op->map = NULL; |
|
|
752 | } |
|
|
753 | |
|
|
754 | int |
|
|
755 | receive_play_again (object *op, char key) |
|
|
756 | { |
|
|
757 | if (key == 'q' || key == 'Q') |
|
|
758 | { |
|
|
759 | remove_friendly_object (op); |
|
|
760 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
761 | return 2; |
|
|
762 | } |
|
|
763 | else if (key == 'a' || key == 'A') |
|
|
764 | { |
|
|
765 | player *pl = op->contr; |
|
|
766 | shstr name = op->name; |
|
|
767 | |
|
|
768 | op->contr = 0; |
|
|
769 | op->type = 0; |
|
|
770 | op->free (1); |
|
|
771 | pl = get_player (pl); |
|
|
772 | op = pl->ob; |
|
|
773 | add_friendly_object (op); |
|
|
774 | op->contr->password[0] = '~'; |
|
|
775 | op->name = op->name_pl = 0; |
|
|
776 | /* Lets put a space in here */ |
|
|
777 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
778 | get_name (op); |
|
|
779 | op->name = op->name_pl = name; |
|
|
780 | set_first_map (op); |
|
|
781 | } |
|
|
782 | else |
|
|
783 | /* user pressed something else so just ask again... */ |
|
|
784 | play_again (op); |
|
|
785 | |
|
|
786 | return 0; |
|
|
787 | } |
|
|
788 | |
|
|
789 | void |
|
|
790 | confirm_password (object *op) |
|
|
791 | { |
|
|
792 | |
|
|
793 | op->contr->write_buf[0] = '\0'; |
|
|
794 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
795 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
796 | } |
|
|
797 | |
|
|
798 | void |
|
|
799 | get_party_password (object *op, partylist *party) |
752 | get_party_password (object *op, partylist *party) |
800 | { |
753 | { |
801 | if (party == NULL) |
754 | if (party == NULL) |
802 | { |
755 | { |
803 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
756 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
804 | return; |
757 | return; |
805 | } |
758 | } |
|
|
759 | |
806 | op->contr->write_buf[0] = '\0'; |
760 | op->contr->write_buf[0] = '\0'; |
807 | op->contr->state = ST_GET_PARTY_PASSWORD; |
761 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
808 | op->contr->party_to_join = party; |
762 | op->contr->party_to_join = party; |
809 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
763 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
810 | } |
764 | } |
811 | |
|
|
812 | |
765 | |
813 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
766 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
814 | int |
767 | static int |
815 | roll_stat (void) |
768 | roll_stat (void) |
816 | { |
769 | { |
817 | int a[4], i, j, k; |
770 | int a[4], i, j, k; |
818 | |
771 | |
819 | for (i = 0; i < 4; i++) |
772 | for (i = 0; i < 4; i++) |
820 | a[i] = (int) RANDOM () % 6 + 1; |
773 | a[i] = (int) rndm (6) + 1; |
821 | |
774 | |
822 | for (i = 0, j = 0, k = 7; i < 4; i++) |
775 | for (i = 0, j = 0, k = 7; i < 4; i++) |
823 | if (a[i] < k) |
776 | if (a[i] < k) |
824 | k = a[i], j = i; |
777 | k = a[i], j = i; |
825 | |
778 | |
826 | for (i = 0, k = 0; i < 4; i++) |
779 | for (i = 0, k = 0; i < 4; i++) |
827 | { |
|
|
828 | if (i != j) |
780 | if (i != j) |
829 | k += a[i]; |
781 | k += a[i]; |
830 | } |
782 | |
831 | return k; |
783 | return k; |
832 | } |
784 | } |
833 | |
785 | |
834 | void |
786 | void |
835 | roll_stats (object *op) |
787 | object::roll_stats () |
836 | { |
788 | { |
|
|
789 | int statsort [NUM_STATS]; |
|
|
790 | |
|
|
791 | for (;;) |
|
|
792 | { |
837 | int sum = 0; |
793 | int sum = 0; |
838 | int i = 0, j = 0; |
794 | for (int i = NUM_STATS; i--; ) |
839 | int statsort[7]; |
795 | sum += statsort [i] = roll_stat (); |
840 | |
796 | |
841 | do |
797 | if (sum >= 82 && sum <= 116) |
|
|
798 | break; |
842 | { |
799 | } |
843 | op->stats.Str = roll_stat (); |
|
|
844 | op->stats.Dex = roll_stat (); |
|
|
845 | op->stats.Int = roll_stat (); |
|
|
846 | op->stats.Con = roll_stat (); |
|
|
847 | op->stats.Wis = roll_stat (); |
|
|
848 | op->stats.Pow = roll_stat (); |
|
|
849 | op->stats.Cha = roll_stat (); |
|
|
850 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
851 | } |
|
|
852 | while (sum < 82 || sum > 116); |
|
|
853 | |
800 | |
854 | /* Sort the stats so that rerolling is easier... */ |
801 | // Sort the stats so that rerolling is easier... |
855 | statsort[0] = op->stats.Str; |
802 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
856 | statsort[1] = op->stats.Dex; |
|
|
857 | statsort[2] = op->stats.Int; |
|
|
858 | statsort[3] = op->stats.Con; |
|
|
859 | statsort[4] = op->stats.Wis; |
|
|
860 | statsort[5] = op->stats.Pow; |
|
|
861 | statsort[6] = op->stats.Cha; |
|
|
862 | |
803 | |
863 | /* a quick and dirty bubblesort? */ |
804 | for (int i = 0; i < NUM_STATS; ++i) |
864 | do |
805 | stats.stat (i) = statsort [i]; |
865 | { |
|
|
866 | if (statsort[i] < statsort[i + 1]) |
|
|
867 | { |
|
|
868 | j = statsort[i]; |
|
|
869 | statsort[i] = statsort[i + 1]; |
|
|
870 | statsort[i + 1] = j; |
|
|
871 | i = 0; |
|
|
872 | } |
|
|
873 | else |
|
|
874 | { |
|
|
875 | i++; |
|
|
876 | } |
|
|
877 | } |
|
|
878 | while (i < 6); |
|
|
879 | |
806 | |
880 | op->stats.Str = statsort[0]; |
|
|
881 | op->stats.Dex = statsort[1]; |
|
|
882 | op->stats.Con = statsort[2]; |
|
|
883 | op->stats.Int = statsort[3]; |
|
|
884 | op->stats.Wis = statsort[4]; |
|
|
885 | op->stats.Pow = statsort[5]; |
|
|
886 | op->stats.Cha = statsort[6]; |
|
|
887 | |
|
|
888 | |
|
|
889 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
890 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
891 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
892 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
893 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
894 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
895 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
896 | |
|
|
897 | op->level = 1; |
|
|
898 | op->stats.exp = 0; |
807 | stats.exp = 0; |
899 | op->stats.ac = 0; |
808 | stats.ac = 0; |
900 | |
809 | |
901 | op->contr->levhp[1] = 9; |
|
|
902 | op->contr->levsp[1] = 6; |
|
|
903 | op->contr->levgrace[1] = 3; |
|
|
904 | |
|
|
905 | fix_player (op); |
|
|
906 | op->stats.hp = op->stats.maxhp; |
810 | stats.hp = stats.maxhp; |
907 | op->stats.sp = op->stats.maxsp; |
811 | stats.sp = stats.maxsp; |
908 | op->stats.grace = op->stats.maxgrace; |
812 | stats.grace = stats.maxgrace; |
|
|
813 | |
|
|
814 | if (contr) |
|
|
815 | { |
|
|
816 | contr->levhp[1] = 9; |
|
|
817 | contr->levsp[1] = 6; |
|
|
818 | contr->levgrace[1] = 3; |
|
|
819 | |
909 | op->contr->orig_stats = op->stats; |
820 | contr->orig_stats = stats; |
|
|
821 | } |
910 | } |
822 | } |
911 | |
823 | |
912 | void |
824 | void |
913 | Roll_Again (object *op) |
825 | object::swap_stats (int a, int b) |
914 | { |
826 | { |
915 | esrv_new_player (op->contr, 0); |
827 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
916 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
917 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
918 | } |
|
|
919 | |
828 | |
920 | void |
829 | for (int i = 0; i < NUM_STATS; ++i) |
921 | Swap_Stat (object *op, int Swap_Second) |
830 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
831 | |
|
|
832 | //TODO: the following code looks so borked and should, at the very least, |
|
|
833 | // be merged with the similar code in roll_stats |
|
|
834 | stats.ac = 0; |
|
|
835 | |
|
|
836 | level = 1; |
|
|
837 | stats.exp = 0; |
|
|
838 | stats.ac = 0; |
|
|
839 | |
|
|
840 | stats.hp = stats.maxhp; |
|
|
841 | stats.sp = stats.maxsp; |
|
|
842 | stats.grace = stats.maxgrace; |
|
|
843 | |
|
|
844 | if (contr) |
|
|
845 | { |
|
|
846 | contr->levhp[1] = 9; |
|
|
847 | contr->levsp[1] = 6; |
|
|
848 | contr->levgrace[1] = 3; |
|
|
849 | |
|
|
850 | contr->orig_stats = stats; |
|
|
851 | } |
|
|
852 | } |
|
|
853 | |
|
|
854 | static void |
|
|
855 | start_info (object *op) |
922 | { |
856 | { |
923 | signed char tmp; |
|
|
924 | char buf[MAX_BUF]; |
857 | char buf[MAX_BUF]; |
925 | |
858 | |
926 | if (op->contr->Swap_First == -1) |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
927 | { |
|
|
928 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
929 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
930 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
931 | return; |
|
|
932 | } |
|
|
933 | |
|
|
934 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
935 | |
|
|
936 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
937 | |
|
|
938 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
939 | |
|
|
940 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
941 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
942 | op->stats.Str = op->contr->orig_stats.Str; |
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
943 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
944 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
945 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
946 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
947 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
948 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
949 | op->stats.ac = 0; |
|
|
950 | |
|
|
951 | op->level = 1; |
|
|
952 | op->stats.exp = 0; |
|
|
953 | op->stats.ac = 0; |
|
|
954 | |
|
|
955 | op->contr->levhp[1] = 9; |
|
|
956 | op->contr->levsp[1] = 6; |
|
|
957 | op->contr->levgrace[1] = 3; |
|
|
958 | |
|
|
959 | fix_player (op); |
|
|
960 | op->stats.hp = op->stats.maxhp; |
|
|
961 | op->stats.sp = op->stats.maxsp; |
|
|
962 | op->stats.grace = op->stats.maxgrace; |
|
|
963 | op->contr->orig_stats = op->stats; |
|
|
964 | op->contr->Swap_First = -1; |
|
|
965 | } |
|
|
966 | |
|
|
967 | |
|
|
968 | /* This code has been greatly reduced, because with set_attr_value |
|
|
969 | * and get_attr_value, the stats can be accessed just numeric |
|
|
970 | * ids. stat_trans is a table that translate the number entered |
|
|
971 | * into the actual stat. It is needed because the order the stats |
|
|
972 | * are displayed in the stat window is not the same as how |
|
|
973 | * the number's access that stat. The table does that translation. |
|
|
974 | */ |
|
|
975 | int |
|
|
976 | key_roll_stat (object *op, char key) |
|
|
977 | { |
|
|
978 | int keynum = key - '0'; |
|
|
979 | char buf[MAX_BUF]; |
|
|
980 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
981 | |
|
|
982 | if (keynum > 0 && keynum <= 7) |
|
|
983 | { |
|
|
984 | if (op->contr->Swap_First == -1) |
|
|
985 | { |
|
|
986 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
987 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
988 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
989 | } |
|
|
990 | else |
|
|
991 | Swap_Stat (op, stat_trans[keynum]); |
|
|
992 | |
|
|
993 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
994 | return 1; |
|
|
995 | } |
|
|
996 | switch (key) |
|
|
997 | { |
|
|
998 | case 'n': |
|
|
999 | case 'N': |
|
|
1000 | { |
|
|
1001 | SET_FLAG (op, FLAG_WIZ); |
|
|
1002 | if (op->map == NULL) |
|
|
1003 | { |
|
|
1004 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
1005 | break; |
|
|
1006 | } |
|
|
1007 | |
|
|
1008 | #if 0 |
|
|
1009 | /* So that enter_exit will put us at startx/starty */ |
|
|
1010 | op->x = -1; |
|
|
1011 | |
|
|
1012 | enter_exit (op, NULL); |
|
|
1013 | #endif |
|
|
1014 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1015 | /* Enter exit adds a player otherwise */ |
|
|
1016 | add_statbonus (op); |
|
|
1017 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1018 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1019 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1020 | if (op->msg) |
|
|
1021 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1022 | return 0; |
|
|
1023 | } |
|
|
1024 | case 'y': |
|
|
1025 | case 'Y': |
|
|
1026 | roll_stats (op); |
|
|
1027 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1028 | return 1; |
|
|
1029 | |
|
|
1030 | case 'q': |
|
|
1031 | case 'Q': |
|
|
1032 | play_again (op); |
|
|
1033 | return 1; |
|
|
1034 | |
|
|
1035 | default: |
|
|
1036 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1037 | return 0; |
|
|
1038 | } |
|
|
1039 | return 0; |
|
|
1040 | } |
863 | } |
1041 | |
864 | |
1042 | /* This function takes the key that is passed, and does the |
865 | /* This function takes the key that is passed, and does the |
1043 | * appropriate action with it (change race, or other things). |
866 | * appropriate action with it (change race, or other things). |
1044 | * The function name is for historical reasons - now we have |
867 | * The function name is for historical reasons - now we have |
1045 | * separate race and class; this actually changes the RACE, |
868 | * separate race and class; this actually changes the RACE, |
1046 | * not the class. |
869 | * not the class. |
1047 | */ |
870 | */ |
1048 | |
871 | void |
1049 | int |
872 | player::chargen_race_done () |
1050 | key_change_class (object *op, char key) |
|
|
1051 | { |
873 | { |
1052 | int tmp_loop; |
|
|
1053 | |
|
|
1054 | if (key == 'q' || key == 'Q') |
|
|
1055 | { |
|
|
1056 | remove_ob (op); |
|
|
1057 | play_again (op); |
|
|
1058 | return 0; |
|
|
1059 | } |
|
|
1060 | if (key == 'd' || key == 'D') |
|
|
1061 | { |
|
|
1062 | char buf[MAX_BUF]; |
|
|
1063 | |
|
|
1064 | /* this must before then initial items are given */ |
874 | /* this must before then initial items are given */ |
1065 | esrv_new_player (op->contr, op->weight + op->carrying); |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
1066 | create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); |
|
|
1067 | |
876 | |
|
|
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
|
|
878 | if (tl) |
|
|
879 | create_treasure (tl, ob, 0, 0, 0); |
|
|
880 | |
1068 | INVOKE_PLAYER (BIRTH, op->contr); |
881 | INVOKE_PLAYER (BIRTH, ob->contr); |
1069 | INVOKE_PLAYER (LOGIN, op->contr); |
882 | INVOKE_PLAYER (LOGIN, ob->contr); |
1070 | |
883 | |
1071 | op->contr->state = ST_PLAYING; |
884 | ob->contr->ns->state = ST_PLAYING; |
1072 | |
885 | |
1073 | if (op->msg) |
886 | if (ob->msg) |
1074 | op->msg = NULL; |
887 | ob->msg = 0; |
1075 | |
888 | |
1076 | /* We create this now because some of the unique maps will need it |
889 | /* We create this now because some of the unique maps will need it |
1077 | * to save here. |
890 | * to save here. |
1078 | */ |
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
1079 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1080 | make_path_to_file (buf); |
895 | make_path_to_file (buf); |
|
|
896 | } |
1081 | |
897 | |
1082 | #ifdef AUTOSAVE |
|
|
1083 | op->contr->last_save_tick = pticks; |
|
|
1084 | #endif |
|
|
1085 | start_info (op); |
898 | start_info (ob); |
1086 | CLEAR_FLAG (op, FLAG_WIZ); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
1087 | give_initial_items (op, op->randomitems); |
900 | give_initial_items (ob, ob->randomitems); |
1088 | link_player_skills (op); |
901 | link_player_skills (ob); |
1089 | esrv_send_inventory (op, op); |
902 | esrv_send_inventory (ob, ob); |
1090 | fix_player (op); |
903 | ob->update_stats (); |
1091 | |
904 | |
1092 | /* This moves the player to a different start map, if there |
905 | /* This moves the player to a different start map, if there |
1093 | * is one for this race |
906 | * is one for this race |
1094 | */ |
907 | */ |
1095 | if (*first_map_ext_path) |
908 | if (*first_map_ext_path) |
1096 | { |
909 | { |
1097 | object *tmp; |
910 | object *tmp; |
1098 | char mapname[MAX_BUF]; |
911 | char mapname[MAX_BUF]; |
1099 | |
912 | |
1100 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
1101 | tmp = get_object (); |
914 | tmp = object::create (); |
1102 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_PATH (tmp) = mapname; |
1103 | EXIT_X (tmp) = op->x; |
916 | EXIT_X (tmp) = ob->x; |
1104 | EXIT_Y (tmp) = op->y; |
917 | EXIT_Y (tmp) = ob->y; |
1105 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
1106 | * if the map isn't there, then stay on the |
919 | * if the map isn't there, then stay on the |
1107 | * default initial map */ |
920 | * default initial map */ |
1108 | free_object (tmp); |
921 | tmp->destroy (); |
1109 | } |
922 | } |
1110 | else |
923 | else |
1111 | { |
|
|
1112 | LOG (llevDebug, "first_map_ext_path not set\n"); |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1113 | } |
925 | } |
1114 | return 0; |
|
|
1115 | } |
|
|
1116 | |
926 | |
|
|
927 | void |
|
|
928 | player::chargen_race_next () |
|
|
929 | { |
1117 | /* Following actually changes the race - this is the default command |
930 | /* Following actually changes the race - this is the default command |
1118 | * if we don't match with one of the options above. |
931 | * if we don't match with one of the options above. |
1119 | */ |
932 | */ |
1120 | |
933 | |
1121 | tmp_loop = 0; |
934 | do |
1122 | while (!tmp_loop) |
|
|
1123 | { |
935 | { |
1124 | shstr name = op->name; |
936 | shstr name = ob->name; |
1125 | int x = op->x, y = op->y; |
937 | int x = ob->x, y = ob->y; |
1126 | |
938 | |
1127 | remove_statbonus (op); |
939 | ob->remove_statbonus (); |
1128 | remove_ob (op); |
