1 | /* |
1 | /* |
2 | * static char *rcsid_player_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: player.C,v 1.17 2006/09/07 10:01:58 pippijn Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
25 | //+GPL |
7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The author can be reached via e-mail to crossfire-devel@real-time.com |
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27 | */ |
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28 | |
26 | |
29 | #include <global.h> |
27 | #include <global.h> |
30 | #ifndef WIN32 /* ---win32 remove headers */ |
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31 | #include <pwd.h> |
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32 | #endif |
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33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
28 | #include <sproto.h> |
35 | #endif |
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36 | #include <sounds.h> |
29 | #include <sounds.h> |
37 | #include <living.h> |
30 | #include <living.h> |
38 | #include <object.h> |
31 | #include <object.h> |
39 | #include <spells.h> |
32 | #include <spells.h> |
40 | #include <skills.h> |
33 | #include <skills.h> |
41 | #include <newclient.h> |
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42 | |
34 | |
43 | #ifdef COZY_SERVER |
35 | #include <algorithm> |
44 | extern int same_party (partylist *a, partylist *b); |
36 | #include <functional> |
45 | #endif |
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46 | |
37 | |
47 | player *find_player(const char *plname) |
38 | playervec players; |
48 | { |
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49 | player *pl; |
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50 | for(pl=first_player;pl!=NULL;pl=pl->next) |
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51 | { |
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52 | if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) |
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53 | return pl; |
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54 | }; |
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55 | return NULL; |
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56 | } |
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57 | |
39 | |
58 | player* find_player_partial_name( const char* plname ) |
40 | /* This loads the first map an puts the player on it. */ |
59 | { |
41 | static void |
60 | player* pl; |
42 | set_first_map (object *op) |
61 | player* found = NULL; |
43 | { |
62 | size_t namelen = strlen( plname ); |
44 | op->contr->maplevel = first_map_path; |
63 | for ( pl = first_player; pl != NULL; pl = pl->next ) |
45 | op->x = -1; |
64 | { |
46 | op->y = -1; |
65 | if ( (size_t) strlen( pl->ob->name ) < namelen ) |
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66 | continue; |
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67 | |
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68 | if ( !strcmp( pl->ob->name, plname) ) |
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69 | return pl; |
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70 | |
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71 | if ( !strncasecmp( pl->ob->name, plname, namelen ) ) |
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72 | { |
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73 | if ( found ) |
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74 | return NULL; |
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75 | |
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76 | found = pl; |
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77 | } |
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78 | } |
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79 | return found; |
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80 | } |
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81 | |
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82 | void display_motd(const object *op) { |
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83 | char buf[MAX_BUF]; |
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84 | char motd[HUGE_BUF]; |
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85 | FILE *fp; |
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86 | int comp; |
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87 | int size; |
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88 | |
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89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
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90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
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91 | return; |
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92 | } |
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93 | motd[0]='\0'; |
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94 | size=0; |
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95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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96 | if( *buf == '#') |
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97 | continue; |
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98 | strncat(motd+size,buf,HUGE_BUF-size); |
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99 | size+=strlen(buf); |
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100 | } |
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101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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102 | close_and_delete(fp, comp); |
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103 | } |
47 | } |
104 | |
48 | |
105 | void send_rules(const object *op) { |
49 | void |
106 | char buf[MAX_BUF]; |
50 | player::activate () |
107 | char rules[HUGE_BUF]; |
51 | { |
108 | FILE *fp; |
52 | if (active) |
109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf(buf, "%s/%s", settings.confdir, settings.rules); |
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113 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
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114 | return; |
53 | return; |
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54 | |
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55 | players.insert (this); |
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56 | ob->remove (); |
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57 | ob->map = 0; |
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58 | ob->activate_recursive (); |
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59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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60 | add_friendly_object (ob); |
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61 | } |
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62 | |
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63 | void |
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64 | player::deactivate () |
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65 | { |
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66 | if (!active) |
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67 | return; |
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68 | |
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69 | terminate_all_pets (ob); |
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70 | remove_friendly_object (ob); |
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71 | ob->deactivate_recursive (); |
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72 | |
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73 | if (ob->map) |
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74 | maplevel = ob->map->path; |
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75 | |
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76 | ob->remove (); |
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
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78 | ob->map = 0; |
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79 | party = 0; |
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80 | |
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81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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82 | |
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83 | players.erase (this); |
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84 | } |
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85 | |
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86 | // connect the player with a specific client |
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87 | // also changes, rationalises, and fixes some incorrect settings |
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88 | void |
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89 | player::connect (client *ns) |
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90 | { |
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91 | this->ns = ns; |
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92 | ns->pl = this; |
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93 | |
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94 | run_on = 0; |
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95 | fire_on = 0; |
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96 | ob->close_container (); //TODO: client-specific |
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97 | |
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98 | ns->update_look = 0; |
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99 | ns->look_position = 0; |
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100 | |
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101 | clear_los (); |
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102 | |
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103 | ns->reset_stats (); |
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104 | |
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105 | /* make sure he's a player -- needed because of class change. */ |
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106 | ob->type = PLAYER; // we are paranoid |
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107 | ob->race = ob->arch->race; |
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108 | |
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109 | ob->update_weight (); |
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110 | link_skills (); |
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111 | |
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112 | assign (title, ob->arch->object::name); |
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113 | |
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114 | /* if it's a dragon player, set the correct title here */ |
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115 | if (ob->is_dragon ()) |
115 | } |
116 | { |
116 | rules[0]='\0'; |
117 | object *tmp, *abil = 0, *skin = 0; |
117 | size=0; |
118 | |
118 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | if( *buf == '#') |
120 | if (tmp->type == FORCE) |
120 | continue; |
121 | if (tmp->arch->archname == shstr_dragon_ability_force) |
121 | if (size + strlen(buf)>=HUGE_BUF) |
122 | abil = tmp; |
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123 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
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124 | skin = tmp; |
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125 | |
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126 | set_dragon_name (ob, abil, skin); |
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127 | } |
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128 | |
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129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
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130 | |
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131 | esrv_new_player (this); |
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132 | |
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133 | ob->update_stats (); |
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134 | |
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135 | ns->floorbox_update (); |
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136 | esrv_send_inventory (ob, ob); |
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137 | esrv_add_spells (this, 0); |
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138 | |
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139 | ob->flag [FLAG_READY_WEAPON] = false; |
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140 | ob->flag [FLAG_READY_SKILL] = false; |
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141 | ob->flag [FLAG_READY_BOW] = false; |
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142 | |
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143 | for (object *op = ob->inv; op; op = op->below) |
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144 | if (op->flag [FLAG_APPLIED]) |
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145 | switch (op->type) |
122 | { |
146 | { |
123 | LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
147 | case SKILL: |
124 | break; |
148 | op->flag [FLAG_APPLIED] = false; |
125 | } |
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126 | strncat(rules+size,buf,HUGE_BUF-size); |
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127 | size+=strlen(buf); |
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128 | } |
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129 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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130 | close_and_delete(fp, comp); |
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131 | } |
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132 | |
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133 | void send_news(const object *op) { |
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134 | char buf[MAX_BUF]; |
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135 | char news[HUGE_BUF]; |
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136 | char subject[MAX_BUF]; |
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137 | FILE *fp; |
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138 | int comp; |
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139 | int size; |
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140 | |
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141 | sprintf(buf, "%s/%s", settings.confdir, settings.news); |
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142 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) |
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143 | return; |
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144 | news[0]='\0'; |
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145 | subject[0]='\0'; |
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146 | size=0; |
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147 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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148 | if( *buf == '#') |
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149 | continue; |
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150 | if ( *buf =='%'){ /* send one news */ |
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151 | if (size>0) |
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152 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
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153 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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154 | "INFORMATION: %s\n%s", |
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155 | "%s\n%s", |
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156 | subject, news); /*send previously read news*/ |
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157 | strcpy(subject,buf+1); |
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158 | strip_endline(subject); |
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159 | size=0; |
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160 | news[0]='\0'; |
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161 | } |
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162 | else{ |
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163 | if (size + strlen(buf)>=HUGE_BUF) |
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164 | { |
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165 | LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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166 | break; |
149 | break; |
167 | } |
150 | |
168 | strncat(news+size,buf,HUGE_BUF-size); |
151 | case WAND: |
169 | size+=strlen(buf); |
152 | case ROD: |
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153 | case HORN: |
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154 | case BOW: |
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155 | ranged_ob = op; |
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156 | break; |
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157 | |
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158 | case WEAPON: |
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159 | combat_ob = op; |
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160 | break; |
170 | } |
161 | } |
171 | } |
162 | |
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163 | ob->current_weapon = 0; |
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164 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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165 | activate (); // change_weapon also activates, but this doesn't hurt |
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166 | |
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167 | INVOKE_PLAYER (CONNECT, this); |
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168 | INVOKE_PLAYER (LOGIN, this); |
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169 | } |
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170 | |
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171 | void |
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172 | player::disconnect () |
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173 | { |
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174 | if (ob) |
172 | |
175 | { |
173 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
176 | ob->close_container (); //TODO: client-specific |
174 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
177 | ob->drop_unpaid_items (); |
175 | "INFORMATION: %s\n%s\n", |
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176 | "%s\n%s", |
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177 | subject, news); |
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178 | close_and_delete(fp, comp); |
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179 | } |
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180 | |
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181 | int playername_ok(const char *cp) { |
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182 | /* Don't allow - or _ as first character in the name */ |
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183 | if (*cp == '-' || *cp == '_') return 0; |
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184 | |
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185 | for(;*cp!='\0';cp++) |
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186 | if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
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187 | return 0; |
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188 | return 1; |
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189 | } |
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190 | |
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191 | /* This no longer sets the player map. Also, it now updates |
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192 | * all the pointers so the caller doesn't need to do that. |
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193 | * Caller is responsible for setting the correct map. |
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194 | */ |
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195 | |
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196 | /* Redo this to do both get_player_ob and get_player. |
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197 | * Hopefully this will be less bugfree and simpler. |
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198 | * Returns the player structure. If 'p' is null, |
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199 | * we create a new one. Otherwise, we recycle |
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200 | * the one that is passed. |
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201 | */ |
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202 | static player * |
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203 | get_player (player * p) |
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204 | { |
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205 | object *op = arch_to_object (get_player_archetype (NULL)); |
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206 | int i; |
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207 | |
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208 | if (!p) |
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209 | { |
178 | } |
210 | p = new player; |
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211 | |
179 | |
212 | /* This adds the player in the linked list. There is extra |
180 | if (ns) |
213 | * complexity here because we want to add the new player at the |
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214 | * end of the list - there is in fact no compelling reason that |
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215 | * that needs to be done except for things like output of |
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216 | * 'who'. |
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217 | */ |
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218 | player *tmp = first_player; |
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219 | while (tmp != NULL && tmp->next != NULL) |
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220 | tmp = tmp->next; |
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221 | if (tmp != NULL) |
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222 | tmp->next = p; |
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223 | else |
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224 | first_player = p; |
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225 | |
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226 | p->next = NULL; |
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227 | } |
181 | { |
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182 | if (active) |
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183 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
228 | |
184 | |
229 | /* Clears basically the entire player structure except |
185 | INVOKE_PLAYER (DISCONNECT, this); |
230 | * for next and socket. |
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231 | */ |
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232 | p->clear (); |
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233 | |
186 | |
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187 | ns->reset_stats (); |
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188 | ns->pl = 0; |
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189 | ns = 0; |
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190 | } |
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191 | |
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192 | // this is important for the player scheduler to get the correct refcount |
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193 | // when ns = 0 |
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194 | observe = viewpoint = ob; |
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195 | |
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196 | deactivate (); |
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197 | } |
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198 | |
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199 | //-GPL |
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200 | |
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201 | // the need for this function can be explained |
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202 | // by load_object not returning the object |
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203 | void |
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204 | player::set_object (object *op) |
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205 | { |
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206 | ob = observe = viewpoint = op; |
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207 | ob->contr = this; /* this aren't yet in archetype */ |
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208 | |
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209 | ob->speed = 1.0f; |
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210 | ob->speed_left = 0.5f; |
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211 | |
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212 | ob->direction = 5; /* So player faces south */ |
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213 | } |
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214 | |
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215 | void |
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216 | player::set_observe (object *op) |
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217 | { |
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218 | observe = viewpoint = op ? op : ob; |
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219 | do_los = 1; |
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220 | } |
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221 | |
