1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
32 | #include <algorithm> |
33 | #include <algorithm> |
33 | #include <functional> |
34 | #include <functional> |
34 | |
35 | |
35 | playervec players; |
36 | playervec players; |
36 | |
37 | |
37 | void |
|
|
38 | display_motd (const object *op) |
|
|
39 | { |
|
|
40 | char buf[MAX_BUF]; |
|
|
41 | char motd[HUGE_BUF]; |
|
|
42 | FILE *fp; |
|
|
43 | int comp; |
|
|
44 | int size; |
|
|
45 | |
|
|
46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
|
|
47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
48 | return; |
|
|
49 | |
|
|
50 | motd[0] = '\0'; |
|
|
51 | size = 0; |
|
|
52 | |
|
|
53 | while (fgets (buf, MAX_BUF, fp)) |
|
|
54 | { |
|
|
55 | if (*buf == '#') |
|
|
56 | continue; |
|
|
57 | |
|
|
58 | strncat (motd + size, buf, HUGE_BUF - size); |
|
|
59 | size += strlen (buf); |
|
|
60 | } |
|
|
61 | |
|
|
62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
|
|
63 | close_and_delete (fp, comp); |
|
|
64 | } |
|
|
65 | |
|
|
66 | void |
|
|
67 | send_rules (const object *op) |
|
|
68 | { |
|
|
69 | char buf[MAX_BUF]; |
|
|
70 | char rules[HUGE_BUF]; |
|
|
71 | FILE *fp; |
|
|
72 | int comp; |
|
|
73 | int size; |
|
|
74 | |
|
|
75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
|
76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
77 | return; |
|
|
78 | |
|
|
79 | rules[0] = '\0'; |
|
|
80 | size = 0; |
|
|
81 | |
|
|
82 | while (fgets (buf, MAX_BUF, fp)) |
|
|
83 | { |
|
|
84 | if (*buf == '#') |
|
|
85 | continue; |
|
|
86 | |
|
|
87 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
88 | { |
|
|
89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
|
90 | break; |
|
|
91 | } |
|
|
92 | |
|
|
93 | strncat (rules + size, buf, HUGE_BUF - size); |
|
|
94 | size += strlen (buf); |
|
|
95 | } |
|
|
96 | |
|
|
97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
|
|
98 | close_and_delete (fp, comp); |
|
|
99 | } |
|
|
100 | |
|
|
101 | void |
|
|
102 | send_news (const object *op) |
|
|
103 | { |
|
|
104 | char buf[MAX_BUF]; |
|
|
105 | char news[HUGE_BUF]; |
|
|
106 | char subject[MAX_BUF]; |
|
|
107 | FILE *fp; |
|
|
108 | int comp; |
|
|
109 | int size; |
|
|
110 | |
|
|
111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
|
112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
113 | return; |
|
|
114 | |
|
|
115 | news[0] = '\0'; |
|
|
116 | subject[0] = '\0'; |
|
|
117 | size = 0; |
|
|
118 | |
|
|
119 | while (fgets (buf, MAX_BUF, fp)) |
|
|
120 | { |
|
|
121 | if (*buf == '#') |
|
|
122 | continue; |
|
|
123 | |
|
|
124 | if (*buf == '%') |
|
|
125 | { /* send one news */ |
|
|
126 | if (size > 0) |
|
|
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
|
|
131 | |
|
|
132 | strcpy (subject, buf + 1); |
|
|
133 | strip_endline (subject); |
|
|
134 | size = 0; |
|
|
135 | news[0] = '\0'; |
|
|
136 | } |
|
|
137 | else |
|
|
138 | { |
|
|
139 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
140 | { |
|
|
141 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
|
142 | break; |
|
|
143 | } |
|
|
144 | strncat (news + size, buf, HUGE_BUF - size); |
|
|
145 | size += strlen (buf); |
|
|
146 | } |
|
|
147 | } |
|
|
148 | |
|
|
149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
|
|
151 | close_and_delete (fp, comp); |
|
|
152 | } |
|
|
153 | |
|
|
154 | /* This loads the first map an puts the player on it. */ |
38 | /* This loads the first map an puts the player on it. */ |
155 | static void |
39 | static void |
156 | set_first_map (object *op) |
40 | set_first_map (object *op) |
157 | { |
41 | { |
158 | op->contr->maplevel = first_map_path; |
42 | op->contr->maplevel = first_map_path; |
… | |
… | |
252 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
253 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
254 | |
138 | |
255 | activate (); |
139 | activate (); |
256 | |
140 | |
257 | send_rules (ob); |
|
|
258 | send_news (ob); |
|
|
259 | display_motd (ob); |
|
|
260 | |
|
|
261 | INVOKE_PLAYER (CONNECT, this); |
141 | INVOKE_PLAYER (CONNECT, this); |
262 | INVOKE_PLAYER (LOGIN, this); |
142 | INVOKE_PLAYER (LOGIN, this); |
263 | } |