940 | ob->remove (); |
1129 | op->arch = get_player_archetype (op->arch); |
941 | ob->arch = get_player_archetype (ob->arch); |
1130 | copy_object (&op->arch->clone, op); |
942 | ob->arch->clone.copy_to (ob); |
1131 | op->instantiate (); |
943 | ob->instantiate (); |
1132 | op->stats = op->contr->orig_stats; |
944 | ob->stats = ob->contr->orig_stats; |
1133 | op->name = op->name_pl = name; |
945 | ob->name = ob->name_pl = name; |
1134 | op->x = x; |
946 | ob->x = x; |
1135 | op->y = y; |
947 | ob->y = y; |
1136 | SET_ANIMATION (op, 2); /* So player faces south */ |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1137 | insert_ob_in_map (op, op->map, op, 0); |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
1138 | assign (op->contr->title, op->arch->clone.name); |
950 | assign (ob->contr->title, ob->arch->clone.name); |
1139 | add_statbonus (op); |
951 | ob->add_statbonus (); |
1140 | tmp_loop = allowed_class (op); |
|
|
1141 | } |
952 | } |
|
|
953 | while (!allowed_class (ob)); |
1142 | |
954 | |
1143 | update_object (op, UP_OBJ_FACE); |
955 | update_object (ob, UP_OBJ_FACE); |
1144 | esrv_update_item (UPD_FACE, op, op); |
956 | esrv_update_item (UPD_FACE, ob, ob); |
1145 | fix_player (op); |
957 | ob->update_stats (); |
1146 | op->stats.hp = op->stats.maxhp; |
958 | ob->stats.hp = ob->stats.maxhp; |
1147 | op->stats.sp = op->stats.maxsp; |
959 | ob->stats.sp = ob->stats.maxsp; |
1148 | op->stats.grace = 0; |
960 | ob->stats.grace = 0; |
1149 | |
|
|
1150 | if (op->msg) |
|
|
1151 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1152 | |
|
|
1153 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1154 | return 0; |
|
|
1155 | } |
|
|
1156 | |
|
|
1157 | int |
|
|
1158 | key_confirm_quit (object *op, char key) |
|
|
1159 | { |
|
|
1160 | char buf[MAX_BUF]; |
|
|
1161 | |
|
|
1162 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1163 | { |
|
|
1164 | op->contr->state = ST_PLAYING; |
|
|
1165 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1166 | return 1; |
|
|
1167 | } |
|
|
1168 | |
|
|
1169 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1170 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1171 | |
|
|
1172 | terminate_all_pets (op); |
|
|
1173 | leave_map (op); |
|
|
1174 | op->direction = 0; |
|
|
1175 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1176 | |
|
|
1177 | strcpy (op->contr->killer, "quit"); |
|
|
1178 | check_score (op); |
|
|
1179 | op->contr->party = NULL; |
|
|
1180 | if (settings.set_title == TRUE) |
|
|
1181 | op->contr->own_title[0] = '\0'; |
|
|
1182 | |
|
|
1183 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1184 | { |
|
|
1185 | mapstruct *mp, *next; |
|
|
1186 | |
|
|
1187 | /* We need to hunt for any per player unique maps in memory and |
|
|
1188 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1189 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1190 | */ |
|
|
1191 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1192 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1193 | { |
|
|
1194 | next = mp->next; |
|
|
1195 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1196 | delete_map (mp); |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | delete_character (op->name, 1); |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | play_again (op); |
|
|
1203 | return 1; |
|
|
1204 | } |
961 | } |
1205 | |
962 | |
1206 | void |
963 | void |
1207 | flee_player (object *op) |
964 | flee_player (object *op) |
1208 | { |
965 | { |
… | |
… | |
1238 | { |
995 | { |
1239 | op->enemy = NULL; |
996 | op->enemy = NULL; |
1240 | CLEAR_FLAG (op, FLAG_SCARED); |
997 | CLEAR_FLAG (op, FLAG_SCARED); |
1241 | return; |
998 | return; |
1242 | } |
999 | } |
|
|
1000 | |
1243 | get_rangevector (op, op->enemy, &rv, 0); |
1001 | get_rangevector (op, op->enemy, &rv, 0); |
1244 | |
1002 | |
1245 | dir = absdir (4 + rv.direction); |
1003 | dir = absdir (4 + rv.direction); |
1246 | for (diff = 0; diff < 3; diff++) |
1004 | for (diff = 0; diff < 3; diff++) |
1247 | { |
1005 | { |
1248 | int m = 1 - (RANDOM () & 2); |
1006 | int m = 1 - (RANDOM () & 2); |
1249 | |
1007 | |
1250 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1008 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1251 | { |
|
|
1252 | return; |
1009 | return; |
1253 | } |
|
|
1254 | } |
1010 | } |
|
|
1011 | |
1255 | /* Cornered, get rid of scared */ |
1012 | /* Cornered, get rid of scared */ |
1256 | CLEAR_FLAG (op, FLAG_SCARED); |
1013 | CLEAR_FLAG (op, FLAG_SCARED); |
1257 | op->enemy = NULL; |
1014 | op->enemy = NULL; |
1258 | } |
1015 | } |
1259 | |
1016 | |
1260 | |
|
|
1261 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1017 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1262 | * IT returns 1 if the player should keep on moving, 0 if he should |
1018 | * It returns 1 if the player should keep on moving, 0 if he should |
1263 | * stop. |
1019 | * stop. |
1264 | */ |
1020 | */ |
1265 | int |
1021 | int |
1266 | check_pick (object *op) |
1022 | check_pick (object *op) |
1267 | { |
1023 | { |
1268 | object *tmp, *next; |
1024 | object *tmp, *next; |
1269 | tag_t next_tag = 0, op_tag; |
|
|
1270 | int stop = 0; |
1025 | int stop = 0; |
1271 | int j, k, wvratio; |
1026 | int wvratio; |
1272 | char putstring[128], tmpstr[16]; |
1027 | char putstring[128]; |
1273 | |
|
|
1274 | |
1028 | |
1275 | /* if you're flying, you cna't pick up anything */ |
1029 | /* if you're flying, you cna't pick up anything */ |
1276 | if (op->move_type & MOVE_FLYING) |
1030 | if (op->move_type & MOVE_FLYING) |
1277 | return 1; |
1031 | return 1; |
1278 | |
1032 | |
1279 | op_tag = op->count; |
|
|
1280 | |
|
|
1281 | next = op->below; |
1033 | next = op->below; |
1282 | if (next) |
|
|
1283 | next_tag = next->count; |
|
|
1284 | |
1034 | |
1285 | /* loop while there are items on the floor that are not marked as |
1035 | /* loop while there are items on the floor that are not marked as |
1286 | * destroyed */ |
1036 | * destroyed */ |
1287 | while (next && !was_destroyed (next, next_tag)) |
1037 | while (next && !next->destroyed ()) |
1288 | { |
1038 | { |
1289 | tmp = next; |
1039 | tmp = next; |
1290 | next = tmp->below; |
1040 | next = tmp->below; |
1291 | if (next) |
|
|
1292 | next_tag = next->count; |
|
|
1293 | |
1041 | |
1294 | if (was_destroyed (op, op_tag)) |
1042 | if (op->destroyed ()) |
1295 | return 0; |
1043 | return 0; |
1296 | |
1044 | |
1297 | if (!can_pick (op, tmp)) |
1045 | if (!can_pick (op, tmp)) |
1298 | continue; |
1046 | continue; |
1299 | |
1047 | |
… | |
… | |
1353 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1354 | &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)))); |
1355 | else |
1103 | else |
1356 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1357 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1105 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1106 | |
1358 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1359 | |
|
|
1360 | sprintf (putstring, "...flags: "); |
|
|
1361 | for (k = 0; k < 4; k++) |
|
|
1362 | { |
|
|
1363 | for (j = 0; j < 32; j++) |
|
|
1364 | { |
|
|
1365 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1366 | { |
|
|
1367 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1368 | strcat (putstring, tmpstr); |
|
|
1369 | } |
|
|
1370 | } |
|
|
1371 | } |
|
|
1372 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1373 | |
|
|
1374 | #if 0 |
|
|
1375 | /* print the flags too */ |
|
|
1376 | for (k = 0; k < 4; k++) |
|
|
1377 | { |
|
|
1378 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1379 | for (j = 0; j < 32; j++) |
|
|
1380 | { |
|
|
1381 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1382 | if (!((j + 1) % 4)) |
|
|
1383 | fprintf (stderr, " "); |
|
|
1384 | } |
|
|
1385 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1386 | } |
|
|
1387 | #endif |
|
|
1388 | } |
1108 | } |
|
|
1109 | |
1389 | /* philosophy: |
1110 | /* philosophy: |
1390 | * 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 |
1391 | * generic. This takes no game-time. For more detailed pickups |
1112 | * generic. This takes no game-time. For more detailed pickups |
1392 | * and selections, select-items shoul dbe used. This is a |
1113 | * and selections, select-items should be used. This is a |
1393 | * 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 |
1394 | * example. |
1115 | * example. |
1395 | * 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 |
1396 | * 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 |
1397 | * convert to decimal and then 'pickup <#> |
1118 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1431 | /* question: don't pick up known-poisonous stuff? */ |
1152 | /* question: don't pick up known-poisonous stuff? */ |
1432 | if (op->contr->mode & PU_FOOD) |
1153 | if (op->contr->mode & PU_FOOD) |
1433 | if (tmp->type == FOOD) |
1154 | if (tmp->type == FOOD) |
1434 | { |
1155 | { |
1435 | pick_up (op, tmp); |
1156 | pick_up (op, tmp); |
1436 | if (0) |
|
|
1437 | fprintf (stderr, "FOOD\n"); |
|
|
1438 | continue; |
1157 | continue; |
1439 | } |
1158 | } |
|
|
1159 | |
1440 | if (op->contr->mode & PU_DRINK) |
1160 | if (op->contr->mode & PU_DRINK) |
1441 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1161 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1442 | { |
1162 | { |
1443 | pick_up (op, tmp); |
1163 | pick_up (op, tmp); |
1444 | if (0) |
|
|
1445 | fprintf (stderr, "DRINK\n"); |
|
|
1446 | continue; |
1164 | continue; |
1447 | } |
1165 | } |
1448 | |
1166 | |
1449 | if (op->contr->mode & PU_POTION) |
1167 | if (op->contr->mode & PU_POTION) |
1450 | if (tmp->type == POTION) |
1168 | if (tmp->type == POTION) |
1451 | { |
1169 | { |
1452 | pick_up (op, tmp); |
1170 | pick_up (op, tmp); |
1453 | if (0) |
|
|
1454 | fprintf (stderr, "POTION\n"); |
|
|
1455 | continue; |
1171 | continue; |
1456 | } |
1172 | } |
1457 | |
1173 | |
1458 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1174 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1459 | if (op->contr->mode & PU_SPELLBOOK) |
1175 | if (op->contr->mode & PU_SPELLBOOK) |
1460 | if (tmp->type == SPELLBOOK) |
1176 | if (tmp->type == SPELLBOOK) |
1461 | { |
1177 | { |
1462 | pick_up (op, tmp); |
1178 | pick_up (op, tmp); |
1463 | if (0) |
|
|
1464 | fprintf (stderr, "SPELLBOOK\n"); |
|
|
1465 | continue; |
1179 | continue; |
1466 | } |
1180 | } |
|
|
1181 | |
1467 | if (op->contr->mode & PU_SKILLSCROLL) |
1182 | if (op->contr->mode & PU_SKILLSCROLL) |
1468 | if (tmp->type == SKILLSCROLL) |
1183 | if (tmp->type == SKILLSCROLL) |
1469 | { |
1184 | { |
1470 | pick_up (op, tmp); |
1185 | pick_up (op, tmp); |
1471 | if (0) |
|
|
1472 | fprintf (stderr, "SKILLSCROLL\n"); |
|
|
1473 | continue; |
1186 | continue; |
1474 | } |
1187 | } |
|
|
1188 | |
1475 | if (op->contr->mode & PU_READABLES) |
1189 | if (op->contr->mode & PU_READABLES) |
1476 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1190 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1477 | { |
1191 | { |
1478 | pick_up (op, tmp); |
1192 | pick_up (op, tmp); |
1479 | if (0) |
|
|
1480 | fprintf (stderr, "READABLES\n"); |
|
|
1481 | continue; |
1193 | continue; |
1482 | } |
1194 | } |
1483 | |
1195 | |
1484 | /* wands/staves/rods/horns */ |
1196 | /* wands/staves/rods/horns */ |
1485 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1197 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1486 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1198 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1487 | { |
1199 | { |
1488 | pick_up (op, tmp); |
1200 | pick_up (op, tmp); |
1489 | if (0) |
|
|
1490 | fprintf (stderr, "MAGIC_DEVICE\n"); |
|
|
1491 | continue; |
1201 | continue; |
1492 | } |
1202 | } |
1493 | |
1203 | |
1494 | /* pick up all magical items */ |
1204 | /* pick up all magical items */ |
1495 | if (op->contr->mode & PU_MAGICAL) |
1205 | if (op->contr->mode & PU_MAGICAL) |
1496 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1206 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1497 | { |
1207 | { |
1498 | pick_up (op, tmp); |
1208 | pick_up (op, tmp); |
1499 | if (0) |
|
|
1500 | fprintf (stderr, "MAGICAL\n"); |
|
|
1501 | continue; |
1209 | continue; |
1502 | } |
1210 | } |
1503 | |
1211 | |
1504 | if (op->contr->mode & PU_VALUABLES) |
1212 | if (op->contr->mode & PU_VALUABLES) |
1505 | { |
1213 | { |
1506 | if (tmp->type == MONEY || tmp->type == GEM) |
1214 | if (tmp->type == MONEY || tmp->type == GEM) |
1507 | { |
1215 | { |
1508 | pick_up (op, tmp); |
1216 | pick_up (op, tmp); |
1509 | if (0) |
|
|
1510 | fprintf (stderr, "MONEY/GEM\n"); |
|
|
1511 | continue; |
1217 | continue; |
1512 | } |
1218 | } |
1513 | } |
1219 | } |
1514 | |
1220 | |
1515 | /* rings & amulets - talismans seems to be typed AMULET */ |
1221 | /* rings & amulets - talismans seems to be typed AMULET */ |
1516 | if (op->contr->mode & PU_JEWELS) |
1222 | if (op->contr->mode & PU_JEWELS) |
1517 | if (tmp->type == RING || tmp->type == AMULET) |
1223 | if (tmp->type == RING || tmp->type == AMULET) |
1518 | { |
1224 | { |
1519 | pick_up (op, tmp); |
1225 | pick_up (op, tmp); |
|
|
1226 | continue; |
1520 | if (0) |
1227 | } |
1521 | fprintf (stderr, "JEWELS\n"); |
1228 | |
|
|
1229 | /* we don't forget dragon food */ |
|
|
1230 | if (op->contr->mode & PU_FLESH) |
|
|
1231 | if (tmp->type == FLESH) |
|
|
1232 | { |
|
|
1233 | pick_up (op, tmp); |
1522 | continue; |
1234 | continue; |
1523 | } |
1235 | } |
1524 | |
1236 | |
1525 | /* bows and arrows. Bows are good for selling! */ |
1237 | /* bows and arrows. Bows are good for selling! */ |
1526 | if (op->contr->mode & PU_BOW) |
1238 | if (op->contr->mode & PU_BOW) |
1527 | if (tmp->type == BOW) |
1239 | if (tmp->type == BOW) |
1528 | { |
1240 | { |
1529 | pick_up (op, tmp); |
1241 | pick_up (op, tmp); |
1530 | if (0) |
|
|
1531 | fprintf (stderr, "BOW\n"); |
|
|
1532 | continue; |
1242 | continue; |
1533 | } |
1243 | } |
|
|
1244 | |
1534 | if (op->contr->mode & PU_ARROW) |
1245 | if (op->contr->mode & PU_ARROW) |
1535 | if (tmp->type == ARROW) |
1246 | if (tmp->type == ARROW) |
1536 | { |
1247 | { |
1537 | pick_up (op, tmp); |
1248 | pick_up (op, tmp); |
1538 | if (0) |
|
|
1539 | fprintf (stderr, "ARROW\n"); |
|
|
1540 | continue; |
1249 | continue; |
1541 | } |
1250 | } |
1542 | |
1251 | |
1543 | /* all kinds of armor etc. */ |
1252 | /* all kinds of armor etc. */ |
1544 | if (op->contr->mode & PU_ARMOUR) |
1253 | if (op->contr->mode & PU_ARMOUR) |
1545 | if (tmp->type == ARMOUR) |
1254 | if (tmp->type == ARMOUR) |
1546 | { |
1255 | { |
1547 | pick_up (op, tmp); |
1256 | pick_up (op, tmp); |
1548 | if (0) |
|
|
1549 | fprintf (stderr, "ARMOUR\n"); |
|
|
1550 | continue; |
1257 | continue; |
1551 | } |
1258 | } |
|
|
1259 | |
1552 | if (op->contr->mode & PU_HELMET) |
1260 | if (op->contr->mode & PU_HELMET) |
1553 | if (tmp->type == HELMET) |
1261 | if (tmp->type == HELMET) |
1554 | { |
1262 | { |
1555 | pick_up (op, tmp); |
1263 | pick_up (op, tmp); |
1556 | if (0) |
|
|
1557 | fprintf (stderr, "HELMET\n"); |
|
|
1558 | continue; |
1264 | continue; |
1559 | } |
1265 | } |
|
|
1266 | |
1560 | if (op->contr->mode & PU_SHIELD) |
1267 | if (op->contr->mode & PU_SHIELD) |
1561 | if (tmp->type == SHIELD) |
1268 | if (tmp->type == SHIELD) |
1562 | { |
1269 | { |
1563 | pick_up (op, tmp); |
1270 | pick_up (op, tmp); |
1564 | if (0) |
|
|
1565 | fprintf (stderr, "SHIELD\n"); |
|
|
1566 | continue; |
1271 | continue; |
1567 | } |
1272 | } |
|
|
1273 | |
1568 | if (op->contr->mode & PU_BOOTS) |
1274 | if (op->contr->mode & PU_BOOTS) |
1569 | if (tmp->type == BOOTS) |
1275 | if (tmp->type == BOOTS) |
1570 | { |
1276 | { |
1571 | pick_up (op, tmp); |
1277 | pick_up (op, tmp); |
1572 | if (0) |
|
|
1573 | fprintf (stderr, "BOOTS\n"); |
|
|
1574 | continue; |
1278 | continue; |
1575 | } |
1279 | } |
|
|
1280 | |
1576 | if (op->contr->mode & PU_GLOVES) |
1281 | if (op->contr->mode & PU_GLOVES) |
1577 | if (tmp->type == GLOVES) |
1282 | if (tmp->type == GLOVES) |
1578 | { |
1283 | { |
1579 | pick_up (op, tmp); |
1284 | pick_up (op, tmp); |
1580 | if (0) |
|
|
1581 | fprintf (stderr, "GLOVES\n"); |
|
|
1582 | continue; |
1285 | continue; |
1583 | } |
1286 | } |
|
|
1287 | |
1584 | if (op->contr->mode & PU_CLOAK) |
1288 | if (op->contr->mode & PU_CLOAK) |
1585 | if (tmp->type == CLOAK) |
1289 | if (tmp->type == CLOAK) |
1586 | { |
1290 | { |
1587 | pick_up (op, tmp); |
1291 | pick_up (op, tmp); |
1588 | if (0) |
|
|
1589 | fprintf (stderr, "GLOVES\n"); |
|
|
1590 | continue; |
1292 | continue; |
1591 | } |
1293 | } |
1592 | |
1294 | |
1593 | /* hoping to catch throwing daggers here */ |
1295 | /* hoping to catch throwing daggers here */ |
1594 | if (op->contr->mode & PU_MISSILEWEAPON) |
1296 | if (op->contr->mode & PU_MISSILEWEAPON) |
1595 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1297 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1596 | { |
1298 | { |
1597 | pick_up (op, tmp); |