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222 | void |
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223 | player::set_viewpoint (object *op) |
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224 | { |
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225 | viewpoint = op ? op : (object *)observe; |
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226 | do_los = 1; |
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227 | } |
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228 | |
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229 | //+GPL |
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230 | |
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231 | player::player () |
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232 | { |
234 | /* There are some elements we want initialized to non zero value - |
233 | /* There are some elements we want initialised to non zero value - |
235 | * we deal with that below this point. |
234 | * we deal with that below this point. |
236 | */ |
235 | */ |
237 | p->party = NULL; |
236 | outputs_sync = 4; |
238 | p->outputs_sync = 16; /* Every 2 seconds */ |
237 | outputs_count = 4; |
239 | p->outputs_count = 8; /* Keeps present behaviour */ |
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240 | p->unapply = unapply_nochoice; |
238 | unapply = unapply_nochoice; |
241 | p->Swap_First = -1; |
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242 | |
239 | |
243 | #ifdef AUTOSAVE |
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244 | p->last_save_tick = 9999999; |
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245 | #endif |
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246 | |
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247 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
240 | savebed_map = first_map_path; /* Init. respawn position */ |
248 | |
241 | |
249 | op->contr = p; /* this aren't yet in archetype */ |
|
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250 | p->ob = op; |
|
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251 | op->speed_left = 0.5; |
|
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252 | op->speed = 1.0; |
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253 | op->direction = 5; /* So player faces south */ |
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254 | op->stats.wc = 2; |
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255 | op->run_away = 25; /* Then we panick... */ |
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256 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
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257 | |
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258 | roll_stats (op); |
|
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259 | p->state = ST_ROLL_STAT; |
|
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260 | clear_los (op); |
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261 | |
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|
262 | p->gen_sp_armour = 10; |
242 | gen_sp_armour = 10; |
263 | p->last_speed = -1; |
|
|
264 | p->shoottype = range_none; |
|
|
265 | p->bowtype = bow_normal; |
243 | bowtype = bow_normal; |
266 | p->petmode = pet_normal; |
244 | petmode = pet_normal; |
267 | p->listening = 10; |
|
|
268 | p->usekeys = containers; |
245 | usekeys = containers; |
269 | p->last_weapon_sp = -1; |
|
|
270 | p->peaceful = 1; /* default peaceful */ |
246 | peaceful = 1; /* default peaceful */ |
271 | p->do_los = 1; |
247 | do_los = 1; |
272 | p->explore = 0; |
|
|
273 | p->no_shout = 0; /* default can shout */ |
|
|
274 | |
248 | |
275 | strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); |
249 | weapon_sp = 1.0f; |
276 | p->title[sizeof (p->title) - 1] = '\0'; |
250 | weapon_sp_left = 0.5f; |
277 | op->race = op->arch->clone.race; |
251 | } |
278 | |
252 | |
279 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
253 | void |
|
|
254 | player::do_destroy () |
|
|
255 | { |
|
|
256 | disconnect (); |
280 | |
257 | |
281 | /* we need to clear these to -1 and not zero - otherwise, |
258 | attachable::do_destroy (); |
282 | * if a player quits and starts a new character, we wont |
259 | |
283 | * send new values to the client, as things like exp start |
260 | if (ob) |
284 | * at zero. |
|
|
285 | */ |
|
|
286 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
287 | { |
|
|
288 | p->last_skill_exp[i] = -1; |
|
|
289 | p->last_skill_ob[i] = NULL; |
|
|
290 | } |
261 | { |
291 | for (i = 0; i < NROFATTACKS; i++) |
262 | ob->destroy_inv (false); |
|
|
263 | ob->destroy (); |
292 | { |
264 | } |
293 | p->last_resist[i] = -1; |
|
|
294 | } |
|
|
295 | p->last_stats.exp = -1; |
|
|
296 | p->last_weight = (uint32) - 1; |
|
|
297 | |
265 | |
298 | p->socket.update_look = 0; |
266 | ob = observe = viewpoint = 0; |
299 | p->socket.look_position = 0; |
|
|
300 | return p; |
|
|
301 | } |
267 | } |
302 | |
268 | |
303 | /* This loads the first map an puts the player on it. */ |
269 | player::~player () |
304 | static void set_first_map(object *op) |
|
|
305 | { |
270 | { |
306 | strcpy(op->contr->maplevel, first_map_path); |
271 | /* Clear item stack */ |
307 | op->x = -1; |
272 | free (stack_items); |
308 | op->y = -1; |
|
|
309 | enter_exit(op, NULL); |
|
|
310 | } |
|
|
311 | |
|
|
312 | /* Tries to add player on the connection passwd in ns. |
|
|
313 | * All we can really get in this is some settings like host and display |
|
|
314 | * mode. |
|
|
315 | */ |
|
|
316 | |
|
|
317 | int add_player(NewSocket *ns) { |
|
|
318 | player *p; |
|
|
319 | |
|
|
320 | p=get_player(NULL); |
|
|
321 | p->socket = *ns; |
|
|
322 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
323 | if(p->socket.faces_sent == NULL) |
|
|
324 | fatal(OUT_OF_MEMORY); |
|
|
325 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
326 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
327 | * Note that this can result in a client reset if there is partial data |
|
|
328 | * on the uncoming socket. |
|
|
329 | */ |
|
|
330 | p->socket.inbuf.len = 0; |
|
|
331 | set_first_map(p->ob); |
|
|
332 | |
|
|
333 | CLEAR_FLAG(p->ob, FLAG_FRIENDLY); |
|
|
334 | add_friendly_object(p->ob); |
|
|
335 | send_rules(p->ob); |
|
|
336 | send_news(p->ob); |
|
|
337 | display_motd(p->ob); |
|
|
338 | get_name(p->ob); |
|
|
339 | return 0; |
|
|
340 | } |
273 | } |
341 | |
274 | |
342 | /* |
275 | /* |
343 | * get_player_archetype() return next player archetype from archetype |
276 | * get_player_archetype() return next player archetype from archetype |
344 | * list. Not very efficient routine, but used only creating new players. |
277 | * list. Not very efficient routine, but used only creating new players. |
345 | * Note: there MUST be at least one player archetype! |
278 | * Note: there MUST be at least one player archetype! |
346 | */ |
279 | */ |
|
|
280 | static archetype * |
347 | archetype *get_player_archetype(archetype* at) |
281 | get_player_archetype (archetype *at) |
348 | { |
282 | { |
349 | archetype *start = at; |
283 | // archetypes could have been reloaded |
|
|
284 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
285 | |
|
|
286 | if (!nat) |
|
|
287 | return at; |
|
|
288 | |
|
|
289 | archvec::iterator i = archetypes.find (nat); |
|
|
290 | |
350 | for (;;) { |
291 | for (;;) |
351 | if (at==NULL || at->next==NULL) |
|
|
352 | at=first_archetype; |
|
|
353 | else |
|
|
354 | at=at->next; |
|
|
355 | if(at->clone.type==PLAYER) |
|
|
356 | return at; |
|
|
357 | if (at == start) { |
|
|
358 | LOG (llevError, "No Player archetypes\n"); |
|
|
359 | exit (-1); |
|
|
360 | } |
|
|
361 | } |
292 | { |
362 | } |
293 | if (++i == archetypes.end ()) |
|
|
294 | i = archetypes.begin (); |
|
|
295 | else if (*i == at) |
|
|
296 | cleanup ("not a single player archetype found"); |
363 | |
297 | |
|
|
298 | if ((*i)->type == PLAYER) |
|
|
299 | return *i; |
|
|
300 | } |
|
|
301 | } |
364 | |
302 | |
|
|
303 | /* Tries to add player on the connection passed in ns. |
|
|
304 | * All we can really get in this is some settings like host and display |
|
|
305 | * mode. |
|
|
306 | */ |
|
|
307 | player * |
|
|
308 | player::create () |
|
|
309 | { |
|
|
310 | player *pl = new player; |
|
|
311 | |
|
|
312 | pl->set_object (get_player_archetype (0)->instance ()); |
|
|
313 | |
|
|
314 | pl->ob->roll_stats (); |
|
|
315 | pl->ob->stats.wc = 2; |
|
|
316 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
317 | |
|
|
318 | set_first_map (pl->ob); |
|
|
319 | |
|
|
320 | return pl; |
|
|
321 | } |
|
|
322 | |
|
|
323 | object * |
365 | object *get_nearest_player(object *mon) { |
324 | get_nearest_player (object *mon) |
|
|
325 | { |
366 | object *op = NULL; |
326 | object *op = NULL; |
367 | player *pl = NULL; |
|
|
368 | objectlink *ol; |
327 | objectlink *ol; |
369 | unsigned lastdist; |
328 | unsigned lastdist; |
370 | rv_vector rv; |
329 | rv_vector rv; |
371 | |
330 | |
372 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
331 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
373 | /* We should not find free objects on this friendly list, but it |
332 | { |
374 | * does periodically happen. Given that, lets deal with it. |
|
|
375 | * While unlikely, it is possible the next object on the friendly |
|
|
376 | * list is also free, so encapsulate this in a while loop. |
|
|
377 | */ |
|
|
378 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
|
|
379 | object *tmp=ol->ob; |
|
|
380 | |
|
|
381 | /* Can't do much more other than log the fact, because the object |
|
|
382 | * itself will have been cleared. |
|
|
383 | */ |
|
|
384 | LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
385 | ol = ol->next; |
|
|
386 | remove_friendly_object(tmp); |
|
|
387 | if (!ol) return op; |
|
|
388 | } |
|
|
389 | |
|
|
390 | /* Remove special check for player from this. First, it looks to cause |
|
|
391 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
392 | * complicated method of state checking would be needed in any case - |
|
|
393 | * as it was, a clever player could type quit, and the function would |
|
|
394 | * skip them over while waiting for confirmation. Remove |
|
|
395 | * on_same_map check, as can_detect_enemy also does this |
|
|
396 | */ |
|
|
397 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
333 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
398 | continue; |
334 | continue; |
399 | |
335 | |
400 | if(lastdist>rv.distance) { |
336 | if (lastdist > rv.distance) |
|
|
337 | { |
401 | op=ol->ob; |
338 | op = ol->ob; |
402 | lastdist=rv.distance; |
339 | lastdist = rv.distance; |
403 | } |
340 | } |
404 | } |
341 | } |
405 | for (pl=first_player; pl != NULL; pl=pl->next) { |
342 | |
|
|
343 | for_all_players (pl) |
406 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
344 | if (can_detect_enemy (mon, pl->ob, &rv)) |
407 | |
|
|
408 | if(lastdist>rv.distance) { |
345 | if (lastdist > rv.distance) |
409 | op=pl->ob; |
|
|
410 | lastdist=rv.distance; |
|
|
411 | } |
|
|
412 | } |
346 | { |
413 | } |
347 | op = pl->ob; |
|
|
348 | lastdist = rv.distance; |
|
|
349 | } |
|
|
350 | |
414 | #if 0 |
351 | #if 0 |
415 | LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); |
352 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
416 | #endif |
353 | #endif |
417 | return op; |
354 | return op; |
418 | } |
355 | } |
419 | |
356 | |
420 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
357 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
421 | * result in a monster paths backtracking. It basically determines how large a |
358 | * result in a monster paths backtracking. It basically determines how large a |
422 | * detour a monster will take from the direction path when looking |
359 | * detour a monster will take from the direction path when looking |
… | |
… | |
436 | * circling behaviour. Unfortunately, this function is also used to determined |
373 | * circling behaviour. Unfortunately, this function is also used to determined |
437 | * if the creature should cast a spell, so returning a direction in that case |
374 | * if the creature should cast a spell, so returning a direction in that case |
438 | * is probably not a good thing. |
375 | * is probably not a good thing. |
439 | */ |
376 | */ |
440 | #define MAX_SPACES 50 |
377 | #define MAX_SPACES 50 |
441 | |
|
|
442 | |
378 | |
443 | /* |
379 | /* |
444 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
380 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
445 | * modified to verify there is a path to the player. Does this by stepping towards |
381 | * modified to verify there is a path to the player. Does this by stepping towards |
446 | * player and if path is blocked then see if blockage is close enough to player that |
382 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
459 | * monster can in fact move one space in that direction. |
395 | * monster can in fact move one space in that direction. |
460 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
396 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
461 | * since only simple checks to blocked are being called, which could mean the monster |
397 | * since only simple checks to blocked are being called, which could mean the monster |
462 | * is blocking itself. |
398 | * is blocking itself. |
463 | */ |
399 | */ |
|
|
400 | int |
464 | int path_to_player(object *mon, object *pl, unsigned mindiff) { |
401 | path_to_player (object *mon, object *pl, unsigned mindiff) |
|
|
402 | { |
465 | rv_vector rv; |
403 | rv_vector rv; |
466 | sint16 x,y; |
404 | sint16 x, y; |
467 | int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; |
405 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
468 | mapstruct *m ,*lastmap; |
406 | maptile *m, *lastmap; |
469 | |
407 | |
470 | get_rangevector(mon, pl, &rv, 0); |
408 | get_rangevector (mon, pl, &rv, 0); |
471 | |
409 | |
472 | if (rv.distance<mindiff) return 0; |
410 | if (rv.distance < mindiff) |
|
|
411 | return 0; |
473 | |
412 | |
474 | x=mon->x; |
413 | x = mon->x; |
475 | y=mon->y; |
414 | y = mon->y; |
476 | m=mon->map; |
415 | m = mon->map; |
477 | dir = rv.direction; |
416 | dir = rv.direction; |
478 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
417 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
479 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
418 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
419 | |
480 | /* If we can't solve it within the search distance, return now. */ |
420 | /* If we can't solve it within the search distance, return now. */ |
481 | if (diff>max) return 0; |
421 | if (diff > max) |
|
|
422 | return 0; |
|
|
423 | |
482 | while (diff >1 && max>0) { |
424 | while (diff > 1 && max > 0) |
|
|
425 | { |
483 | lastx = x; |
426 | lastx = x; |
484 | lasty = y; |
427 | lasty = y; |
485 | lastmap = m; |
428 | lastmap = m; |
486 | x = lastx + freearr_x[dir]; |
429 | x = lastx + freearr_x[dir]; |
487 | y = lasty + freearr_y[dir]; |
430 | y = lasty + freearr_y[dir]; |
488 | |
431 | |
489 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
432 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
490 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
433 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
491 | |
434 | |
492 | /* Space is blocked - try changing direction a little */ |
435 | /* Space is blocked - try changing direction a little */ |
493 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) |
436 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
494 | && (m == mon->map && blocked_link(mon, m, x, y)))) { |
437 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
|
|
438 | { |
495 | /* recalculate direction from last good location. Possible |
439 | /* recalculate direction from last good location. Possible |
496 | * we were not traversing ideal location before. |
440 | * we were not traversing ideal location before. |
497 | */ |
441 | */ |
498 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
442 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
499 | if (rv.direction != dir) { |
443 | if (rv.direction != dir) |
|
|
444 | { |
500 | /* OK - says direction should be different - lets reset the |
445 | /* OK - says direction should be different - lets reset the |
501 | * the values so it will try again. |
446 | * the values so it will try again. |
502 | */ |
447 | */ |
503 | x = lastx; |
448 | x = lastx; |
504 | y = lasty; |
449 | y = lasty; |
505 | m = lastmap; |
450 | m = lastmap; |
506 | dir = firstdir = rv.direction; |
451 | dir = firstdir = rv.direction; |
|
|
452 | } |
507 | } else { |
453 | else |
|
|
454 | { |
508 | /* direct path is blocked - try taking a side step to |
455 | /* direct path is blocked - try taking a side step to |
509 | * either the left or right. |
456 | * either the left or right. |
510 | * Note increase the values in the loop below to be |
457 | * Note increase the values in the loop below to be |
511 | * more than -1/1 respectively will mean the monster takes |
458 | * more than -1/1 respectively will mean the monster takes |
512 | * bigger detour. Have to be careful about these values getting |
459 | * bigger detour. Have to be careful about these values getting |
513 | * too big (3 or maybe 4 or higher) as the monster may just try |
460 | * too big (3 or maybe 4 or higher) as the monster may just try |
514 | * stepping back and forth |
461 | * stepping back and forth |
515 | */ |
462 | */ |
516 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
463 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
|
|
464 | { |
|
|
465 | if (i == 0) |
517 | if (i==0) continue; /* already did this, so skip it */ |
466 | continue; /* already did this, so skip it */ |
518 | /* Use lastdir here - otherwise, |
467 | /* Use lastdir here - otherwise, |
519 | * since the direction that the creature should move in |
468 | * since the direction that the creature should move in |
520 | * may change, you could get infinite loops. |
469 | * may change, you could get infinite loops. |
521 | * ie, player is northwest, but monster can only |
470 | * ie, player is northwest, but monster can only |
522 | * move west, so it does that. It goes some distance, |
471 | * move west, so it does that. It goes some distance, |
523 | * gets blocked, finds that it should move north, |
472 | * gets blocked, finds that it should move north, |
524 | * can't do that, but now finds it can move east, and |
473 | * can't do that, but now finds it can move east, and |
525 | * gets back to its original point. lastdir contains |
474 | * gets back to its original point. lastdir contains |
526 | * the last direction the creature has successfully |
475 | * the last direction the creature has successfully |
527 | * moved. |
476 | * moved. |
528 | */ |
477 | */ |
529 | |
478 | |
530 | x = lastx + freearr_x[absdir(lastdir+i)]; |
479 | x = lastx + freearr_x[absdir (lastdir + i)]; |
531 | y = lasty + freearr_y[absdir(lastdir+i)]; |
480 | y = lasty + freearr_y[absdir (lastdir + i)]; |
532 | m = lastmap; |
481 | m = lastmap; |
533 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
482 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
534 | if (mflags & P_OUT_OF_MAP) continue; |
483 | if (mflags & P_OUT_OF_MAP) |
|
|
484 | continue; |
535 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
485 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
536 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
486 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
|
|
487 | continue; |
537 | if (mflags & P_BLOCKSVIEW) continue; |
488 | if (mflags & P_BLOCKSVIEW) |
|
|
489 | continue; |
538 | |
490 | |
539 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
491 | if (m == mon->map && blocked_link (mon, m, x, y)) |
|
|
492 | break; |
540 | } |
493 | } |
541 | /* go through entire loop without finding a valid |
494 | /* go through entire loop without finding a valid |
542 | * sidestep to take - thus, no valid path. |
495 | * sidestep to take - thus, no valid path. |
543 | */ |
496 | */ |
544 | if (i==(DETOUR_AMOUNT+1)) |
497 | if (i == (DETOUR_AMOUNT + 1)) |
545 | return 0; |
498 | return 0; |
546 | diff--; |
499 | diff--; |
547 | lastdir=dir; |
500 | lastdir = dir; |
548 | max--; |
501 | max--; |
549 | if (!firstdir) firstdir = dir+i; |
502 | if (!firstdir) |
|
|
503 | firstdir = dir + i; |
550 | } /* else check alternate directions */ |
504 | } /* else check alternate directions */ |
551 | } /* if blocked */ |
505 | } /* if blocked */ |
552 | else { |
506 | else |
|
|
507 | { |
553 | /* we moved towards creature, so diff is less */ |
508 | /* we moved towards creature, so diff is less */ |
554 | diff--; |
509 | diff--; |
555 | max--; |
510 | max--; |
556 | lastdir=dir; |
511 | lastdir = dir; |
|
|
512 | if (!firstdir) |
557 | if (!firstdir) firstdir = dir; |
513 | firstdir = dir; |
|
|
514 | } |
|
|
515 | |
|
|
516 | if (diff <= 1) |
558 | } |
517 | { |
559 | if (diff<=1) { |
|
|
560 | /* Recalculate diff (distance) because we may not have actually |
518 | /* Recalculate diff (distance) because we may not have actually |
561 | * headed toward player for entire distance. |
519 | * headed toward player for entire distance. |
562 | */ |
520 | */ |
563 | get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
521 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
564 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
522 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
565 | } |
523 | } |
566 | if (diff>max) return 0; |
524 | |
|
|
525 | if (diff > max) |
|
|
526 | return 0; |
567 | } |
527 | } |
|
|
528 | |
568 | /* If we reached the max, didn't find a direction in time */ |
529 | /* If we reached the max, didn't find a direction in time */ |
569 | if (!max) return 0; |
530 | if (!max) |
|
|
531 | return 0; |
570 | |
532 | |
571 | return firstdir; |
533 | return firstdir; |
572 | } |
534 | } |
573 | |
535 | |
|
|
536 | void |
574 | void give_initial_items(object *pl,treasurelist *items) { |
537 | give_initial_items (object *pl, treasurelist *items) |
575 | object *op,*next=NULL; |
538 | { |
576 | |
|
|
577 | if(pl->randomitems!=NULL) |
539 | if (pl->randomitems) |
578 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
540 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
579 | |
541 | |
580 | for (op=pl->inv; op; op=next) { |
542 | for (object *next, *op = pl->inv; op; op = next) |
|
|
543 | { |
581 | next = op->below; |
544 | next = op->below; |
582 | |
545 | |
583 | /* Forces get applied per default, unless they have the |
546 | /* Forces get applied per default, unless they have the |
584 | * flag "neutral" set. Sorry but I can't think of a better way |
547 | * flag "neutral" set. Sorry but I can't think of a better way |
585 | */ |
548 | */ |
586 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
549 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
587 | SET_FLAG(op,FLAG_APPLIED); |
550 | SET_FLAG (op, FLAG_APPLIED); |
588 | |
551 | |
589 | /* we never give weapons/armour if these cannot be used |
552 | /* we never give weapons/armour if these cannot be used |
590 | * by this player due to race restrictions |
553 | * by this player due to race restrictions |
591 | */ |
554 | */ |
592 | if (pl->type == PLAYER) { |
555 | if (pl->type == PLAYER) |
|
|
556 | { |
593 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
557 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
558 | && |
594 | (op->type == ARMOUR || op->type == BOOTS || |
559 | (op->type == ARMOUR || op->type == BOOTS |
595 | op->type == CLOAK || op->type == HELMET || |
560 | || op->type == CLOAK || op->type == HELMET |
596 | op->type == SHIELD || op->type == GLOVES || |
561 | || op->type == SHIELD || op->type == GLOVES |
597 | op->type == BRACERS || op->type == GIRDLE)) || |
562 | || op->type == BRACERS || op->type == GIRDLE)) |
598 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
563 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
599 | remove_ob (op); |
|
|
600 | free_object (op); |
|
|
601 | continue; |
|
|
602 | } |
564 | { |
603 | } |
565 | op->destroy (); |
604 | |
|
|
605 | /* This really needs to be better - we should really give |
|
|
606 | * a substitute spellbook. The problem is that we don't really |
|
|
607 | * have a good idea what to replace it with (need something like |
|
|
608 | * a first level treasurelist for each skill.) |
|
|
609 | * remove duplicate skills also |
|
|
610 | */ |
|
|
611 | if(op->type==SPELLBOOK || op->type == SKILL) { |
|
|
612 | object *tmp; |
|
|
613 | |
|
|
614 | for (tmp=op->below; tmp; tmp=tmp->below) |
|
|
615 | if (tmp->type == op->type && tmp->name == op->name) break; |
|
|
616 | |
|
|
617 | if (tmp) { |
|
|
618 | remove_ob(op); |
|
|
619 | free_object(op); |
|
|
620 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
|
|
621 | &tmp->name); |
|
|
622 | continue; |
566 | continue; |
623 | } |
567 | } |
624 | if (op->nrof > 1) op->nrof = 1; |
568 | } |
|
|
569 | |
|
|
570 | /* Here we remove duplicated skills (as duplicated spell objects have |
|
|
571 | * _very_ confusing effects for players), which could for instance be |
|
|
572 | * generated by bad treasurelists. - elmex |
|
|
573 | */ |
|
|
574 | if (op->type == SKILL) |
625 | } |
575 | { |
|
|
576 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
|
|
577 | if (tmp->type == op->type && tmp->name == op->name) |
|
|
578 | { |
|
|
579 | op->destroy (); |
|
|
580 | LOG (llevError, |
|
|
581 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
582 | break; |
|
|
583 | } |
626 | |
584 | |
|
|
585 | if (op->nrof > 1) |
|
|
586 | op->nrof = 1; |
|
|
587 | } |
|
|
588 | |
627 | if (op->type == SPELLBOOK && op->inv) { |
589 | if (op->type == SPELLBOOK && op->inv) |
628 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
590 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
629 | } |
|
|
630 | |
591 | |
631 | /* Give starting characters identified, uncursed, and undamned |
592 | /* Give starting characters identified, uncursed, and undamned |
632 | * items. Just don't identify gold or silver, or it won't be |
593 | * items. Just don't identify gold or silver, or it won't be |
633 | * merged properly. |
594 | * merged properly. |
634 | */ |
595 | */ |