143 | } |
264 | |
144 | |
265 | void |
145 | void |
… | |
… | |
281 | ns->reset_stats (); |
161 | ns->reset_stats (); |
282 | ns->pl = 0; |
162 | ns->pl = 0; |
283 | ns = 0; |
163 | ns = 0; |
284 | } |
164 | } |
285 | |
165 | |
286 | observe = ob; |
166 | // this is important for the player scheduler to get the correct refcount |
|
|
167 | // when ns = 0 |
|
|
168 | observe = viewpoint = ob; |
287 | |
169 | |
288 | deactivate (); |
170 | deactivate (); |
289 | } |
171 | } |
290 | |
172 | |
291 | // the need for this function can be explained |
173 | // the need for this function can be explained |
292 | // by load_object not returning the object |
174 | // by load_object not returning the object |
293 | void |
175 | void |
294 | player::set_object (object *op) |
176 | player::set_object (object *op) |
295 | { |
177 | { |
296 | ob = observe = op; |
178 | ob = observe = viewpoint = op; |
297 | ob->contr = this; /* this aren't yet in archetype */ |
179 | ob->contr = this; /* this aren't yet in archetype */ |
298 | |
180 | |
299 | ob->speed = 1.0f; |
181 | ob->speed = 1.0f; |
300 | ob->speed_left = 0.5f; |
182 | ob->speed_left = 0.5f; |
301 | |
183 | |
… | |
… | |
330 | } |
212 | } |
331 | |
213 | |
332 | void |
214 | void |
333 | player::set_observe (object *op) |
215 | player::set_observe (object *op) |
334 | { |
216 | { |
335 | observe = op ? op : ob; |
217 | observe = viewpoint = op ? op : ob; |
|
|
218 | do_los = 1; |
|
|
219 | } |
|
|
220 | |
|
|
221 | void |
|
|
222 | player::set_viewpoint (object *op) |
|
|
223 | { |
|
|
224 | viewpoint = op ? op : (object *)observe; |
336 | do_los = 1; |
225 | do_los = 1; |
337 | } |
226 | } |
338 | |
227 | |
339 | player::player () |
228 | player::player () |
340 | { |
229 | { |
… | |
… | |
369 | { |
258 | { |
370 | ob->destroy_inv (false); |
259 | ob->destroy_inv (false); |
371 | ob->destroy (); |
260 | ob->destroy (); |
372 | } |
261 | } |
373 | |
262 | |
374 | ob = observe = 0; |
263 | ob = observe = viewpoint = 0; |
375 | } |
264 | } |
376 | |
265 | |
377 | player::~player () |
266 | player::~player () |
378 | { |
267 | { |
379 | /* Clear item stack */ |
268 | /* Clear item stack */ |
… | |
… | |
673 | op->destroy (); |
562 | op->destroy (); |
674 | continue; |
563 | continue; |
675 | } |
564 | } |
676 | } |
565 | } |
677 | |
566 | |
678 | /* This really needs to be better - we should really give |
567 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
568 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
569 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
570 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
571 | if (op->type == SKILL) |
685 | { |
572 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
573 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
574 | if (tmp->type == op->type && tmp->name == op->name) |
690 | break; |
|
|
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
575 | { |
694 | op->destroy (); |
576 | op->destroy (); |
|
|
577 | LOG (llevError, |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
578 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
696 | continue; |
579 | break; |
697 | } |
580 | } |
698 | |
581 | |
699 | if (op->nrof > 1) |
582 | if (op->nrof > 1) |
700 | op->nrof = 1; |
583 | op->nrof = 1; |
701 | } |
584 | } |
702 | |
585 | |
… | |
… | |
1322 | } |
1205 | } |
1323 | } |
1206 | } |
1324 | else if (arrow->type == ARROW && arrow->race == type) |
1207 | else if (arrow->type == ARROW && arrow->race == type) |
1325 | { |
1208 | { |
1326 | /* allways prefer assasination/slaying */ |
1209 | /* allways prefer assasination/slaying */ |
1327 | if (target->race && arrow->slaying && arrow->slaying.contains (target->race)) |
1210 | if (target->race && arrow->slaying.contains (target->race)) |
1328 | { |
1211 | { |
1329 | if (arrow->attacktype & AT_DEATH) |
1212 | if (arrow->attacktype & AT_DEATH) |
1330 | { |
1213 | { |
1331 | *better = 100; |
1214 | *better = 100; |
1332 | return arrow; |
1215 | return arrow; |
… | |
… | |
1473 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1356 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1474 | return 0; |