1299 | pick_up (op, tmp); |
1598 | if (0) |
|
|
1599 | fprintf (stderr, "MISSILEWEAPON\n"); |
|
|
1600 | continue; |
1300 | continue; |
1601 | } |
1301 | } |
1602 | |
1302 | |
1603 | /* careful: chairs and tables are weapons! */ |
1303 | /* careful: chairs and tables are weapons! */ |
1604 | if (op->contr->mode & PU_ALLWEAPON) |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
… | |
… | |
1607 | { |
1307 | { |
1608 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1308 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1609 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1610 | { |
1310 | { |
1611 | pick_up (op, tmp); |
1311 | pick_up (op, tmp); |
1612 | if (0) |
|
|
1613 | fprintf (stderr, "WEAPON\n"); |
|
|
1614 | continue; |
1312 | continue; |
1615 | } |
1313 | } |
1616 | } |
1314 | } |
|
|
1315 | |
1617 | if (tmp->type == WEAPON && tmp->name == NULL) |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1618 | { |
1317 | { |
1619 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1318 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1620 | { |
1319 | { |
1621 | pick_up (op, tmp); |
1320 | pick_up (op, tmp); |
1622 | if (0) |
|
|
1623 | fprintf (stderr, "WEAPON\n"); |
|
|
1624 | continue; |
1321 | continue; |
1625 | } |
1322 | } |
1626 | } |
1323 | } |
1627 | } |
1324 | } |
1628 | |
1325 | |
1629 | /* misc stuff that's useful */ |
1326 | /* misc stuff that's useful */ |
1630 | if (op->contr->mode & PU_KEY) |
1327 | if (op->contr->mode & PU_KEY) |
1631 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1328 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1632 | { |
1329 | { |
1633 | pick_up (op, tmp); |
1330 | pick_up (op, tmp); |
1634 | if (0) |
|
|
1635 | fprintf (stderr, "KEY\n"); |
|
|
1636 | continue; |
1331 | continue; |
1637 | } |
1332 | } |
1638 | |
1333 | |
1639 | /* any of the last 4 bits set means we use the ratio for value |
1334 | /* any of the last 4 bits set means we use the ratio for value |
1640 | * pickups */ |
1335 | * pickups */ |
… | |
… | |
1662 | continue; |
1357 | continue; |
1663 | } |
1358 | } |
1664 | } |
1359 | } |
1665 | } /* the new pickup model */ |
1360 | } /* the new pickup model */ |
1666 | } |
1361 | } |
|
|
1362 | |
1667 | return !stop; |
1363 | return !stop; |
1668 | } |
1364 | } |
1669 | |
1365 | |
1670 | /* |
1366 | /* |
1671 | * Find an arrow in the inventory and after that |
1367 | * Find an arrow in the inventory and after that |
… | |
… | |
1673 | * found object is returned. |
1369 | * found object is returned. |
1674 | */ |
1370 | */ |
1675 | object * |
1371 | object * |
1676 | find_arrow (object *op, const char *type) |
1372 | find_arrow (object *op, const char *type) |
1677 | { |
1373 | { |
1678 | object *tmp = NULL; |
1374 | object *tmp = 0; |
1679 | |
1375 | |
1680 | for (op = op->inv; op; op = op->below) |
1376 | for (op = op->inv; op; op = op->below) |
1681 | 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)) |
1682 | tmp = find_arrow (op, type); |
1378 | tmp = find_arrow (op, type); |
1683 | else if (op->type == ARROW && op->race == type) |
1379 | else if (op->type == ARROW && op->race == type) |
1684 | return op; |
1380 | return op; |
|
|
1381 | |
1685 | return tmp; |
1382 | return tmp; |
1686 | } |
1383 | } |
1687 | |
1384 | |
1688 | /* |
1385 | /* |
1689 | * 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 |
1690 | * 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 |
1691 | * 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 |
1692 | * 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. |
1693 | */ |
1390 | */ |
1694 | |
|
|
1695 | object * |
1391 | object * |
1696 | 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) |
1697 | { |
1393 | { |
1698 | object *tmp = NULL, *arrow, *ntmp; |
1394 | object *tmp = NULL, *arrow, *ntmp; |
1699 | int attacknum, attacktype, betterby = 0, i; |
1395 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1765 | * find_better_arrow to find a decent arrow to use. |
1461 | * find_better_arrow to find a decent arrow to use. |
1766 | * op = the shooter |
1462 | * op = the shooter |
1767 | * type = bow->race |
1463 | * type = bow->race |
1768 | * dir = fire direction |
1464 | * dir = fire direction |
1769 | */ |
1465 | */ |
1770 | |
|
|
1771 | object * |
1466 | object * |
1772 | pick_arrow_target (object *op, const char *type, int dir) |
1467 | pick_arrow_target (object *op, const char *type, int dir) |
1773 | { |
1468 | { |
1774 | object *tmp = NULL; |
1469 | object *tmp = NULL; |
1775 | mapstruct *m; |
1470 | maptile *m; |
1776 | int i, mflags, found, number; |
1471 | int i, mflags, found, number; |
1777 | sint16 x, y; |
1472 | sint16 x, y; |
1778 | |
1473 | |
1779 | if (op->map == NULL) |
1474 | if (op->map == NULL) |
1780 | return find_arrow (op, type); |
1475 | return find_arrow (op, type); |
… | |
… | |
1840 | */ |
1535 | */ |
1841 | int |
1536 | int |
1842 | 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) |
1843 | { |
1538 | { |
1844 | object *left, *bow; |
1539 | object *left, *bow; |
1845 | tag_t left_tag, tag; |
1540 | int mflags; |
1846 | int bowspeed, mflags; |
1541 | maptile *m; |
1847 | mapstruct *m; |
|
|
1848 | |
1542 | |
1849 | if (!dir) |
1543 | if (!dir) |
1850 | { |
1544 | { |
1851 | 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!"); |
1852 | return 0; |
1546 | return 0; |
1853 | } |
1547 | } |
1854 | if (op->type == PLAYER) |
1548 | |
1855 | bow = op->contr->ranges[range_bow]; |
1549 | if (player *pl = op->contr) |
|
|
1550 | { |
|
|
1551 | bow = pl->ranged_ob; |
|
|
1552 | if (!op->change_weapon (bow)) |
|
|
1553 | return 0; |
|
|
1554 | } |
1856 | else |
1555 | else |
1857 | { |
1556 | { |
1858 | for (bow = op->inv; bow; bow = bow->below) |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1859 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1860 | * don't need to switch back and forth between bows and weapons. |
1559 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1865 | if (!bow) |
1564 | if (!bow) |
1866 | { |
1565 | { |
1867 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1868 | return 0; |
1567 | return 0; |
1869 | } |
1568 | } |
|
|
1569 | |
|
|
1570 | // optimisation: move object to top so we will find it quickly again |
|
|
1571 | if (bow->below) |
|
|
1572 | { |
|
|
1573 | bow->remove (); |
|
|
1574 | op->insert (bow); |
|
|
1575 | } |
|
|
1576 | |
1870 | } |
1577 | } |
|
|
1578 | |
1871 | if (!bow->race || !bow->skill) |
1579 | if (!bow->race || !bow->skill) |
1872 | { |
1580 | { |
1873 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1581 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1874 | return 0; |
1582 | return 0; |
1875 | } |
1583 | } |
1876 | |
|
|
1877 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1878 | |
|
|
1879 | /* penalize ROF for bestarrow */ |
|
|
1880 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1881 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1882 | if (bowspeed < 1) |
|
|
1883 | bowspeed = 1; |
|
|
1884 | |
1584 | |
1885 | if (arrow == NULL) |
1585 | if (arrow == NULL) |
1886 | { |
1586 | { |
1887 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1587 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1888 | { |
1588 | { |
1889 | if (op->type == PLAYER) |
1589 | if (op->type == PLAYER) |
1890 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1590 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1891 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1591 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1892 | else |
1592 | else |
1893 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1593 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1594 | |
1894 | return 0; |
1595 | return 0; |
1895 | } |
1596 | } |
1896 | } |
1597 | } |
|
|
1598 | |
1897 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1898 | if (mflags & P_OUT_OF_MAP) |
1600 | if (mflags & P_OUT_OF_MAP) |
1899 | { |
|
|
1900 | return 0; |
1601 | return 0; |
1901 | } |
1602 | |
1902 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1603 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1903 | { |
1604 | { |
1904 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1605 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1905 | return 0; |
1606 | return 0; |
1906 | } |
1607 | } |
1907 | |
1608 | |
1908 | /* this should not happen, but sometimes does */ |
1609 | /* this should not happen, but sometimes does */ |
1909 | if (arrow->nrof == 0) |
1610 | if (arrow->nrof == 0) |
1910 | { |
1611 | { |
1911 | remove_ob (arrow); |
1612 | arrow->destroy (); |
1912 | free_object (arrow); |
|
|
1913 | return 0; |
1613 | return 0; |
1914 | } |
1614 | } |
1915 | |
1615 | |
1916 | left = arrow; /* these are arrows left to the player */ |
1616 | left = arrow; /* these are arrows left to the player */ |
1917 | left_tag = left->count; |
|
|
1918 | arrow = get_split_ob (arrow, 1); |
1617 | arrow = get_split_ob (arrow, 1); |
1919 | if (arrow == NULL) |
1618 | if (!arrow) |
1920 | { |
1619 | { |
1921 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1620 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1922 | return 0; |
1621 | return 0; |
1923 | } |
1622 | } |
1924 | set_owner (arrow, op); |
1623 | |
|
|
1624 | arrow->set_owner (op); |
1925 | arrow->skill = bow->skill; |
1625 | arrow->skill = bow->skill; |
1926 | |
|
|
1927 | arrow->direction = dir; |
1626 | arrow->direction = dir; |
1928 | arrow->x = sx; |
1627 | |
1929 | arrow->y = sy; |
1628 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1629 | arrow->stats.hp = arrow->stats.dam; |
|
|
1630 | arrow->stats.grace = arrow->attacktype; |
|
|
1631 | |
|
|
1632 | if (arrow->slaying) |
|
|
1633 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1634 | |
|
|
1635 | if (player *pl = op->contr) |
|
|
1636 | { |
|
|
1637 | pl->has_hit = 1; |
|
|
1638 | #if 0 |
|
|
1639 | float speed = pl->weapon_sp; |
|
|
1640 | |
|
|
1641 | /* penalize ROF for bestarrow */ |
|
|
1642 | if (pl->bowtype == bow_bestarrow) |
|
|
1643 | speed *= .9f; |
|
|
1644 | else |
|
|
1645 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1646 | |
|
|
1647 | op->speed_left += speed - op->speed; |
|
|
1648 | #endif |
|
|
1649 | } |
|
|
1650 | |
|
|
1651 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1652 | |
|
|
1653 | /* update the speed */ |
|
|
1654 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
|
|
1655 | + bow->stats.dam / 7.0; |
|
|
1656 | |
|
|
1657 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1658 | arrow->speed_left = 0; |
|
|
1659 | |
|
|
1660 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1930 | |
1661 | |
1931 | if (op->type == PLAYER) |
1662 | if (op->type == PLAYER) |
1932 | { |
1663 | { |
1933 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1934 | fix_player (op); |
|
|
1935 | } |
|
|
1936 | |
|
|
1937 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1938 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1939 | arrow->stats.hp = arrow->stats.dam; |
|
|
1940 | arrow->stats.grace = arrow->attacktype; |
|
|
1941 | if (arrow->slaying != NULL) |
|
|
1942 | arrow->spellarg = strdup_local (arrow->slaying); |
|
|
1943 | |
|
|
1944 | /* Note that this was different for monsters - they got their level |
|
|
1945 | * added to the damage. I think the strength bonus is more proper. |
|
|
1946 | */ |
|
|
1947 | |
|
|
1948 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1949 | |
|
|
1950 | /* update the speed */ |
|
|
1951 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1952 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1953 | |
|
|
1954 | if (arrow->speed < 1.0) |
|
|
1955 | arrow->speed = 1.0; |
|
|
1956 | update_ob_speed (arrow); |
|
|
1957 | arrow->speed_left = 0; |
|
|
1958 | |
|
|
1959 | if (op->type == PLAYER) |
|
|
1960 | { |
|
|
1961 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1962 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1963 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1964 | |
|
|
1965 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1664 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1665 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1666 | |
|
|
1667 | if (!arrow->slaying) |
|
|
1668 | arrow->slaying = op->slaying; |
|
|
1669 | |
|
|
1670 | arrow->attacktype |= op->attacktype; |
1966 | } |
1671 | } |
1967 | else |
1672 | else |
1968 | { |
1673 | { |
1969 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1970 | |
|
|
1971 | arrow->level = op->level; |
1674 | arrow->level = op->level; |
1972 | } |
1675 | arrow->stats.wc -= bow->magic; |
1973 | if (arrow->attacktype == AT_PHYSICAL) |
1676 | |
|
|
1677 | if (!arrow->slaying) |
|
|
1678 | arrow->slaying = bow->slaying; |
|
|
1679 | |
1974 | arrow->attacktype |= bow->attacktype; |
1680 | arrow->attacktype |= bow->attacktype; |
1975 | if (bow->slaying != NULL) |
1681 | } |
1976 | arrow->slaying = bow->slaying; |
|
|
1977 | |
1682 | |
1978 | arrow->map = m; |
1683 | wc -= arrow->level; |
|
|
1684 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1685 | |
|
|
1686 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1979 | arrow->move_type = MOVE_FLY_LOW; |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1980 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1981 | |
1689 | |
1982 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1690 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1983 | tag = arrow->count; |
1691 | m->insert (arrow, sx, sy, op); |
1984 | insert_ob_in_map (arrow, m, op, 0); |
|
|
1985 | |
1692 | |
1986 | if (!was_destroyed (arrow, tag)) |
1693 | if (!arrow->destroyed ()) |
1987 | move_arrow (arrow); |
1694 | move_arrow (arrow); |
1988 | |
1695 | |
1989 | if (op->type == PLAYER) |
1696 | if (op->type == PLAYER) |
1990 | { |
1697 | { |
1991 | if (was_destroyed (left, left_tag)) |
1698 | if (left->destroyed ()) |
1992 | esrv_del_item (op->contr, left_tag); |
1699 | esrv_del_item (op->contr, left->count); |
1993 | else |
1700 | else |
1994 | esrv_send_item (op, left); |
1701 | esrv_send_item (op, left); |
1995 | } |
1702 | } |
|
|
1703 | |
1996 | return 1; |
1704 | return 1; |
1997 | } |
1705 | } |
1998 | |
1706 | |
1999 | /* Special fire code for players - this takes into |
1707 | /* Special fire code for players - this takes into |
2000 | * account the special fire modes players can have |
1708 | * account the special fire modes players can have |
… | |
… | |
2008 | { |
1716 | { |
2009 | int ret = 0, wcmod = 0; |
1717 | int ret = 0, wcmod = 0; |
2010 | |
1718 | |
2011 | if (op->contr->bowtype == bow_bestarrow) |
1719 | if (op->contr->bowtype == bow_bestarrow) |
2012 | { |
1720 | { |
2013 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1721 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
2014 | } |
1722 | } |
2015 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1723 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
2016 | { |
1724 | { |
2017 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1725 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
2018 | wcmod = -1; |
1726 | wcmod = -1; |
|
|
1727 | |
2019 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1728 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
2020 | } |
1729 | } |
2021 | else if (op->contr->bowtype == bow_threewide) |
1730 | else if (op->contr->bowtype == bow_threewide) |
2022 | { |
1731 | { |
2023 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2027 | else if (op->contr->bowtype == bow_spreadshot) |
1736 | else if (op->contr->bowtype == bow_spreadshot) |
2028 | { |
1737 | { |
2029 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1738 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
2030 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1739 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
2031 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1740 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
2032 | |
|
|
2033 | } |
1741 | } |
2034 | else |
1742 | else |
2035 | { |
1743 | { |
2036 | /* Simple case */ |
1744 | /* Simple case */ |
2037 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1745 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
2038 | } |
1746 | } |
|
|
1747 | |
2039 | return ret; |
1748 | return ret; |
2040 | } |
1749 | } |
2041 | |
1750 | |
2042 | |
1751 | |
2043 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1752 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
2044 | * Broken apart from 'fire' to keep it more readable. |
1753 | * Broken apart from 'fire' to keep it more readable. |
2045 | */ |
1754 | */ |
2046 | void |
1755 | void |
2047 | fire_misc_object (object *op, int dir) |
1756 | fire_misc_object (object *op, int dir) |
2048 | { |
1757 | { |
2049 | object *item; |
1758 | object *item = op->contr->ranged_ob; |
2050 | |
1759 | |
2051 | if (!op->contr->ranges[range_misc]) |
1760 | if (!item) |
2052 | { |
1761 | { |
2053 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1762 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2054 | return; |