635 | if (need_identify(op)) { |
596 | if (need_identify (op)) |
|
|
597 | { |
636 | SET_FLAG(op, FLAG_IDENTIFIED); |
598 | SET_FLAG (op, FLAG_IDENTIFIED); |
637 | CLEAR_FLAG(op, FLAG_CURSED); |
599 | CLEAR_FLAG (op, FLAG_CURSED); |
638 | CLEAR_FLAG(op, FLAG_DAMNED); |
600 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
601 | } |
|
|
602 | |
|
|
603 | if (op->type == SPELL) |
639 | } |
604 | { |
640 | if(op->type==SPELL) { |
605 | op->destroy (); |
641 | remove_ob(op); |
|
|
642 | free_object(op); |
|
|
643 | continue; |
606 | continue; |
|
|
607 | } |
|
|
608 | else if (op->type == SKILL) |
644 | } |
609 | { |
645 | else if(op->type==SKILL) { |
|
|
646 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
610 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
647 | op->stats.exp = 0; |
611 | op->stats.exp = 0; |
648 | op->level = 1; |
612 | op->level = 1; |
649 | } |
613 | } |
650 | /* lock all 'normal items by default */ |
614 | else /* lock all 'normal items by default */ |
651 | else SET_FLAG(op, FLAG_INV_LOCKED); |
615 | SET_FLAG (op, FLAG_INV_LOCKED); |
652 | } /* for loop of objects in player inv */ |
616 | } /* for loop of objects in player inv */ |
653 | |
617 | |
654 | /* Need to set up the skill pointers */ |
618 | /* Need to set up the skill pointers */ |
655 | link_player_skills(pl); |
619 | pl->contr->link_skills (); |
656 | } |
620 | } |
657 | |
621 | |
658 | void get_name(object *op) { |
622 | void |
659 | op->contr->write_buf[0]='\0'; |
|
|
660 | op->contr->state=ST_GET_NAME; |
|
|
661 | send_query(&op->contr->socket,0,"What is your name?\n:"); |
|
|
662 | } |
|
|
663 | |
|
|
664 | void get_password(object *op) { |
|
|
665 | op->contr->write_buf[0]='\0'; |
|
|
666 | op->contr->state=ST_GET_PASSWORD; |
|
|
667 | send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
668 | } |
|
|
669 | |
|
|
670 | void play_again(object *op) |
|
|
671 | { |
|
|
672 | op->contr->state=ST_PLAY_AGAIN; |
|
|
673 | op->chosen_skill = NULL; |
|
|
674 | send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
675 | /* a bit of a hack, but there are various places early in th |
|
|
676 | * player creation process that a user can quit (eg, roll |
|
|
677 | * stats) that isn't removing the player. Taking a quick |
|
|
678 | * look, there are many places that call play_again without |
|
|
679 | * removing the player - it probably makes more sense |
|
|
680 | * to leave it to play_again to remove the object in all |
|
|
681 | * cases. |
|
|
682 | */ |
|
|
683 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
|
|
684 | remove_ob(op); |
|
|
685 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
686 | * and draw() doesn't check to see if the player is removed, only if |
|
|
687 | * the map is null or not swapped out. |
|
|
688 | */ |
|
|
689 | op->map = NULL; |
|
|
690 | } |
|
|
691 | |
|
|
692 | |
|
|
693 | int receive_play_again(object *op, char key) |
|
|
694 | { |
|
|
695 | if(key=='q'||key=='Q') { |
|
|
696 | remove_friendly_object(op); |
|
|
697 | leave(op->contr,0); /* ericserver will draw the message */ |
|
|
698 | return 2; |
|
|
699 | } |
|
|
700 | else if(key=='a'||key=='A') { |
|
|
701 | player *pl = op->contr; |
|
|
702 | shstr name = op->name; |
|
|
703 | |
|
|
704 | remove_friendly_object(op); |
|
|
705 | free_object(op); |
|
|
706 | pl = get_player(pl); |
|
|
707 | op = pl->ob; |
|
|
708 | add_friendly_object(op); |
|
|
709 | op->contr->password[0]='~'; |
|
|
710 | op->name = op->name_pl = 0; |
|
|
711 | /* Lets put a space in here */ |
|
|
712 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
|
|
713 | get_name(op); |
|
|
714 | op->name = op->name_pl = name; |
|
|
715 | set_first_map(op); |
|
|
716 | } else { |
|
|
717 | /* user pressed something else so just ask again... */ |
|
|
718 | play_again(op); |
|
|
719 | } |
|
|
720 | return 0; |
|
|
721 | } |
|
|
722 | |
|
|
723 | void confirm_password(object *op) { |
|
|
724 | |
|
|
725 | op->contr->write_buf[0]='\0'; |
|
|
726 | op->contr->state=ST_CONFIRM_PASSWORD; |
|
|
727 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
728 | } |
|
|
729 | |
|
|
730 | void get_party_password(object *op, partylist *party) { |
623 | get_party_password (object *op, partylist *party) |
|
|
624 | { |
731 | if (party == NULL) { |
625 | if (party == NULL) |
|
|
626 | { |
732 | LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
627 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
733 | return; |
628 | return; |
734 | } |
629 | } |
|
|
630 | |
735 | op->contr->write_buf[0]='\0'; |
631 | op->contr->write_buf[0] = '\0'; |
736 | op->contr->state=ST_GET_PARTY_PASSWORD; |
632 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
737 | op->contr->party_to_join = party; |
633 | op->contr->party_to_join = party; |
738 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
634 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
739 | } |
635 | } |
740 | |
|
|
741 | |
636 | |
742 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
637 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
743 | int roll_stat(void) { |
638 | static int |
|
|
639 | roll_stat () |
|
|
640 | { |
744 | int a[4],i,j,k; |
641 | int a[4], i, j, k; |
745 | |
642 | |
746 | for(i=0;i<4;i++) |
643 | for (i = 0; i < 4; i++) |
747 | a[i]=(int)RANDOM()%6+1; |
644 | a[i] = (int) rndm (6) + 1; |
748 | |
645 | |
749 | for(i=0,j=0,k=7;i<4;i++) |
646 | for (i = 0, j = 0, k = 7; i < 4; i++) |
750 | if(a[i]<k) |
647 | if (a[i] < k) |
751 | k=a[i],j=i; |
648 | k = a[i], j = i; |
752 | |
649 | |
753 | for(i=0,k=0;i<4;i++) { |
650 | for (i = 0, k = 0; i < 4; i++) |
754 | if(i!=j) |
651 | if (i != j) |
755 | k+=a[i]; |
652 | k += a[i]; |
756 | } |
653 | |
757 | return k; |
654 | return k; |
758 | } |
655 | } |
759 | |
656 | |
760 | void roll_stats(object *op) { |
657 | void |
|
|
658 | object::roll_stats () |
|
|
659 | { |
|
|
660 | int statsort [NUM_STATS]; |
|
|
661 | |
|
|
662 | for (;;) |
|
|
663 | { |
761 | int sum=0; |
664 | int sum = 0; |
762 | int i = 0, j = 0; |
665 | for (int i = NUM_STATS; i--; ) |
763 | int statsort[7]; |
666 | sum += statsort [i] = roll_stat (); |
764 | |
667 | |
765 | do { |
668 | if (sum >= 82 && sum <= 116) |
766 | op->stats.Str=roll_stat(); |
669 | break; |
767 | op->stats.Dex=roll_stat(); |
670 | } |
768 | op->stats.Int=roll_stat(); |
|
|
769 | op->stats.Con=roll_stat(); |
|
|
770 | op->stats.Wis=roll_stat(); |
|
|
771 | op->stats.Pow=roll_stat(); |
|
|
772 | op->stats.Cha=roll_stat(); |
|
|
773 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
|
|
774 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
|
|
775 | op->stats.Cha; |
|
|
776 | } while(sum<82||sum>116); |
|
|
777 | |
671 | |
778 | /* Sort the stats so that rerolling is easier... */ |
672 | // Sort the stats so that rerolling is easier... |
779 | statsort[0] = op->stats.Str; |
673 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
780 | statsort[1] = op->stats.Dex; |
|
|
781 | statsort[2] = op->stats.Int; |
|
|
782 | statsort[3] = op->stats.Con; |
|
|
783 | statsort[4] = op->stats.Wis; |
|
|
784 | statsort[5] = op->stats.Pow; |
|
|
785 | statsort[6] = op->stats.Cha; |
|
|
786 | |
674 | |
787 | /* a quick and dirty bubblesort? */ |
675 | for (int i = 0; i < NUM_STATS; ++i) |
788 | do { |
|
|
789 | if (statsort[i] < statsort[i + 1]) { |
|
|
790 | j = statsort[i]; |
|
|
791 | statsort[i] = statsort[i + 1]; |
|
|
792 | statsort[i + 1] = j; |
|
|
793 | i = 0; |
|
|
794 | } else { |
|
|
795 | i++; |
|
|
796 | } |
|
|
797 | } while (i < 6); |
|
|
798 | |
|
|
799 | op->stats.Str = statsort[0]; |
676 | stats.stat (i) = statsort [i]; |
800 | op->stats.Dex = statsort[1]; |
|
|
801 | op->stats.Con = statsort[2]; |
|
|
802 | op->stats.Int = statsort[3]; |
|
|
803 | op->stats.Wis = statsort[4]; |
|
|
804 | op->stats.Pow = statsort[5]; |
|
|
805 | op->stats.Cha = statsort[6]; |
|
|
806 | |
677 | |
807 | |
|
|
808 | op->contr->orig_stats.Str=op->stats.Str; |
|
|
809 | op->contr->orig_stats.Dex=op->stats.Dex; |
|
|
810 | op->contr->orig_stats.Int=op->stats.Int; |
|
|
811 | op->contr->orig_stats.Con=op->stats.Con; |
|
|
812 | op->contr->orig_stats.Wis=op->stats.Wis; |
|
|
813 | op->contr->orig_stats.Pow=op->stats.Pow; |
|
|
814 | op->contr->orig_stats.Cha=op->stats.Cha; |
|
|
815 | |
|
|
816 | op->level=1; |
|
|
817 | op->stats.exp=0; |
678 | stats.exp = 0; |
818 | op->stats.ac=0; |
679 | stats.ac = 0; |
819 | |
680 | |
|
|
681 | stats.hp = stats.maxhp; |
|
|
682 | stats.sp = stats.maxsp; |
|
|
683 | stats.grace = stats.maxgrace; |
|
|
684 | |
|
|
685 | if (contr) |
|
|
686 | { |
820 | op->contr->levhp[1] = 9; |
687 | contr->levhp[1] = 9; |
821 | op->contr->levsp[1] = 6; |
688 | contr->levsp[1] = 6; |
822 | op->contr->levgrace[1] = 3; |
689 | contr->levgrace[1] = 3; |
823 | |
690 | |
824 | fix_player(op); |
691 | contr->orig_stats = stats; |
|
|
692 | } |
|
|
693 | } |
|
|
694 | |
|
|
695 | void |
|
|
696 | object::swap_stats (int a, int b) |
|
|
697 | { |
|
|
698 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
|
|
699 | |
|
|
700 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
701 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
702 | |
|
|
703 | //TODO: the following code looks so borked and should, at the very least, |
|
|
704 | // be merged with the similar code in roll_stats |
|
|
705 | stats.ac = 0; |
|
|
706 | |
|
|
707 | level = 1; |
|
|
708 | stats.exp = 0; |
|
|
709 | stats.ac = 0; |
|
|
710 | |
825 | op->stats.hp = op->stats.maxhp; |
711 | stats.hp = stats.maxhp; |
826 | op->stats.sp = op->stats.maxsp; |
712 | stats.sp = stats.maxsp; |
827 | op->stats.grace = op->stats.maxgrace; |
713 | stats.grace = stats.maxgrace; |
|
|
714 | |
|
|
715 | if (contr) |
|
|
716 | { |
|
|
717 | contr->levhp[1] = 9; |
|
|
718 | contr->levsp[1] = 6; |
|
|
719 | contr->levgrace[1] = 3; |
|
|
720 | |
828 | op->contr->orig_stats=op->stats; |
721 | contr->orig_stats = stats; |
|
|
722 | } |
829 | } |
723 | } |
830 | |
724 | |
831 | void Roll_Again(object *op) |
725 | static void |
|
|
726 | start_info (object *op) |
832 | { |
727 | { |
833 | esrv_new_player(op->contr, 0); |
|
|
834 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
835 | } |
|
|
836 | |
|
|
837 | void Swap_Stat(object *op,int Swap_Second) |
|
|
838 | { |
|
|
839 | signed char tmp; |
|
|
840 | char buf[MAX_BUF]; |
728 | char buf[MAX_BUF]; |
841 | |
729 | |
842 | if ( op->contr->Swap_First == -1 ) { |
730 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
843 | new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
|
|
844 | new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); |
|
|
845 | new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
|
|
846 | return; |
|
|
847 | } |
|
|
848 | |
|
|
849 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
|
|
850 | |
|
|
851 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
|
|
852 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
|
|
853 | |
|
|
854 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
|
|
855 | |
|
|
856 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
|
|
857 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
731 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
858 | op->stats.Str = op->contr->orig_stats.Str; |
|
|
859 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
860 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
861 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
862 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
863 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
864 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
865 | op->stats.ac=0; |
|
|
866 | |
|
|
867 | op->level=1; |
|
|
868 | op->stats.exp=0; |
|
|
869 | op->stats.ac=0; |
|
|
870 | |
|
|
871 | op->contr->levhp[1] = 9; |
|
|
872 | op->contr->levsp[1] = 6; |
|
|
873 | op->contr->levgrace[1] = 3; |
|
|
874 | |
|
|
875 | fix_player(op); |
|
|
876 | op->stats.hp = op->stats.maxhp; |
|
|
877 | op->stats.sp = op->stats.maxsp; |
|
|
878 | op->stats.grace = op->stats.maxgrace; |
|
|
879 | op->contr->orig_stats=op->stats; |
|
|
880 | op->contr->Swap_First=-1; |
|
|
881 | } |
|
|
882 | |
|
|
883 | |
|
|
884 | /* This code has been greatly reduced, because with set_attr_value |
|
|
885 | * and get_attr_value, the stats can be accessed just numeric |
|
|
886 | * ids. stat_trans is a table that translate the number entered |
|
|
887 | * into the actual stat. It is needed because the order the stats |
|
|
888 | * are displayed in the stat window is not the same as how |
|
|
889 | * the number's access that stat. The table does that translation. |
|
|
890 | */ |
|
|
891 | int key_roll_stat(object *op, char key) |
|
|
892 | { |
|
|
893 | int keynum = key -'0'; |
|
|
894 | char buf[MAX_BUF]; |
|
|
895 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
|
|
896 | |
|
|
897 | if (keynum>0 && keynum<=7) { |
|
|
898 | if (op->contr->Swap_First==-1) { |
|
|
899 | op->contr->Swap_First=stat_trans[keynum]; |
|
|
900 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
901 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
902 | } |
|
|
903 | else |
|
|
904 | Swap_Stat(op,stat_trans[keynum]); |
|
|
905 | |
|
|
906 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
907 | return 1; |
|
|
908 | } |
|
|
909 | switch (key) { |
|
|
910 | case 'n': |
|
|
911 | case 'N': { |
|
|
912 | SET_FLAG(op, FLAG_WIZ); |
|
|
913 | if(op->map==NULL) { |
|
|
914 | LOG(llevError,"Map == NULL in state 2\n"); |
|
|
915 | break; |
|
|
916 | } |
|
|
917 | |
|
|
918 | #if 0 |
|
|
919 | /* So that enter_exit will put us at startx/starty */ |
|
|
920 | op->x= -1; |
|
|
921 | |
|
|
922 | enter_exit(op,NULL); |
|
|
923 | #endif |
|
|
924 | SET_ANIMATION(op, 2); /* So player faces south */ |
|
|
925 | /* Enter exit adds a player otherwise */ |
|
|
926 | add_statbonus(op); |
|
|
927 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
928 | op->contr->state = ST_CHANGE_CLASS; |
|
|
929 | if (op->msg) |
|
|
930 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
931 | return 0; |
|
|
932 | } |
|
|
933 | case 'y': |
|
|
934 | case 'Y': |
|
|
935 | roll_stats(op); |
|
|
936 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
937 | return 1; |
|
|
938 | |
|
|
939 | case 'q': |
|
|
940 | case 'Q': |
|
|
941 | play_again(op); |
|
|
942 | return 1; |
|
|
943 | |
|
|
944 | default: |
|
|
945 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
|
|
946 | return 0; |
|
|
947 | } |
|
|
948 | return 0; |
|
|
949 | } |
732 | } |
950 | |
733 | |
951 | /* This function takes the key that is passed, and does the |
734 | /* This function takes the key that is passed, and does the |
952 | * appropriate action with it (change race, or other things). |
735 | * appropriate action with it (change race, or other things). |
953 | * The function name is for historical reasons - now we have |
736 | * The function name is for historical reasons - now we have |
954 | * separate race and class; this actually changes the RACE, |
737 | * separate race and class; this actually changes the RACE, |
955 | * not the class. |
738 | * not the class. |
956 | */ |
739 | */ |
957 | |
740 | void |
958 | int key_change_class(object *op, char key) |
741 | player::chargen_race_done () |
959 | { |
742 | { |
960 | int tmp_loop; |
|
|
961 | |
|
|
962 | if(key=='q'||key=='Q') { |
|
|
963 | remove_ob(op); |
|
|
964 | play_again(op); |
|
|
965 | return 0; |
|
|
966 | } |
|
|
967 | if(key=='d'||key=='D') { |
|
|
968 | char buf[MAX_BUF]; |
|
|
969 | |
|
|
970 | /* this must before then initial items are given */ |
743 | /* this must before then initial items are given */ |
971 | esrv_new_player(op->contr, op->weight+op->carrying); |
744 | esrv_new_player (ob->contr); |
972 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
|
|
973 | |
745 | |
|
|
746 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
|
|
747 | if (tl) |
|
|
748 | create_treasure (tl, ob, 0, 0, 0); |
|
|
749 | |
974 | INVOKE_PLAYER (BIRTH, op->contr); |
750 | INVOKE_PLAYER (BIRTH, ob->contr); |
975 | INVOKE_PLAYER (LOGIN, op->contr); |
751 | INVOKE_PLAYER (LOGIN, ob->contr); |
976 | |
752 | |
977 | op->contr->state=ST_PLAYING; |
753 | ob->contr->ns->state = ST_PLAYING; |
978 | |
754 | |
979 | if (op->msg) |
755 | if (ob->msg) |
980 | op->msg=NULL; |
756 | ob->msg = 0; |
981 | |
757 | |
982 | /* We create this now because some of the unique maps will need it |
|
|
983 | * to save here. |
|
|
984 | */ |
|
|
985 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); |
|
|
986 | make_path_to_file(buf); |
|
|
987 | |
|
|
988 | #ifdef AUTOSAVE |
|
|
989 | op->contr->last_save_tick = pticks; |
|
|
990 | #endif |
|
|
991 | start_info(op); |
758 | start_info (ob); |
992 | CLEAR_FLAG(op, FLAG_WIZ); |
759 | CLEAR_FLAG (ob, FLAG_WIZ); |
993 | give_initial_items(op,op->randomitems); |
760 | give_initial_items (ob, ob->randomitems); |
994 | link_player_skills(op); |
|
|
995 | esrv_send_inventory(op, op); |
761 | esrv_send_inventory (ob, ob); |
996 | fix_player(op); |
762 | ob->update_stats (); |
997 | |
763 | |
998 | /* This moves the player to a different start map, if there |
764 | /* This moves the player to a different start map, if there |
999 | * is one for this race |
765 | * is one for this race |
1000 | */ |
766 | */ |
1001 | if(*first_map_ext_path) { |
767 | if (*first_map_ext_path) |
1002 | object *tmp; |
768 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
1003 | char mapname[MAX_BUF]; |
769 | else |
1004 | snprintf(mapname, MAX_BUF-1, "%s/%s", |
|
|
1005 | first_map_ext_path, &op->arch->name); |
|
|
1006 | tmp=get_object(); |
|
|
1007 | EXIT_PATH(tmp) = mapname; |
|
|
1008 | EXIT_X(tmp) = op->x; |
|
|
1009 | EXIT_Y(tmp) = op->y; |
|
|
1010 | enter_exit(op,tmp); /* we don't really care if it succeeded; |
|
|
1011 | * if the map isn't there, then stay on the |
|
|
1012 | * default initial map */ |
|
|
1013 | free_object(tmp); |
|
|
1014 | } else { |
|
|
1015 | LOG(llevDebug,"first_map_ext_path not set\n"); |
770 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1016 | } |
771 | } |
1017 | return 0; |
|
|
1018 | } |
|
|
1019 | |
772 | |
|
|
773 | void |
|
|
774 | player::chargen_race_next () |
|
|
775 | { |
1020 | /* Following actually changes the race - this is the default command |
776 | /* Following actually changes the race - this is the default command |
1021 | * if we don't match with one of the options above. |
777 | * if we don't match with one of the options above. |
1022 | */ |
778 | */ |
1023 | |
779 | |
1024 | tmp_loop = 0; |
780 | do |
1025 | while(!tmp_loop) { |
781 | { |
1026 | shstr name = op->name; |
782 | shstr name = ob->name; |
1027 | int x = op->x, y = op->y; |
783 | int x = ob->x, y = ob->y; |
|
|
784 | |
1028 | remove_statbonus(op); |
785 | ob->remove_statbonus (); |
1029 | remove_ob (op); |
786 | ob->remove (); |
1030 | op->arch = get_player_archetype(op->arch); |
787 | ob->arch = get_player_archetype (ob->arch); |
1031 | copy_object (&op->arch->clone, op); |
788 | ob->arch->copy_to (ob); |
1032 | op->instantiate (); |
789 | ob->instantiate (); |
1033 | op->stats = op->contr->orig_stats; |
790 | ob->stats = ob->contr->orig_stats; |
1034 | op->name = op->name_pl = name; |
791 | ob->name = ob->name_pl = name; |
1035 | op->x = x; |
792 | ob->x = x; |
1036 | op->y = y; |
793 | ob->y = y; |
1037 | SET_ANIMATION(op, 2); /* So player faces south */ |
794 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1038 | insert_ob_in_map (op, op->map, op,0); |
795 | insert_ob_in_map (ob, ob->map, ob, 0); |
1039 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
796 | assign (ob->contr->title, ob->arch->object::name); |
1040 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
|
|
1041 | add_statbonus(op); |
797 | ob->add_statbonus (); |
1042 | tmp_loop=allowed_class(op); |
|
|
1043 | } |
798 | } |
|
|
799 | while (!allowed_class (ob)); |
|
|
800 | |
1044 | update_object(op,UP_OBJ_FACE); |
801 | update_object (ob, UP_OBJ_FACE); |
1045 | esrv_update_item(UPD_FACE,op,op); |
802 | esrv_update_item (UPD_FACE, ob, ob); |
1046 | fix_player(op); |
803 | ob->update_stats (); |
1047 | op->stats.hp=op->stats.maxhp; |
804 | ob->stats.hp = ob->stats.maxhp; |
1048 | op->stats.sp=op->stats.maxsp; |
805 | ob->stats.sp = ob->stats.maxsp; |
1049 | op->stats.grace=0; |
806 | ob->stats.grace = 0; |
1050 | if (op->msg) |
|
|
1051 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
1052 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1053 | return 0; |
|
|
1054 | } |
807 | } |
1055 | |
808 | |
1056 | int key_confirm_quit(object *op, char key) |
809 | static void |
1057 | { |
|
|
1058 | char buf[MAX_BUF]; |
|
|
1059 | |
|
|
1060 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
|
|
1061 | op->contr->state=ST_PLAYING; |
|
|
1062 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
|
|
1063 | return 1; |
|
|
1064 | } |
|
|
1065 | |
|
|
1066 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1067 | INVOKE_PLAYER (QUIT , op->contr); |
|
|
1068 | |
|
|
1069 | terminate_all_pets(op); |
|
|
1070 | leave_map(op); |
|
|
1071 | op->direction=0; |
|
|
1072 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
|
|
1073 | "%s quits the game.", &op->name); |
|
|
1074 | |
|
|
1075 | strcpy(op->contr->killer,"quit"); |
|
|
1076 | check_score(op); |
|
|
1077 | op->contr->party=NULL; |
|
|
1078 | if (settings.set_title == TRUE) |
|
|
1079 | op->contr->own_title[0]='\0'; |
|
|
1080 | |
|
|
1081 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
|
|
1082 | mapstruct *mp, *next; |
|
|
1083 | |
|
|
1084 | /* We need to hunt for any per player unique maps in memory and |
|
|
1085 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1086 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1087 | */ |
|
|
1088 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1089 | for (mp=first_map; mp!=NULL; mp=next) { |
|
|
1090 | next = mp->next; |
|
|
1091 | if (!strncmp(mp->path, buf, strlen(buf))) |
|
|
1092 | delete_map(mp); |
|
|
1093 | } |
|
|
1094 | |
|
|
1095 | delete_character(op->name, 1); |
|
|
1096 | } |
|
|
1097 | play_again(op); |
|
|
1098 | return 1; |
|
|
1099 | } |
|
|
1100 | |
|
|
1101 | void flee_player(object *op) { |
810 | flee_player (object *op) |
|
|
811 | { |
1102 | int dir,diff; |
812 | int dir, diff; |
1103 | rv_vector rv; |
813 | rv_vector rv; |
1104 | |
814 | |
1105 | if(op->stats.hp < 0) { |
815 | if (op->stats.hp < 0) |
|
|
816 | { |
1106 | LOG(llevDebug, "Fleeing player is dead.\n"); |
817 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1107 | CLEAR_FLAG(op, FLAG_SCARED); |
818 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
819 | return; |
|
|
820 | } |
|
|
821 | |
|
|
822 | if (!op->enemy) |
|
|
823 | { |
|
|
824 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
|
|
825 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
826 | return; |
|
|
827 | } |
|
|
828 | |
|
|
829 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
830 | { |
|
|
831 | op->enemy = NULL; |
|
|
832 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
833 | return; |
|
|
834 | } |
|
|
835 | |
|
|
836 | get_rangevector (op, op->enemy, &rv, 0); |
|
|
837 | |
|
|
838 | dir = absdir (4 + rv.direction); |
|
|
839 | for (diff = 0; diff < 3; diff++) |
|
|
840 | { |
|
|
841 | int m = 1 - rndm (2) * 2; |
|
|
842 | |
|
|
843 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1108 | return; |
844 | return; |
1109 | } |
845 | } |
1110 | |
846 | |
1111 | if(op->enemy==NULL) { |
|
|
1112 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
|
|
1113 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1114 | return; |
|
|
1115 | } |
|
|
1116 | |
|
|
1117 | /* Seen some crashes here. Since we don't store an |
|
|
1118 | * op->enemy_count, it is possible that something destroys the |
|
|
1119 | * actual enemy, and the object is recycled. |
|
|
1120 | */ |
|
|
1121 | if (op->enemy->map == NULL) { |
|
|
1122 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1123 | op->enemy=NULL; |
|
|
1124 | return; |
|
|
1125 | } |
|
|
1126 | |
|
|
1127 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
|
|
1128 | op->enemy=NULL; |
|
|
1129 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1130 | return; |
|
|
1131 | } |
|
|
1132 | get_rangevector(op, op->enemy, &rv, 0); |
|
|
1133 | |
|
|
1134 | dir=absdir(4+rv.direction); |
|
|
1135 | for(diff=0;diff<3;diff++) { |
|
|
1136 | int m=1-(RANDOM()&2); |
|
|
1137 | if(move_ob(op,absdir(dir+diff*m),op)|| |
|
|
1138 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
|
|
1139 | return; |
|
|
1140 | } |
|
|
1141 | } |
|
|
1142 | /* Cornered, get rid of scared */ |
847 | /* Cornered, get rid of scared */ |
1143 | CLEAR_FLAG(op, FLAG_SCARED); |
848 | CLEAR_FLAG (op, FLAG_SCARED); |
1144 | op->enemy=NULL; |
849 | op->enemy = NULL; |
1145 | } |
850 | } |
1146 | |
|
|
1147 | |
851 | |
1148 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
852 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1149 | * IT returns 1 if the player should keep on moving, 0 if he should |
853 | * It returns 1 if the player should keep on moving, 0 if he should |
1150 | * stop. |
854 | * stop. |
1151 | */ |
855 | */ |
|
|
856 | int |
1152 | int check_pick(object *op) { |
857 | check_pick (object *op) |
|
|
858 | { |
1153 | object *tmp, *next; |
859 | object *tmp, *next; |
1154 | tag_t next_tag=0, op_tag; |
|
|
1155 | int stop = 0; |
860 | int stop = 0; |
1156 | int j, k, wvratio; |
861 | int wvratio; |
1157 | char putstring[128], tmpstr[16]; |
|
|
1158 | |
|
|
1159 | |
862 | |
1160 | /* if you're flying, you cna't pick up anything */ |
863 | /* if you're flying, you cna't pick up anything */ |
1161 | if (op->move_type & MOVE_FLYING) |
864 | if (op->move_type & MOVE_FLYING) |
1162 | return 1; |
865 | return 1; |
1163 | |
866 | |
1164 | op_tag = op->count; |
|
|
1165 | |
|
|
1166 | next = op->below; |
867 | next = op->below; |
1167 | if (next) |
868 | |
1168 | next_tag = next->count; |
869 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
870 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1169 | |
871 | |
1170 | /* loop while there are items on the floor that are not marked as |
872 | /* loop while there are items on the floor that are not marked as |
1171 | * destroyed */ |
873 | * destroyed */ |
1172 | while (next && ! was_destroyed (next, next_tag)) |
874 | while (next && !next->destroyed ()) |
1173 | { |
875 | { |