1357 | return 0; |
1475 | } |
1358 | } |
1476 | |
1359 | |
1477 | // optimisation: move object to top so we will find it quickly again |
1360 | // optimisation: move object to top so we will find it quickly again |
1478 | if (bow->below) |
1361 | splay (bow); |
1479 | { |
|
|
1480 | bow->remove (); |
|
|
1481 | op->insert (bow); |
|
|
1482 | } |
|
|
1483 | } |
1362 | } |
1484 | |
1363 | |
1485 | if (!bow->race || !bow->skill) |
1364 | if (!bow->race || !bow->skill) |
1486 | { |
1365 | { |
1487 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1366 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1533 | arrow->direction = dir; |
1412 | arrow->direction = dir; |
1534 | |
1413 | |
1535 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1414 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1536 | arrow->stats.hp = arrow->stats.dam; |
1415 | arrow->stats.hp = arrow->stats.dam; |
1537 | arrow->stats.grace = arrow->attacktype; |
1416 | arrow->stats.grace = arrow->attacktype; |
1538 | |
1417 | arrow->custom_name = arrow->slaying; |
1539 | if (arrow->slaying) |
|
|
1540 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1541 | |
1418 | |
1542 | #if 0 |
1419 | #if 0 |
1543 | if (player *pl = op->contr) |
1420 | if (player *pl = op->contr) |
1544 | { |
1421 | { |
1545 | float speed = pl->weapon_sp; |
1422 | float speed = pl->weapon_sp; |
… | |
… | |
1759 | case BOW: |
1636 | case BOW: |
1760 | player_fire_bow (op, dir); |
1637 | player_fire_bow (op, dir); |
1761 | break; |
1638 | break; |
1762 | |
1639 | |
1763 | case SPELL: |
1640 | case SPELL: |
1764 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1641 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1765 | break; |
1642 | break; |
1766 | |
1643 | |
1767 | case BUILDER: |
1644 | case BUILDER: |
1768 | apply_map_builder (op, dir); |
1645 | apply_map_builder (op, dir); |
1769 | break; |
1646 | break; |
… | |
… | |
1778 | } |
1655 | } |
1779 | |
1656 | |
1780 | return true; |
1657 | return true; |
1781 | } |
1658 | } |
1782 | |
1659 | |
1783 | /* find_key |
1660 | static object * |
1784 | * We try to find a key for the door as passed. If we find a key |
|
|
1785 | * and successfully use it, we return the key, otherwise NULL |
|
|
1786 | * This function merges both normal and locked door, since the logic |
|
|
1787 | * for both is the same - just the specific key is different. |
|
|
1788 | * pl is the player, |
|
|
1789 | * inv is the objects inventory to searched |
|
|
1790 | * door is the door we are trying to match against. |
|
|
1791 | * This function can be called recursively to search containers. |
|
|
1792 | */ |
|
|
1793 | object * |
|
|
1794 | find_key (object *pl, object *container, object *door) |
1661 | find_key_ (object *pl, object *container, object *door) |
1795 | { |
1662 | { |
1796 | object *tmp, *key; |
1663 | object *tmp, *key; |
1797 | |
1664 | |
1798 | /* Should not happen, but sanity checking is never bad */ |
1665 | /* Should not happen, but sanity checking is never bad */ |
1799 | if (!container->inv) |
1666 | if (!container->inv) |
… | |
… | |
1802 | /* First, lets try to find a key in the top level inventory */ |
1669 | /* First, lets try to find a key in the top level inventory */ |
1803 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1670 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1804 | { |
1671 | { |
1805 | if (door->type == DOOR && tmp->type == KEY) |
1672 | if (door->type == DOOR && tmp->type == KEY) |
1806 | break; |
1673 | break; |
|
|
1674 | |
1807 | /* For sanity, we should really check door type, but other stuff |
1675 | /* For sanity, we should really check door type, but other stuff |
1808 | * (like containers) can be locked with special keys |
1676 | * (like containers) can be locked with special keys |
1809 | */ |
1677 | */ |
1810 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1678 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1811 | break; |
1679 | break; |
… | |
… | |
1817 | * a key, return |
1685 | * a key, return |
1818 | */ |
1686 | */ |
1819 | if (!tmp) |
1687 | if (!tmp) |
1820 | { |
1688 | { |