1763 | return; |
2055 | } |
1764 | } |
2056 | |
1765 | |
2057 | item = op->contr->ranges[range_misc]; |
|
|
2058 | if (!item->inv) |
1766 | if (!item->inv) |
2059 | { |
1767 | { |
2060 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1768 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2061 | return; |
1769 | return; |
2062 | } |
1770 | } |
|
|
1771 | |
|
|
1772 | if (!op->change_weapon (item)) |
|
|
1773 | return; |
|
|
1774 | |
2063 | if (item->type == WAND) |
1775 | if (item->type == WAND) |
2064 | { |
1776 | { |
2065 | if (item->stats.food <= 0) |
1777 | if (item->stats.food <= 0) |
2066 | { |
1778 | { |
2067 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1779 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
2068 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1780 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1781 | |
2069 | return; |
1782 | return; |
2070 | } |
1783 | } |
2071 | } |
1784 | } |
2072 | else if (item->type == ROD || item->type == HORN) |
1785 | else if (item->type == ROD || item->type == HORN) |
2073 | { |
1786 | { |
2074 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1787 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
2075 | { |
1788 | { |
2076 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1789 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1790 | |
2077 | if (item->type == ROD) |
1791 | if (item->type == ROD) |
2078 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1792 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2079 | else |
1793 | else |
2080 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1794 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1795 | |
2081 | return; |
1796 | return; |
2082 | } |
1797 | } |
2083 | } |
1798 | } |
2084 | |
1799 | |
2085 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1800 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
2093 | |
1808 | |
2094 | if (item->arch) |
1809 | if (item->arch) |
2095 | { |
1810 | { |
2096 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1811 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2097 | item->face = item->arch->clone.face; |
1812 | item->face = item->arch->clone.face; |
2098 | item->speed = 0; |
1813 | item->set_speed (0); |
2099 | update_ob_speed (item); |
|
|
2100 | } |
1814 | } |
|
|
1815 | |
2101 | if ((tmp = is_player_inv (item))) |
1816 | if ((tmp = item->in_player ())) |
2102 | esrv_update_item (UPD_ANIM, tmp, item); |
1817 | esrv_update_item (UPD_ANIM, tmp, item); |
2103 | } |
1818 | } |
2104 | } |
1819 | } |
2105 | else if (item->type == ROD || item->type == HORN) |
1820 | else if (item->type == ROD || item->type == HORN) |
2106 | { |
|
|
2107 | drain_rod_charge (item); |
1821 | drain_rod_charge (item); |
2108 | } |
|
|
2109 | } |
1822 | } |
2110 | } |
1823 | } |
2111 | |
1824 | |
2112 | /* Received a fire command for the player - go and do it. |
1825 | /* Received a fire command for the player - go and do it. |
2113 | */ |
1826 | */ |
… | |
… | |
2118 | |
1831 | |
2119 | /* check for loss of invisiblity/hide */ |
1832 | /* check for loss of invisiblity/hide */ |
2120 | if (action_makes_visible (op)) |
1833 | if (action_makes_visible (op)) |
2121 | make_visible (op); |
1834 | make_visible (op); |
2122 | |
1835 | |
2123 | switch (op->contr->shoottype) |
1836 | player *pl = op->contr; |
|
|
1837 | |
|
|
1838 | if (pl->golem) |
2124 | { |
1839 | { |
2125 | case range_none: |
1840 | control_golem (op->contr->golem, dir); |
2126 | return; |
1841 | return; |
|
|
1842 | } |
2127 | |
1843 | |
2128 | case range_bow: |
1844 | object *ob = pl->ranged_ob; |
|
|
1845 | |
|
|
1846 | if (!ob) |
|
|
1847 | return; |
|
|
1848 | |
|
|
1849 | switch (ob->type) |
|
|
1850 | { |
|
|
1851 | case BOW: |
2129 | player_fire_bow (op, dir); |
1852 | player_fire_bow (op, dir); |
2130 | return; |
1853 | break; |
2131 | |
1854 | |
2132 | case range_magic: /* Casting spells */ |
1855 | case SPELL: |
2133 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1856 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
2134 | return; |
1857 | break; |
2135 | |
1858 | |
2136 | case range_misc: |
1859 | case BUILDER: |
|
|
1860 | apply_map_builder (op, dir); |
|
|
1861 | break; |
|
|
1862 | |
|
|
1863 | case SKILL: |
|
|
1864 | case SKILL_TOOL: |
|
|
1865 | do_skill (op, op, ob, dir, 0); |
|
|
1866 | break; |
|
|
1867 | |
|
|
1868 | default: |
2137 | fire_misc_object (op, dir); |
1869 | fire_misc_object (op, dir); |
2138 | return; |
1870 | break; |
2139 | |
|
|
2140 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2141 | if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) |
|
|
2142 | { |
|
|
2143 | op->contr->ranges[range_golem] = NULL; |
|
|
2144 | op->contr->shoottype = range_none; |
|
|
2145 | op->contr->golem_count = 0; |
|
|
2146 | } |
|
|
2147 | else |
|
|
2148 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2149 | return; |
|
|
2150 | |
|
|
2151 | case range_skill: |
|
|
2152 | if (!op->chosen_skill) |
|
|
2153 | { |
|
|
2154 | if (op->type == PLAYER) |
|
|
2155 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2156 | return; |
|
|
2157 | } |
|
|
2158 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2159 | return; |
|
|
2160 | case range_builder: |
|
|
2161 | apply_map_builder (op, dir); |
|
|
2162 | return; |
|
|
2163 | default: |
|
|
2164 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
2165 | return; |
|
|
2166 | } |
1871 | } |
2167 | } |
1872 | } |
2168 | |
|
|
2169 | |
|
|
2170 | |
1873 | |
2171 | /* find_key |
1874 | /* find_key |
2172 | * We try to find a key for the door as passed. If we find a key |
1875 | * We try to find a key for the door as passed. If we find a key |
2173 | * and successfully use it, we return the key, otherwise NULL |
1876 | * and successfully use it, we return the key, otherwise NULL |
2174 | * This function merges both normal and locked door, since the logic |
1877 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2176 | * pl is the player, |
1879 | * pl is the player, |
2177 | * inv is the objects inventory to searched |
1880 | * inv is the objects inventory to searched |
2178 | * door is the door we are trying to match against. |
1881 | * door is the door we are trying to match against. |
2179 | * This function can be called recursively to search containers. |
1882 | * This function can be called recursively to search containers. |
2180 | */ |
1883 | */ |
2181 | |
|
|
2182 | object * |
1884 | object * |
2183 | find_key (object *pl, object *container, object *door) |
1885 | find_key (object *pl, object *container, object *door) |
2184 | { |
1886 | { |
2185 | object *tmp, *key; |
1887 | object *tmp, *key; |
2186 | |
1888 | |
2187 | /* Should not happen, but sanity checking is never bad */ |
1889 | /* Should not happen, but sanity checking is never bad */ |
2188 | if (container->inv == NULL) |
1890 | if (!container->inv) |
2189 | return NULL; |
1891 | return 0; |
2190 | |
1892 | |
2191 | /* First, lets try to find a key in the top level inventory */ |
1893 | /* First, lets try to find a key in the top level inventory */ |
2192 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1894 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2193 | { |
1895 | { |
2194 | if (door->type == DOOR && tmp->type == KEY) |
1896 | if (door->type == DOOR && tmp->type == KEY) |
2195 | break; |
1897 | break; |
2196 | /* For sanity, we should really check door type, but other stuff |
1898 | /* For sanity, we should really check door type, but other stuff |
2197 | * (like containers) can be locked with special keys |
1899 | * (like containers) can be locked with special keys |
2198 | */ |
1900 | */ |
2199 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1901 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2200 | break; |
1902 | break; |
2201 | } |
1903 | } |
|
|
1904 | |
2202 | /* No key found - lets search inventories now */ |
1905 | /* No key found - lets search inventories now */ |
2203 | /* If we find and use a key in an inventory, return at that time. |
1906 | /* If we find and use a key in an inventory, return at that time. |
2204 | * otherwise, if we search all the inventories and still don't find |
1907 | * otherwise, if we search all the inventories and still don't find |
2205 | * a key, return |
1908 | * a key, return |
2206 | */ |
1909 | */ |
2207 | if (!tmp) |
1910 | if (!tmp) |
2208 | { |
1911 | { |
2209 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1912 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2210 | { |
1913 | { |
2211 | /* No reason to search empty containers */ |
1914 | /* No reason to search empty containers */ |
2212 | if (tmp->type == CONTAINER && tmp->inv) |
1915 | if (tmp->type == CONTAINER && tmp->inv) |
2213 | { |
1916 | { |
2214 | if ((key = find_key (pl, tmp, door)) != NULL) |
1917 | if ((key = find_key (pl, tmp, door))) |
2215 | return key; |
1918 | return key; |
2216 | } |
1919 | } |
2217 | } |
1920 | } |
|
|
1921 | |
2218 | if (!tmp) |
1922 | if (!tmp) |
2219 | return NULL; |
1923 | return NULL; |
2220 | } |
1924 | } |
|
|
1925 | |
2221 | /* We get down here if we have found a key. Now if its in a container, |
1926 | /* We get down here if we have found a key. Now if its in a container, |
2222 | * see if we actually want to use it |
1927 | * see if we actually want to use it |
2223 | */ |
1928 | */ |
2224 | if (pl != container) |
1929 | if (pl != container) |
2225 | { |
1930 | { |
… | |
… | |
2246 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1951 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2247 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1952 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2248 | return NULL; |
1953 | return NULL; |
2249 | } |
1954 | } |
2250 | } |
1955 | } |
|
|
1956 | |
2251 | return tmp; |
1957 | return tmp; |
2252 | } |
1958 | } |
2253 | |
1959 | |
2254 | /* moved door processing out of move_player_attack. |
1960 | /* moved door processing out of move_player_attack. |
2255 | * returns 1 if player has opened the door with a key |
1961 | * returns 1 if player has opened the door with a key |
… | |
… | |
2257 | * 0 otherwise |
1963 | * 0 otherwise |
2258 | */ |
1964 | */ |
2259 | static int |
1965 | static int |
2260 | player_attack_door (object *op, object *door) |
1966 | player_attack_door (object *op, object *door) |
2261 | { |
1967 | { |
2262 | |
|
|
2263 | /* If its a door, try to find a use a key. If we do destroy the door, |
1968 | /* If its a door, try to find a use a key. If we do destroy the door, |
2264 | * might as well return immediately as there is nothing more to do - |
1969 | * might as well return immediately as there is nothing more to do - |
2265 | * otherwise, we fall through to the rest of the code. |
1970 | * otherwise, we fall through to the rest of the code. |
2266 | */ |
1971 | */ |
2267 | object *key = find_key (op, op, door); |
1972 | object *key = find_key (op, op, door); |
… | |
… | |
2270 | if (key) |
1975 | if (key) |
2271 | { |
1976 | { |
2272 | object *container = key->env; |
1977 | object *container = key->env; |
2273 | |
1978 | |
2274 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1979 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1980 | |
2275 | if (action_makes_visible (op)) |
1981 | if (action_makes_visible (op)) |
2276 | make_visible (op); |
1982 | make_visible (op); |
|
|
1983 | |
2277 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1984 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2278 | spring_trap (door->inv, op); |
1985 | spring_trap (door->inv, op); |
|
|
1986 | |
2279 | if (door->type == DOOR) |
1987 | if (door->type == DOOR) |
2280 | { |
|
|
2281 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1988 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2282 | } |
|
|
2283 | else if (door->type == LOCKED_DOOR) |
1989 | else if (door->type == LOCKED_DOOR) |
2284 | { |
1990 | { |
2285 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1991 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2286 | remove_door2 (door); /* remove door without violence ;-) */ |
1992 | remove_door2 (door); /* remove door without violence ;-) */ |
2287 | } |
1993 | } |
|
|
1994 | |
2288 | /* Do this after we print the message */ |
1995 | /* Do this after we print the message */ |
2289 | decrease_ob (key); /* Use up one of the keys */ |
1996 | decrease_ob (key); /* Use up one of the keys */ |
2290 | /* Need to update the weight the container the key was in */ |
1997 | /* Need to update the weight the container the key was in */ |
2291 | if (container != op) |
1998 | if (container != op) |
2292 | esrv_update_item (UPD_WEIGHT, op, container); |
1999 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2000 | |
2293 | return 1; /* Nothing more to do below */ |
2001 | return 1; /* Nothing more to do below */ |
2294 | } |
2002 | } |
2295 | else if (door->type == LOCKED_DOOR) |
2003 | else if (door->type == LOCKED_DOOR) |
2296 | { |
2004 | { |
2297 | /* Might as well return now - no other way to open this */ |
2005 | /* Might as well return now - no other way to open this */ |
2298 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2006 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2299 | return 1; |
2007 | return 1; |
2300 | } |
2008 | } |
|
|
2009 | |
2301 | return 0; |
2010 | return 0; |
2302 | } |
2011 | } |
2303 | |
2012 | |
2304 | /* This function is just part of a breakup from move_player. |
2013 | /* This function is just part of a breakup from move_player. |
2305 | * It should keep the code cleaner. |
2014 | * It should keep the code cleaner. |
2306 | * When this is called, the players direction has been updated |
2015 | * When this is called, the players direction has been updated |
2307 | * (taking into account confusion.) The player is also actually |
2016 | * (taking into account confusion.) The player is also actually |
2308 | * going to try and move (not fire weapons). |
2017 | * going to try and move (not fire weapons). |
2309 | */ |
2018 | */ |
2310 | |
|
|
2311 | void |
2019 | void |
2312 | move_player_attack (object *op, int dir) |
2020 | move_player_attack (object *op, int dir) |
2313 | { |
2021 | { |
2314 | object *tmp, *mon; |
2022 | object *tmp, *mon; |
2315 | sint16 nx, ny; |
|
|
2316 | int on_battleground; |
2023 | int on_battleground; |
2317 | mapstruct *m; |
2024 | maptile *m; |
2318 | |
2025 | |
2319 | nx = freearr_x[dir] + op->x; |
2026 | sint16 nx = freearr_x[dir] + op->x; |
2320 | ny = freearr_y[dir] + op->y; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
2321 | |
2028 | |
2322 | on_battleground = op_on_battleground (op, NULL, NULL); |
2029 | on_battleground = op_on_battleground (op, 0, 0); |
2323 | |
2030 | |
2324 | /* If braced, or can't move to the square, and it is not out of the |
2031 | /* If braced, or can't move to the square, and it is not out of the |
2325 | * map, attack it. Note order of if statement is important - don't |
2032 | * map, attack it. Note order of if statement is important - don't |
2326 | * want to be calling move_ob if braced, because move_ob will move the |
2033 | * want to be calling move_ob if braced, because move_ob will move the |
2327 | * player. This is a pretty nasty hack, because if we could |
2034 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2332 | */ |
2039 | */ |
2333 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2040 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2334 | { |
2041 | { |
2335 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2042 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2336 | { |
2043 | { |
2337 | m = get_map_from_coord (op->map, &nx, &ny); |
2044 | m = op->map->xy_find (nx, ny); |
2338 | if (!m) |
2045 | if (!m) |
2339 | return; /* Don't think this should happen */ |
2046 | return; /* Don't think this should happen */ |
2340 | } |
2047 | } |
2341 | else |
2048 | else |
2342 | m = op->map; |
2049 | m = op->map; |
2343 | |
2050 | |
2344 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2051 | if (!(tmp = m->at (nx, ny).bot)) |
2345 | { |
|
|
2346 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2347 | return; |
2052 | return; |
2348 | } |
|
|
2349 | |
2053 | |
2350 | mon = NULL; |
2054 | mon = 0; |
2351 | /* Go through all the objects, and find ones of interest. Only stop if |
2055 | /* Go through all the objects, and find ones of interest. Only stop if |
2352 | * we find a monster - that is something we know we want to attack. |
2056 | * we find a monster - that is something we know we want to attack. |
2353 | * if its a door or barrel (can roll) see if there may be monsters |
2057 | * if its a door or barrel (can roll) see if there may be monsters |
2354 | * on the space |
2058 | * on the space |
2355 | */ |
2059 | */ |
2356 | while (tmp != NULL) |
2060 | while (tmp) |
2357 | { |
2061 | { |
2358 | if (tmp == op) |
2062 | if (tmp == op) |
2359 | { |
2063 | { |
2360 | tmp = tmp->above; |
2064 | tmp = tmp->above; |