1174 | tmp = next; |
876 | tmp = next; |
1175 | next = tmp->below; |
877 | next = tmp->below; |
1176 | if (next) |
|
|
1177 | next_tag = next->count; |
|
|
1178 | |
878 | |
1179 | if (was_destroyed (op, op_tag)) |
879 | if (cnt <= 0) |
|
|
880 | { |
|
|
881 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
882 | return 0; |
|
|
883 | } |
|
|
884 | |
|
|
885 | if (op->destroyed ()) |
1180 | return 0; |
886 | return 0; |
1181 | |
887 | |
1182 | if ( ! can_pick (op, tmp)) |
888 | if (!can_pick (op, tmp)) |
1183 | continue; |
889 | continue; |
1184 | |
890 | |
1185 | if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) |
891 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1186 | { |
892 | { |
1187 | if (item_matched_string (op, tmp, op->contr->search_str)) |
893 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1188 | pick_up (op, tmp); |
894 | CHK_PICK_PICKUP; |
|
|
895 | |
1189 | continue; |
896 | continue; |
1190 | } |
|
|
1191 | |
|
|
1192 | /* high not bit set? We're using the old autopickup model */ |
|
|
1193 | if(!(op->contr->mode & PU_NEWMODE)) { |
|
|
1194 | switch (op->contr->mode) { |
|
|
1195 | case 0: return 1; /* don't pick up */ |
|
|
1196 | case 1: pick_up (op, tmp); |
|
|
1197 | return 1; |
|
|
1198 | case 2: pick_up (op, tmp); |
|
|
1199 | return 0; |
|
|
1200 | case 3: return 0; /* stop before pickup */ |
|
|
1201 | case 4: pick_up (op, tmp); |
|
|
1202 | break; |
|
|
1203 | case 5: pick_up (op, tmp); |
|
|
1204 | stop = 1; |
|
|
1205 | break; |
|
|
1206 | case 6: |
|
|
1207 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
|
|
1208 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
|
|
1209 | pick_up(op, tmp); |
|
|
1210 | break; |
|
|
1211 | |
|
|
1212 | case 7: |
|
|
1213 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1214 | pick_up(op, tmp); |
|
|
1215 | break; |
|
|
1216 | |
|
|
1217 | default: |
|
|
1218 | /* use value density */ |
|
|
1219 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1220 | && (query_cost (tmp, op, F_TRUE) * 100 |
|
|
1221 | / (tmp->weight * MAX (tmp->nrof, 1))) |
|
|
1222 | >= op->contr->mode) |
|
|
1223 | pick_up(op,tmp); |
|
|
1224 | } |
897 | } |
1225 | } |
898 | |
1226 | else { /* old model */ |
|
|
1227 | /* NEW pickup handling */ |
899 | /* pickup handling */ |
1228 | if(op->contr->mode & PU_DEBUG) |
900 | if (op->contr->mode & PU_DEBUG) |
1229 | { |
901 | { |
1230 | /* some debugging code to figure out item information */ |
902 | /* some debugging code to figure out item information */ |
1231 | if(tmp->name!=NULL) |
903 | const char *str = tmp->name |
1232 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
904 | ? format ("item name: %s item type: %d weight/value: %d", |
1233 | &tmp->name, tmp->type, |
|
|
1234 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
905 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
1235 | else |
|
|
1236 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
906 | : format ("item name: %s item type: %d weight/value: %d", |
1237 | &tmp->arch->name, tmp->type, |
|
|
1238 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
907 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
908 | |
1239 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
909 | new_draw_info (NDI_UNIQUE, 0, op, str); |
1240 | |
|
|
1241 | sprintf(putstring,"...flags: "); |
|
|
1242 | for(k=0;k<4;k++) |
|
|
1243 | { |
|
|
1244 | for(j=0;j<32;j++) |
|
|
1245 | { |
|
|
1246 | if((tmp->flags[k]>>j)&0x01) |
|
|
1247 | { |
|
|
1248 | sprintf(tmpstr,"%d ",k*32+j); |
|
|
1249 | strcat(putstring, tmpstr); |
|
|
1250 | } |
|
|
1251 | } |
910 | } |
1252 | } |
|
|
1253 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
|
|
1254 | |
911 | |
1255 | #if 0 |
912 | if (op->contr->mode & PU_INHIBIT) |
1256 | /* print the flags too */ |
913 | return 1; |
1257 | for(k=0;k<4;k++) |
914 | |
1258 | { |
915 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
1259 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
916 | return 1; |
1260 | for(j=0;j<32;j++) |
917 | |
1261 | { |
|
|
1262 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
|
|
1263 | if(!((j+1)%4))fprintf(stderr," "); |
|
|
1264 | } |
|
|
1265 | fprintf(stderr," [%d]\n", k*32); |
|
|
1266 | } |
|
|
1267 | #endif |
|
|
1268 | } |
|
|
1269 | /* philosophy: |
918 | /* philosophy: |
1270 | * It's easy to grab an item type from a pile, as long as it's |
919 | * It's easy to grab an item type from a pile, as long as it's |
1271 | * generic. This takes no game-time. For more detailed pickups |
920 | * generic. This takes no game-time. For more detailed pickups |
1272 | * and selections, select-items shoul dbe used. This is a |
921 | * and selections, select-items should be used. This is a |
1273 | * grab-as-you-run type mode that's really useful for arrows for |
922 | * grab-as-you-run type mode that's really useful for arrows for |
1274 | * example. |
923 | * example. |
1275 | * The drawback: right now it has no frontend, so you need to |
924 | * The drawback: right now it has no frontend, so you need to |
1276 | * stick the bits you want into a calculator in hex mode and then |
925 | * stick the bits you want into a calculator in hex mode and then |
1277 | * convert to decimal and then 'pickup <#> |
926 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1280 | /* the first two modes are exclusive: if NOTHING we return, if |
929 | /* the first two modes are exclusive: if NOTHING we return, if |
1281 | * STOP then we stop. All the rest are applied sequentially, |
930 | * STOP then we stop. All the rest are applied sequentially, |
1282 | * meaning if any test passes, the item gets picked up. */ |
931 | * meaning if any test passes, the item gets picked up. */ |
1283 | |
932 | |
1284 | /* if mode is set to pick nothing up, return */ |
933 | /* if mode is set to pick nothing up, return */ |
1285 | |
|
|
1286 | if(op->contr->mode & PU_NOTHING) return 1; |
934 | if (op->contr->mode == PU_NOTHING) |
|
|
935 | return 1; |
1287 | |
936 | |
1288 | /* if mode is set to stop when encountering objects, return */ |
937 | /* if mode is set to stop when encountering objects, return */ |
1289 | /* take STOP before INHIBIT since it doesn't actually pick |
938 | /* take STOP before INHIBIT since it doesn't actually pick |
1290 | * anything up */ |
939 | * anything up */ |
1291 | |
|
|
1292 | if(op->contr->mode & PU_STOP) return 0; |
940 | if (op->contr->mode & PU_STOP) |
|
|
941 | return 0; |
1293 | |
942 | |
1294 | /* useful for going into stores and not losing your settings... */ |
943 | /* useful for going into stores and not losing your settings... */ |
1295 | /* and for battles wher you don't want to get loaded down while |
944 | /* and for battles wher you don't want to get loaded down while |
1296 | * fighting */ |
945 | * fighting */ |
1297 | if(op->contr->mode & PU_INHIBIT) return 1; |
946 | if (op->contr->mode & PU_INHIBIT) |
|
|
947 | return 1; |
1298 | |
948 | |
1299 | /* prevent us from turning into auto-thieves :) */ |
949 | /* prevent us from turning into auto-thieves :) */ |
1300 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; |
950 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
951 | continue; |
1301 | |
952 | |
1302 | /* ignore known cursed objects */ |
953 | /* ignore known cursed objects */ |
1303 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
954 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
955 | continue; |
1304 | |
956 | |
1305 | /* all food and drink if desired */ |
957 | /* all food and drink if desired */ |
1306 | /* question: don't pick up known-poisonous stuff? */ |
958 | /* question: don't pick up known-poisonous stuff? */ |
1307 | if(op->contr->mode & PU_FOOD) |
959 | if (op->contr->mode & PU_FOOD) |
1308 | if (tmp->type == FOOD) |
960 | if (tmp->type == FOOD) |
1309 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
961 | { |
|
|
962 | CHK_PICK_PICKUP; |
|
|
963 | continue; |
|
|
964 | } |
|
|
965 | |
1310 | if(op->contr->mode & PU_DRINK) |
966 | if (op->contr->mode & PU_DRINK) |
1311 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
967 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1312 | { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
968 | { |
|
|
969 | CHK_PICK_PICKUP; |
|
|
970 | continue; |
|
|
971 | } |
1313 | |
972 | |
1314 | if(op->contr->mode & PU_POTION) |
973 | if (op->contr->mode & PU_POTION) |
1315 | if (tmp->type == POTION) |
974 | if (tmp->type == POTION) |
1316 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
975 | { |
|
|
976 | CHK_PICK_PICKUP; |
|
|
977 | continue; |
|
|
978 | } |
1317 | |
979 | |
1318 | /* spellbooks, skillscrolls and normal books/scrolls */ |
980 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1319 | if(op->contr->mode & PU_SPELLBOOK) |
981 | if (op->contr->mode & PU_SPELLBOOK) |
1320 | if (tmp->type == SPELLBOOK) |
982 | if (tmp->type == SPELLBOOK) |
1321 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
983 | { |
|
|
984 | CHK_PICK_PICKUP; |
|
|
985 | continue; |
|
|
986 | } |
|
|
987 | |
1322 | if(op->contr->mode & PU_SKILLSCROLL) |
988 | if (op->contr->mode & PU_SKILLSCROLL) |
1323 | if (tmp->type == SKILLSCROLL) |
989 | if (tmp->type == SKILLSCROLL) |
1324 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
990 | { |
|
|
991 | CHK_PICK_PICKUP; |
|
|
992 | continue; |
|
|
993 | } |
|
|
994 | |
1325 | if(op->contr->mode & PU_READABLES) |
995 | if (op->contr->mode & PU_READABLES) |
1326 | if (tmp->type == BOOK || tmp->type == SCROLL) |
996 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1327 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
997 | { |
|
|
998 | CHK_PICK_PICKUP; |
|
|
999 | continue; |
|
|
1000 | } |
1328 | |
1001 | |
1329 | /* wands/staves/rods/horns */ |
1002 | /* wands/staves/rods/horns */ |
1330 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1003 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1331 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1004 | if (tmp->type == WAND |
1332 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
1005 | || tmp->type == ROD |
|
|
1006 | || tmp->type == HORN |
|
|
1007 | || tmp->type == POWER_CRYSTAL) |
|
|
1008 | { |
|
|
1009 | CHK_PICK_PICKUP; |
|
|
1010 | continue; |
|
|
1011 | } |
1333 | |
1012 | |
1334 | /* pick up all magical items */ |
1013 | /* pick up all magical items */ |
1335 | if(op->contr->mode & PU_MAGICAL) |
1014 | if (op->contr->mode & PU_MAGICAL) |
1336 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1337 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
1016 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1017 | { |
|
|
1018 | CHK_PICK_PICKUP; |
|
|
1019 | continue; |
|
|
1020 | } |
1338 | |
1021 | |
1339 | if(op->contr->mode & PU_VALUABLES) |
1022 | if (op->contr->mode & PU_VALUABLES) |
1340 | { |
1023 | { |
1341 | if (tmp->type == MONEY || tmp->type == GEM) |
1024 | if (tmp->type == MONEY || tmp->type == GEM) |
1342 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
1025 | { |
|
|
1026 | CHK_PICK_PICKUP; |
|
|
1027 | continue; |
|
|
1028 | } |
1343 | } |
1029 | } |
1344 | |
1030 | |
1345 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | /* rings & amulets - talismans seems to be typed AMULET */ |
1346 | if(op->contr->mode & PU_JEWELS) |
1032 | if (op->contr->mode & PU_JEWELS) |
1347 | if (tmp->type == RING || tmp->type == AMULET) |
1033 | if (tmp->type == RING |
1348 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
1034 | || tmp->type == AMULET |
|
|
1035 | || tmp->type == GIRDLE |
|
|
1036 | || tmp->type == SKILL_TOOL) |
|
|
1037 | { |
|
|
1038 | CHK_PICK_PICKUP; |
|
|
1039 | continue; |
|
|
1040 | } |
|
|
1041 | |
|
|
1042 | /* we don't forget dragon food */ |
|
|
1043 | if (op->contr->mode & PU_FLESH) |
|
|
1044 | if (tmp->type == FLESH) |
|
|
1045 | { |
|
|
1046 | CHK_PICK_PICKUP; |
|
|
1047 | continue; |
|
|
1048 | } |
1349 | |
1049 | |
1350 | /* bows and arrows. Bows are good for selling! */ |
1050 | /* bows and arrows. Bows are good for selling! */ |
1351 | if(op->contr->mode & PU_BOW) |
1051 | if (op->contr->mode & PU_BOW) |
1352 | if (tmp->type == BOW) |
1052 | if (tmp->type == BOW) |
1353 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
1053 | { |
|
|
1054 | CHK_PICK_PICKUP; |
|
|
1055 | continue; |
|
|
1056 | } |
|
|
1057 | |
1354 | if(op->contr->mode & PU_ARROW) |
1058 | if (op->contr->mode & PU_ARROW) |
1355 | if (tmp->type == ARROW) |
1059 | if (tmp->type == ARROW) |
1356 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
1060 | { |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | continue; |
|
|
1063 | } |
1357 | |
1064 | |
1358 | /* all kinds of armor etc. */ |
1065 | /* all kinds of armor etc. */ |
1359 | if(op->contr->mode & PU_ARMOUR) |
1066 | if (op->contr->mode & PU_ARMOUR) |
1360 | if (tmp->type == ARMOUR) |
1067 | if (tmp->type == ARMOUR) |
1361 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
1068 | { |
|
|
1069 | CHK_PICK_PICKUP; |
|
|
1070 | continue; |
|
|
1071 | } |
|
|
1072 | |
1362 | if(op->contr->mode & PU_HELMET) |
1073 | if (op->contr->mode & PU_HELMET) |
1363 | if (tmp->type == HELMET) |
1074 | if (tmp->type == HELMET) |
1364 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
1075 | { |
|
|
1076 | CHK_PICK_PICKUP; |
|
|
1077 | continue; |
|
|
1078 | } |
|
|
1079 | |
1365 | if(op->contr->mode & PU_SHIELD) |
1080 | if (op->contr->mode & PU_SHIELD) |
1366 | if (tmp->type == SHIELD) |
1081 | if (tmp->type == SHIELD) |
1367 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
1082 | { |
|
|
1083 | CHK_PICK_PICKUP; |
|
|
1084 | continue; |
|
|
1085 | } |
|
|
1086 | |
1368 | if(op->contr->mode & PU_BOOTS) |
1087 | if (op->contr->mode & PU_BOOTS) |
1369 | if (tmp->type == BOOTS) |
1088 | if (tmp->type == BOOTS) |
1370 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
1089 | { |
|
|
1090 | CHK_PICK_PICKUP; |
|
|
1091 | continue; |
|
|
1092 | } |
|
|
1093 | |
1371 | if(op->contr->mode & PU_GLOVES) |
1094 | if (op->contr->mode & PU_GLOVES) |
1372 | if (tmp->type == GLOVES) |
1095 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1373 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1096 | { |
|
|
1097 | CHK_PICK_PICKUP; |
|
|
1098 | continue; |
|
|
1099 | } |
|
|
1100 | |
1374 | if(op->contr->mode & PU_CLOAK) |
1101 | if (op->contr->mode & PU_CLOAK) |
1375 | if (tmp->type == CLOAK) |
1102 | if (tmp->type == CLOAK) |
1376 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1103 | { |
|
|
1104 | CHK_PICK_PICKUP; |
|
|
1105 | continue; |
|
|
1106 | } |
1377 | |
1107 | |
1378 | /* hoping to catch throwing daggers here */ |
1108 | /* hoping to catch throwing daggers here */ |
1379 | if(op->contr->mode & PU_MISSILEWEAPON) |
1109 | if (op->contr->mode & PU_MISSILEWEAPON) |
1380 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
1110 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1381 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
1111 | { |
|
|
1112 | CHK_PICK_PICKUP; |
|
|
1113 | continue; |
|
|
1114 | } |
1382 | |
1115 | |
1383 | /* careful: chairs and tables are weapons! */ |
1116 | /* careful: chairs and tables are weapons! */ |
1384 | if(op->contr->mode & PU_ALLWEAPON) |
1117 | if (op->contr->mode & PU_ALLWEAPON) |
1385 | { |
|
|
1386 | if(tmp->type == WEAPON && tmp->name!=NULL) |
|
|
1387 | { |
|
|
1388 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
|
|
1389 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
|
|
1390 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1391 | } |
1118 | { |
1392 | if(tmp->type == WEAPON && tmp->name==NULL) |
1119 | if (tmp->type == WEAPON) |
|
|
1120 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
|
|
1121 | { |
|
|
1122 | CHK_PICK_PICKUP; |
|
|
1123 | continue; |
|
|
1124 | } |
1393 | { |
1125 | } |
1394 | if(strstr(tmp->arch->name,"table")==NULL && |
|
|
1395 | strstr(tmp->arch->name,"chair")==NULL) |
|
|
1396 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1397 | } |
|
|
1398 | } |
|
|
1399 | |
1126 | |
1400 | /* misc stuff that's useful */ |
1127 | /* misc stuff that's useful */ |
1401 | if(op->contr->mode & PU_KEY) |
1128 | if (op->contr->mode & PU_KEY) |
1402 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1129 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1403 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
1130 | { |
|
|
1131 | CHK_PICK_PICKUP; |
|
|
1132 | continue; |
|
|
1133 | } |
1404 | |
1134 | |
1405 | /* any of the last 4 bits set means we use the ratio for value |
1135 | /* any of the last 4 bits set means we use the ratio for value |
1406 | * pickups */ |
1136 | * pickups */ |
1407 | if(op->contr->mode & PU_RATIO) |
1137 | if (op->contr->mode & PU_RATIO) |
1408 | { |
1138 | { |
1409 | /* use value density to decide what else to grab */ |
1139 | /* use value density to decide what else to grab */ |
1410 | /* >=7 was >= op->contr->mode */ |
1140 | /* >=7 was >= op->contr->mode */ |
1411 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1141 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1412 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1142 | */ |
1413 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1143 | wvratio = op->contr->mode & PU_RATIO; |
1414 | if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio) |
1144 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1415 | { |
1145 | { |
1416 | pick_up(op, tmp); |
|
|
1417 | #if 0 |
1146 | #if 0 |
1418 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
1147 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1419 | if(tmp->name!=NULL) { |
1148 | if (tmp->name != NULL) |
|
|
1149 | { |
1420 | fprintf(stderr,"%s", tmp->name); |
1150 | fprintf (stderr, "%s", tmp->name); |
1421 | } |
1151 | } |
|
|
1152 | else |
1422 | else fprintf(stderr,"%s",tmp->arch->name); |
1153 | fprintf (stderr, "%s", tmp->arch->archname); |
1423 | fprintf(stderr,",%d] = ", tmp->type); |
1154 | fprintf (stderr, ",%d] = ", tmp->type); |
1424 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1155 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1425 | #endif |
1156 | #endif |
|
|
1157 | CHK_PICK_PICKUP; |
1426 | continue; |
1158 | continue; |
1427 | } |
1159 | } |
|
|
1160 | } /* the new pickup model */ |
1428 | } |
1161 | } |
1429 | } /* the new pickup model */ |
1162 | |
1430 | } |
|
|
1431 | return ! stop; |
1163 | return !stop; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* routine for both players and monsters. We call this when |
|
|
1167 | * there is a possibility for our action distrubing our hiding |
|
|
1168 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1169 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1170 | * return 0. |
|
|
1171 | */ |
|
|
1172 | static int |
|
|
1173 | action_makes_visible (object *op) |
|
|
1174 | { |
|
|
1175 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1176 | { |
|
|
1177 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1178 | { |
|
|
1179 | // artefact invisibility is permanent, but we still make noise |
|
|
1180 | // this is important for game-balance. |
|
|
1181 | if (op->contr) |
|
|
1182 | op->make_noise (); |
|
|
1183 | |
|
|
1184 | return 0; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1188 | return 0; |
|
|
1189 | |
|
|
1190 | /* If monsters, they should become visible */ |
|
|
1191 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1192 | { |
|
|
1193 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1194 | return 1; |
|
|
1195 | } |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | return 0; |
1432 | } |
1199 | } |
1433 | |
1200 | |
1434 | /* |
1201 | /* |
1435 | * Find an arrow in the inventory and after that |
1202 | * Find an arrow in the inventory and after that |
1436 | * in the right type container (quiver). Pointer to the |
1203 | * in the right type container (quiver). Pointer to the |
1437 | * found object is returned. |
1204 | * found object is returned. |
1438 | */ |
1205 | */ |
|
|
1206 | static object * |
1439 | object *find_arrow(object *op, const char *type) |
1207 | find_arrow (object *op, const char *type) |
1440 | { |
1208 | { |
1441 | object *tmp = NULL; |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1210 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1211 | return splay (tmp); |
1442 | |
1212 | |
1443 | for(op=op->inv; op; op=op->below) |
1213 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1444 | if(!tmp && op->type==CONTAINER && op->race==type && |
1214 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1445 | QUERY_FLAG(op,FLAG_APPLIED)) |
1215 | if (object *arrow = find_arrow (tmp, type)) |
1446 | tmp = find_arrow (op, type); |
1216 | { |
1447 | else if (op->type==ARROW && op->race==type) |
1217 | splay (tmp); |
1448 | return op; |
1218 | return arrow; |
|
|
1219 | } |
|
|
1220 | |
1449 | return tmp; |
1221 | return 0; |
1450 | } |
1222 | } |
1451 | |
1223 | |
1452 | /* |
1224 | /* |
1453 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1225 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1454 | * against the target. A full test is not performed, simply a basic test |
1226 | * against the target. A full test is not performed, simply a basic test |
1455 | * of resistances. The archer is making a quick guess at what he sees down |
1227 | * of resistances. The archer is making a quick guess at what he sees down |
1456 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1228 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1457 | */ |
1229 | */ |
1458 | |
1230 | static object * |
1459 | object *find_better_arrow(object *op, object *target, const char *type, int *better) |
1231 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1460 | { |
1232 | { |
1461 | object *tmp = NULL, *arrow, *ntmp; |
1233 | object *tmp = NULL, *arrow, *ntmp; |
1462 | int attacknum, attacktype, betterby=0, i; |
1234 | int attacknum, attacktype, betterby = 0, i; |
1463 | |
1235 | |
1464 | if (!type) |
1236 | if (!type) |
1465 | return NULL; |
1237 | return NULL; |
1466 | |
1238 | |
1467 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1239 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1468 | if (arrow->type==CONTAINER && arrow->race==type && |
1240 | { |
1469 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1241 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
|
|
1242 | { |
1470 | i = 0; |
1243 | i = 0; |
1471 | ntmp = find_better_arrow(arrow, target, type, &i); |
1244 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1245 | |
1472 | if (i > betterby) { |
1246 | if (i > betterby) |
|
|
1247 | { |
1473 | tmp = ntmp; |
1248 | tmp = ntmp; |
1474 | betterby = i; |
1249 | betterby = i; |
1475 | } |
1250 | } |
|
|
1251 | } |
1476 | } else if (arrow->type==ARROW && arrow->race==type) { |
1252 | else if (arrow->type == ARROW && arrow->race == type) |
|
|
1253 | { |
1477 | /* allways prefer assasination/slaying */ |
1254 | /* allways prefer assasination/slaying */ |
1478 | if (target->race != NULL && arrow->slaying != NULL && |
1255 | if (target->race && arrow->slaying.contains (target->race)) |
1479 | strstr(arrow->slaying, target->race)) { |
1256 | { |
1480 | if (arrow->attacktype & AT_DEATH) { |
1257 | if (arrow->attacktype & AT_DEATH) |
|
|
1258 | { |
1481 | *better = 100; |
1259 | *better = 100; |
1482 | return arrow; |
1260 | return arrow; |
1483 | } else { |
|
|
1484 | tmp = arrow; |
|
|
1485 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
|
|
1486 | } |
1261 | } |
1487 | } else { |
1262 | else |
1488 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
|
|
1489 | attacktype = 1<<attacknum; |
|
|
1490 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
|
|
1491 | if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { |
|
|
1492 | tmp = arrow; |
|
|
1493 | betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
|
|
1494 | } |
|
|
1495 | } |
1263 | { |
1496 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
|
|
1497 | tmp = arrow; |
1264 | tmp = arrow; |
1498 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1265 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1499 | } |
|
|
1500 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
|
|
1501 | tmp = arrow; |
|
|
1502 | betterby = 1 + arrow->magic + arrow->stats.dam; |
|
|
1503 | } |
1266 | } |
1504 | } |
1267 | } |
|
|
1268 | else |
|
|
1269 | { |
|
|
1270 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
|
|
1271 | { |
|
|
1272 | attacktype = 1 << attacknum; |
|
|
1273 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
|
|
1274 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
|
|
1275 | { |
|
|
1276 | tmp = arrow; |
|
|
1277 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
|
|
1278 | } |
|
|
1279 | } |
|
|
1280 | |
|
|
1281 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
|
|
1282 | { |
|
|
1283 | tmp = arrow; |
|
|
1284 | betterby = 2 + arrow->magic + arrow->stats.dam; |
|
|
1285 | } |
|
|
1286 | |
|
|
1287 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
|
|
1288 | { |
|
|
1289 | tmp = arrow; |
|
|
1290 | betterby = 1 + arrow->magic + arrow->stats.dam; |
|
|
1291 | } |
1505 | } |
1292 | } |
|
|
1293 | } |
1506 | } |
1294 | } |
|
|
1295 | |
1507 | if (tmp == NULL && arrow == NULL) |
1296 | if (tmp == NULL && arrow == NULL) |
1508 | return find_arrow(op, type); |
1297 | return find_arrow (op, type); |
1509 | |
1298 | |
1510 | *better = betterby; |
1299 | *better = betterby; |
1511 | return tmp; |
1300 | return tmp; |
1512 | } |
1301 | } |
1513 | |
1302 | |
1514 | /* looks in a given direction, finds the first valid target, and calls |
1303 | /* looks in a given direction, finds the first valid target, and calls |
1515 | * find_better_arrow to find a decent arrow to use. |
1304 | * find_better_arrow to find a decent arrow to use. |
1516 | * op = the shooter |
1305 | * op = the shooter |
1517 | * type = bow->race |
1306 | * type = bow->race |
1518 | * dir = fire direction |
1307 | * dir = fire direction |
1519 | */ |
1308 | */ |
1520 | |
1309 | static object * |
1521 | object *pick_arrow_target(object *op, const char *type, int dir) |
1310 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1522 | { |
1311 | { |
1523 | object *tmp = NULL; |
1312 | object *tmp = NULL; |
1524 | mapstruct *m; |
1313 | maptile *m; |
1525 | int i, mflags, found, number; |
1314 | int i, mflags, found, number; |
1526 | sint16 x, y; |
1315 | sint16 x, y; |
1527 | |