1821 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1689 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1822 | { |
|
|
1823 | /* No reason to search empty containers */ |
1690 | /* No reason to search empty containers */ |
1824 | if (tmp->type == CONTAINER && tmp->inv) |
1691 | if (tmp->type == CONTAINER && tmp->inv) |
1825 | { |
|
|
1826 | if ((key = find_key (pl, tmp, door))) |
1692 | if ((key = find_key_ (pl, tmp, door))) |
1827 | return key; |
1693 | return key; |
1828 | } |
|
|
1829 | } |
|
|
1830 | |
1694 | |
1831 | if (!tmp) |
1695 | if (!tmp) |
1832 | return NULL; |
1696 | return 0; |
1833 | } |
1697 | } |
1834 | |
1698 | |
1835 | /* We get down here if we have found a key. Now if its in a container, |
1699 | /* We get down here if we have found a key. Now if its in a container, |
1836 | * see if we actually want to use it |
1700 | * see if we actually want to use it |
1837 | */ |
1701 | */ |
1838 | if (pl != container) |
1702 | if (pl != container) |
1839 | { |
1703 | { |
1840 | /* Only let players use keys in containers */ |
1704 | /* Only let players use keys in containers */ |
1841 | if (!pl->contr) |
1705 | if (!pl->contr) |
1842 | return NULL; |
1706 | return 0; |
|
|
1707 | |
1843 | /* cases where this fails: |
1708 | /* cases where this fails: |
1844 | * If we only search the player inventory, return now since we |
1709 | * If we only search the player inventory, return now since we |
1845 | * are not in the players inventory. |
1710 | * are not in the players inventory. |
1846 | * If the container is not active, return now since only active |
1711 | * If the container is not active, return now since only active |
1847 | * containers can be used. |
1712 | * containers can be used. |
… | |
… | |
1851 | * inv must have been an container and must have been active. |
1716 | * inv must have been an container and must have been active. |
1852 | * |
1717 | * |
1853 | * Change the color so that the message doesn't disappear with |
1718 | * Change the color so that the message doesn't disappear with |
1854 | * all the others. |
1719 | * all the others. |
1855 | */ |
1720 | */ |
1856 | if (pl->contr->usekeys == key_inventory || |
1721 | if (pl->contr->usekeys == key_inventory |
1857 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1722 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1858 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1723 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1859 | { |
1724 | { |
1860 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1725 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1861 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1726 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1862 | return NULL; |
1727 | return NULL; |
1863 | } |
1728 | } |
1864 | } |
1729 | } |
1865 | |
1730 | |
1866 | return tmp; |
1731 | return tmp; |
|
|
1732 | } |
|
|
1733 | |
|
|
1734 | /* find_key |
|
|
1735 | * We try to find a key for the door as passed. If we find a key |
|
|
1736 | * and successfully use it, we return the key, otherwise NULL |
|
|
1737 | * This function merges both normal and locked door, since the logic |
|
|
1738 | * for both is the same - just the specific key is different. |
|
|
1739 | * pl is the player, |
|
|
1740 | * inv is the objects inventory to searched |
|
|
1741 | * door is the door we are trying to match against. |
|
|
1742 | * This function can be called recursively to search containers. |
|
|
1743 | */ |
|
|
1744 | object * |
|
|
1745 | find_key (object *pl, object *container, object *door) |
|
|
1746 | { |
|
|
1747 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1748 | { |
|
|
1749 | // for match expressions, we try to find the key by applying the match |
|
|
1750 | // to the op itself, which is supposed to find the "key", instead |
|
|
1751 | // of searching through containers ourselves. |
|
|
1752 | |
|
|
1753 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1754 | } |
|
|
1755 | else |
|
|
1756 | return find_key_ (pl, container, door); |
1867 | } |
1757 | } |
1868 | |
1758 | |
1869 | /* moved door processing out of move_player_attack. |