2361 | continue; |
2065 | continue; |
2362 | } |
2066 | } |
|
|
2067 | |
2363 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2068 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2364 | { |
2069 | { |
2365 | mon = tmp; |
2070 | mon = tmp; |
2366 | break; |
2071 | break; |
2367 | } |
2072 | } |
|
|
2073 | |
2368 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
2074 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
2369 | mon = tmp; |
2075 | mon = tmp; |
|
|
2076 | |
2370 | tmp = tmp->above; |
2077 | tmp = tmp->above; |
2371 | } |
2078 | } |
2372 | |
2079 | |
2373 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2080 | if (!mon) /* This happens anytime the player tries to move */ |
2374 | return; /* into a wall */ |
2081 | return; /* into a wall */ |
2375 | |
2082 | |
2376 | if (mon->head != NULL) |
2083 | if (mon->head) |
2377 | mon = mon->head; |
2084 | mon = mon->head; |
2378 | |
2085 | |
2379 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2086 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2380 | if (player_attack_door (op, mon)) |
2087 | if (player_attack_door (op, mon)) |
2381 | return; |
2088 | return; |
… | |
… | |
2393 | * player owns it and it is either friendly or unagressive. |
2100 | * player owns it and it is either friendly or unagressive. |
2394 | */ |
2101 | */ |
2395 | if ((op->type == PLAYER) |
2102 | if ((op->type == PLAYER) |
2396 | #if COZY_SERVER |
2103 | #if COZY_SERVER |
2397 | && |
2104 | && |
2398 | ((get_owner (mon) && get_owner (mon)->contr |
2105 | ((mon->owner && mon->owner->contr |
2399 | && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) |
2106 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2400 | #else |
2107 | #else |
2401 | && get_owner (mon) == op |
2108 | && mon->owner == op |
2402 | #endif |
2109 | #endif |
2403 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2110 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2404 | { |
2111 | { |
2405 | /* If we're braced, we don't want to switch places with it */ |
2112 | /* If we're braced, we don't want to switch places with it */ |
2406 | if (op->contr->braced) |
2113 | if (op->contr->braced) |
2407 | return; |
2114 | return; |
|
|
2115 | |
2408 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2116 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2409 | (void) push_ob (mon, dir, op); |
2117 | push_ob (mon, dir, op); |
2410 | if (op->contr->tmp_invis || op->hide) |
2118 | if (op->contr->tmp_invis || op->hide) |
2411 | make_visible (op); |
2119 | make_visible (op); |
|
|
2120 | |
2412 | return; |
2121 | return; |
2413 | } |
2122 | } |
2414 | |
2123 | |
2415 | /* in certain circumstances, you shouldn't attack friendly |
2124 | /* in certain circumstances, you shouldn't attack friendly |
2416 | * creatures. Note that if you are braced, you can't push |
2125 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2418 | * attack them either. |
2127 | * attack them either. |
2419 | */ |
2128 | */ |
2420 | if ((mon->type == PLAYER || mon->enemy != op) && |
2129 | if ((mon->type == PLAYER || mon->enemy != op) && |
2421 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2130 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2422 | #ifdef PROHIBIT_PLAYERKILL |
2131 | #ifdef PROHIBIT_PLAYERKILL |
2423 | (op->contr->peaceful |
2132 | (op->contr->peaceful |
2424 | || (mon->type == PLAYER |
2133 | || (mon->type == PLAYER |
2425 | && mon->contr-> |
2134 | && mon->contr-> |
2426 | peaceful)) && |
2135 | peaceful)) && |
2427 | #else |
2136 | #else |
2428 | op->contr->peaceful && |
2137 | op->contr->peaceful && |
2429 | #endif |
2138 | #endif |
2430 | !on_battleground)) |
2139 | !on_battleground)) |
2431 | { |
2140 | { |
2432 | if (!op->contr->braced) |
2141 | if (!op->contr->braced) |
2433 | { |
2142 | { |
2434 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2143 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2435 | (void) push_ob (mon, dir, op); |
2144 | push_ob (mon, dir, op); |
2436 | } |
2145 | } |
2437 | else |
2146 | else |
2438 | { |
|
|
2439 | new_draw_info (0, 0, op, "You withhold your attack"); |
2147 | new_draw_info (0, 0, op, "You withhold your attack"); |
2440 | } |
2148 | |
2441 | if (op->contr->tmp_invis || op->hide) |
2149 | if (op->contr->tmp_invis || op->hide) |
2442 | make_visible (op); |
2150 | make_visible (op); |
2443 | } |
2151 | } |
2444 | |
2152 | |
2445 | /* If the object is a boulder or other rollable object, then |
2153 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2456 | * 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 |
2457 | * and be living. Then, it must be one of the following: |
2165 | * and be living. Then, it must be one of the following: |
2458 | * 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 |
2459 | * 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. |
2460 | */ |
2168 | */ |
2461 | |
|
|
2462 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2463 | ((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))) |
2464 | { |
2171 | { |
2465 | |
|
|
2466 | /* If the player hasn't hit something this tick, and does |
|
|
2467 | * so, give them speed boost based on weapon speed. Doing |
|
|
2468 | * it here is better than process_players2, which basically |
|
|
2469 | * incurred a 1 tick offset. |
|
|
2470 | */ |
|
|
2471 | if (!op->contr->has_hit) |
2172 | op->contr->has_hit = 1; |
2472 | { |
|
|
2473 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2474 | |
2173 | |
2475 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2476 | } |
|
|
2477 | |
|
|
2478 | skill_attack (mon, op, 0, NULL, NULL); |
2174 | skill_attack (mon, op, 0, 0, 0); |
2479 | |
2175 | |
2480 | /* If attacking another player, that player gets automatic |
2176 | /* If attacking another player, that player gets automatic |
2481 | * hitback, and doesn't loose luck either. |
2177 | * hitback, and doesn't loose luck either. |
2482 | * Disable hitback on the battleground or if the target is |
2178 | * Disable hitback on the battleground or if the target is |
2483 | * the wiz. |
2179 | * the wiz. |
… | |
… | |
2485 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2181 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2486 | { |
2182 | { |
2487 | short luck = mon->stats.luck; |
2183 | short luck = mon->stats.luck; |
2488 | |
2184 | |
2489 | mon->contr->has_hit = 1; |
2185 | mon->contr->has_hit = 1; |
2490 | skill_attack (op, mon, 0, NULL, NULL); |
2186 | skill_attack (op, mon, 0, 0, 0); |
2491 | mon->stats.luck = luck; |
2187 | mon->stats.luck = luck; |
2492 | } |
2188 | } |
|
|
2189 | |
2493 | if (action_makes_visible (op)) |
2190 | if (action_makes_visible (op)) |
2494 | make_visible (op); |
2191 | make_visible (op); |
2495 | } |
2192 | } |
2496 | } /* if player should attack something */ |
2193 | } /* if player should attack something */ |
2497 | } |
2194 | } |
… | |
… | |
2499 | int |
2196 | int |
2500 | move_player (object *op, int dir) |
2197 | move_player (object *op, int dir) |
2501 | { |
2198 | { |
2502 | int pick; |
2199 | int pick; |
2503 | |
2200 | |
2504 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2201 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2505 | return 0; |
2202 | return 0; |
2506 | |
2203 | |
2507 | /* Sanity check: make sure dir is valid */ |
2204 | /* Sanity check: make sure dir is valid */ |
2508 | if ((dir < 0) || (dir >= 9)) |
2205 | if ((dir < 0) || (dir >= 9)) |
2509 | { |
2206 | { |
2510 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2207 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2511 | return 0; |
2208 | return 0; |
2512 | } |
2209 | } |
2513 | |
2210 | |
2514 | /* peterm: added following line */ |
2211 | /* peterm: added following line */ |
2515 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2212 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2516 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2213 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2517 | |
2214 | |
2518 | op->facing = dir; |
2215 | op->facing = dir; |
2519 | |
2216 | |
2520 | if (op->hide) |
2217 | if (op->hide) |
2521 | do_hidden_move (op); |
2218 | do_hidden_move (op); |
… | |
… | |
2532 | |
2229 | |
2533 | /* Add special check for newcs players and fire on - this way, the |
2230 | /* Add special check for newcs players and fire on - this way, the |
2534 | * server can handle repeat firing. |
2231 | * server can handle repeat firing. |
2535 | */ |
2232 | */ |
2536 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2233 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2537 | { |
|
|
2538 | op->direction = dir; |
2234 | op->direction = dir; |
2539 | } |
|
|
2540 | else |
2235 | else |
2541 | { |
|
|
2542 | op->direction = 0; |
2236 | op->direction = 0; |
2543 | } |
2237 | |
2544 | /* Update how the player looks. Use the facing, so direction may |
2238 | /* Update how the player looks. Use the facing, so direction may |
2545 | * get reset to zero. This allows for full animation capabilities |
2239 | * get reset to zero. This allows for full animation capabilities |
2546 | * for players. |
2240 | * for players. |
2547 | */ |
2241 | */ |
2548 | animate_object (op, op->facing); |
2242 | animate_object (op, op->facing); |
… | |
… | |
2557 | * Returns true if there are more actions we can do. |
2251 | * Returns true if there are more actions we can do. |
2558 | */ |
2252 | */ |
2559 | int |
2253 | int |
2560 | handle_newcs_player (object *op) |
2254 | handle_newcs_player (object *op) |
2561 | { |
2255 | { |
2562 | if (op->contr->hidden) |
|
|
2563 | { |
|
|
2564 | op->invisible = 1000; |
|
|
2565 | /* the socket code flashes the player visible/invisible |
|
|
2566 | * depending on the value of invisible, so we need to |
|
|
2567 | * alternate it here for it to work correctly. |
|
|
2568 | */ |
|
|
2569 | if (pticks & 2) |
|
|
2570 | op->invisible--; |
|
|
2571 | } |
|
|
2572 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2573 | { |
|
|
2574 | op->invisible--; |
|
|
2575 | if (!op->invisible) |
|
|
2576 | { |
|
|
2577 | make_visible (op); |
|
|
2578 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2579 | } |
|
|
2580 | } |
|
|
2581 | |
|
|
2582 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2583 | { |
2257 | { |
2584 | flee_player (op); |
2258 | flee_player (op); |
|
|
2259 | |
2585 | /* If player is still scared, that is his action for this tick */ |
2260 | /* If player is still scared, that is his action for this tick */ |
2586 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2261 | if (op->flag [FLAG_SCARED]) |
2587 | { |
2262 | { |
2588 | op->speed_left--; |
2263 | --op->speed_left; |
2589 | return 0; |
2264 | return 0; |
2590 | } |
2265 | } |
2591 | } |
|
|
2592 | |
|
|
2593 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2594 | * the player object still points to the defunct golem. The code that |
|
|
2595 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2596 | * put this in a a workaround to clean up the golem pointer. |
|
|
2597 | */ |
|
|
2598 | if (op->contr->ranges[range_golem] && |
|
|
2599 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) |
|
|
2600 | { |
|
|
2601 | op->contr->ranges[range_golem] = NULL; |
|
|
2602 | op->contr->golem_count = 0; |
|
|
2603 | } |
2266 | } |
2604 | |
2267 | |
2605 | /* call this here - we also will call this in do_ericserver, but |
2268 | /* call this here - we also will call this in do_ericserver, but |
2606 | * the players time has been increased when doericserver has been |
2269 | * the players time has been increased when doericserver has been |
2607 | * called, so we recheck it here. |
2270 | * called, so we recheck it here. |
2608 | */ |
2271 | */ |
2609 | HandleClient (&op->contr->socket, op->contr); |
2272 | if (op->contr->ns->handle_command ()) |
2610 | if (op->speed_left < 0) |
|
|
2611 | return 0; |
2273 | return 1; |
2612 | |
2274 | |
|
|
2275 | if (op->speed_left > 0.f) |
|
|
2276 | { |
2613 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2277 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2614 | { |
2278 | { |
2615 | /* All move commands take 1 tick, at least for now */ |
2279 | /* All move commands take 1 tick, at least for now */ |
2616 | op->speed_left--; |
2280 | --op->speed_left; |
2617 | |
2281 | |
2618 | /* Instead of all the stuff below, let move_player take care |
2282 | /* Instead of all the stuff below, let move_player take care |
2619 | * of it. Also, some of the skill stuff is only put in |
2283 | * of it. Also, some of the skill stuff is only put in |
2620 | * there, as well as the confusion stuff. |
2284 | * there, as well as the confusion stuff. |
2621 | */ |
2285 | */ |
2622 | move_player (op, op->direction); |
2286 | move_player (op, op->direction); |
2623 | if (op->speed_left > 0) |
2287 | |
2624 | return 1; |
2288 | return op->speed_left > 0.f; |
2625 | else |
2289 | } |
2626 | return 0; |
|
|
2627 | } |
2290 | } |
|
|
2291 | |
2628 | return 0; |
2292 | return 0; |
2629 | } |
2293 | } |
2630 | |
2294 | |
2631 | int |
2295 | int |
2632 | save_life (object *op) |
2296 | save_life (object *op) |
2633 | { |
2297 | { |
2634 | object *tmp; |
|
|
2635 | |
|
|
2636 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2298 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2637 | return 0; |
2299 | return 0; |
2638 | |
2300 | |
2639 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2301 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2640 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2302 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2641 | { |
2303 | { |
2642 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2304 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2643 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2305 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2306 | |
2644 | if (op->contr) |
2307 | if (op->contr) |
2645 | esrv_del_item (op->contr, tmp->count); |
2308 | esrv_del_item (op->contr, tmp->count); |
2646 | remove_ob (tmp); |
2309 | |
2647 | free_object (tmp); |
2310 | tmp->destroy (); |
2648 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2311 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2312 | |
2649 | if (op->stats.hp < 0) |
2313 | if (op->stats.hp < 0) |
2650 | op->stats.hp = op->stats.maxhp; |
2314 | op->stats.hp = op->stats.maxhp; |
|
|
2315 | |
2651 | if (op->stats.food < 0) |
2316 | if (op->stats.food < 0) |
2652 | op->stats.food = 999; |
2317 | op->stats.food = 999; |
2653 | fix_player (op); |
2318 | |
|
|
2319 | op->update_stats (); |
2654 | return 1; |
2320 | return 1; |
2655 | } |
2321 | } |
|
|
2322 | |
2656 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2323 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2657 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2324 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2658 | enter_player_savebed (op); /* bring him home. */ |
2325 | enter_player_savebed (op); /* bring him home. */ |
2659 | return 0; |
2326 | return 0; |
2660 | } |
2327 | } |
… | |
… | |
2665 | * from. |
2332 | * from. |
2666 | */ |
2333 | */ |
2667 | void |
2334 | void |
2668 | remove_unpaid_objects (object *op, object *env) |
2335 | remove_unpaid_objects (object *op, object *env) |
2669 | { |
2336 | { |
2670 | object *next; |
|
|
2671 | |
|
|
2672 | while (op) |
2337 | while (op) |
2673 | { |
2338 | { |
2674 | next = op->below; /* Make sure we have a good value, in case |
2339 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2675 | * we remove object 'op' |
2340 | |
2676 | */ |
|
|
2677 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2341 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2678 | { |
2342 | { |
2679 | remove_ob (op); |
|
|
2680 | op->x = env->x; |
|
|
2681 | op->y = env->y; |
|
|
2682 | if (env->type == PLAYER) |
2343 | if (env->type == PLAYER) |
2683 | esrv_del_item (env->contr, op->count); |
2344 | esrv_del_item (env->contr, op->count); |
2684 | insert_ob_in_map (op, env->map, NULL, 0); |
2345 | |
|
|
2346 | op->insert_at (env); |
2685 | } |
2347 | } |
2686 | else if (op->inv) |
2348 | else if (op->inv) |
2687 | remove_unpaid_objects (op->inv, env); |
2349 | remove_unpaid_objects (op->inv, env); |
|
|
2350 | |
2688 | op = next; |
2351 | op = next; |
2689 | } |
2352 | } |
2690 | } |
2353 | } |
2691 | |
|
|
2692 | |
2354 | |
2693 | /* |
2355 | /* |
2694 | * Returns pointer a static string containing gravestone text |
2356 | * Returns pointer a static string containing gravestone text |
2695 | * Moved from apply.c to player.c - player.c is what |
2357 | * Moved from apply.c to player.c - player.c is what |
2696 | * actually uses this function. player.c may not be quite the |
2358 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2707 | strcpy (buf2, " R.I.P.\n\n"); |
2369 | strcpy (buf2, " R.I.P.\n\n"); |
2708 | if (op->type == PLAYER) |
2370 | if (op->type == PLAYER) |
2709 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2371 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2710 | else |