1316 | |
1528 | if (op->map == NULL) |
1317 | if (op->map == NULL) |
1529 | return find_arrow(op, type); |
1318 | return find_arrow (op, type); |
1530 | |
1319 | |
1531 | /* do a dex check */ |
1320 | /* do a dex check */ |
1532 | number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1321 | number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1533 | if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1322 | if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1534 | return find_arrow(op, type); |
1323 | return find_arrow (op, type); |
1535 | |
1324 | |
1536 | m = op->map; |
1325 | m = op->map; |
1537 | x = op->x; |
1326 | x = op->x; |
1538 | y = op->y; |
1327 | y = op->y; |
1539 | |
1328 | |
1540 | /* find the first target */ |
1329 | /* find the first target */ |
1541 | for (i=0, found=0; i<20; i++) { |
1330 | for (i = 0, found = 0; i < 20; i++) |
|
|
1331 | { |
1542 | x += freearr_x[dir]; |
1332 | x += freearr_x[dir]; |
1543 | y += freearr_y[dir]; |
1333 | y += freearr_y[dir]; |
1544 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1334 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1335 | |
1545 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1336 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
|
|
1337 | { |
1546 | tmp = NULL; |
1338 | tmp = 0; |
|
|
1339 | break; |
|
|
1340 | } |
|
|
1341 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
|
|
1342 | { |
|
|
1343 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
|
|
1344 | * perhaps a bad assumption. |
|
|
1345 | */ |
|
|
1346 | tmp = 0; |
|
|
1347 | break; |
|
|
1348 | } |
|
|
1349 | |
|
|
1350 | if (mflags & P_IS_ALIVE) |
|
|
1351 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
1352 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1547 | break; |
1353 | break; |
1548 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
|
|
1549 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
|
|
1550 | * perhaps a bad assumption. |
|
|
1551 | */ |
|
|
1552 | tmp = NULL; |
|
|
1553 | break; |
|
|
1554 | } |
|
|
1555 | if (mflags & P_IS_ALIVE) { |
|
|
1556 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
|
|
1557 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
|
|
1558 | found++; |
|
|
1559 | break; |
|
|
1560 | } |
|
|
1561 | if (found) |
|
|
1562 | break; |
|
|
1563 | } |
|
|
1564 | } |
1354 | } |
1565 | if (tmp == NULL) |
1355 | |
|
|
1356 | if (!tmp) |
1566 | return find_arrow(op, type); |
1357 | return find_arrow (op, type); |
1567 | |
1358 | |
1568 | if (tmp->head) |
1359 | if (tmp->head) |
1569 | tmp = tmp->head; |
1360 | tmp = tmp->head; |
1570 | |
1361 | |
1571 | return find_better_arrow(op, tmp, type, &i); |
1362 | return find_better_arrow (op, tmp, type, &i); |
1572 | } |
1363 | } |
1573 | |
1364 | |
1574 | /* |
1365 | /* |
1575 | * Creature fires a bow - op can be monster or player. Returns |
1366 | * Creature fires a bow - op can be monster or player. Returns |
1576 | * 1 if bow was actually fired, 0 otherwise. |
1367 | * 1 if bow was actually fired, 0 otherwise. |
… | |
… | |
1579 | * dir is the direction of fire. |
1370 | * dir is the direction of fire. |
1580 | * wc_mod is any special modifier to give (used in special player fire modes) |
1371 | * wc_mod is any special modifier to give (used in special player fire modes) |
1581 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1372 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1582 | * player fire modes. |
1373 | * player fire modes. |
1583 | */ |
1374 | */ |
|
|
1375 | int |
1584 | int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, |
1376 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1585 | sint16 sx, sint16 sy) |
|
|
1586 | { |
1377 | { |
1587 | object *left, *bow; |
1378 | object *left, *bow; |
1588 | tag_t left_tag, tag; |
1379 | int mflags; |
1589 | int bowspeed, mflags; |
1380 | maptile *m; |
1590 | mapstruct *m; |
|
|
1591 | |
1381 | |
1592 | if (!dir) { |
1382 | if (!dir) |
|
|
1383 | { |
1593 | new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1384 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1594 | return 0; |
1385 | return 0; |
|
|
1386 | } |
|
|
1387 | |
|
|
1388 | if (op->contr) |
|
|
1389 | bow = op->current_weapon; |
|
|
1390 | else |
1595 | } |
1391 | { |
1596 | if (op->type == PLAYER) |
|
|
1597 | bow=op->contr->ranges[range_bow]; |
|
|
1598 | else { |
|
|
1599 | for(bow=op->inv; bow; bow=bow->below) |
1392 | for (bow = op->inv; bow; bow = bow->below) |
1600 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1393 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1601 | * don't need to switch back and forth between bows and weapons. |
1394 | * don't need to switch back and forth between bows and weapons. |
1602 | */ |
1395 | */ |
1603 | if(bow->type==BOW) |
1396 | if (bow->type == BOW) |
1604 | break; |
1397 | break; |
1605 | |
1398 | |
1606 | if (!bow) { |
1399 | if (!bow) |
|
|
1400 | { |
1607 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1401 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1608 | return 0; |
1402 | return 0; |
1609 | } |
1403 | } |
|
|
1404 | |
|
|
1405 | // optimisation: move object to top so we will find it quickly again |
|
|
1406 | splay (bow); |
1610 | } |
1407 | } |
|
|
1408 | |
1611 | if( !bow->race || !bow->skill) { |
1409 | if (!bow->race || !bow->skill) |
|
|
1410 | { |
1612 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1411 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1613 | return 0; |
1412 | return 0; |
1614 | } |
1413 | } |
1615 | |
1414 | |
1616 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1617 | |
|
|
1618 | /* penalize ROF for bestarrow */ |
|
|
1619 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1620 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1621 | if (bowspeed < 1) |
|
|
1622 | bowspeed = 1; |
|
|
1623 | |
|
|
1624 | if (arrow == NULL) { |
1415 | if (arrow == NULL) |
|
|
1416 | { |
1625 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1417 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
|
|
1418 | { |
1626 | if (op->type == PLAYER) |
1419 | if (op->type == PLAYER) |
1627 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1420 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1628 | "You have no %s left.", &bow->race); |
|
|
1629 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1421 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1630 | else |
1422 | else |
1631 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1423 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1424 | |
1632 | return 0; |
1425 | return 0; |
1633 | } |
1426 | } |
1634 | } |
1427 | } |
|
|
1428 | |
1635 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1429 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1636 | if (mflags & P_OUT_OF_MAP) { |
1430 | if (mflags & P_OUT_OF_MAP) |
1637 | return 0; |
1431 | return 0; |
1638 | } |
1432 | |
1639 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1433 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
|
|
1434 | { |
1640 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1435 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1641 | return 0; |
1436 | return 0; |
1642 | } |
1437 | } |
1643 | |
1438 | |
1644 | /* this should not happen, but sometimes does */ |
1439 | /* this should not happen, but sometimes does */ |
1645 | if (arrow->nrof==0) { |
1440 | if (arrow->nrof == 0) |
1646 | remove_ob(arrow); |
1441 | { |
1647 | free_object(arrow); |
1442 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
|
|
1443 | arrow->destroy (); |
1648 | return 0; |
1444 | return 0; |
1649 | } |
1445 | } |
1650 | |
1446 | |
1651 | left = arrow; /* these are arrows left to the player */ |
1447 | left = arrow; /* these are arrows left to the player */ |
1652 | left_tag = left->count; |
1448 | arrow = arrow->split (); |
1653 | arrow = get_split_ob(arrow, 1); |
1449 | if (!arrow) |
1654 | if (arrow == NULL) { |
1450 | { |
1655 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1451 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1656 | return 0; |
1452 | return 0; |
1657 | } |
1453 | } |
1658 | set_owner(arrow, op); |
1454 | |
|
|
1455 | arrow->set_owner (op); |
1659 | arrow->skill = bow->skill; |
1456 | arrow->skill = bow->skill; |
1660 | |
|
|
1661 | arrow->direction=dir; |
1457 | arrow->direction = dir; |
1662 | arrow->x = sx; |
|
|
1663 | arrow->y = sy; |
|
|
1664 | |
1458 | |
1665 | if (op->type == PLAYER) { |
|
|
1666 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
|
|
1667 | fix_player(op); |
|
|
1668 | } |
|
|
1669 | |
|
|
1670 | SET_ANIMATION(arrow, arrow->direction); |
|
|
1671 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1459 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1672 | arrow->stats.hp = arrow->stats.dam; |
1460 | arrow->stats.hp = arrow->stats.dam; |
1673 | arrow->stats.grace = arrow->attacktype; |
1461 | arrow->stats.grace = arrow->attacktype; |
1674 | if (arrow->slaying != NULL) |
1462 | arrow->custom_name = arrow->slaying; |
1675 | arrow->spellarg = strdup_local(arrow->slaying); |
|
|
1676 | |
1463 | |
1677 | /* Note that this was different for monsters - they got their level |
1464 | #if 0 |
1678 | * added to the damage. I think the strength bonus is more proper. |
1465 | if (player *pl = op->contr) |
1679 | */ |
|
|
1680 | |
1466 | { |
1681 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1467 | float speed = pl->weapon_sp; |
1682 | 0 : dam_bonus[op->stats.Str]) + |
|
|
1683 | bow->stats.dam + bow->magic + arrow->magic; |
|
|
1684 | |
1468 | |
|
|
1469 | /* penalize ROF for bestarrow */ |
|
|
1470 | if (pl->bowtype == bow_bestarrow) |
|
|
1471 | speed *= .9f; |
|
|
1472 | else |
|
|
1473 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1474 | |
|
|
1475 | op->speed_left += speed - op->speed; |
|
|
1476 | } |
|
|
1477 | #endif |
|
|
1478 | |
|
|
1479 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1480 | |
1685 | /* update the speed */ |
1481 | /* update the speed */ |
1686 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1482 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1687 | 0 : dam_bonus[op->stats.Str]) + |
|
|
1688 | bow->magic + arrow->magic) / 5.0 + |
|
|
1689 | (float)bow->stats.dam / 7.0; |
1483 | + bow->stats.dam / 7.f; |
1690 | |
1484 | |
1691 | if (arrow->speed < 1.0) |
1485 | arrow->set_speed (max (arrow->speed, 2.f)); |
1692 | arrow->speed = 1.0; |
|
|
1693 | update_ob_speed(arrow); |
|
|
1694 | arrow->speed_left = 0; |
1486 | arrow->speed_left = 0; |
1695 | |
1487 | |
|
|
1488 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1489 | |
1696 | if (op->type == PLAYER) { |
1490 | if (op->type == PLAYER) |
1697 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1491 | { |
1698 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
|
|
1699 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
|
|
1700 | arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1701 | |
|
|
1702 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1492 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1703 | } else { |
1493 | wc -= dex_bonus[op->stats.Dex]; |
1704 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
|
|
1705 | arrow->stats.wc + wc_mod; |
|
|
1706 | |
1494 | |
|
|
1495 | if (!arrow->slaying) |
|
|
1496 | arrow->slaying = op->slaying; |
|
|
1497 | |
|
|
1498 | arrow->attacktype |= op->attacktype; |
|
|
1499 | } |
|
|
1500 | else |
|
|
1501 | { |
1707 | arrow->level = op->level; |
1502 | arrow->level = op->level; |
1708 | } |
1503 | arrow->stats.wc -= bow->magic; |
1709 | if (arrow->attacktype == AT_PHYSICAL) |
1504 | |
1710 | arrow->attacktype |= bow->attacktype; |
1505 | if (!arrow->slaying) |
1711 | if (bow->slaying != NULL) |
|
|
1712 | arrow->slaying = bow->slaying; |
1506 | arrow->slaying = bow->slaying; |
1713 | |
1507 | |
1714 | arrow->map = m; |
1508 | arrow->attacktype |= bow->attacktype; |
|
|
1509 | } |
|
|
1510 | |
|
|
1511 | wc -= arrow->level; |
|
|
1512 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1513 | |
|
|
1514 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1715 | arrow->move_type = MOVE_FLY_LOW; |
1515 | arrow->move_type = MOVE_FLY_LOW; |
1716 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1516 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1717 | |
1517 | |
1718 | play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1518 | op->play_sound (sound_find ("fire_arrow")); |
1719 | tag = arrow->count; |
1519 | m->insert (arrow, sx, sy, op); |
1720 | insert_ob_in_map(arrow, m, op, 0); |
|
|
1721 | |
1520 | |
1722 | if (!was_destroyed(arrow, tag)) |
1521 | if (!arrow->destroyed ()) |
1723 | move_arrow(arrow); |
1522 | move_arrow (arrow); |
1724 | |
1523 | |
1725 | if (op->type == PLAYER) { |
|
|
1726 | if (was_destroyed (left, left_tag)) |
|
|
1727 | esrv_del_item(op->contr, left_tag); |
|
|
1728 | else |
|
|
1729 | esrv_send_item(op, left); |
|
|
1730 | } |
|
|
1731 | return 1; |
1524 | return 1; |
1732 | } |
1525 | } |
1733 | |
1526 | |
1734 | /* Special fire code for players - this takes into |
1527 | /* Special fire code for players - this takes into |
1735 | * account the special fire modes players can have |
1528 | * account the special fire modes players can have |
1736 | * but monsters can't. Putting that code here |
1529 | * but monsters can't. Putting that code here |
1737 | * makes the fire_bow code much cleaner. |
1530 | * makes the fire_bow code much cleaner. |
1738 | * this function should only be called if 'op' is a player, |
1531 | * this function should only be called if 'op' is a player, |
1739 | * hence the function name. |
1532 | * hence the function name. |
1740 | */ |
1533 | */ |
|
|
1534 | static int |
1741 | int player_fire_bow(object *op, int dir) |
1535 | player_fire_bow (object *op, int dir) |
1742 | { |
1536 | { |
1743 | int ret=0, wcmod=0; |
1537 | int ret; |
1744 | |
1538 | |
1745 | if (op->contr->bowtype == bow_bestarrow) { |
1539 | if (op->contr->bowtype == bow_bestarrow) |
1746 | ret = fire_bow(op, op, |
1540 | { |
1747 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1541 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1748 | dir, 0, op->x, op->y); |
1542 | } |
1749 | } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1543 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
|
|
1544 | { |
1750 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1545 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1751 | wcmod =-1; |
|
|
1752 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1546 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1753 | op->x, op->y); |
1547 | } |
1754 | } else if (op->contr->bowtype == bow_threewide) { |
1548 | else if (op->contr->bowtype == bow_threewide) |
|
|
1549 | { |
|
|
1550 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
|
|
1551 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
|
|
1552 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
|
|
1553 | } |
|
|
1554 | else if (op->contr->bowtype == bow_spreadshot) |
|
|
1555 | { |
|
|
1556 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
|
|
1557 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
|
|
1558 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
|
|
1559 | } |
|
|
1560 | else |
|
|
1561 | { |
|
|
1562 | /* Simple case */ |
1755 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1563 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1756 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); |
|
|
1757 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
|
|
1758 | } else if (op->contr->bowtype == bow_spreadshot) { |
|
|
1759 | ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
|
|
1760 | ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); |
|
|
1761 | ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); |
|
|
1762 | |
|
|
1763 | } else { |
|
|
1764 | /* Simple case */ |
|
|
1765 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
|
|
1766 | } |
1564 | } |
|
|
1565 | |
1767 | return ret; |
1566 | return ret; |
1768 | } |
1567 | } |
1769 | |
|
|
1770 | |
1568 | |
1771 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1569 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1772 | * Broken apart from 'fire' to keep it more readable. |
1570 | * Broken apart from 'fire' to keep it more readable. |
1773 | */ |
1571 | */ |
|
|
1572 | static void |
1774 | void fire_misc_object(object *op, int dir) |
1573 | fire_misc_object (object *op, int dir) |
1775 | { |
1574 | { |
1776 | object *item; |
1575 | object *item = op->contr->ranged_ob; |
1777 | |
1576 | |
1778 | if (!op->contr->ranges[range_misc]) { |
1577 | if (!item) |
|
|
1578 | { |
1779 | new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1579 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1780 | return; |
1580 | return; |
1781 | } |
1581 | } |
1782 | |
1582 | |
1783 | item = op->contr->ranges[range_misc]; |
|
|
1784 | if (!item->inv) { |
1583 | if (!item->inv) |
|
|
1584 | { |
1785 | LOG(llevError,"Object %s lacks a spell\n", &item->name); |
1585 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1786 | return; |
1586 | return; |
1787 | } |
1587 | } |
|
|
1588 | |
|
|
1589 | if (!op->change_weapon (item)) |
|
|
1590 | return; |
|
|
1591 | |
1788 | if (item->type == WAND) { |
1592 | if (item->type == WAND) |
|
|
1593 | { |
1789 | if(item->stats.food<=0) { |
1594 | if (item->stats.food <= 0) |
1790 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1595 | { |
|
|
1596 | op->contr->play_sound (sound_find ("wand_poof")); |
1791 | new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
1597 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1598 | |
1792 | return; |
1599 | return; |
1793 | } |
1600 | } |
|
|
1601 | } |
1794 | } else if (item->type == ROD || item->type==HORN) { |
1602 | else if (item->type == ROD || item->type == HORN) |
1795 | if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
1603 | { |
1796 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1604 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1605 | |
|
|
1606 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1607 | // for a rod or horn, this fixes some broken rods. |
|
|
1608 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
|
|
1609 | { |
|
|
1610 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1611 | |
1797 | if (item->type== ROD) |
1612 | if (item->type == ROD) |
1798 | new_draw_info_format(NDI_UNIQUE, 0,op, |
|
|
1799 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1613 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1800 | else |
1614 | else |
1801 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1615 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1802 | "The %s needs more time to charge.", query_base_name(item,0)); |
1616 | |
1803 | return; |
1617 | return; |
1804 | } |
1618 | } |
1805 | } |
1619 | } |
1806 | |
1620 | |
1807 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
1621 | if (cast_spell (op, item, dir, item->inv, NULL)) |
|
|
1622 | { |
1808 | SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1623 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1624 | |
1809 | if (item->type == WAND) { |
1625 | if (item->type == WAND) |
|
|
1626 | { |
1810 | if (!(--item->stats.food)) { |
1627 | if (!(--item->stats.food)) |
|
|
1628 | { |
1811 | object *tmp; |
1629 | object *tmp; |
|
|
1630 | |
1812 | if (item->arch) { |
1631 | if (item->arch) |
|
|
1632 | { |
1813 | CLEAR_FLAG(item, FLAG_ANIMATE); |
1633 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1814 | item->face = item->arch->clone.face; |
1634 | item->face = item->arch->face; |
1815 | item->speed = 0; |
1635 | item->set_speed (0); |
1816 | update_ob_speed(item); |
|
|
1817 | } |
1636 | } |
1818 | if ((tmp=is_player_inv(item))) |
1637 | |
|
|
1638 | if (object *pl = item->visible_to ()) |
1819 | esrv_update_item(UPD_ANIM, tmp, item); |
1639 | esrv_update_item (UPD_ANIM, pl, item); |
1820 | } |
1640 | } |
1821 | } |
1641 | } |
1822 | else if (item->type == ROD || item->type==HORN) { |
1642 | else if (item->type == ROD || item->type == HORN) |
1823 | drain_rod_charge(item); |
1643 | drain_rod_charge (item); |
1824 | } |
|
|
1825 | } |
1644 | } |
1826 | } |
1645 | } |
1827 | |
1646 | |
1828 | /* Received a fire command for the player - go and do it. |
1647 | /* Received a fire command for the player - go and do it. |
1829 | */ |
1648 | */ |
|
|
1649 | bool |
1830 | void fire(object *op,int dir) { |
1650 | fire (object *op, int dir) |
|
|
1651 | { |
1831 | int spellcost=0; |
1652 | int spellcost = 0; |
1832 | |
1653 | |
|
|
1654 | player *pl = op->contr; |
|
|
1655 | |
|
|
1656 | if (pl->golem) |
|
|
1657 | { |
|
|
1658 | control_golem (op->contr->golem, dir); |
|
|
1659 | return false; |
|
|
1660 | } |
|
|
1661 | |
|
|
1662 | object *ob = pl->ranged_ob; |
|
|
1663 | |
|
|
1664 | if (!ob) |
|
|
1665 | return false; |
|
|
1666 | |
|
|
1667 | if (op->speed_left > 0.f) |
|
|
1668 | --op->speed_left; |
|
|
1669 | else |
|
|
1670 | return false; |
|
|
1671 | |
|
|
1672 | if (!op->change_weapon (ob)) |
|
|
1673 | return false; |
|
|
1674 | |
1833 | /* check for loss of invisiblity/hide */ |
1675 | /* check for loss of invisiblity/hide */ |
1834 | if (action_makes_visible(op)) make_visible(op); |
1676 | if (action_makes_visible (op)) |
|
|
1677 | make_visible (op); |
1835 | |
1678 | |
1836 | switch(op->contr->shoottype) { |
1679 | switch (ob->type) |
1837 | case range_none: |
1680 | { |
1838 | return; |
1681 | case BOW: |
1839 | |
|
|
1840 | case range_bow: |
|
|
1841 | player_fire_bow(op, dir); |
1682 | player_fire_bow (op, dir); |
1842 | return; |
1683 | break; |
1843 | |
1684 | |
1844 | case range_magic: /* Casting spells */ |
1685 | case SPELL: |
1845 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
1686 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1846 | return; |
1687 | break; |
1847 | |
1688 | |
1848 | case range_misc: |
1689 | case BUILDER: |
1849 | fire_misc_object(op, dir); |
|
|
1850 | return; |
|
|
1851 | |
|
|
1852 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1853 | if(op->contr->ranges[range_golem]==NULL || |
|
|
1854 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
|
|
1855 | op->contr->ranges[range_golem] = NULL; |
|
|
1856 | op->contr->shoottype=range_none; |
|
|
1857 | op->contr->golem_count = 0; |
|
|
1858 | } |
|
|
1859 | else |
|
|
1860 | control_golem(op->contr->ranges[range_golem], dir); |
|
|
1861 | return; |
|
|
1862 | |
|
|
1863 | case range_skill: |
|
|
1864 | if(!op->chosen_skill) { |
|
|
1865 | if(op->type==PLAYER) |
|
|
1866 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
|
|
1867 | return; |
|
|
1868 | } |
|
|
1869 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
|
|
1870 | return; |
|
|
1871 | case range_builder: |
|
|
1872 | apply_map_builder( op, dir ); |
1690 | apply_map_builder (op, dir); |
|
|
1691 | break; |
|
|
1692 | |
|
|
1693 | case SKILL: |
|
|
1694 | do_skill (op, op, ob, dir, 0); |
|
|
1695 | break; |
|
|
1696 | |
|
|
1697 | default: |
|
|
1698 | fire_misc_object (op, dir); |
|
|
1699 | break; |
|
|
1700 | } |
|
|
1701 | |
|
|
1702 | return true; |
|
|
1703 | } |
|
|
1704 | |
|
|
1705 | static object * |
|
|
1706 | find_key_ (object *pl, object *container, object *door) |
|
|
1707 | { |
|
|
1708 | object *tmp, *key; |
|
|
1709 | |
|
|
1710 | /* Should not happen, but sanity checking is never bad */ |
|
|
1711 | if (!container->inv) |
|
|
1712 | return 0; |
|
|
1713 | |
|
|
1714 | /* First, lets try to find a key in the top level inventory */ |
|
|
1715 | for (tmp = container->inv; tmp; tmp = tmp->below) |
|
|
1716 | { |
|
|
1717 | if (door->type == DOOR && tmp->type == KEY) |
|
|
1718 | break; |
|
|
1719 | |
|
|
1720 | /* For sanity, we should really check door type, but other stuff |
|
|
1721 | * (like containers) can be locked with special keys |
|
|
1722 | */ |
|
|
1723 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
|
|
1724 | break; |
|
|
1725 | } |
|
|
1726 | |
|
|
1727 | /* No key found - lets search inventories now */ |
|
|
1728 | /* If we find and use a key in an inventory, return at that time. |
|
|
1729 | * otherwise, if we search all the inventories and still don't find |
|
|
1730 | * a key, return |
|
|
1731 | */ |
|
|
1732 | if (!tmp) |
|
|
1733 | { |
|
|
1734 | for (tmp = container->inv; tmp; tmp = tmp->below) |
|
|
1735 | /* No reason to search empty containers */ |
|
|
1736 | if (tmp->type == CONTAINER && tmp->inv) |
|
|
1737 | if ((key = find_key_ (pl, tmp, door))) |
|
|
1738 | return key; |
|
|
1739 | |
|
|
1740 | if (!tmp) |
1873 | return; |
1741 | return 0; |
1874 | default: |
1742 | } |
1875 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
1743 | |
|
|
1744 | /* We get down here if we have found a key. Now if its in a container, |
|
|
1745 | * see if we actually want to use it |
|
|
1746 | */ |
|
|
1747 | if (pl != container) |
|
|
1748 | { |
|
|
1749 | /* Only let players use keys in containers */ |
|
|
1750 | if (!pl->contr) |
1876 | return; |
1751 | return 0; |
1877 | } |
|
|
1878 | } |
|
|
1879 | |
1752 | |
|
|
1753 | /* cases where this fails: |
|
|
1754 | * If we only search the player inventory, return now since we |
|
|
1755 | * are not in the players inventory. |
|
|
1756 | * If the container is not active, return now since only active |
|
|
1757 | * containers can be used. |
|
|
1758 | * If we only search keyrings and the container does not have |
|
|
1759 | * a race/isn't a keyring. |
|
|
1760 | * No checking for all containers - to fall through past here, |
|
|
1761 | * inv must have been an container and must have been active. |
|
|
1762 | * |
|
|
1763 | * Change the color so that the message doesn't disappear with |
|
|
1764 | * all the others. |
|
|
1765 | */ |
|
|
1766 | if (pl->contr->usekeys == key_inventory |
|
|
1767 | || !QUERY_FLAG (container, FLAG_APPLIED) |
|
|
1768 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
|
|
1769 | { |
|
|
1770 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
|
|
1771 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
|
|
1772 | return NULL; |
|
|
1773 | } |
|
|
1774 | } |
1880 | |
1775 | |
|
|
1776 | return tmp; |
|
|
1777 | } |
1881 | |
1778 | |
1882 | /* find_key |
1779 | /* find_key |
1883 | * We try to find a key for the door as passed. If we find a key |
1780 | * We try to find a key for the door as passed. If we find a key |