1759 | /* moved door processing out of move_player_attack. |
1870 | * returns 1 if player has opened the door with a key |
1760 | * returns 1 if player has opened the door with a key |
1871 | * such that the caller should not do anything more, |
1761 | * such that the caller should not do anything more, |
… | |
… | |
1921 | * going to try and move (not fire weapons). |
1811 | * going to try and move (not fire weapons). |
1922 | */ |
1812 | */ |
1923 | bool |
1813 | bool |
1924 | move_player_attack (object *op, int dir) |
1814 | move_player_attack (object *op, int dir) |
1925 | { |
1815 | { |
|
|
1816 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1817 | { |
|
|
1818 | --op->speed_left; |
|
|
1819 | return true; |
|
|
1820 | } |
|
|
1821 | |
1926 | int on_battleground; |
1822 | int on_battleground; |
1927 | |
1823 | |
1928 | sint16 nx = freearr_x[dir] + op->x; |
1824 | sint16 nx = freearr_x[dir] + op->x; |
1929 | sint16 ny = freearr_y[dir] + op->y; |
1825 | sint16 ny = freearr_y[dir] + op->y; |
1930 | |
1826 | |
1931 | on_battleground = op_on_battleground (op, 0, 0); |
1827 | on_battleground = op_on_battleground (op, 0, 0); |
1932 | |
1828 | |
1933 | if (out_of_map (op->map, nx, ny)) |
1829 | if (out_of_map (op->map, nx, ny)) |
1934 | return false; |
1830 | return false; |
1935 | |
|
|
1936 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1937 | { |
|
|
1938 | --op->speed_left; |
|
|
1939 | return true; |
|
|
1940 | } |
|
|
1941 | |
1831 | |
1942 | /* If braced, or can't move to the square, and it is not out of the |
1832 | /* If braced, or can't move to the square, and it is not out of the |
1943 | * map, attack it. Note order of if statement is important - don't |
1833 | * map, attack it. Note order of if statement is important - don't |
1944 | * want to be calling move_ob if braced, because move_ob will move the |
1834 | * want to be calling move_ob if braced, because move_ob will move the |
1945 | * player. This is a pretty nasty hack, because if we could |
1835 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2522 | */ |
2412 | */ |
2523 | void |
2413 | void |
2524 | kill_player (object *op) |
2414 | kill_player (object *op) |
2525 | { |
2415 | { |
2526 | int x, y; |
2416 | int x, y; |
2527 | char buf[MAX_BUF]; |
|
|
2528 | maptile *map; /* this is for resurrection */ |
2417 | maptile *map; /* this is for resurrection */ |
2529 | int will_kill_again; |
2418 | int will_kill_again; |
2530 | archetype *at; |
2419 | archetype *at; |
2531 | object *tmp; |
2420 | object *tmp; |
2532 | |
2421 | |
2533 | if (save_life (op)) |
2422 | if (save_life (op)) |
2534 | return; |
2423 | return; |
2535 | |
2424 | |
|
|
2425 | dynbuf_text deathtab; |
|
|
2426 | |
2536 | /* restore player */ |
2427 | /* restore player */ |
2537 | at = archetype::find ("poisoning"); |
2428 | at = archetype::find ("poisoning"); |
2538 | if (object *tmp = present_arch_in_ob (at, op)) |
2429 | if (object *tmp = present_arch_in_ob (at, op)) |
2539 | { |
2430 | { |
2540 | tmp->destroy (); |
2431 | tmp->destroy (); |
2541 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2432 | deathtab << "Your body feels cleansed...\r"; |
2542 | } |
2433 | } |
2543 | |
2434 | |
2544 | at = archetype::find ("confusion"); |
2435 | at = archetype::find ("confusion"); |
2545 | if (object *tmp = present_arch_in_ob (at, op)) |
2436 | if (object *tmp = present_arch_in_ob (at, op)) |
2546 | { |
2437 | { |
2547 | tmp->destroy (); |
2438 | tmp->destroy (); |
2548 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2439 | deathtab << "Your mind feels clearer...\r"; |
2549 | } |
2440 | } |
2550 | |
2441 | |
2551 | cure_disease (op, 0, 0); /* remove any disease */ |
2442 | cure_disease (op, 0, 0); /* remove any disease */ |
2552 | |
2443 | |
2553 | max_it (op->stats.hp , op->stats.maxhp); |
2444 | max_it (op->stats.hp , op->stats.maxhp); |
… | |
… | |
2573 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2464 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2574 | * Look at op_on_battleground() for more info --AndreasV |
2465 | * Look at op_on_battleground() for more info --AndreasV |
2575 | */ |
2466 | */ |