2372 | else |
2711 | sprintf (buf, "%s\n", &op->name); |
2373 | sprintf (buf, "%s\n", &op->name); |
|
|
2374 | |
2712 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2375 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2713 | strcat (buf2, buf); |
2376 | strcat (buf2, buf); |
2714 | if (op->type == PLAYER) |
2377 | if (op->type == PLAYER) |
2715 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2378 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2716 | else |
2379 | else |
2717 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2380 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2381 | |
2718 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2382 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2719 | strcat (buf2, buf); |
2383 | strcat (buf2, buf); |
2720 | if (op->type == PLAYER) |
2384 | if (op->type == PLAYER) |
2721 | { |
2385 | { |
2722 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2386 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2723 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2387 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2724 | strcat (buf2, buf); |
2388 | strcat (buf2, buf); |
2725 | } |
2389 | } |
|
|
2390 | |
2726 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2391 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2727 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2392 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2728 | strcat (buf2, buf); |
2393 | strcat (buf2, buf); |
|
|
2394 | |
2729 | return buf2; |
2395 | return buf2; |
2730 | } |
2396 | } |
2731 | |
|
|
2732 | |
|
|
2733 | |
2397 | |
2734 | void |
2398 | void |
2735 | do_some_living (object *op) |
2399 | do_some_living (object *op) |
2736 | { |
2400 | { |
2737 | int last_food = op->stats.food; |
2401 | int last_food = op->stats.food; |
… | |
… | |
2743 | int rate_grace = 2000; |
2407 | int rate_grace = 2000; |
2744 | const int max_hp = 1; |
2408 | const int max_hp = 1; |
2745 | const int max_sp = 1; |
2409 | const int max_sp = 1; |
2746 | const int max_grace = 1; |
2410 | const int max_grace = 1; |
2747 | |
2411 | |
2748 | if (op->contr->outputs_sync) |
2412 | if (op->contr->hidden) |
2749 | { |
|
|
2750 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2751 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2752 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2753 | } |
2413 | { |
|
|
2414 | op->invisible = 1000; |
|
|
2415 | /* the socket code flashes the player visible/invisible |
|
|
2416 | * depending on the value of invisible, so we need to |
|
|
2417 | * alternate it here for it to work correctly. |
|
|
2418 | */ |
|
|
2419 | if (pticks & 2) |
|
|
2420 | op->invisible--; |
|
|
2421 | } |
|
|
2422 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2423 | { |
|
|
2424 | if (!op->invisible--) |
|
|
2425 | { |
|
|
2426 | make_visible (op); |
|
|
2427 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2428 | } |
|
|
2429 | } |
2754 | |
2430 | |
2755 | if (op->contr->state == ST_PLAYING) |
2431 | if (op->contr->ns->state == ST_PLAYING) |
2756 | { |
2432 | { |
2757 | |
|
|
2758 | /* these next three if clauses make it possible to SLOW DOWN |
2433 | /* these next three if clauses make it possible to SLOW DOWN |
2759 | hp/grace/spellpoint regeneration. */ |
2434 | hp/grace/spellpoint regeneration. */ |
2760 | if (op->contr->gen_hp >= 0) |
2435 | if (op->contr->gen_hp >= 0) |
2761 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2436 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2762 | else |
2437 | else |
2763 | { |
2438 | { |
2764 | gen_hp = op->stats.maxhp; |
2439 | gen_hp = op->stats.maxhp; |
2765 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2440 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2766 | } |
2441 | } |
|
|
2442 | |
2767 | if (op->contr->gen_sp >= 0) |
2443 | if (op->contr->gen_sp >= 0) |
2768 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2444 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2769 | else |
2445 | else |
2770 | { |
2446 | { |
2771 | gen_sp = op->stats.maxsp; |
2447 | gen_sp = op->stats.maxsp; |
2772 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2448 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2773 | } |
2449 | } |
|
|
2450 | |
2774 | if (op->contr->gen_grace >= 0) |
2451 | if (op->contr->gen_grace >= 0) |
2775 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2452 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2776 | else |
2453 | else |
2777 | { |
2454 | { |
2778 | gen_grace = op->stats.maxgrace; |
2455 | gen_grace = op->stats.maxgrace; |
2779 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2456 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2780 | } |
2457 | } |
2781 | |
2458 | |
2782 | /* Regenerate Spell Points */ |
2459 | /* Regenerate Spell Points */ |
2783 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2460 | if (!op->contr->golem && --op->last_sp < 0) |
2784 | { |
2461 | { |
2785 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2462 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2786 | if (op->stats.sp < op->stats.maxsp) |
2463 | if (op->stats.sp < op->stats.maxsp) |
2787 | { |
2464 | { |
2788 | op->stats.sp++; |
2465 | op->stats.sp++; |
… | |
… | |
2794 | op->stats.food += op->contr->digestion; |
2471 | op->stats.food += op->contr->digestion; |
2795 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2472 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2796 | op->stats.food = last_food; |
2473 | op->stats.food = last_food; |
2797 | } |
2474 | } |
2798 | } |
2475 | } |
|
|
2476 | |
2799 | if (max_sp > 1) |
2477 | if (max_sp > 1) |
2800 | { |
2478 | { |
2801 | over_sp = (gen_sp + 10) / rate_sp; |
2479 | over_sp = (gen_sp + 10) / rate_sp; |
2802 | if (over_sp > 0) |
2480 | if (over_sp > 0) |
2803 | { |
2481 | { |
2804 | if (op->stats.sp < op->stats.maxsp) |
2482 | if (op->stats.sp < op->stats.maxsp) |
2805 | { |
2483 | { |
2806 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2484 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2485 | |
2807 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2486 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2808 | op->stats.sp--; |
2487 | op->stats.sp--; |
|
|
2488 | |
2809 | if (op->stats.sp > op->stats.maxsp) |
2489 | if (op->stats.sp > op->stats.maxsp) |
2810 | op->stats.sp = op->stats.maxsp; |
2490 | op->stats.sp = op->stats.maxsp; |
2811 | } |
2491 | } |
2812 | op->last_sp = 0; |
2492 | op->last_sp = 0; |
2813 | } |
2493 | } |
2814 | else |
2494 | else |
2815 | { |
|
|
2816 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2495 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2817 | } |
|
|
2818 | } |
2496 | } |
2819 | else |
2497 | else |
2820 | { |
|
|
2821 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2498 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2822 | } |
|
|
2823 | } |
2499 | } |
2824 | |
2500 | |
2825 | /* Regenerate Grace */ |
2501 | /* Regenerate Grace */ |
2826 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2502 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2827 | if (--op->last_grace < 0) |
2503 | if (--op->last_grace < 0) |
2828 | { |
2504 | { |
2829 | if (op->stats.grace < op->stats.maxgrace / 2) |
2505 | if (op->stats.grace < op->stats.maxgrace / 2) |
2830 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2506 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2507 | |
2831 | if (max_grace > 1) |
2508 | if (max_grace > 1) |
2832 | { |
2509 | { |
2833 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2510 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2834 | if (over_grace > 0) |
2511 | if (over_grace > 0) |
2835 | { |
2512 | { |
… | |
… | |
2863 | op->stats.food += op->contr->digestion; |
2540 | op->stats.food += op->contr->digestion; |
2864 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2541 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2865 | op->stats.food = last_food; |
2542 | op->stats.food = last_food; |
2866 | } |
2543 | } |
2867 | } |
2544 | } |
|
|
2545 | |
2868 | if (max_hp > 1) |
2546 | if (max_hp > 1) |
2869 | { |
2547 | { |
2870 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2548 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2871 | if (over_hp > 0) |
2549 | if (over_hp > 0) |
2872 | { |
2550 | { |
… | |
… | |
2896 | |
2574 | |
2897 | if (op->contr->gen_hp > 0) |
2575 | if (op->contr->gen_hp > 0) |
2898 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2576 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2899 | else |
2577 | else |
2900 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2578 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2579 | |
2901 | /* dms do not consume food */ |
2580 | /* dms do not consume food */ |
2902 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2581 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2903 | op->stats.food--; |
2582 | op->stats.food--; |
2904 | } |
2583 | } |
2905 | } |
|
|
2906 | |
2584 | |
2907 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2585 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2908 | { |
2586 | { |
2909 | object *tmp, *flesh = NULL; |
2587 | object *tmp, *flesh = 0; |
2910 | |
2588 | |
2911 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2589 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2912 | { |
|
|
2913 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2914 | { |
2590 | { |
2915 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2591 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2916 | { |
2592 | { |
|
|
2593 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2594 | { |
2917 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2595 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2918 | manual_apply (op, tmp, 0); |
2596 | manual_apply (op, tmp, 0); |
2919 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2597 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2920 | break; |
2598 | break; |
2921 | } |
2599 | } |
2922 | else if (tmp->type == FLESH) |
2600 | else if (tmp->type == FLESH) |
2923 | flesh = tmp; |
2601 | flesh = tmp; |
2924 | } /* End if paid for object */ |
2602 | } /* End if paid for object */ |
2925 | } /* end of for loop */ |
2603 | } /* end of for loop */ |
|
|
2604 | |
2926 | /* If player is still starving, it means they don't have any food, so |
2605 | /* If player is still starving, it means they don't have any food, so |
2927 | * eat flesh instead. |
2606 | * eat flesh instead. |
2928 | */ |
2607 | */ |
2929 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2608 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2930 | { |
2609 | { |
2931 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2610 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2932 | manual_apply (op, flesh, 0); |
2611 | manual_apply (op, flesh, 0); |
2933 | } |
2612 | } |
2934 | } /* end if player is starving */ |
2613 | } |
2935 | |
2614 | |
2936 | while (op->stats.food < 0 && op->stats.hp > 0) |
2615 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2937 | op->stats.food++, op->stats.hp--; |
2616 | op->stats.food++, op->stats.hp--; |
2938 | |
2617 | |
2939 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2618 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2940 | kill_player (op); |
2619 | kill_player (op); |
|
|
2620 | } |
2941 | } |
2621 | } |
2942 | |
|
|
2943 | |
|
|
2944 | |
2622 | |
2945 | /* If the player should die (lack of hp, food, etc), we call this. |
2623 | /* If the player should die (lack of hp, food, etc), we call this. |
2946 | * op is the player in jeopardy. If the player can not be saved (not |
2624 | * op is the player in jeopardy. If the player can not be saved (not |
2947 | * permadeath, no lifesave), this will take care of removing the player |
2625 | * permadeath, no lifesave), this will take care of removing the player |
2948 | * file. |
2626 | * file. |
… | |
… | |
2952 | { |
2630 | { |
2953 | char buf[MAX_BUF]; |
2631 | char buf[MAX_BUF]; |
2954 | int x, y; |
2632 | int x, y; |
2955 | |
2633 | |
2956 | //int i; |
2634 | //int i; |
2957 | mapstruct *map; /* this is for resurrection */ |
2635 | maptile *map; /* this is for resurrection */ |
2958 | |
2636 | |
2959 | /* int z; |
2637 | /* int z; |
2960 | int num_stats_lose; |
2638 | int num_stats_lose; |
2961 | int lost_a_stat; |
2639 | int lost_a_stat; |
2962 | int lose_this_stat; |
2640 | int lose_this_stat; |
… | |
… | |
2978 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2656 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2979 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2657 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2980 | |
2658 | |
2981 | /* restore player */ |
2659 | /* restore player */ |
2982 | at = archetype::find ("poisoning"); |
2660 | at = archetype::find ("poisoning"); |
2983 | tmp = present_arch_in_ob (at, op); |
2661 | if (object *tmp = present_arch_in_ob (at, op)) |
2984 | if (tmp) |
|
|
2985 | { |
2662 | { |
2986 | remove_ob (tmp); |
2663 | tmp->destroy (); |
2987 | free_object (tmp); |
|
|
2988 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2664 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2989 | } |
2665 | } |
2990 | |
2666 | |
2991 | at = archetype::find ("confusion"); |
2667 | at = archetype::find ("confusion"); |
2992 | tmp = present_arch_in_ob (at, op); |
2668 | if (object *tmp = present_arch_in_ob (at, op)) |
2993 | if (tmp) |
|
|
2994 | { |
2669 | { |
2995 | remove_ob (tmp); |
2670 | tmp->destroy (); |
2996 | free_object (tmp); |
|
|
2997 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2671 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2998 | } |
2672 | } |
2999 | |
2673 | |
3000 | cure_disease (op, 0); /* remove any disease */ |
2674 | cure_disease (op, 0); /* remove any disease */ |
3001 | op->stats.hp = op->stats.maxhp; |
2675 | op->stats.hp = op->stats.maxhp; |
3002 | if (op->stats.food <= 0) |
2676 | if (op->stats.food <= 0) |
3003 | op->stats.food = 999; |
2677 | op->stats.food = 999; |
3004 | |
2678 | |
3005 | /* create a bodypart-trophy to make the winner happy */ |
2679 | /* create a bodypart-trophy to make the winner happy */ |
3006 | tmp = arch_to_object (archetype::find ("finger")); |
2680 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
3007 | if (tmp != NULL) |
|
|
3008 | { |
2681 | { |
3009 | sprintf (buf, "%s's finger", &op->name); |
2682 | sprintf (buf, "%s's finger", &op->name); |
3010 | tmp->name = buf; |
2683 | tmp->name = buf; |
3011 | sprintf (buf, " This finger has been cut off %s\n" |
2684 | sprintf (buf, " This finger has been cut off %s\n" |
3012 | " the %s, when he was defeated at\n level %d by %s.\n", |
2685 | " the %s, when he was defeated at\n level %d by %s.\n", |
3013 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2686 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
3014 | tmp->msg = buf; |
2687 | tmp->msg = buf; |
3015 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2688 | tmp->value = 0, tmp->type = 0; |
3016 | tmp->materialname = NULL; |
2689 | tmp->materialname = "organics"; |
3017 | tmp->x = op->x, tmp->y = op->y; |
2690 | tmp->insert_at (op, tmp); |
3018 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
3019 | } |
2691 | } |
3020 | |
2692 | |
3021 | /* teleport defeated player to new destination */ |
2693 | /* teleport defeated player to new destination */ |
3022 | transfer_ob (op, x, y, 0, NULL); |
2694 | transfer_ob (op, x, y, 0, NULL); |
3023 | op->contr->braced = 0; |
2695 | op->contr->braced = 0; |
… | |
… | |
3028 | |
2700 | |
3029 | command_kill_pets (op, 0); |
2701 | command_kill_pets (op, 0); |
3030 | |
2702 | |
3031 | if (op->stats.food < 0) |
2703 | if (op->stats.food < 0) |
3032 | { |
2704 | { |
3033 | if (op->contr->explore) |
|
|
3034 | { |
|
|
3035 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
3036 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3037 | op->stats.food = 999; |
|
|
3038 | return; |
|
|
3039 | } |
|
|
3040 | sprintf (buf, "%s starved to death.", &op->name); |
2705 | sprintf (buf, "%s starved to death.", &op->name); |
3041 | strcpy (op->contr->killer, "starvation"); |
2706 | strcpy (op->contr->killer, "starvation"); |
3042 | } |
2707 | } |
3043 | else |
2708 | else |
3044 | { |
|
|
3045 | if (op->contr->explore) |
|
|
3046 | { |
|
|
3047 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3048 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3049 | op->stats.hp = op->stats.maxhp; |
|
|
3050 | return; |
|
|
3051 | } |
|
|
3052 | sprintf (buf, "%s died.", &op->name); |
2709 | sprintf (buf, "%s died.", &op->name); |
3053 | } |
2710 | |
3054 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2711 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3055 | |
2712 | |
3056 | /* save the map location for corpse, gravestone */ |
2713 | /* save the map location for corpse, gravestone */ |
3057 | x = op->x; |
2714 | x = op->x; |