1884 | * and successfully use it, we return the key, otherwise NULL |
1781 | * and successfully use it, we return the key, otherwise NULL |
1885 | * This function merges both normal and locked door, since the logic |
1782 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1887 | * pl is the player, |
1784 | * pl is the player, |
1888 | * inv is the objects inventory to searched |
1785 | * inv is the objects inventory to searched |
1889 | * door is the door we are trying to match against. |
1786 | * door is the door we are trying to match against. |
1890 | * This function can be called recursively to search containers. |
1787 | * This function can be called recursively to search containers. |
1891 | */ |
1788 | */ |
1892 | |
1789 | object * |
1893 | object * find_key(object *pl, object *container, object *door) |
1790 | find_key (object *pl, object *container, object *door) |
1894 | { |
1791 | { |
1895 | object *tmp,*key; |
1792 | if (door->slaying && is_match_expr (door->slaying)) |
1896 | |
|
|
1897 | /* Should not happen, but sanity checking is never bad */ |
|
|
1898 | if (container->inv == NULL) return NULL; |
|
|
1899 | |
|
|
1900 | /* First, lets try to find a key in the top level inventory */ |
|
|
1901 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
|
|
1902 | if (door->type==DOOR && tmp->type==KEY) break; |
|
|
1903 | /* For sanity, we should really check door type, but other stuff |
|
|
1904 | * (like containers) can be locked with special keys |
|
|
1905 | */ |
|
|
1906 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
|
|
1907 | tmp->slaying==door->slaying) break; |
|
|
1908 | } |
1793 | { |
1909 | /* No key found - lets search inventories now */ |
1794 | // for match expressions, we try to find the key by applying the match |
1910 | /* If we find and use a key in an inventory, return at that time. |
1795 | // to the op itself, which is supposed to find the "key", instead |
1911 | * otherwise, if we search all the inventories and still don't find |
1796 | // of searching through containers ourselves. |
1912 | * a key, return |
1797 | |
1913 | */ |
1798 | return match_one (door->slaying, container, door, pl, pl); |
1914 | if (!tmp) { |
|
|
1915 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
|
|
1916 | /* No reason to search empty containers */ |
|
|
1917 | if (tmp->type==CONTAINER && tmp->inv) { |
|
|
1918 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
|
|
1919 | } |
|
|
1920 | } |
|
|
1921 | if (!tmp) return NULL; |
|
|
1922 | } |
1799 | } |
1923 | /* We get down here if we have found a key. Now if its in a container, |
1800 | else |
1924 | * see if we actually want to use it |
1801 | return find_key_ (pl, container, door); |
1925 | */ |
|
|
1926 | if (pl!=container) { |
|
|
1927 | /* Only let players use keys in containers */ |
|
|
1928 | if (!pl->contr) return NULL; |
|
|
1929 | /* cases where this fails: |
|
|
1930 | * If we only search the player inventory, return now since we |
|
|
1931 | * are not in the players inventory. |
|
|
1932 | * If the container is not active, return now since only active |
|
|
1933 | * containers can be used. |
|
|
1934 | * If we only search keyrings and the container does not have |
|
|
1935 | * a race/isn't a keyring. |
|
|
1936 | * No checking for all containers - to fall through past here, |
|
|
1937 | * inv must have been an container and must have been active. |
|
|
1938 | * |
|
|
1939 | * Change the color so that the message doesn't disappear with |
|
|
1940 | * all the others. |
|
|
1941 | */ |
|
|
1942 | if (pl->contr->usekeys == key_inventory || |
|
|
1943 | !QUERY_FLAG(container, FLAG_APPLIED) || |
|
|
1944 | (pl->contr->usekeys == keyrings && |
|
|
1945 | (!container->race || strcmp(container->race, "keys"))) |
|
|
1946 | ) { |
|
|
1947 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
|
|
1948 | "The %s in your %s vibrates as you approach the door", |
|
|
1949 | query_name(tmp), query_name(container)); |
|
|
1950 | return NULL; |
|
|
1951 | } |
|
|
1952 | } |
|
|
1953 | return tmp; |
|
|
1954 | } |
1802 | } |
1955 | |
1803 | |
1956 | /* moved door processing out of move_player_attack. |
1804 | /* moved door processing out of move_player_attack. |
1957 | * returns 1 if player has opened the door with a key |
1805 | * returns 1 if player has opened the door with a key |
1958 | * such that the caller should not do anything more, |
1806 | * such that the caller should not do anything more, |
1959 | * 0 otherwise |
1807 | * 0 otherwise |
1960 | */ |
1808 | */ |
|
|
1809 | static int |
1961 | static int player_attack_door(object *op, object *door) |
1810 | player_attack_door (object *op, object *door) |
1962 | { |
1811 | { |
1963 | |
|
|
1964 | /* If its a door, try to find a use a key. If we do destroy the door, |
1812 | /* If its a door, try to find a key. If we do destroy the door, |
1965 | * might as well return immediately as there is nothing more to do - |
1813 | * might as well return immediately as there is nothing more to do - |
1966 | * otherwise, we fall through to the rest of the code. |
1814 | * otherwise, we fall through to the rest of the code. |
1967 | */ |
1815 | */ |
1968 | object *key=find_key(op, op, door); |
1816 | object *key = find_key (op, op, door); |
1969 | |
1817 | |
1970 | /* IF we found a key, do some extra work */ |
1818 | /* If we found a key, do some extra work */ |
1971 | if (key) { |
1819 | if (key) |
|
|
1820 | { |
1972 | object *container=key->env; |
1821 | object *container = key->env; |
1973 | |
1822 | |
1974 | play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1975 | if(action_makes_visible(op)) make_visible(op); |
1823 | if (action_makes_visible (op)) |
|
|
1824 | make_visible (op); |
|
|
1825 | |
1976 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1826 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
1827 | spring_trap (door->inv, op); |
|
|
1828 | |
1977 | if (door->type == DOOR) { |
1829 | if (door->type == DOOR) |
1978 | hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
1830 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1979 | } |
|
|
1980 | else if(door->type==LOCKED_DOOR) { |
1831 | else if (door->type == LOCKED_DOOR) |
1981 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1832 | { |
1982 | "You open the door with the %s", query_short_name(key)); |
1833 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1983 | remove_door2(door); /* remove door without violence ;-) */ |
1834 | remove_door2 (door); /* remove door without violence ;-) */ |
1984 | } |
1835 | } |
|
|
1836 | |
1985 | /* Do this after we print the message */ |
1837 | /* Do this after we print the message */ |
1986 | decrease_ob(key); /* Use up one of the keys */ |
1838 | key->decrease (); /* Use up one of the keys */ |
1987 | /* Need to update the weight the container the key was in */ |
1839 | |
1988 | if (container != op) |
|
|
1989 | esrv_update_item(UPD_WEIGHT, op, container); |
|
|
1990 | return 1; /* Nothing more to do below */ |
1840 | return 1; /* Nothing more to do below */ |
|
|
1841 | } |
1991 | } else if (door->type==LOCKED_DOOR) { |
1842 | else if (door->type == LOCKED_DOOR) |
|
|
1843 | { |
1992 | /* Might as well return now - no other way to open this */ |
1844 | /* Might as well return now - no other way to open this */ |
1993 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1845 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1994 | return 1; |
1846 | return 1; |
1995 | } |
1847 | } |
|
|
1848 | |
1996 | return 0; |
1849 | return 0; |
1997 | } |
1850 | } |
1998 | |
1851 | |
1999 | /* This function is just part of a breakup from move_player. |
1852 | /* This function is just part of a breakup from move_player. |
2000 | * It should keep the code cleaner. |
1853 | * It should keep the code cleaner. |
2001 | * When this is called, the players direction has been updated |
1854 | * When this is called, the players direction has been updated |
2002 | * (taking into account confusion.) The player is also actually |
1855 | * (taking into account confusion.) The player is also actually |
2003 | * going to try and move (not fire weapons). |
1856 | * going to try and move (not fire weapons). |
2004 | */ |
1857 | */ |
2005 | |
1858 | bool |
2006 | void move_player_attack(object *op, int dir) |
1859 | move_player_attack (object *op, int dir) |
2007 | { |
1860 | { |
2008 | object *tmp, *mon; |
1861 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2009 | sint16 nx, ny; |
1862 | { |
2010 | int on_battleground; |
1863 | --op->speed_left; |
2011 | mapstruct *m; |
1864 | return true; |
|
|
1865 | } |
2012 | |
1866 | |
2013 | nx=freearr_x[dir]+op->x; |
1867 | sint16 nx = freearr_x[dir] + op->x; |
2014 | ny=freearr_y[dir]+op->y; |
1868 | sint16 ny = freearr_y[dir] + op->y; |
2015 | |
1869 | |
2016 | on_battleground = op_on_battleground(op, NULL, NULL); |
1870 | if (out_of_map (op->map, nx, ny)) |
|
|
1871 | return false; |
2017 | |
1872 | |
2018 | /* If braced, or can't move to the square, and it is not out of the |
1873 | /* If braced, or can't move to the square, and it is not out of the |
2019 | * map, attack it. Note order of if statement is important - don't |
1874 | * map, attack it. Note order of if statement is important - don't |
2020 | * want to be calling move_ob if braced, because move_ob will move the |
1875 | * want to be calling move_ob if braced, because move_ob will move the |
2021 | * player. This is a pretty nasty hack, because if we could |
1876 | * player. This is a pretty nasty hack, because if we could |
2022 | * move to some space, it then means that if we are braced, we should |
1877 | * move to some space, it then means that if we are braced, we should |
2023 | * do nothing at all. As it is, if we are braced, we go through |
1878 | * do nothing at all. As it is, if we are braced, we go through |
2024 | * quite a bit of processing. However, it probably is less than what |
1879 | * quite a bit of processing. However, it probably is less than what |
2025 | * move_ob uses. |
1880 | * move_ob uses. |
2026 | */ |
1881 | */ |
2027 | if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { |
1882 | maptile *m = op->map->xy_find (nx, ny); |
2028 | if (OUT_OF_REAL_MAP(op->map, nx, ny)) { |
|
|
2029 | m = get_map_from_coord(op->map, &nx, &ny); |
|
|
2030 | if (!m) return; /* Don't think this should happen */ |
|
|
2031 | } |
|
|
2032 | else m =op->map; |
|
|
2033 | |
|
|
2034 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
|
|
2035 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
|
|
2036 | return; |
|
|
2037 | } |
|
|
2038 | |
1883 | |
2039 | mon = NULL; |
|
|
2040 | /* Go through all the objects, and find ones of interest. Only stop if |
1884 | /* Go through all the objects, and find ones of interest. Only stop if |
2041 | * we find a monster - that is something we know we want to attack. |
1885 | * we find a monster - that is something we know we want to attack. |
2042 | * if its a door or barrel (can roll) see if there may be monsters |
1886 | * if its a door or barrel (can roll) see if there may be monsters |
2043 | * on the space |
1887 | * on the space |
|
|
1888 | */ |
|
|
1889 | object *mon; |
|
|
1890 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1891 | { |
|
|
1892 | if ((mon->flag [FLAG_ALIVE] |
|
|
1893 | || mon->type == LOCKED_DOOR |
|
|
1894 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1895 | && mon != op) |
|
|
1896 | break; |
|
|
1897 | } |
|
|
1898 | |
|
|
1899 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1900 | return false; /* into a wall */ |
|
|
1901 | |
|
|
1902 | mon = mon->head_ (); |
|
|
1903 | |
|
|
1904 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1905 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1906 | if (player_attack_door (op, mon)) |
2044 | */ |
1907 | { |
2045 | while (tmp!=NULL) { |
1908 | --op->contr->weapon_sp_left; |
2046 | if (tmp == op) { |
1909 | return true; |
2047 | tmp=tmp->above; |
1910 | } |
2048 | continue; |
1911 | |
|
|
1912 | /* The following deals with possibly attacking peaceful |
|
|
1913 | * or friendly creatures. Basically, all players are considered |
|
|
1914 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1915 | * object should be pushed instead of attacked. It is assumed that |
|
|
1916 | * if you are braced, you will not attack friends accidently, |
|
|
1917 | * and thus will not push them. |
|
|
1918 | */ |
|
|
1919 | |
|
|
1920 | /* If the creature is a pet, push it even if the player is not |
|
|
1921 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1922 | * player owns it and it is either friendly or unagressive. |
|
|
1923 | */ |
|
|
1924 | if (op->type == PLAYER |
|
|
1925 | && ((mon->owner && mon->owner->contr |
|
|
1926 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1927 | || mon->owner == op) |
|
|
1928 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
1929 | { |
|
|
1930 | /* If we're braced, we don't want to switch places with it */ |
|
|
1931 | if (op->contr->braced) |
|
|
1932 | return false; |
|
|
1933 | |
|
|
1934 | if (op->speed_left > 0.f) |
|
|
1935 | { |
|
|
1936 | --op->speed_left; |
|
|
1937 | |
|
|
1938 | op->play_sound (sound_find ("push_player")); |
|
|
1939 | push_ob (mon, dir, op); |
|
|
1940 | |
|
|
1941 | if (action_makes_visible (op)) |
|
|
1942 | make_visible (op); |
|
|
1943 | |
|
|
1944 | return true; |
|
|
1945 | } |
|
|
1946 | else |
|
|
1947 | return false; |
|
|
1948 | } |
|
|
1949 | |
|
|
1950 | bool on_battleground = op_on_battleground (op, 0, 0); |
|
|
1951 | |
|
|
1952 | /* in certain circumstances, you shouldn't attack friendly |
|
|
1953 | * creatures. Note that if you are braced, you can't push |
|
|
1954 | * someone, but put it inside this loop so that you won't |
|
|
1955 | * attack them either. |
|
|
1956 | */ |
|
|
1957 | if ((mon->type == PLAYER || mon->enemy != op) |
|
|
1958 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
|
|
1959 | && ((op->contr->peaceful |
|
|
1960 | || (mon->type == PLAYER && mon->contr->peaceful)) |
|
|
1961 | && !on_battleground)) |
|
|
1962 | { |
|
|
1963 | if (op->speed_left > 0.f) |
|
|
1964 | { |
|
|
1965 | --op->speed_left; |
|
|
1966 | |
|
|
1967 | if (!op->contr->braced) |
|
|
1968 | { |
|
|
1969 | op->play_sound (sound_find ("push_player")); |
|
|
1970 | push_ob (mon, dir, op); |
2049 | } |
1971 | } |
2050 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
1972 | else |
2051 | mon = tmp; |
1973 | op->statusmsg ("You withhold your attack"); |
2052 | break; |
|
|
2053 | } |
|
|
2054 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
|
|
2055 | mon = tmp; |
|
|
2056 | tmp=tmp->above; |
|
|
2057 | } |
|
|
2058 | |
|
|
2059 | if (mon==NULL) /* This happens anytime the player tries to move */ |
|
|
2060 | return; /* into a wall */ |
|
|
2061 | |
1974 | |
2062 | if(mon->head != NULL) |
1975 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2063 | mon = mon->head; |
1976 | make_visible (op); |
2064 | |
1977 | |
2065 | if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
1978 | return true; |
2066 | if (player_attack_door(op, mon)) return; |
|
|
2067 | |
|
|
2068 | /* The following deals with possibly attacking peaceful |
|
|
2069 | * or frienddly creatures. Basically, all players are considered |
|
|
2070 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2071 | * object should be pushed instead of attacked. It is assumed that |
|
|
2072 | * if you are braced, you will not attack friends accidently, |
|
|
2073 | * and thus will not push them. |
|
|
2074 | */ |
|
|
2075 | |
|
|
2076 | /* If the creature is a pet, push it even if the player is not |
|
|
2077 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2078 | * player owns it and it is either friendly or unagressive. |
|
|
2079 | */ |
|
|
2080 | if ((op->type==PLAYER) |
|
|
2081 | #if COZY_SERVER |
|
|
2082 | && |
|
|
2083 | ( |
|
|
2084 | (get_owner(mon) && get_owner(mon)->contr |
|
|
2085 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
|
|
2086 | || get_owner(mon) == op |
|
|
2087 | ) |
|
|
2088 | #else |
|
|
2089 | && get_owner(mon)==op |
|
|
2090 | #endif |
|
|
2091 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
|
|
2092 | { |
1979 | } |
2093 | /* If we're braced, we don't want to switch places with it */ |
1980 | } |
2094 | if (op->contr->braced) return; |
|
|
2095 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2096 | (void) push_ob(mon,dir,op); |
|
|
2097 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2098 | return; |
|
|
2099 | } |
|
|
2100 | |
|
|
2101 | /* in certain circumstances, you shouldn't attack friendly |
|
|
2102 | * creatures. Note that if you are braced, you can't push |
|
|
2103 | * someone, but put it inside this loop so that you won't |
|
|
2104 | * attack them either. |
|
|
2105 | */ |
|
|
2106 | if ((mon->type==PLAYER || mon->enemy != op) && |
|
|
2107 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
|
|
2108 | ( |
|
|
2109 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2110 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
|
|
2111 | #else |
|
|
2112 | op->contr->peaceful && |
|
|
2113 | #endif |
|
|
2114 | !on_battleground |
|
|
2115 | )) { |
|
|
2116 | if (!op->contr->braced) { |
|
|
2117 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2118 | (void) push_ob(mon,dir,op); |
|
|
2119 | } else { |
|
|
2120 | new_draw_info(0, 0,op,"You withhold your attack"); |
|
|
2121 | } |
|
|
2122 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2123 | } |
|
|
2124 | |
|
|
2125 | /* If the object is a boulder or other rollable object, then |
1981 | /* If the object is a boulder or other rollable object, then |
2126 | * roll it if not braced. You can't roll it if you are braced. |
1982 | * roll it if not braced. You can't roll it if you are braced. |
2127 | */ |
1983 | */ |
2128 | else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
1984 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
1985 | { |
|
|
1986 | if (op->speed_left > 0.f) |
|
|
1987 | { |
|
|
1988 | --op->speed_left; |
|
|
1989 | |
2129 | recursive_roll(mon,dir,op); |
1990 | recursive_roll (mon, dir, op); |
2130 | if(action_makes_visible(op)) make_visible(op); |
1991 | if (action_makes_visible (op)) |
2131 | } |
1992 | make_visible (op); |
2132 | |
1993 | |
|
|
1994 | return true; |
|
|
1995 | } |
|
|
1996 | } |
2133 | /* Any generic living creature. Including things like doors. |
1997 | /* Any generic living creature. Including things like doors. |
2134 | * Way it works is like this: First, it must have some hit points |
1998 | * Way it works is like this: First, it must have some hit points |
2135 | * and be living. Then, it must be one of the following: |
1999 | * and be living. Then, it must be one of the following: |
2136 | * 1) Not a player, 2) A player, but of a different party. Note |
2000 | * 1) Not a player, 2) A player, but of a different party. Note |
2137 | * that party_number -1 is no party, so attacks can still happen. |
2001 | * that party_number -1 is no party, so attacks can still happen. |
2138 | */ |
2002 | */ |
2139 | |
|
|
2140 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
2003 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2141 | ((mon->type!=PLAYER || op->contr->party==NULL || |
2004 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2142 | op->contr->party!=mon->contr->party))) { |
2005 | { |
2143 | |
2006 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2144 | /* If the player hasn't hit something this tick, and does |
|
|
2145 | * so, give them speed boost based on weapon speed. Doing |
|
|
2146 | * it here is better than process_players2, which basically |
|
|
2147 | * incurred a 1 tick offset. |
|
|
2148 | */ |
|
|
2149 | if (!op->contr->has_hit) { |
|
|
2150 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2151 | |
|
|
2152 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2153 | } |
|
|
2154 | |
|
|
2155 | skill_attack(mon, op, 0, NULL, NULL); |
|
|
2156 | |
|
|
2157 | /* If attacking another player, that player gets automatic |
|
|
2158 | * hitback, and doesn't loose luck either. |
|
|
2159 | * Disable hitback on the battleground or if the target is |
|
|
2160 | * the wiz. |
|
|
2161 | */ |
|
|
2162 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
|
|
2163 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
|
|
2164 | short luck = mon->stats.luck; |
|
|
2165 | mon->contr->has_hit = 1; |
|
|
2166 | skill_attack(op, mon, 0, NULL, NULL); |
|
|
2167 | mon->stats.luck = luck; |
|
|
2168 | } |
|
|
2169 | if(action_makes_visible(op)) make_visible(op); |
|
|
2170 | } |
2007 | { |
2171 | } /* if player should attack something */ |
2008 | --op->contr->weapon_sp_left; |
2172 | } |
|
|
2173 | |
2009 | |
|
|
2010 | skill_attack (mon, op, 0, 0, 0); |
|
|
2011 | |
|
|
2012 | if (action_makes_visible (op)) |
|
|
2013 | make_visible (op); |
|
|
2014 | |
|
|
2015 | return true; |
|
|
2016 | } |
|
|
2017 | } |
|
|
2018 | |
|
|
2019 | return false; |
|
|
2020 | } |
|
|
2021 | |
|
|
2022 | bool |
2174 | int move_player(object *op,int dir) { |
2023 | move_player (object *op, int dir) |
2175 | int pick; |
2024 | { |
2176 | |
|
|
2177 | if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2025 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2178 | return 0; |
|
|
2179 | |
|
|
2180 | /* Sanity check: make sure dir is valid */ |
|
|
2181 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
|
|
2182 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
|
|
2183 | return 0; |
|
|
2184 | } |
|
|
2185 | |
|
|
2186 | /* peterm: added following line */ |
|
|
2187 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
|
|
2188 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
2189 | |
|
|
2190 | op->facing = dir; |
|
|
2191 | |
|
|
2192 | if(op->hide) do_hidden_move(op); |
|
|
2193 | |
|
|
2194 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
|
|
2195 | /*nop*/; |
|
|
2196 | else if (op->contr->fire_on) |
|
|
2197 | fire (op, dir); |
|
|
2198 | else |
|
|
2199 | { |
|
|
2200 | move_player_attack (op, dir); |
|
|
2201 | pick = check_pick(op); |
|
|
2202 | } |
|
|
2203 | |
|
|
2204 | /* Add special check for newcs players and fire on - this way, the |
|
|
2205 | * server can handle repeat firing. |
|
|
2206 | */ |
|
|
2207 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
|
|
2208 | op->direction = dir; |
|
|
2209 | } else { |
|
|
2210 | op->direction=0; |
|
|
2211 | } |
|
|
2212 | /* Update how the player looks. Use the facing, so direction may |
|
|
2213 | * get reset to zero. This allows for full animation capabilities |
|
|
2214 | * for players. |
|
|
2215 | */ |
|
|
2216 | animate_object(op, op->facing); |
|
|
2217 | return 0; |
2026 | return 0; |
|
|
2027 | |
|
|
2028 | /* Sanity check: make sure dir is valid */ |
|
|
2029 | if (dir < 0 || dir >= 9) |
|
|
2030 | { |
|
|
2031 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
|
|
2032 | return 0; |
|
|
2033 | } |
|
|
2034 | |
|
|
2035 | /* peterm: added following line */ |
|
|
2036 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
|
|
2037 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
2038 | |
|
|
2039 | op->facing = dir; |
|
|
2040 | |
|
|
2041 | if (op->flag [FLAG_HIDDEN]) |
|
|
2042 | do_hidden_move (op); |
|
|
2043 | |
|
|
2044 | bool retval; |
|
|
2045 | int pick = 0; |
|
|
2046 | |
|
|
2047 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
|
|
2048 | retval = RESULT_INT (0); |
|
|
2049 | else if (op->contr->fire_on) |
|
|
2050 | retval = fire (op, dir); |
|
|
2051 | else |
|
|
2052 | { |
|
|
2053 | retval = move_player_attack (op, dir); |
|
|
2054 | pick = check_pick (op); |
|
|
2055 | } |
|
|
2056 | |
|
|
2057 | /* Add special check for newcs players and fire on - this way, the |
|
|
2058 | * server can handle repeat firing. |
|
|
2059 | */ |
|
|
2060 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
|
|
2061 | op->direction = dir; |
|
|
2062 | else |
|
|
2063 | op->direction = 0; |
|
|
2064 | |
|
|
2065 | /* Update how the player looks. Use the facing, so direction may |
|
|
2066 | * get reset to zero. This allows for full animation capabilities |
|
|
2067 | * for players. |
|
|
2068 | */ |
|
|
2069 | animate_object (op, op->facing); |
|
|
2070 | |
|
|
2071 | return retval; |
2218 | } |
2072 | } |
2219 | |
2073 | |
2220 | /* This is similar to handle_player, below, but is only used by the |
2074 | /* This is similar to handle_player, below, but is only used by the |
2221 | * new client/server stuff. |
2075 | * new client/server stuff. |
2222 | * This is sort of special, in that the new client/server actually uses |
2076 | * This is sort of special, in that the new client/server actually uses |
2223 | * the new speed values for commands. |
2077 | * the new speed values for commands. |
2224 | * |
2078 | * |
2225 | * Returns true if there are more actions we can do. |
2079 | * Returns true if there are more actions we can do. Should not do |
|
|
2080 | * many actions in a row, as that would be too unfair to other |
|
|
2081 | * players. |
2226 | */ |
2082 | */ |
|
|
2083 | bool |
2227 | int handle_newcs_player(object *op) |
2084 | handle_newcs_player (object *op) |
2228 | { |
2085 | { |
2229 | if (op->contr->hidden) { |
|
|
2230 | op->invisible = 1000; |
|
|
2231 | /* the socket code flashes the player visible/invisible |
|
|
2232 | * depending on the value of invisible, so we need to |
|
|
2233 | * alternate it here for it to work correctly. |
|
|
2234 | */ |
|
|
2235 | if (pticks & 2) op->invisible--; |
|
|
2236 | } |
|
|
2237 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
|
|
2238 | op->invisible--; |
|
|
2239 | if(!op->invisible) { |
|
|
2240 | make_visible(op); |
|
|
2241 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2242 | } |
|
|
2243 | } |
|
|
2244 | |
|
|
2245 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2086 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2087 | { |
|
|
2088 | if (op->speed_left > 0.f) |
|
|
2089 | { |
|
|
2090 | --op->speed_left; |
2246 | flee_player(op); |
2091 | flee_player (op); |
2247 | /* If player is still scared, that is his action for this tick */ |
2092 | |
2248 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
|
|
2249 | op->speed_left--; |
|
|
2250 | return 0; |
2093 | return true; |
2251 | } |