2576 | if (op_on_battleground (op, &x, &y)) |
2467 | if (op_on_battleground (op, &x, &y)) |
2577 | { |
2468 | { |
2578 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2469 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2579 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2580 | |
2470 | |
2581 | /* create a bodypart-trophy to make the winner happy */ |
2471 | /* create a bodypart-trophy to make the winner happy */ |
2582 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2472 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2583 | { |
2473 | { |
2584 | tmp->name = format ("%s's finger" , &op->name); |
2474 | tmp->name = format ("%s's finger" , &op->name); |
… | |
… | |
2595 | } |
2485 | } |
2596 | |
2486 | |
2597 | /* teleport defeated player to new destination */ |
2487 | /* teleport defeated player to new destination */ |
2598 | transfer_ob (op, x, y, 0, NULL); |
2488 | transfer_ob (op, x, y, 0, NULL); |
2599 | op->contr->braced = 0; |
2489 | op->contr->braced = 0; |
|
|
2490 | |
|
|
2491 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2600 | return; |
2492 | return; |
2601 | } |
2493 | } |
|
|
2494 | |
|
|
2495 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2496 | deathtab << "T<YOU HAVE DIED>\n\n"; |
2602 | |
2497 | |
2603 | INVOKE_PLAYER (DEATH, op->contr); |
2498 | INVOKE_PLAYER (DEATH, op->contr); |
2604 | |
2499 | |
2605 | command_kill_pets (op, 0); |
2500 | command_kill_pets (op, 0); |
2606 | |
2501 | |
… | |
… | |
2728 | /* determine_god() seems to not work sometimes... why is this? |
2623 | /* determine_god() seems to not work sometimes... why is this? |
2729 | Should I be using something else? GD */ |
2624 | Should I be using something else? GD */ |
2730 | shstr_tmp god = determine_god (op); |
2625 | shstr_tmp god = determine_god (op); |
2731 | |
2626 | |
2732 | if (god != shstr_none) |
2627 | if (god != shstr_none) |
2733 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god); |
2628 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2734 | else |
2629 | else |
2735 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2630 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2736 | } |
2631 | } |
2737 | #else |
2632 | #else |
2738 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2633 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2739 | #endif |
2634 | #endif |
2740 | |
2635 | |
2741 | /* Put a gravestone up where the character 'almost' died. List the |
2636 | /* Put a gravestone up where the character 'almost' died. List the |
2742 | * exp loss on the stone. |
2637 | * exp loss on the stone. |
2743 | */ |
2638 | */ |
… | |
… | |
2801 | |
2696 | |
2802 | insert_ob_in_ob (force, op); |
2697 | insert_ob_in_ob (force, op); |
2803 | op->update_stats (); |
2698 | op->update_stats (); |
2804 | } |
2699 | } |
2805 | |
2700 | |
2806 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2701 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2807 | } |
2702 | } |
2808 | |
2703 | |
2809 | void |
2704 | void |
2810 | loot_object (object *op) |
2705 | loot_object (object *op) |
2811 | { /* Grab and destroy some treasure */ |
2706 | { /* Grab and destroy some treasure */ |
… | |
… | |
2949 | level = ob->map->darklevel () - 2; |
2844 | level = ob->map->darklevel () - 2; |
2950 | |
2845 | |
2951 | /* this also picks up whether the object is glowing. |
2846 | /* this also picks up whether the object is glowing. |
2952 | * If you carry a light on a non-dark map, its not |
2847 | * If you carry a light on a non-dark map, its not |
2953 | * as bad as carrying a light on a pitch dark map */ |
2848 | * as bad as carrying a light on a pitch dark map */ |
2954 | if (has_carried_lights (ob)) |
2849 | if (ob->has_carried_lights ()) |
2955 | level = -(10 + (2 * ob->map->darklevel ())); |
2850 | level = -(10 + (2 * ob->map->darklevel ())); |
2956 | |
2851 | |
2957 | /* scan through all nearby squares for terrain to hide in */ |
2852 | /* scan through all nearby squares for terrain to hide in */ |
2958 | for (i = 0, x = ob->x, y = ob->y; |
2853 | for (i = 0, x = ob->x, y = ob->y; |
2959 | i <= SIZEOFFREE1; |
2854 | i <= SIZEOFFREE1; |