3058 | y = op->y; |
2715 | y = op->y; |
3059 | map = op->map; |
2716 | map = op->map; |
3060 | |
2717 | |
3061 | |
|
|
3062 | if (settings.not_permadeth == TRUE) |
|
|
3063 | { |
|
|
3064 | /* NOT_PERMADEATH code. This basically brings the character back to |
2718 | /* NOT_PERMADEATH code. This basically brings the character back to |
3065 | * life if they are dead - it takes some exp and a random stat. |
2719 | * life if they are dead - it takes some exp and a random stat. |
3066 | * See the config.h file for a little more in depth detail about this. |
2720 | * See the config.h file for a little more in depth detail about this. |
3067 | */ |
2721 | */ |
3068 | |
2722 | |
3069 | /* Basically two ways to go - remove a stat permanently, or just |
2723 | /* Basically two ways to go - remove a stat permanently, or just |
3070 | * make it depletion. This bunch of code deals with that aspect |
2724 | * make it depletion. This bunch of code deals with that aspect |
3071 | * of death. |
2725 | * of death. |
3072 | */ |
2726 | */ |
3073 | #ifndef COZY_SERVER |
2727 | #ifndef COZY_SERVER |
3074 | if (settings.balanced_stat_loss) |
2728 | if (settings.balanced_stat_loss) |
3075 | { |
2729 | { |
3076 | /* If stat loss is permanent, lose one stat only. */ |
2730 | /* If stat loss is permanent, lose one stat only. */ |
3077 | /* Lower level chars don't lose as many stats because they suffer |
2731 | /* Lower level chars don't lose as many stats because they suffer |
3078 | more if they do. */ |
2732 | more if they do. */ |
3079 | /* Higher level characters can afford things such as potions of |
2733 | /* Higher level characters can afford things such as potions of |
3080 | restoration, or better, stat potions. So we slug them that |
2734 | restoration, or better, stat potions. So we slug them that |
3081 | little bit harder. */ |
2735 | little bit harder. */ |
3082 | /* GD */ |
2736 | /* GD */ |
3083 | if (settings.stat_loss_on_death) |
2737 | if (settings.stat_loss_on_death) |
3084 | num_stats_lose = 1; |
2738 | num_stats_lose = 1; |
3085 | else |
|
|
3086 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3087 | } |
|
|
3088 | else |
2739 | else |
3089 | { |
2740 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2741 | } |
|
|
2742 | else |
3090 | num_stats_lose = 1; |
2743 | num_stats_lose = 1; |
3091 | } |
2744 | |
3092 | lost_a_stat = 0; |
2745 | lost_a_stat = 0; |
3093 | |
2746 | |
3094 | for (z = 0; z < num_stats_lose; z++) |
2747 | for (z = 0; z < num_stats_lose; z++) |
3095 | { |
2748 | { |
3096 | i = RANDOM () % NUM_STATS; |
2749 | i = RANDOM () % NUM_STATS; |
3097 | |
2750 | |
3098 | if (settings.stat_loss_on_death) |
2751 | if (settings.stat_loss_on_death) |
|
|
2752 | { |
|
|
2753 | /* Pick a random stat and take a point off it. Tell the player |
|
|
2754 | * what he lost. |
|
|
2755 | */ |
|
|
2756 | change_attr_value (&(op->stats), i, -1); |
|
|
2757 | check_stat_bounds (&(op->stats)); |
|
|
2758 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
2759 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
2760 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2761 | lost_a_stat = 1; |
|
|
2762 | } |
|
|
2763 | else |
|
|
2764 | { |
|
|
2765 | /* deplete a stat */ |
|
|
2766 | archetype *deparch = archetype::find ("depletion"); |
|
|
2767 | object *dep; |
|
|
2768 | |
|
|
2769 | dep = present_arch_in_ob (deparch, op); |
|
|
2770 | if (!dep) |
3099 | { |
2771 | { |
3100 | /* Pick a random stat and take a point off it. Tell the player |
2772 | dep = arch_to_object (deparch); |
3101 | * what he lost. |
2773 | insert_ob_in_ob (dep, op); |
3102 | */ |
|
|
3103 | change_attr_value (&(op->stats), i, -1); |
|
|
3104 | check_stat_bounds (&(op->stats)); |
|
|
3105 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3106 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3107 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3108 | lost_a_stat = 1; |
|
|
3109 | } |
2774 | } |
3110 | else |
2775 | lose_this_stat = 1; |
|
|
2776 | if (settings.balanced_stat_loss) |
3111 | { |
2777 | { |
3112 | /* deplete a stat */ |
2778 | /* GD */ |
3113 | archetype *deparch = archetype::find ("depletion"); |
2779 | /* Get the stat that we're about to deplete. */ |
3114 | object *dep; |
2780 | this_stat = get_attr_value (&(dep->stats), i); |
3115 | |
2781 | if (this_stat < 0) |
3116 | dep = present_arch_in_ob (deparch, op); |
|
|
3117 | if (!dep) |
|
|
3118 | { |
2782 | { |
3119 | dep = arch_to_object (deparch); |
2783 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3120 | insert_ob_in_ob (dep, op); |
2784 | int keep_chance = this_stat * this_stat; |
3121 | } |
2785 | |
3122 | lose_this_stat = 1; |
2786 | /* Yes, I am paranoid. Sue me. */ |
3123 | if (settings.balanced_stat_loss) |
|
|
3124 | { |
|
|
3125 | /* GD */ |
|
|
3126 | /* Get the stat that we're about to deplete. */ |
|
|
3127 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3128 | if (this_stat < 0) |
2787 | if (keep_chance < 1) |
|
|
2788 | keep_chance = 1; |
|
|
2789 | |
|
|
2790 | /* There is a maximum depletion total per level. */ |
|
|
2791 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3129 | { |
2792 | { |
3130 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3131 | int keep_chance = this_stat * this_stat; |
|
|
3132 | |
|
|
3133 | /* Yes, I am paranoid. Sue me. */ |
|
|
3134 | if (keep_chance < 1) |
|
|
3135 | keep_chance = 1; |
|
|
3136 | |
|
|
3137 | /* There is a maximum depletion total per level. */ |
|
|
3138 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3139 | { |
|
|
3140 | lose_this_stat = 0; |
2793 | lose_this_stat = 0; |
3141 | /* Take loss chance vs keep chance to see if we |
2794 | /* Take loss chance vs keep chance to see if we |
3142 | retain the stat. */ |
2795 | retain the stat. */ |
3143 | } |
|
|
3144 | else |
|
|
3145 | { |
|
|
3146 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3147 | lose_this_stat = 0; |
|
|
3148 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3149 | this_stat, keep_chance, loss_chance, |
|
|
3150 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3151 | } |
|
|
3152 | } |
2796 | } |
3153 | } |
|
|
3154 | |
|
|
3155 | if (lose_this_stat) |
|
|
3156 | { |
|
|
3157 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3158 | /* We could try to do something clever like find another |
|
|
3159 | * stat to reduce if this fails. But chances are, if |
|
|
3160 | * stats have been depleted to -50, all are pretty low |
|
|
3161 | * and should be roughly the same, so it shouldn't make a |
|
|
3162 | * difference. |
|
|
3163 | */ |
2797 | else |
3164 | if (this_stat >= -50) |
|
|
3165 | { |
2798 | { |
3166 | change_attr_value (&(dep->stats), i, -1); |
2799 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3167 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3168 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3169 | fix_player (op); |
|
|
3170 | lost_a_stat = 1; |
2800 | lose_this_stat = 0; |
|
|
2801 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2802 | this_stat, keep_chance, loss_chance, |
|
|
2803 | lose_this_stat?"LOSE":"KEEP"); */ |
3171 | } |
2804 | } |
3172 | } |
2805 | } |
3173 | } |
2806 | } |
|
|
2807 | |
|
|
2808 | if (lose_this_stat) |
|
|
2809 | { |
|
|
2810 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2811 | /* We could try to do something clever like find another |
|
|
2812 | * stat to reduce if this fails. But chances are, if |
|
|
2813 | * stats have been depleted to -50, all are pretty low |
|
|
2814 | * and should be roughly the same, so it shouldn't make a |
|
|
2815 | * difference. |
|
|
2816 | */ |
|
|
2817 | if (this_stat >= -50) |
|
|
2818 | { |
|
|
2819 | change_attr_value (&(dep->stats), i, -1); |
|
|
2820 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2821 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2822 | op->update_stats (); |
|
|
2823 | lost_a_stat = 1; |
|
|
2824 | } |
3174 | } |
2825 | } |
|
|
2826 | } |
|
|
2827 | } |
3175 | /* If no stat lost, tell the player. */ |
2828 | /* If no stat lost, tell the player. */ |
3176 | if (!lost_a_stat) |
2829 | if (!lost_a_stat) |
3177 | { |
2830 | { |
3178 | /* determine_god() seems to not work sometimes... why is this? |
2831 | /* determine_god() seems to not work sometimes... why is this? |
3179 | Should I be using something else? GD */ |
2832 | Should I be using something else? GD */ |
3180 | const char *god = determine_god (op); |
2833 | const char *god = determine_god (op); |
3181 | |
2834 | |
3182 | if (god && (strcmp (god, "none"))) |
2835 | if (god && (strcmp (god, "none"))) |
3183 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); |
2836 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3184 | else |
2837 | else |
3185 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); |
2838 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3186 | } |
2839 | } |
|
|
2840 | #else |
|
|
2841 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3187 | #endif |
2842 | #endif |
3188 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
|
|
3189 | |
2843 | |
3190 | /* Put a gravestone up where the character 'almost' died. List the |
2844 | /* Put a gravestone up where the character 'almost' died. List the |
3191 | * exp loss on the stone. |
2845 | * exp loss on the stone. |
3192 | */ |
2846 | */ |
3193 | tmp = arch_to_object (archetype::find ("gravestone")); |
2847 | tmp = arch_to_object (archetype::find ("gravestone")); |
3194 | sprintf (buf, "%s's gravestone", &op->name); |
2848 | sprintf (buf, "%s's gravestone", &op->name); |
3195 | tmp->name = buf; |
2849 | tmp->name = buf; |
3196 | sprintf (buf, "%s's gravestones", &op->name); |
2850 | sprintf (buf, "%s's gravestones", &op->name); |
3197 | tmp->name_pl = buf; |
2851 | tmp->name_pl = buf; |
3198 | 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); |
2852 | 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); |
3199 | tmp->msg = buf; |
2853 | tmp->msg = buf; |
3200 | tmp->x = op->x, tmp->y = op->y; |
2854 | tmp->x = op->x, tmp->y = op->y; |
3201 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2855 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3202 | |
2856 | |
3203 | /**************************************/ |
2857 | /**************************************/ |
3204 | /* */ |
2858 | /* */ |
3205 | /* Subtract the experience points, */ |
2859 | /* Subtract the experience points, */ |
3206 | /* if we died cause of food, give us */ |
2860 | /* if we died cause of food, give us */ |
3207 | /* food, and reset HP's... */ |
2861 | /* food, and reset HP's... */ |
3208 | /* */ |
2862 | /* */ |
3209 | |
|
|
3210 | /**************************************/ |
2863 | /**************************************/ |
3211 | |
2864 | |
3212 | /* remove any poisoning and confusion the character may be suffering. */ |
2865 | /* remove any poisoning and confusion the character may be suffering. */ |
3213 | /* restore player */ |
2866 | /* restore player */ |
3214 | at = archetype::find ("poisoning"); |
2867 | at = archetype::find ("poisoning"); |
3215 | tmp = present_arch_in_ob (at, op); |
2868 | tmp = present_arch_in_ob (at, op); |
|
|
2869 | |
3216 | if (tmp) |
2870 | if (tmp) |
3217 | { |
2871 | { |
3218 | remove_ob (tmp); |
2872 | tmp->destroy (); |
3219 | free_object (tmp); |
|
|
3220 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2873 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3221 | } |
2874 | } |
3222 | |
2875 | |
3223 | at = archetype::find ("confusion"); |
2876 | at = archetype::find ("confusion"); |
3224 | tmp = present_arch_in_ob (at, op); |
2877 | tmp = present_arch_in_ob (at, op); |
3225 | if (tmp) |
2878 | if (tmp) |
3226 | { |
2879 | { |
3227 | remove_ob (tmp); |
2880 | tmp->destroy (); |
3228 | free_object (tmp); |
|
|
3229 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2881 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3230 | } |
2882 | } |
|
|
2883 | |
3231 | cure_disease (op, 0); /* remove any disease */ |
2884 | cure_disease (op, 0); /* remove any disease */ |
3232 | |
2885 | |
3233 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2886 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3234 | apply_death_exp_penalty (op); |
2887 | apply_death_exp_penalty (op); |
3235 | if (op->stats.food < 100) |
2888 | if (op->stats.food < 100) |
3236 | op->stats.food = 900; |
2889 | op->stats.food = 900; |
3237 | op->stats.hp = op->stats.maxhp; |
2890 | op->stats.hp = op->stats.maxhp; |
3238 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2891 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3239 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2892 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3240 | |
2893 | |
3241 | /* |
2894 | /* |
3242 | * Check to see if the player is in a shop. IF so, then check to see if |
2895 | * Check to see if the player has any unpaid items. If so, remove them |
3243 | * the player has any unpaid items. If so, remove them and put them back |
2896 | * and put them back in the map. |
3244 | * in the map. |
2897 | */ |
3245 | */ |
|
|
3246 | |
|
|
3247 | if (is_in_shop (op)) |
|
|
3248 | remove_unpaid_objects (op->inv, op); |
2898 | remove_unpaid_objects (op->inv, op); |
3249 | |
2899 | |
3250 | /****************************************/ |
2900 | /****************************************/ |
3251 | /* */ |
2901 | /* */ |
3252 | /* Move player to his current respawn- */ |
2902 | /* Move player to his current respawn- */ |
3253 | /* position (usually last savebed) */ |
2903 | /* position (usually last savebed) */ |
3254 | /* */ |
2904 | /* */ |
3255 | |
|
|
3256 | /****************************************/ |
2905 | /****************************************/ |
3257 | |
2906 | |
3258 | enter_player_savebed (op); |
2907 | enter_player_savebed (op); |
3259 | |
2908 | |
3260 | /* Save the player before inserting the force to reduce |
|
|
3261 | * chance of abuse. |
|
|
3262 | */ |
|
|
3263 | op->contr->braced = 0; |
2909 | op->contr->braced = 0; |
3264 | save_player (op, 1); |
|
|
3265 | |
2910 | |
3266 | /* it is possible that the player has blown something up |
2911 | /* it is possible that the player has blown something up |
3267 | * at his savebed location, and that can have long lasting |
2912 | * at his savebed location, and that can have long lasting |
3268 | * spell effects. So first see if there is a spell effect |
2913 | * spell effects. So first see if there is a spell effect |
3269 | * on the space that might harm the player. |
2914 | * on the space that might harm the player. |
3270 | */ |
2915 | */ |
3271 | will_kill_again = 0; |
2916 | will_kill_again = 0; |
3272 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2917 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3273 | { |
|
|
3274 | if (tmp->type == SPELL_EFFECT) |
2918 | if (tmp->type == SPELL_EFFECT) |
3275 | will_kill_again |= tmp->attacktype; |
2919 | will_kill_again |= tmp->attacktype; |
3276 | } |
2920 | |
3277 | if (will_kill_again) |
2921 | if (will_kill_again) |
3278 | { |
2922 | { |
3279 | object *force; |
2923 | object *force; |
3280 | int at; |
2924 | int at; |
3281 | |
2925 | |
3282 | force = get_archetype (FORCE_NAME); |
2926 | force = get_archetype (FORCE_NAME); |
3283 | /* 50 ticks should be enough time for the spell to abate */ |
2927 | /* 50 ticks should be enough time for the spell to abate */ |
3284 | force->speed = 0.1; |
2928 | force->speed = 0.1f; |
3285 | force->speed_left = -5.0; |
2929 | force->speed_left = -5.f; |
3286 | SET_FLAG (force, FLAG_APPLIED); |
2930 | SET_FLAG (force, FLAG_APPLIED); |
3287 | for (at = 0; at < NROFATTACKS; at++) |
2931 | for (at = 0; at < NROFATTACKS; at++) |
3288 | { |
|
|
3289 | if (will_kill_again & (1 << at)) |
2932 | if (will_kill_again & (1 << at)) |
3290 | force->resist[at] = 100; |
2933 | force->resist[at] = 100; |
3291 | } |
2934 | |
3292 | insert_ob_in_ob (force, op); |
2935 | insert_ob_in_ob (force, op); |
3293 | fix_player (op); |
2936 | op->update_stats (); |
3294 | |
2937 | |
3295 | } |
2938 | } |
3296 | |
2939 | |
3297 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2940 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3298 | return; |
|
|
3299 | } /* NOT_PERMADETH */ |
|
|
3300 | else |
|
|
3301 | { |
|
|
3302 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3303 | * should probably be embedded in an else statement. |
|
|
3304 | */ |
|
|
3305 | |
|
|
3306 | op->contr->party = NULL; |
|
|
3307 | if (settings.set_title == TRUE) |
|
|
3308 | op->contr->own_title[0] = '\0'; |
|
|
3309 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3310 | check_score (op); |
|
|
3311 | if (op->contr->ranges[range_golem] != NULL) |
|
|
3312 | { |
|
|
3313 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3314 | remove_ob (op->contr->ranges[range_golem]); |
|
|
3315 | free_object (op->contr->ranges[range_golem]); |
|
|
3316 | op->contr->ranges[range_golem] = NULL; |
|
|
3317 | op->contr->golem_count = 0; |
|
|
3318 | } |
|
|