2094 | } |
|
|
2095 | else |
|
|
2096 | return false; |
2252 | } |
2097 | } |
2253 | |
2098 | |
2254 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2255 | * the player object still points to the defunct golem. The code that |
|
|
2256 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2257 | * put this in a a workaround to clean up the golem pointer. |
|
|
2258 | */ |
|
|
2259 | if (op->contr->ranges[range_golem] && |
|
|
2260 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
|
|
2261 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
|
|
2262 | op->contr->ranges[range_golem] = NULL; |
|
|
2263 | op->contr->golem_count = 0; |
|
|
2264 | } |
|
|
2265 | |
|
|
2266 | /* call this here - we also will call this in do_ericserver, but |
2099 | /* call this here - we also will call this in do_ericserver, but |
2267 | * the players time has been increased when doericserver has been |
2100 | * the players time has been increased when doericserver has been |
2268 | * called, so we recheck it here. |
2101 | * called, so we recheck it here. |
2269 | */ |
2102 | */ |
2270 | HandleClient(&op->contr->socket, op->contr); |
2103 | if (op->contr->ns->handle_command ()) |
2271 | if (op->speed_left<0) return 0; |
2104 | return true; |
2272 | |
2105 | |
2273 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2106 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2274 | /* All move commands take 1 tick, at least for now */ |
|
|
2275 | op->speed_left--; |
|
|
2276 | |
|
|
2277 | /* Instead of all the stuff below, let move_player take care |
|
|
2278 | * of it. Also, some of the skill stuff is only put in |
|
|
2279 | * there, as well as the confusion stuff. |
|
|
2280 | */ |
|
|
2281 | move_player(op, op->direction); |
2107 | return move_player (op, op->direction); |
2282 | if (op->speed_left>0) return 1; |
2108 | |
2283 | else return 0; |
2109 | return false; |
2284 | } |
2110 | } |
|
|
2111 | |
|
|
2112 | static int |
|
|
2113 | save_life (object *op) |
|
|
2114 | { |
|
|
2115 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2285 | return 0; |
2116 | return 0; |
2286 | } |
|
|
2287 | |
2117 | |
2288 | int save_life(object *op) { |
2118 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2289 | object *tmp; |
2119 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
|
|
2120 | { |
|
|
2121 | op->play_sound (sound_find ("ob_evaporate")); |
|
|
2122 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2290 | |
2123 | |
|
|
2124 | tmp->destroy (); |
2291 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
2125 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2126 | |
|
|
2127 | if (op->stats.hp < 0) |
|
|
2128 | op->stats.hp = op->stats.maxhp; |
|
|
2129 | |
|
|
2130 | if (op->stats.food < 0) |
|
|
2131 | op->stats.food = 999; |
|
|
2132 | |
|
|
2133 | op->update_stats (); |
2292 | return 0; |
2134 | return 1; |
2293 | |
|
|
2294 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
|
|
2295 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
|
|
2296 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
|
|
2297 | new_draw_info_format(NDI_UNIQUE, 0,op, |
|
|
2298 | "Your %s vibrates violently, then evaporates.", |
|
|
2299 | query_name(tmp)); |
|
|
2300 | if (op->contr) |
|
|
2301 | esrv_del_item(op->contr, tmp->count); |
|
|
2302 | remove_ob(tmp); |
|
|
2303 | free_object(tmp); |
|
|
2304 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
|
|
2305 | if(op->stats.hp<0) |
|
|
2306 | op->stats.hp = op->stats.maxhp; |
|
|
2307 | if(op->stats.food<0) |
|
|
2308 | op->stats.food = 999; |
|
|
2309 | fix_player(op); |
|
|
2310 | return 1; |
|
|
2311 | } |
2135 | } |
|
|
2136 | |
2312 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2137 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2313 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2138 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2314 | enter_player_savebed(op); /* bring him home. */ |
2139 | enter_player_savebed (op); /* bring him home. */ |
2315 | return 0; |
2140 | return 0; |
2316 | } |
2141 | } |
2317 | |
2142 | |
2318 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2143 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2319 | * back in the map (location and map determined by values of env). This |
2144 | * back in the map (location and map determined by values of env). This |
2320 | * function will descend into containers. op is the object to start the search |
2145 | * function will descend into containers. op is the object to start the search |
2321 | * from. |
2146 | * from. |
2322 | */ |
2147 | */ |
|
|
2148 | static void |
2323 | void remove_unpaid_objects(object *op, object *env) |
2149 | drop_unpaid_items (object *op, object *env) |
2324 | { |
2150 | { |
2325 | object *next; |
|
|
2326 | |
|
|
2327 | while (op) { |
2151 | while (op) |
|
|
2152 | { |
2328 | next=op->below; /* Make sure we have a good value, in case |
2153 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2329 | * we remove object 'op' |
2154 | |
2330 | */ |
|
|
2331 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2155 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2332 | remove_ob(op); |
2156 | op->insert_at (env); |
2333 | op->x = env->x; |
2157 | else if (op->inv) |
2334 | op->y = env->y; |
2158 | drop_unpaid_items (op->inv, env); |
2335 | if (env->type == PLAYER) |
2159 | |
2336 | esrv_del_item(env->contr, op->count); |
|
|
2337 | insert_ob_in_map(op, env->map, NULL,0); |
|
|
2338 | } |
|
|
2339 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
|
|
2340 | op=next; |
2160 | op = next; |
2341 | } |
2161 | } |
2342 | } |
2162 | } |
2343 | |
2163 | |
2344 | |
2164 | void |
2345 | /* |
2165 | object::drop_unpaid_items () |
2346 | * Returns pointer a static string containing gravestone text |
|
|
2347 | * Moved from apply.c to player.c - player.c is what |
|
|
2348 | * actually uses this function. player.c may not be quite the |
|
|
2349 | * best, a misc file for object actions is probably better, |
|
|
2350 | * but there isn't one in the server directory. |
|
|
2351 | */ |
|
|
2352 | char *gravestone_text (object *op) |
|
|
2353 | { |
2166 | { |
2354 | static char buf2[MAX_BUF]; |
2167 | if (!flag [FLAG_REMOVED]) |
2355 | char buf[MAX_BUF]; |
2168 | ::drop_unpaid_items (inv, this); |
2356 | time_t now = time (NULL); |
|
|
2357 | |
|
|
2358 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2359 | if (op->type == PLAYER) |
|
|
2360 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2361 | else |
|
|
2362 | sprintf (buf, "%s\n", &op->name); |
|
|
2363 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2364 | strcat (buf2, buf); |
|
|
2365 | if (op->type == PLAYER) |
|
|
2366 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2367 | else |
|
|
2368 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2369 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2370 | strcat (buf2, buf); |
|
|
2371 | if (op->type == PLAYER) { |
|
|
2372 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2373 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2374 | strcat (buf2, buf); |
|
|
2375 | } |
|
|
2376 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2377 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2378 | strcat (buf2, buf); |
|
|
2379 | return buf2; |
|
|
2380 | } |
2169 | } |
2381 | |
2170 | |
2382 | |
2171 | void |
2383 | |
|
|
2384 | void do_some_living(object *op) { |
2172 | do_some_living (object *op) |
|
|
2173 | { |
2385 | int last_food=op->stats.food; |
2174 | int last_food = op->stats.food; |
2386 | int gen_hp, gen_sp, gen_grace; |
2175 | int gen_hp, gen_sp, gen_grace; |
2387 | int over_hp, over_sp, over_grace; |
2176 | int over_hp, over_sp, over_grace; |
2388 | int i; |
2177 | int i; |
2389 | int rate_hp = 1200; |
2178 | int rate_hp = 1200; |
2390 | int rate_sp = 2500; |
2179 | int rate_sp = 2500; |
2391 | int rate_grace = 2000; |
2180 | int rate_grace = 2000; |
2392 | const int max_hp = 1; |
2181 | const int max_hp = 1; |
2393 | const int max_sp = 1; |
2182 | const int max_sp = 1; |
2394 | const int max_grace = 1; |
2183 | const int max_grace = 1; |
2395 | |
2184 | |
2396 | if (op->contr->outputs_sync) |
2185 | if (op->contr->hidden) |
2397 | { |
2186 | { |
2398 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2187 | op->invisible = 1000; |
2399 | if (op->contr->outputs[i].buf!=NULL && |
2188 | /* the socket code flashes the player visible/invisible |
2400 | (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2189 | * depending on the value of invisible, so we need to |
2401 | flush_output_element(op, &op->contr->outputs[i]); |
2190 | * alternate it here for it to work correctly. |
|
|
2191 | */ |
|
|
2192 | if (pticks & 2) |
|
|
2193 | op->invisible--; |
2402 | } |
2194 | } |
|
|
2195 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2196 | { |
|
|
2197 | if (!op->invisible--) |
|
|
2198 | { |
|
|
2199 | make_visible (op); |
|
|
2200 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2201 | } |
|
|
2202 | } |
2403 | |
2203 | |
2404 | if(op->contr->state==ST_PLAYING) { |
2204 | if (op->contr->ns->state == ST_PLAYING) |
2405 | |
2205 | { |
2406 | /* these next three if clauses make it possible to SLOW DOWN |
2206 | /* these next three if clauses make it possible to SLOW DOWN |
2407 | hp/grace/spellpoint regeneration. */ |
2207 | hp/grace/spellpoint regeneration. */ |
2408 | if(op->contr->gen_hp >= 0 ) |
2208 | if (op->contr->gen_hp >= 0) |
2409 | gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; |
2209 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2410 | else { |
2210 | else |
|
|
2211 | { |
2411 | gen_hp = op->stats.maxhp; |
2212 | gen_hp = op->stats.maxhp; |
2412 | rate_hp -= rate_hp/2 * op->contr->gen_hp; |
2213 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2413 | } |
2214 | } |
|
|
2215 | |
2414 | if(op->contr->gen_sp >= 0 ) |
2216 | if (op->contr->gen_sp >= 0) |
2415 | gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; |
2217 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2416 | else { |
2218 | else |
|
|
2219 | { |
2417 | gen_sp = op->stats.maxsp; |
2220 | gen_sp = op->stats.maxsp; |
2418 | rate_sp -= rate_sp/2 * op->contr->gen_sp; |
2221 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2419 | } |
2222 | } |
|
|
2223 | |
2420 | if(op->contr->gen_grace >= 0) |
2224 | if (op->contr->gen_grace >= 0) |
2421 | gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; |
2225 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2422 | else { |
2226 | else |
|
|
2227 | { |
2423 | gen_grace = op->stats.maxgrace; |
2228 | gen_grace = op->stats.maxgrace; |
2424 | rate_grace -= rate_grace/2 * op->contr->gen_grace; |
2229 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2425 | } |
|
|
2426 | |
|
|
2427 | /* Regenerate Spell Points */ |
|
|
2428 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
|
|
2429 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
|
|
2430 | if(op->stats.sp<op->stats.maxsp) { |
|
|
2431 | op->stats.sp++; |
|
|
2432 | /* dms do not consume food */ |
|
|
2433 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
2434 | op->stats.food--; |
|
|
2435 | if(op->contr->digestion<0) |
|
|
2436 | op->stats.food+=op->contr->digestion; |
|
|
2437 | else if(op->contr->digestion>0 && |
|
|
2438 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2439 | op->stats.food=last_food; |
|
|
2440 | } |
2230 | } |
2441 | } |
|
|
2442 | if (max_sp>1) { |
|
|
2443 | over_sp = (gen_sp+10)/rate_sp; |
|
|
2444 | if (over_sp > 0) { |
|
|
2445 | if(op->stats.sp<op->stats.maxsp) { |
|
|
2446 | op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
|
|
2447 | if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
|
|
2448 | op->stats.sp--; |
|
|
2449 | if(op->stats.sp>op->stats.maxsp) |
|
|
2450 | op->stats.sp=op->stats.maxsp; |
|
|
2451 | } |
|
|
2452 | op->last_sp=0; |
|
|
2453 | } else { |
|
|
2454 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2455 | } |
|
|
2456 | } else { |
|
|
2457 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2458 | } |
|
|
2459 | } |
|
|
2460 | |
2231 | |
2461 | /* Regenerate Grace */ |
2232 | /* Regenerate Grace */ |
2462 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
2233 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2463 | if(--op->last_grace<0) { |
2234 | if (--op->last_grace < 0) |
|
|
2235 | { |
2464 | if(op->stats.grace<op->stats.maxgrace/2) |
2236 | if (op->stats.grace < op->stats.maxgrace / 2) |
2465 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2237 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2238 | |
2466 | if(max_grace>1) { |
2239 | if (max_grace > 1) |
|
|
2240 | { |
2467 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
2241 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2468 | if (over_grace > 0) { |
2242 | if (over_grace > 0) |
|
|
2243 | { |
2469 | op->stats.sp += over_grace |
2244 | op->stats.sp += over_grace |
2470 | + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; |
2245 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
2471 | op->last_grace=0; |
2246 | op->last_grace = 0; |
|
|
2247 | } |
2472 | } else { |
2248 | else |
|
|
2249 | { |
2473 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2250 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2251 | } |
2474 | } |
2252 | } |
2475 | } else { |
2253 | else |
|
|
2254 | { |
2476 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2255 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2477 | } |
2256 | } |
2478 | /* wearing stuff doesn't detract from grace generation. */ |
2257 | /* wearing stuff doesn't detract from grace generation. */ |
2479 | } |
|
|
2480 | |
|
|
2481 | /* Regenerate Hit Points */ |
|
|
2482 | if(--op->last_heal<0) { |
|
|
2483 | if(op->stats.hp<op->stats.maxhp) { |
|
|
2484 | op->stats.hp++; |
|
|
2485 | /* dms do not consume food */ |
|
|
2486 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
2487 | op->stats.food--; |
|
|
2488 | if(op->contr->digestion<0) |
|
|
2489 | op->stats.food+=op->contr->digestion; |
|
|
2490 | else if(op->contr->digestion>0 && |
|
|
2491 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2492 | op->stats.food=last_food; |
|
|
2493 | } |
2258 | } |
2494 | } |
2259 | |
2495 | if(max_hp>1) { |
2260 | if (op->stats.food > 0) |
2496 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
|
|
2497 | if (over_hp > 0) { |
|
|
2498 | op->stats.sp += over_hp |
|
|
2499 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
|
|
2500 | op->last_heal=0; |
|
|
2501 | } else { |
|
|
2502 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2503 | } |
2261 | { |
2504 | } else { |
2262 | /* Regenerate Spell Points */ |
2505 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2263 | if (!op->contr->golem && --op->last_sp < 0) |
2506 | } |
2264 | { |
2507 | } |
2265 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2508 | |
2266 | |
2509 | /* Digestion */ |
2267 | if (op->stats.sp < op->stats.maxsp) |
2510 | if(--op->last_eat<0) { |
2268 | { |
2511 | #ifdef COZY_SERVER |
2269 | op->stats.sp++; |
2512 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
|
|
2513 | int bonus=dg>0?dg:0, |
|
|
2514 | penalty=dg<0?-dg:0; |
|
|
2515 | #else |
|
|
2516 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
|
|
2517 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
|
|
2518 | #endif |
|
|
2519 | |
2270 | |
2520 | if(op->contr->gen_hp > 0) |
|
|
2521 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
|
|
2522 | else |
|
|
2523 | op->last_eat=25*(1+bonus)/(penalty +1); |
|
|
2524 | /* dms do not consume food */ |
2271 | /* dms do not consume food */ |
2525 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
|
|
2526 | } |
|
|
2527 | } |
|
|
2528 | |
|
|
2529 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
|
|
2530 | object *tmp, *flesh=NULL; |
|
|
2531 | |
|
|
2532 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
|
|
2533 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2272 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2534 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
|
|
2535 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
|
|
2536 | manual_apply(op,tmp,0); |
|
|
2537 | if(op->stats.food>=0||op->stats.hp<0) |
|
|
2538 | break; |
2273 | { |
|
|
2274 | op->stats.food--; |
|
|
2275 | |
|
|
2276 | if (op->contr->digestion < 0) |
|
|
2277 | op->stats.food += op->contr->digestion; |
|
|
2278 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2279 | op->stats.food = last_food; |
|
|
2280 | } |
2539 | } |
2281 | } |
|
|
2282 | |
|
|
2283 | if (max_sp > 1) |
|
|
2284 | { |
|
|
2285 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2286 | if (over_sp > 0) |
|
|
2287 | { |
|
|
2288 | if (op->stats.sp < op->stats.maxsp) |
|
|
2289 | { |
|
|
2290 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2291 | |
|
|
2292 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2293 | op->stats.sp--; |
|
|
2294 | |
|
|
2295 | if (op->stats.sp > op->stats.maxsp) |
|
|
2296 | op->stats.sp = op->stats.maxsp; |
|
|
2297 | } |
|
|
2298 | |
|
|
2299 | op->last_sp = 0; |
|
|
2300 | } |
|
|
2301 | else |
|
|
2302 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2303 | } |
|
|
2304 | else |
|
|
2305 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2306 | } |
|
|
2307 | |
|
|
2308 | /* Regenerate Hit Points */ |
|
|
2309 | if (--op->last_heal < 0) |
|
|
2310 | { |
|
|
2311 | if (op->stats.hp < op->stats.maxhp) |
|
|
2312 | { |
|
|
2313 | op->stats.hp++; |
|
|
2314 | |
|
|
2315 | /* dms do not consume food */ |
|
|
2316 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2317 | { |
|
|
2318 | op->stats.food--; |
|
|
2319 | |
|
|
2320 | if (op->contr->digestion < 0) |
|
|
2321 | op->stats.food += op->contr->digestion; |
|
|
2322 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2323 | op->stats.food = last_food; |
|
|
2324 | } |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | if (max_hp > 1) |
|
|
2328 | { |
|
|
2329 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2330 | |
|
|
2331 | if (over_hp > 0) |
|
|
2332 | { |
|
|
2333 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2334 | op->last_heal = 0; |
|
|
2335 | } |
|
|
2336 | else |
|
|
2337 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2338 | } |
|
|
2339 | else |
|
|
2340 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2341 | } |
|
|
2342 | } |
|
|
2343 | |
|
|
2344 | /* Digestion */ |
|
|
2345 | if (--op->last_eat < 0) |
|
|
2346 | { |
|
|
2347 | int bonus = max (0, op->contr->digestion), |
|
|
2348 | penalty = max (0, -op->contr->digestion); |
|
|
2349 | |
|
|
2350 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
|
|
2351 | |
|
|
2352 | /* dms do not consume food */ |
|
|
2353 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2354 | op->stats.food--; |
|
|
2355 | } |
|
|
2356 | |
|
|
2357 | if (op->stats.food < 0 && op->stats.hp >= 0) |
|
|
2358 | { |
|
|
2359 | object *flesh = 0; |
|
|
2360 | |
|
|
2361 | for_inv_removable (op, tmp) |
|
|
2362 | { |
|
|
2363 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2364 | continue; |
|
|
2365 | |
|
|
2366 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2367 | { |
|
|
2368 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2369 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
|
|
2370 | manual_apply (op, tmp, 0); |
|
|
2371 | |
|
|
2372 | if (op->stats.food >= 0 || op->stats.hp < 0) |
|
|
2373 | break; |
|
|
2374 | } |
2540 | else if (tmp->type==FLESH) flesh=tmp; |
2375 | else if (tmp->type == FLESH) |
2541 | } /* End if paid for object */ |
2376 | flesh = tmp; |
2542 | } /* end of for loop */ |
2377 | } |
|
|
2378 | |
2543 | /* If player is still starving, it means they don't have any food, so |
2379 | /* If player is still starving, it means they don't have any food, so |
2544 | * eat flesh instead. |
2380 | * eat flesh instead. |
2545 | */ |
2381 | */ |
2546 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2382 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2547 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2383 | { |
|
|
2384 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2385 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2548 | manual_apply(op,flesh,0); |
2386 | manual_apply (op, flesh, 0); |
|
|
2387 | } |
|
|
2388 | |
|
|
2389 | // If player is still starving, alert him! |
|
|
2390 | if (op->stats.food < 0) |
|
|
2391 | op->failmsg ("You are starving! " |
|
|
2392 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2393 | } |
|
|
2394 | |
|
|
2395 | if (op->stats.food < 0) |
2549 | } |
2396 | { |
2550 | } /* end if player is starving */ |
2397 | op->stats.hp += op->stats.food; |
|
|
2398 | op->stats.food = 0; |
2551 | |
2399 | |
2552 | while(op->stats.food<0&&op->stats.hp>0) |
2400 | if (op->stats.hp < 0) |
2553 | op->stats.food++,op->stats.hp--; |
2401 | { |
|
|
2402 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2403 | op->contr->killer->destroy (); |
|
|
2404 | } |
|
|
2405 | } |
2554 | |
2406 | |
2555 | if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2407 | /* killer should be set here already */ |
|
|
2408 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2556 | kill_player(op); |
2409 | kill_player (op); |
|
|
2410 | } |
2557 | } |
2411 | } |
2558 | |
|
|
2559 | |
|
|
2560 | |
2412 | |
2561 | /* If the player should die (lack of hp, food, etc), we call this. |
2413 | /* If the player should die (lack of hp, food, etc), we call this. |
2562 | * op is the player in jeopardy. If the player can not be saved (not |
2414 | * op is the player in jeopardy. If the player can not be saved (not |
2563 | * permadeath, no lifesave), this will take care of removing the player |
2415 | * permadeath, no lifesave), this will take care of removing the player |
2564 | * file. |
2416 | * file. |
2565 | */ |
2417 | */ |
|
|
2418 | void |
2566 | void kill_player(object *op) |
2419 | kill_player (object *op) |
2567 | { |
2420 | { |
2568 | char buf[MAX_BUF]; |
|
|
2569 | int x, y; |
2421 | int x, y; |
2570 | //int i; |
|
|
2571 | mapstruct *map; /* this is for resurrection */ |
2422 | maptile *map; /* this is for resurrection */ |
2572 | /* int z; |
|
|
2573 | int num_stats_lose; |
|
|
2574 | int lost_a_stat; |
|
|
2575 | int lose_this_stat; |
|
|
2576 | int this_stat; */ |
|
|
2577 | int will_kill_again; |
2423 | int will_kill_again; |
2578 | archetype *at; |
2424 | archetype *at; |
2579 | object *tmp; |
2425 | object *tmp; |
2580 | |
2426 | |
2581 | if(save_life(op)) |
2427 | if (save_life (op)) |
2582 | return; |
2428 | return; |
2583 | |
2429 | |
|
|
2430 | dynbuf_text deathtab; |
2584 | |
2431 | |
|
|
2432 | /* restore player */ |
|
|
2433 | at = archetype::find (shstr_poisoning); |
|
|
2434 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2435 | { |
|
|
2436 | tmp->destroy (); |
|
|
2437 | deathtab << "Your body feels cleansed...\r"; |
|
|
2438 | } |
|
|
2439 | |
|
|
2440 | at = archetype::find (shstr_confusion); |
|
|
2441 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2442 | { |
|
|
2443 | tmp->destroy (); |
|
|
2444 | deathtab << "Your mind feels clearer...\r"; |
|
|
2445 | } |
|
|
2446 | |
|
|
2447 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2448 | |
|
|
2449 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2450 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2451 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2452 | |
|
|
2453 | if (op->stats.food <= 0) |
|
|
2454 | op->stats.food = 999; |
|
|
2455 | |
|
|
2456 | // remove all spell effects that are active |
|
|
2457 | // to avoid long-term effects such as word-of-recall |
|
|
2458 | for (object *item = op->inv; item; ) |
|
|
2459 | { |
|
|
2460 | object *next = item->below; |
|
|
2461 | |
|
|
2462 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2463 | item->destroy (); |
|
|
2464 | |
|
|
2465 | item = next; |
|
|
2466 | } |
|
|
2467 | |
2585 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2468 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2586 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2469 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2587 | * Look at op_on_battleground() for more info --AndreasV |
2470 | * Look at op_on_battleground() for more info --AndreasV |
2588 | */ |
2471 | */ |
2589 | if (op_on_battleground(op, &x, &y)) { |
2472 | if (op_on_battleground (op, &x, &y)) |
2590 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2473 | { |
2591 | "You have been defeated in combat!"); |
2474 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2592 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
|
|
2593 | "Local medics have saved your life..."); |
|
|
2594 | |
|
|
2595 | /* restore player */ |
|
|
2596 | at = find_archetype("poisoning"); |
|
|
2597 | tmp=present_arch_in_ob(at,op); |
|
|
2598 | if (tmp) { |
|
|
2599 | remove_ob(tmp); |
|
|
2600 | free_object(tmp); |
|
|
2601 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
|
|
2602 | } |
|
|
2603 | |
2475 | |
2604 | at = find_archetype("confusion"); |
|
|
2605 | tmp=present_arch_in_ob(at,op); |
|
|
2606 | if (tmp) { |
|
|
2607 | remove_ob(tmp); |
|
|
2608 | free_object(tmp); |
|
|
2609 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
|
|
2610 | } |
|
|
2611 | |
|
|
2612 | cure_disease(op,0); /* remove any disease */ |
|
|
2613 | op->stats.hp=op->stats.maxhp; |
|
|
2614 | if (op->stats.food<=0) op->stats.food=999; |
|
|
2615 | |
|
|
2616 | /* create a bodypart-trophy to make the winner happy */ |
2476 | /* create a bodypart-trophy to make the winner happy */ |
2617 | tmp=arch_to_object(find_archetype("finger")); |
2477 | object *tmp = archetype::find (shstr_finger)->instance (); |
2618 | if (tmp != NULL) |
2478 | |
2619 | { |
2479 | tmp->name = format ("%s's finger" , &op->name); |
2620 | sprintf(buf,"%s's finger", &op->name); |
2480 | tmp->name_pl = format ("%s's fingers", &op->name); |
2621 | tmp->name = buf; |
2481 | tmp->msg = format ( |
2622 | sprintf(buf," This finger has been cut off %s\n" |
2482 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2623 | " the %s, when he was defeated at\n level %d by %s.\n", |
2483 | &op->name, op->contr->title, |
2624 | &op->name, op->contr->title, (int)(op->level), |
2484 | (int)op->level, |
2625 | op->contr->killer); |
2485 | op->contr->killer_name () |
2626 | tmp->msg=buf; |
|