3319 | loot_object (op); /* Remove some of the items for good */ |
|
|
3320 | remove_ob (op); |
|
|
3321 | op->direction = 0; |
|
|
3322 | |
|
|
3323 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3324 | { |
|
|
3325 | delete_character (op->name, 0); |
|
|
3326 | if (settings.resurrection == TRUE) |
|
|
3327 | { |
|
|
3328 | /* save playerfile sans equipment when player dies |
|
|
3329 | ** then save it as player.pl.dead so that future resurrection |
|
|
3330 | ** type spells will work on them nicely |
|
|
3331 | */ |
|
|
3332 | delete_character (op->name, 0); |
|
|
3333 | op->stats.hp = op->stats.maxhp; |
|
|
3334 | op->stats.food = 999; |
|
|
3335 | |
|
|
3336 | /* set the location of where the person will reappear when */ |
|
|
3337 | /* maybe resurrection code should fix map also */ |
|
|
3338 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3339 | if (op->map != NULL) |
|
|
3340 | op->map = NULL; |
|
|
3341 | op->x = settings.emergency_x; |
|
|
3342 | op->y = settings.emergency_y; |
|
|
3343 | save_player (op, 0); |
|
|
3344 | op->map = map; |
|
|
3345 | /* please see resurrection.c: peterm */ |
|
|
3346 | dead_player (op); |
|
|
3347 | } |
|
|
3348 | else |
|
|
3349 | delete_character (op->name, 1); |
|
|
3350 | } |
|
|
3351 | |
|
|
3352 | play_again (op); |
|
|
3353 | |
|
|
3354 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3355 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3356 | sprintf (buf, "%s", &op->name); |
|
|
3357 | tmp->name = tmp->name_pl = buf; |
|
|
3358 | tmp->level = op->level; |
|
|
3359 | tmp->x = x; |
|
|
3360 | tmp->y = y; |
|
|
3361 | tmp->msg = gravestone_text (op); |
|
|
3362 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3363 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3364 | } |
|
|
3365 | } |
2941 | } |
3366 | |
|
|
3367 | |
2942 | |
3368 | void |
2943 | void |
3369 | loot_object (object *op) |
2944 | loot_object (object *op) |
3370 | { /* Grab and destroy some treasure */ |
2945 | { /* Grab and destroy some treasure */ |
3371 | object *tmp, *tmp2, *next; |
2946 | object *tmp, *tmp2, *next; |
3372 | |
2947 | |
3373 | if (op->container) |
2948 | op->close_container (); /* close open sack first */ |
3374 | { /* close open sack first */ |
|
|
3375 | esrv_apply_container (op, op->container); |
|
|
3376 | } |
|
|
3377 | |
2949 | |
3378 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2950 | for (tmp = op->inv; tmp; tmp = next) |
3379 | { |
2951 | { |
3380 | next = tmp->below; |
2952 | next = tmp->below; |
3381 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2953 | |
|
|
2954 | if (tmp->invisible) |
3382 | continue; |
2955 | continue; |
3383 | remove_ob (tmp); |
2956 | |
|
|
2957 | tmp->remove (); |
3384 | tmp->x = op->x, tmp->y = op->y; |
2958 | tmp->x = op->x, tmp->y = op->y; |
|
|
2959 | |
3385 | if (tmp->type == CONTAINER) |
2960 | if (tmp->type == CONTAINER) |
3386 | { /* empty container to ground */ |
2961 | loot_object (tmp); /* empty container to ground */ |
3387 | loot_object (tmp); |
2962 | |
3388 | } |
|
|
3389 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2963 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3390 | { |
2964 | { |
3391 | if (tmp->nrof > 1) |
2965 | if (tmp->nrof > 1) |
3392 | { |
2966 | { |
3393 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2967 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3394 | free_object (tmp2); |
2968 | tmp2->destroy (); |
3395 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2969 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3396 | } |
2970 | } |
3397 | else |
2971 | else |
3398 | free_object (tmp); |
2972 | tmp->destroy (); |
3399 | } |
2973 | } |
3400 | else |
2974 | else |
3401 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2975 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3402 | } |
2976 | } |
3403 | } |
2977 | } |
… | |
… | |
3405 | /* |
2979 | /* |
3406 | * fix_weight(): Check recursively the weight of all players, and fix |
2980 | * fix_weight(): Check recursively the weight of all players, and fix |
3407 | * what needs to be fixed. Refresh windows and fix speed if anything |
2981 | * what needs to be fixed. Refresh windows and fix speed if anything |
3408 | * was changed. |
2982 | * was changed. |
3409 | */ |
2983 | */ |
3410 | |
|
|
3411 | void |
2984 | void |
3412 | fix_weight (void) |
2985 | fix_weight (void) |
3413 | { |
2986 | { |
3414 | player *pl; |
2987 | for_all_players (pl) |
3415 | |
|
|
3416 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3417 | { |
2988 | { |
3418 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2989 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3419 | |
2990 | |
3420 | if (old == sum) |
2991 | if (old == sum) |
3421 | continue; |
2992 | continue; |
3422 | fix_player (pl->ob); |
2993 | pl->ob->update_stats (); |
3423 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2994 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3424 | } |
2995 | } |
3425 | } |
2996 | } |
3426 | |
2997 | |
3427 | void |
2998 | void |
3428 | fix_luck (void) |
2999 | fix_luck (void) |
3429 | { |
3000 | { |
3430 | player *pl; |
3001 | for_all_players (pl) |
3431 | |
|
|
3432 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3433 | if (!pl->ob->contr->state) |
3002 | if (!pl->ob->contr->ns->state) |
3434 | change_luck (pl->ob, 0); |
3003 | pl->ob->change_luck (0); |
3435 | } |
3004 | } |
3436 | |
|
|
3437 | |
3005 | |
3438 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3006 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3439 | * This is much simpler in the new spell code - we basically |
3007 | * This is much simpler in the new spell code - we basically |
3440 | * just treat this as any other spell casting object. |
3008 | * just treat this as any other spell casting object. |
3441 | */ |
3009 | */ |
3442 | |
|
|
3443 | void |
3010 | void |
3444 | cast_dust (object *op, object *throw_ob, int dir) |
3011 | cast_dust (object *op, object *throw_ob, int dir) |
3445 | { |
3012 | { |
3446 | object *skop, *spob; |
3013 | object *skop, *spob; |
3447 | |
3014 | |
… | |
… | |
3468 | if (op->type == PLAYER) |
3035 | if (op->type == PLAYER) |
3469 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3036 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3470 | |
3037 | |
3471 | cast_spell (op, throw_ob, dir, spob, NULL); |
3038 | cast_spell (op, throw_ob, dir, spob, NULL); |
3472 | |
3039 | |
3473 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3040 | throw_ob->destroy (); |
3474 | remove_ob (throw_ob); |
|
|
3475 | free_object (throw_ob); |
|
|
3476 | } |
3041 | } |
3477 | |
3042 | |
3478 | void |
3043 | void |
3479 | make_visible (object *op) |
3044 | make_visible (object *op) |
3480 | { |
3045 | { |
… | |
… | |
3483 | if (op->type == PLAYER) |
3048 | if (op->type == PLAYER) |
3484 | { |
3049 | { |
3485 | op->contr->tmp_invis = 0; |
3050 | op->contr->tmp_invis = 0; |
3486 | op->contr->invis_race = 0; |
3051 | op->contr->invis_race = 0; |
3487 | } |
3052 | } |
|
|
3053 | |
3488 | update_object (op, UP_OBJ_FACE); |
3054 | update_object (op, UP_OBJ_CHANGE); |
3489 | } |
3055 | } |
3490 | |
3056 | |
3491 | int |
3057 | int |
3492 | is_true_undead (object *op) |
3058 | is_true_undead (object *op) |
3493 | { |
3059 | { |
3494 | object *tmp = NULL; |
|
|
3495 | |
|
|
3496 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3060 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3497 | return 1; |
3061 | return 1; |
3498 | |
3062 | |
3499 | if (op->type == PLAYER) |
|
|
3500 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3501 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3502 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3503 | return 1; |
|
|
3504 | return 0; |
3063 | return 0; |
3505 | } |
3064 | } |
3506 | |
3065 | |
3507 | /* look at the surrounding terrain to determine |
3066 | /* look at the surrounding terrain to determine |
3508 | * the hideability of this object. Positive levels |
3067 | * the hideability of this object. Positive levels |
… | |
… | |
3564 | |
3123 | |
3565 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3124 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3566 | |
3125 | |
3567 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3126 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3568 | if (op->type == PLAYER && op->contr->run_on) |
3127 | if (op->type == PLAYER && op->contr->run_on) |
3569 | { |
|
|
3570 | if (!skop || num >= skop->level) |
3128 | if (!skop || num >= skop->level) |
3571 | { |
3129 | { |
3572 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3130 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3573 | make_visible (op); |
3131 | make_visible (op); |
3574 | return; |
3132 | return; |
3575 | } |
3133 | } |
3576 | else |
3134 | else |
3577 | num += 20; |
3135 | num += 20; |
3578 | } |
3136 | |
3579 | num += op->map->difficulty; |
3137 | num += op->map->difficulty; |
3580 | hide = hideability (op); /* modify by terrain hidden level */ |
3138 | hide = hideability (op); /* modify by terrain hidden level */ |
3581 | num -= hide; |
3139 | num -= hide; |
|
|
3140 | |
3582 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3141 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3583 | { |
3142 | { |
3584 | make_visible (op); |
3143 | make_visible (op); |
3585 | if (op->type == PLAYER) |
3144 | if (op->type == PLAYER) |
3586 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3145 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3587 | } |
3146 | } |
3588 | else if (op->type == PLAYER && skop) |
3147 | else if (op->type == PLAYER && skop) |
3589 | { |
|
|
3590 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3148 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3591 | } |
|
|
3592 | } |
3149 | } |
3593 | |
3150 | |
3594 | /* determine if who is standing near a hostile creature. */ |
3151 | /* determine if who is standing near a hostile creature. */ |
3595 | |
3152 | |
3596 | int |
3153 | int |
3597 | stand_near_hostile (object *who) |
3154 | stand_near_hostile (object *who) |
3598 | { |
3155 | { |
3599 | object *tmp = NULL; |
3156 | object *tmp = NULL; |
3600 | int i, friendly = 0, player = 0, mflags; |
3157 | int i, friendly = 0, player = 0, mflags; |
3601 | mapstruct *m; |
3158 | maptile *m; |
3602 | sint16 x, y; |
3159 | sint16 x, y; |
3603 | |
3160 | |
3604 | if (!who) |
3161 | if (!who) |
3605 | return 0; |
3162 | return 0; |
3606 | |
3163 | |
… | |
… | |
3623 | if (mflags & P_OUT_OF_MAP) |
3180 | if (mflags & P_OUT_OF_MAP) |
3624 | continue; |
3181 | continue; |
3625 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3182 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3626 | continue; |
3183 | continue; |
3627 | |
3184 | |
3628 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3185 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3629 | { |
3186 | { |
3630 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3187 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3631 | return 1; |
3188 | return 1; |
3632 | else if (tmp->type == PLAYER) |
3189 | else if (tmp->type == PLAYER) |
3633 | { |
3190 | { |
… | |
… | |
3663 | if (pl->type != PLAYER) |
3220 | if (pl->type != PLAYER) |
3664 | { |
3221 | { |
3665 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3222 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3666 | return -1; |
3223 | return -1; |
3667 | } |
3224 | } |
|
|
3225 | |
3668 | if (!pl || !op) |
3226 | if (!pl || !op) |
3669 | return 0; |
3227 | return 0; |
3670 | |
3228 | |
3671 | if (op->head) |
|
|
3672 | { |
|
|
3673 | op = op->head; |
3229 | op = op->head_ (); |
3674 | } |
3230 | |
3675 | get_rangevector (pl, op, &rv, 0x1); |
3231 | get_rangevector (pl, op, &rv, 0x1); |
3676 | |
3232 | |
3677 | /* starting with the 'head' part, lets loop |
3233 | /* starting with the 'head' part, lets loop |
3678 | * through the object and find if it has any |
3234 | * through the object and find if it has any |
3679 | * part that is in the los array but isnt on |
3235 | * part that is in the los array but isnt on |
… | |
… | |
3687 | |
3243 | |
3688 | /* only the viewable area the player sees is updated by LOS |
3244 | /* only the viewable area the player sees is updated by LOS |
3689 | * code, so we need to restrict ourselves to that range of values |
3245 | * code, so we need to restrict ourselves to that range of values |
3690 | * for any meaningful values. |
3246 | * for any meaningful values. |
3691 | */ |
3247 | */ |
3692 | if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3248 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3693 | FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3249 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3694 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3250 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3695 | return 1; |
3251 | return 1; |
3696 | op = op->more; |
3252 | op = op->more; |
3697 | } |
3253 | } |
3698 | return 0; |
3254 | return 0; |
3699 | } |
3255 | } |
… | |
… | |
3796 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3352 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3797 | int i = 0, j = 0; |
3353 | int i = 0, j = 0; |
3798 | |
3354 | |
3799 | /* get the appropriate treasurelist */ |
3355 | /* get the appropriate treasurelist */ |
3800 | if (atnr == ATNR_FIRE) |
3356 | if (atnr == ATNR_FIRE) |
3801 | trlist = find_treasurelist ("dragon_ability_fire"); |
3357 | trlist = treasurelist::find ("dragon_ability_fire"); |
3802 | else if (atnr == ATNR_COLD) |
3358 | else if (atnr == ATNR_COLD) |
3803 | trlist = find_treasurelist ("dragon_ability_cold"); |
3359 | trlist = treasurelist::find ("dragon_ability_cold"); |
3804 | else if (atnr == ATNR_ELECTRICITY) |
3360 | else if (atnr == ATNR_ELECTRICITY) |
3805 | trlist = find_treasurelist ("dragon_ability_elec"); |
3361 | trlist = treasurelist::find ("dragon_ability_elec"); |
3806 | else if (atnr == ATNR_POISON) |
3362 | else if (atnr == ATNR_POISON) |
3807 | trlist = find_treasurelist ("dragon_ability_poison"); |
3363 | trlist = treasurelist::find ("dragon_ability_poison"); |
3808 | |
3364 | |
3809 | if (trlist == NULL || who->type != PLAYER) |
3365 | if (trlist == NULL || who->type != PLAYER) |
3810 | return; |
3366 | return; |
3811 | |
3367 | |
3812 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3368 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3813 | |
3369 | |
3814 | if (tr == NULL || tr->item == NULL) |
3370 | if (!tr || !tr->item) |
3815 | { |
3371 | { |
3816 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3372 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3817 | return; |
3373 | return; |
3818 | } |
3374 | } |
3819 | |
3375 | |
… | |
… | |
3885 | { |
3441 | { |
3886 | /* forces in the treasurelist can alter the player's stats */ |
3442 | /* forces in the treasurelist can alter the player's stats */ |
3887 | object *skin; |
3443 | object *skin; |
3888 | |
3444 | |
3889 | /* first get the dragon skin force */ |
3445 | /* first get the dragon skin force */ |
|
|
3446 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3890 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3447 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3448 | ; |
|
|
3449 | |
3891 | if (skin == NULL) |
3450 | if (!skin) |
3892 | return; |
3451 | return; |
3893 | |
3452 | |
3894 | /* adding new spellpath attunements */ |
3453 | /* adding new spellpath attunements */ |
3895 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3454 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3896 | { |
3455 | { |
… | |
… | |
3941 | * not readied. |
3500 | * not readied. |
3942 | */ |
3501 | */ |
3943 | void |
3502 | void |
3944 | player_unready_range_ob (player *pl, object *ob) |
3503 | player_unready_range_ob (player *pl, object *ob) |
3945 | { |
3504 | { |
3946 | rangetype i; |
3505 | if (pl->ob->current_weapon == ob) |
|
|
3506 | pl->ob->current_weapon = 0; |
3947 | |
3507 | |
3948 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3508 | if (pl->combat_ob == ob) |
3949 | { |
3509 | pl->combat_ob = 0; |
|
|
3510 | |
3950 | if (pl->ranges[i] == ob) |
3511 | if (pl->ranged_ob == ob) |
3951 | { |
3512 | pl->ranged_ob = 0; |
3952 | pl->ranges[i] = NULL; |
|
|
3953 | if (pl->shoottype == i) |
|
|
3954 | { |
|
|
3955 | pl->shoottype = range_none; |
|
|
3956 | } |
|
|
3957 | } |
|
|
3958 | } |
|
|
3959 | } |
3513 | } |
|
|
3514 | |
|
|
3515 | sint8 |
|
|
3516 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3517 | { |
|
|
3518 | if (!ns) |
|
|
3519 | return 0; |
|
|
3520 | |
|
|
3521 | int dx, dy; |
|
|
3522 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3523 | return 0; |
|
|
3524 | |
|
|
3525 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3526 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3527 | |
|
|
3528 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3529 | return 0; |
|
|
3530 | |
|
|
3531 | return 100 - blocked_los [x][y]; |
|
|
3532 | } |