|
2627 | tmp->value=0, tmp->material=0, tmp->type=0; |
|
|
2628 | tmp->materialname = NULL; |
|
|
2629 | tmp->x = op->x, tmp->y = op->y; |
|
|
2630 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
2631 | } |
|
|
2632 | |
2486 | ); |
|
|
2487 | tmp->value = 0, tmp->type = 0; |
|
|
2488 | tmp->material = name_to_material (shstr_organic); |
|
|
2489 | tmp->insert_at (op, tmp); |
|
|
2490 | |
2633 | /* teleport defeated player to new destination*/ |
2491 | /* teleport defeated player to new destination */ |
2634 | transfer_ob(op, x, y, 0, NULL); |
2492 | transfer_ob (op, x, y, 0, NULL); |
2635 | op->contr->braced=0; |
2493 | op->contr->braced = 0; |
|
|
2494 | |
|
|
2495 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2636 | return; |
2496 | return; |
2637 | } |
2497 | } |
2638 | |
2498 | |
|
|
2499 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2500 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2501 | |
2639 | INVOKE_PLAYER (DEATH, op->contr); |
2502 | INVOKE_PLAYER (DEATH, op->contr); |
2640 | |
2503 | |
2641 | command_kill_pets (op, 0); |
2504 | command_kill_pets (op, 0); |
2642 | |
2505 | |
2643 | if(op->stats.food<0) { |
2506 | op->contr->play_sound (sound_find ("player_dies")); |
2644 | if (op->contr->explore) { |
|
|
2645 | new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
|
|
2646 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2647 | op->stats.food=999; |
|
|
2648 | return; |
|
|
2649 | } |
|
|
2650 | sprintf(buf,"%s starved to death.",&op->name); |
|
|
2651 | strcpy(op->contr->killer,"starvation"); |
|
|
2652 | } |
|
|
2653 | else { |
|
|
2654 | if (op->contr->explore) { |
|
|
2655 | new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
|
|
2656 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2657 | op->stats.hp=op->stats.maxhp; |
|
|
2658 | return; |
|
|
2659 | } |
|
|
2660 | sprintf(buf,"%s died.", &op->name); |
|
|
2661 | } |
|
|
2662 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
|
|
2663 | |
2507 | |
2664 | /* save the map location for corpse, gravestone*/ |
2508 | /* save the map location for corpse, gravestone */ |
2665 | x=op->x;y=op->y;map=op->map; |
2509 | x = op->x; |
|
|
2510 | y = op->y; |
|
|
2511 | map = op->map; |
2666 | |
2512 | |
2667 | |
|
|
2668 | if (settings.not_permadeth == TRUE) { |
|
|
2669 | /* NOT_PERMADEATH code. This basically brings the character back to |
2513 | /* NOT_PERMADEATH code. This basically brings the character back to |
2670 | * life if they are dead - it takes some exp and a random stat. |
2514 | * life if they are dead - it takes some exp and a random stat. |
2671 | * See the config.h file for a little more in depth detail about this. |
2515 | * See the config.h file for a little more in depth detail about this. |
2672 | */ |
2516 | */ |
2673 | |
2517 | |
2674 | /* Basically two ways to go - remove a stat permanently, or just |
2518 | /* Basically two ways to go - remove a stat permanently, or just |
2675 | * make it depletion. This bunch of code deals with that aspect |
2519 | * make it depletion. This bunch of code deals with that aspect |
2676 | * of death. |
2520 | * of death. |
2677 | */ |
2521 | */ |
2678 | #ifndef COZY_SERVER |
2522 | #ifndef COZY_SERVER |
2679 | if (settings.balanced_stat_loss) { |
2523 | if (settings.balanced_stat_loss) |
|
|
2524 | { |
2680 | /* If stat loss is permanent, lose one stat only. */ |
2525 | /* If stat loss is permanent, lose one stat only. */ |
2681 | /* Lower level chars don't lose as many stats because they suffer |
2526 | /* Lower level chars don't lose as many stats because they suffer |
2682 | more if they do. */ |
2527 | more if they do. */ |
2683 | /* Higher level characters can afford things such as potions of |
2528 | /* Higher level characters can afford things such as potions of |
2684 | restoration, or better, stat potions. So we slug them that |
2529 | restoration, or better, stat potions. So we slug them that |
2685 | little bit harder. */ |
2530 | little bit harder. */ |
2686 | /* GD */ |
2531 | /* GD */ |
2687 | if (settings.stat_loss_on_death) |
2532 | if (settings.stat_loss_on_death) |
2688 | num_stats_lose = 1; |
|
|
2689 | else |
|
|
2690 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
|
|
2691 | } else { |
|
|
2692 | num_stats_lose = 1; |
2533 | num_stats_lose = 1; |
2693 | } |
2534 | else |
|
|
2535 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2536 | } |
|
|
2537 | else |
|
|
2538 | num_stats_lose = 1; |
|
|
2539 | |
2694 | lost_a_stat = 0; |
2540 | lost_a_stat = 0; |
2695 | |
2541 | |
2696 | for (z=0; z<num_stats_lose; z++) { |
2542 | for (z = 0; z < num_stats_lose; z++) |
2697 | i = RANDOM() % NUM_STATS; |
2543 | { |
|
|
2544 | i = rndm (NUM_STATS); |
2698 | |
2545 | |
2699 | if (settings.stat_loss_on_death) { |
2546 | if (settings.stat_loss_on_death) |
|
|
2547 | { |
2700 | /* Pick a random stat and take a point off it. Tell the player |
2548 | /* Pick a random stat and take a point off it. Tell the player |
2701 | * what he lost. |
2549 | * what he lost. |
2702 | */ |
2550 | */ |
2703 | change_attr_value(&(op->stats), i,-1); |
2551 | change_attr_value (&(op->stats), i, -1); |
2704 | check_stat_bounds(&(op->stats)); |
2552 | check_stat_bounds (&(op->stats)); |
2705 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2553 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2706 | check_stat_bounds(&(op->contr->orig_stats)); |
2554 | check_stat_bounds (&(op->contr->orig_stats)); |
2707 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2555 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2708 | lost_a_stat = 1; |
2556 | lost_a_stat = 1; |
2709 | } else { |
2557 | } |
|
|
2558 | else |
|
|
2559 | { |
2710 | /* deplete a stat */ |
2560 | /* deplete a stat */ |
2711 | archetype *deparch=find_archetype("depletion"); |
2561 | archetype *deparch = archetype::find (shstr_depletion); |
2712 | object *dep; |
2562 | object *dep; |
|
|
2563 | |
|
|
2564 | dep = present_arch_in_ob (deparch, op); |
|
|
2565 | if (!dep) |
2713 | |
2566 | { |
2714 | dep = present_arch_in_ob(deparch,op); |
2567 | dep = deparch->instance (); |
2715 | if(!dep) { |
|
|
2716 | dep = arch_to_object(deparch); |
|
|
2717 | insert_ob_in_ob(dep, op); |
2568 | insert_ob_in_ob (dep, op); |
2718 | } |
2569 | } |
2719 | lose_this_stat = 1; |
2570 | lose_this_stat = 1; |
2720 | if (settings.balanced_stat_loss) { |
2571 | if (settings.balanced_stat_loss) |
|
|
2572 | { |
2721 | /* GD */ |
2573 | /* GD */ |
2722 | /* Get the stat that we're about to deplete. */ |
2574 | /* Get the stat that we're about to deplete. */ |
2723 | this_stat = get_attr_value(&(dep->stats), i); |
2575 | this_stat = get_attr_value (&(dep->stats), i); |
2724 | if (this_stat < 0) { |
2576 | if (this_stat < 0) |
|
|
2577 | { |
2725 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
2578 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
2726 | int keep_chance = this_stat * this_stat; |
2579 | int keep_chance = this_stat * this_stat; |
|
|
2580 | |
2727 | /* Yes, I am paranoid. Sue me. */ |
2581 | /* Yes, I am paranoid. Sue me. */ |
2728 | if (keep_chance < 1) |
2582 | if (keep_chance < 1) |
2729 | keep_chance = 1; |
2583 | keep_chance = 1; |
2730 | |
2584 | |
2731 | /* There is a maximum depletion total per level. */ |
2585 | /* There is a maximum depletion total per level. */ |
2732 | if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
2586 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
2587 | { |
2733 | lose_this_stat = 0; |
2588 | lose_this_stat = 0; |
2734 | /* Take loss chance vs keep chance to see if we |
2589 | /* Take loss chance vs keep chance to see if we |
2735 | retain the stat. */ |
2590 | retain the stat. */ |
2736 | } else { |
|
|
2737 | if (random_roll(0, loss_chance + keep_chance-1, |
|
|
2738 | op, PREFER_LOW) < keep_chance) |
|
|
2739 | lose_this_stat = 0; |
|
|
2740 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2741 | this_stat, keep_chance, loss_chance, |
|
|
2742 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
2743 | } |
|
|
2744 | } |
2591 | } |
2745 | } |
2592 | else |
2746 | |
|
|
2747 | if (lose_this_stat) { |
|
|
2748 | this_stat = get_attr_value(&(dep->stats), i); |
|
|
2749 | /* We could try to do something clever like find another |
|
|
2750 | * stat to reduce if this fails. But chances are, if |
|
|
2751 | * stats have been depleted to -50, all are pretty low |
|
|
2752 | * and should be roughly the same, so it shouldn't make a |
|
|
2753 | * difference. |
|
|
2754 | */ |
2593 | { |
2755 | if (this_stat>=-50) { |
2594 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2756 | change_attr_value(&(dep->stats), i, -1); |
|
|
2757 | SET_FLAG(dep, FLAG_APPLIED); |
|
|
2758 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
|
|
2759 | fix_player(op); |
|
|
2760 | lost_a_stat = 1; |
2595 | lose_this_stat = 0; |
|
|
2596 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2597 | this_stat, keep_chance, loss_chance, |
|
|
2598 | lose_this_stat?"LOSE":"KEEP"); */ |
2761 | } |
2599 | } |
2762 | } |
2600 | } |
2763 | } |
2601 | } |
2764 | } |
2602 | |
2765 | /* If no stat lost, tell the player. */ |
|
|
2766 | if (!lost_a_stat) |
2603 | if (lose_this_stat) |
2767 | { |
2604 | { |
2768 | /* determine_god() seems to not work sometimes... why is this? |
2605 | this_stat = get_attr_value (&dep->stats, i); |
2769 | Should I be using something else? GD */ |
2606 | /* We could try to do something clever like find another |
2770 | const char *god = determine_god(op); |
2607 | * stat to reduce if this fails. But chances are, if |
2771 | if (god && (strcmp(god, "none"))) |
2608 | * stats have been depleted to -50, all are pretty low |
2772 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2609 | * and should be roughly the same, so it shouldn't make a |
2773 | "moment you feel the holy presence of %s protecting" |
2610 | * difference. |
2774 | " you.", god); |
2611 | */ |
|
|
2612 | if (this_stat >= -50) |
2775 | else |
2613 | { |
2776 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2614 | change_attr_value (&(dep->stats), i, -1); |
2777 | " feel a holy presence protecting you."); |
2615 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2616 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2617 | op->update_stats (); |
|
|
2618 | lost_a_stat = 1; |
|
|
2619 | } |
2778 | } |
2620 | } |
|
|
2621 | } |
|
|
2622 | } |
|
|
2623 | |
|
|
2624 | /* If no stat lost, tell the player. */ |
|
|
2625 | if (!lost_a_stat) |
|
|
2626 | { |
|
|
2627 | /* determine_god() seems to not work sometimes... why is this? |
|
|
2628 | Should I be using something else? GD */ |
|
|
2629 | shstr_tmp god = determine_god (op); |
|
|
2630 | |
|
|
2631 | if (god != shstr_none) |
|
|
2632 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
|
|
2633 | else |
|
|
2634 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
|
|
2635 | } |
|
|
2636 | #else |
|
|
2637 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2779 | #endif |
2638 | #endif |
2780 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2781 | " feel a holy presence protecting you from losing yourself completely."); |
|
|
2782 | |
2639 | |
2783 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | /* Put a gravestone up where the character 'almost' died. List the |
2784 | * exp loss on the stone. |
2641 | * exp loss on the stone. |
2785 | */ |
2642 | */ |
2786 | tmp=arch_to_object(find_archetype("gravestone")); |
2643 | tmp = archetype::find (shstr_gravestone)->instance (); |
2787 | sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; |
2644 | tmp->name = format ("%s's gravestone", &op->name); |
2788 | sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; |
2645 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2789 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
2646 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2790 | "who was killed\n" |
2647 | &op->name, op->contr->title, op->contr->killer_name ()); |
2791 | "by %s.\n", |
|
|
2792 | &op->name, op->contr->title, |
|
|
2793 | op->contr->killer); |
|
|
2794 | tmp->msg = buf; |
|
|
2795 | tmp->x=op->x,tmp->y=op->y; |
2648 | tmp->x = op->x, tmp->y = op->y; |
2796 | insert_ob_in_map (tmp, op->map, NULL,0); |
2649 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2797 | |
2650 | |
2798 | /**************************************/ |
2651 | /**************************************/ |
2799 | /* */ |
2652 | /* */ |
2800 | /* Subtract the experience points, */ |
2653 | /* Subtract the experience points, */ |
2801 | /* if we died cause of food, give us */ |
|
|
2802 | /* food, and reset HP's... */ |
|
|
2803 | /* */ |
2654 | /* */ |
2804 | /**************************************/ |
2655 | /**************************************/ |
2805 | |
2656 | |
2806 | /* remove any poisoning and confusion the character may be suffering.*/ |
|
|
2807 | /* restore player */ |
|
|
2808 | at = find_archetype("poisoning"); |
|
|
2809 | tmp=present_arch_in_ob(at,op); |
|
|
2810 | if (tmp) { |
|
|
2811 | remove_ob(tmp); |
|
|
2812 | free_object(tmp); |
|
|
2813 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
|
|
2814 | } |
|
|
2815 | |
|
|
2816 | at = find_archetype("confusion"); |
|
|
2817 | tmp=present_arch_in_ob(at,op); |
|
|
2818 | if (tmp) { |
|
|
2819 | remove_ob(tmp); |
|
|
2820 | free_object(tmp); |
|
|
2821 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
|
|
2822 | } |
|
|
2823 | cure_disease(op,0); /* remove any disease */ |
|
|
2824 | |
|
|
2825 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2657 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2826 | apply_death_exp_penalty(op); |
2658 | apply_death_exp_penalty (op); |
2827 | if(op->stats.food < 100) op->stats.food = 900; |
|
|
2828 | op->stats.hp = op->stats.maxhp; |
|
|
2829 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
|
|
2830 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
|
|
2831 | |
2659 | |
2832 | /* |
2660 | /* |
2833 | * Check to see if the player is in a shop. IF so, then check to see if |
2661 | * Check to see if the player has any unpaid items. If so, remove them |
2834 | * the player has any unpaid items. If so, remove them and put them back |
2662 | * and put them back in the map. |
2835 | * in the map. |
2663 | */ |
2836 | */ |
2664 | op->drop_unpaid_items (); |
2837 | |
2665 | |
2838 | if (is_in_shop (op)) |
|
|
2839 | remove_unpaid_objects(op->inv, op); |
|
|
2840 | |
|
|
2841 | /****************************************/ |
2666 | /****************************************/ |
2842 | /* */ |
2667 | /* */ |
2843 | /* Move player to his current respawn- */ |
2668 | /* Move player to his current respawn- */ |
2844 | /* position (usually last savebed) */ |
2669 | /* position (usually last savebed) */ |
2845 | /* */ |
2670 | /* */ |
2846 | /****************************************/ |
2671 | /****************************************/ |
2847 | |
2672 | |
2848 | enter_player_savebed(op); |
2673 | enter_player_savebed (op); |
2849 | |
2674 | |
2850 | /* Save the player before inserting the force to reduce |
|
|
2851 | * chance of abuse. |
|
|
2852 | */ |
|
|
2853 | op->contr->braced=0; |
2675 | op->contr->braced = 0; |
2854 | save_player(op,1); |
|
|
2855 | |
2676 | |
2856 | /* it is possible that the player has blown something up |
2677 | /* it is possible that the player has blown something up |
2857 | * at his savebed location, and that can have long lasting |
2678 | * at his savebed location, and that can have long lasting |
2858 | * spell effects. So first see if there is a spell effect |
2679 | * spell effects. So first see if there is a spell effect |
2859 | * on the space that might harm the player. |
2680 | * on the space that might harm the player. |
2860 | */ |
2681 | */ |
2861 | will_kill_again=0; |
2682 | will_kill_again = 0; |
2862 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2683 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2863 | if (tmp->type ==SPELL_EFFECT) |
2684 | if (tmp->type == SPELL_EFFECT) |
2864 | will_kill_again|=tmp->attacktype; |
2685 | will_kill_again |= tmp->attacktype; |
2865 | } |
2686 | |
2866 | if (will_kill_again) { |
2687 | if (will_kill_again) |
|
|
2688 | { |
2867 | object *force; |
2689 | object *force; |
2868 | int at; |
2690 | int at; |
2869 | |
2691 | |
2870 | force=get_archetype(FORCE_NAME); |
2692 | force = get_archetype (FORCE_NAME); |
2871 | /* 50 ticks should be enough time for the spell to abate */ |
2693 | /* 50 ticks should be enough time for the spell to abate */ |
2872 | force->speed=0.1; |
2694 | force->speed = 0.1f; |
2873 | force->speed_left=-5.0; |
2695 | force->speed_left = -5.f; |
2874 | SET_FLAG(force, FLAG_APPLIED); |
2696 | SET_FLAG (force, FLAG_APPLIED); |
2875 | for (at=0; at<NROFATTACKS; at++) { |
2697 | for (at = 0; at < NROFATTACKS; at++) |
2876 | if (will_kill_again & (1 << at)) |
2698 | if (will_kill_again & (1 << at)) |
2877 | force->resist[at] = 100; |
2699 | force->resist[at] = 100; |
|
|
2700 | |
|
|
2701 | insert_ob_in_ob (force, op); |
|
|
2702 | op->update_stats (); |
|
|
2703 | } |
|
|
2704 | |
|
|
2705 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
|
|
2706 | } |
|
|
2707 | |
|
|
2708 | static void |
|
|
2709 | loot_object (object *op) |
|
|
2710 | { /* Grab and destroy some treasure */ |
|
|
2711 | object *tmp, *tmp2, *next; |
|
|
2712 | |
|
|
2713 | op->close_container (); /* close open sack first */ |
|
|
2714 | |
|
|
2715 | for (tmp = op->inv; tmp; tmp = next) |
|
|
2716 | { |
|
|
2717 | next = tmp->below; |
|
|
2718 | |
|
|
2719 | if (tmp->invisible) |
|
|
2720 | continue; |
|
|
2721 | |
|
|
2722 | tmp->remove (); |
|
|
2723 | tmp->x = op->x, tmp->y = op->y; |
|
|
2724 | |
|
|
2725 | if (tmp->type == CONTAINER) |
|
|
2726 | loot_object (tmp); /* empty container to ground */ |
|
|
2727 | |
|
|
2728 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
|
|
2729 | { |
|
|
2730 | if (tmp->nrof > 1) |
|
|
2731 | { |
|
|
2732 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
|
|
2733 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2878 | } |
2734 | } |
2879 | insert_ob_in_ob(force, op); |
|
|
2880 | fix_player(op); |
|
|
2881 | |
|
|
2882 | } |
|
|
2883 | /**************************************/ |
|
|
2884 | /* */ |
|
|
2885 | /* Repaint the characters inv, and */ |
|
|
2886 | /* stats, and show a nasty message ;) */ |
|
|
2887 | /* */ |
|
|
2888 | /**************************************/ |
|
|
2889 | |
|
|
2890 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
|
|
2891 | return; |
|
|
2892 | } /* NOT_PERMADETH */ |
|
|
2893 | else { |
|
|
2894 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
2895 | * should probably be embedded in an else statement. |
|
|
2896 | */ |
|
|
2897 | |
|
|
2898 | op->contr->party=NULL; |
|
|
2899 | if (settings.set_title == TRUE) |
|
|
2900 | op->contr->own_title[0]='\0'; |
|
|
2901 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
|
|
2902 | check_score(op); |
|
|
2903 | if(op->contr->ranges[range_golem]!=NULL) { |
|
|
2904 | remove_friendly_object(op->contr->ranges[range_golem]); |
|
|
2905 | remove_ob(op->contr->ranges[range_golem]); |
|
|
2906 | free_object(op->contr->ranges[range_golem]); |
|
|
2907 | op->contr->ranges[range_golem]=NULL; |
|
|
2908 | op->contr->golem_count=0; |
|
|
2909 | } |
|
|
2910 | loot_object(op); /* Remove some of the items for good */ |
|
|
2911 | remove_ob(op); |
|
|
2912 | op->direction=0; |
|
|
2913 | |
|
|
2914 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
|
|
2915 | delete_character(op->name,0); |
|
|
2916 | if (settings.resurrection == TRUE) { |
|
|
2917 | /* save playerfile sans equipment when player dies |
|
|
2918 | ** then save it as player.pl.dead so that future resurrection |
|
|
2919 | ** type spells will work on them nicely |
|
|
2920 | */ |
|
|
2921 | delete_character(op->name,0); |
|
|
2922 | op->stats.hp = op->stats.maxhp; |
|
|
2923 | op->stats.food = 999; |
|
|
2924 | |
|
|
2925 | /* set the location of where the person will reappear when */ |
|
|
2926 | /* maybe resurrection code should fix map also */ |
|
|
2927 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
|
|
2928 | if(op->map!=NULL) |
|
|
2929 | op->map = NULL; |
|
|
2930 | op->x = settings.emergency_x; |
|
|
2931 | op->y = settings.emergency_y; |
|
|
2932 | save_player(op,0); |
|
|
2933 | op->map = map; |
|
|
2934 | /* please see resurrection.c: peterm */ |
|
|
2935 | dead_player(op); |
|
|
2936 | } else { |
2735 | else |
2937 | delete_character(op->name,1); |
2736 | tmp->destroy (); |
2938 | } |
2737 | } |
2939 | } |
2738 | else |
2940 | play_again(op); |
|
|
2941 | |
|
|
2942 | /* peterm: added to create a corpse at deathsite. */ |
|
|
2943 | tmp=arch_to_object(find_archetype("corpse_pl")); |
|
|
2944 | sprintf(buf,"%s", &op->name); |
|
|
2945 | tmp->name = tmp->name_pl = buf; |
|
|
2946 | tmp->level=op->level; |
|
|
2947 | tmp->x=x;tmp->y=y; |
|
|
2948 | tmp->msg = gravestone_text(op); |
|
|
2949 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
2950 | insert_ob_in_map (tmp, map, NULL,0); |
|
|
2951 | } |
|
|
2952 | } |
|
|
2953 | |
|
|
2954 | |
|
|
2955 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
|
|
2956 | object *tmp,*tmp2,*next; |
|
|
2957 | |
|
|
2958 | if (op->container) { /* close open sack first */ |
|
|
2959 | esrv_apply_container (op, op->container); |
|
|
2960 | } |
|
|
2961 | |
|
|
2962 | for(tmp=op->inv;tmp!=NULL;tmp=next) { |
|
|
2963 | next=tmp->below; |
|
|
2964 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
|
|
2965 | remove_ob(tmp); |
|
|
2966 | tmp->x=op->x,tmp->y=op->y; |
|
|
2967 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
|
|
2968 | loot_object(tmp); |
|
|
2969 | } |
|
|
2970 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
|
|
2971 | || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
|
|
2972 | if(tmp->nrof>1) { |
|
|
2973 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
|
|
2974 | free_object(tmp2); |
|
|
2975 | insert_ob_in_map(tmp,op->map,NULL,0); |
2739 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2976 | } else |
|
|
2977 | free_object(tmp); |
|
|
2978 | } else |
|
|
2979 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
2980 | } |
2740 | } |
2981 | } |
2741 | } |
2982 | |
2742 | |
2983 | /* |
2743 | /* |
2984 | * fix_weight(): Check recursively the weight of all players, and fix |
2744 | * fix_weight(): Check recursively the weight of all players, and fix |
2985 | * what needs to be fixed. Refresh windows and fix speed if anything |
2745 | * what needs to be fixed. Refresh windows and fix speed if anything |
2986 | * was changed. |
2746 | * was changed. |
2987 | */ |
2747 | */ |
|
|
2748 | void |
|
|
2749 | fix_weight () |
|
|
2750 | { |
|
|
2751 | for_all_players (pl) |
|
|
2752 | { |
|
|
2753 | sint32 old = pl->ob->carrying; |
2988 | |
2754 | |
2989 | void fix_weight(void) { |
2755 | pl->ob->update_weight (); |
2990 | player *pl; |
2756 | |
2991 | for (pl = first_player; pl != NULL; pl = pl->next) { |
2757 | if (old != pl->ob->carrying) |
2992 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
2758 | { |
2993 | if(old == sum) |
2759 | pl->ob->update_stats (); |
2994 | continue; |
2760 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
2995 | fix_player(pl->ob); |
2761 | } |
2996 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
|
|
2997 | &pl->ob->name, old, sum); |
|
|
2998 | } |
2762 | } |
2999 | } |
2763 | } |
3000 | |
2764 | |
3001 | void fix_luck(void) { |
2765 | void |
3002 | player *pl; |
2766 | fix_luck () |
3003 | for (pl = first_player; pl != NULL; pl = pl->next) |
2767 | { |
|
|
2768 | for_all_players (pl) |
3004 | if (!pl->ob->contr->state) |
2769 | if (!pl->ob->contr->ns->state) |
3005 | change_luck(pl->ob, 0); |
2770 | pl->ob->change_luck (0); |
3006 | } |
2771 | } |
3007 | |
|
|
3008 | |
2772 | |
3009 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2773 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3010 | * This is much simpler in the new spell code - we basically |
2774 | * This is much simpler in the new spell code - we basically |
3011 | * just treat this as any other spell casting object. |
2775 | * just treat this as any other spell casting object. |
3012 | */ |
2776 | */ |
3013 | |
|
|
3014 | void |
2777 | void |
3015 | cast_dust (object * op, object * throw_ob, int dir) |
2778 | cast_dust (object *op, object *throw_ob, int dir) |
3016 | { |
2779 | { |
3017 | object *skop, *spob; |
2780 | object *skop, *spob; |
3018 | |
2781 | |
3019 | skop = find_skill_by_name (op, throw_ob->skill); |
2782 | skop = find_skill_by_name (op, throw_ob->skill); |
3020 | |
2783 | |
3021 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
2784 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3022 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
2785 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3023 | { |
2786 | { |
3024 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", |
2787 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
3025 | &op->name); |
|
|
3026 | return; |
2788 | return; |
3027 | } |
2789 | } |
3028 | |
2790 | |
3029 | spob = throw_ob->inv; |
2791 | spob = throw_ob->inv; |
3030 | |
2792 | |
3031 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
2793 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3032 | // not pass NULL to cast_spell (which did indeed check itself, but |
2794 | // not pass NULL to cast_spell (which did indeed check itself, but |
3033 | // errors should be reported as early as possible IMHO) |
2795 | // errors should be reported as early as possible IMHO) |
3034 | if (!spob) |
2796 | if (!spob) |
3035 | { |
2797 | { |
3036 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", |
2798 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
3037 | &throw_ob->name, &op->name); |
|
|
3038 | return; |
2799 | return; |
3039 | } |
2800 | } |
3040 | |
2801 | |
3041 | if (op->type == PLAYER) |
2802 | if (op->type == PLAYER) |
3042 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
2803 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3043 | |
2804 | |
3044 | cast_spell (op, throw_ob, dir, spob, NULL); |
2805 | cast_spell (op, throw_ob, dir, spob, NULL); |
3045 | |
2806 | |
3046 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
2807 | throw_ob->destroy (); |
3047 | remove_ob (throw_ob); |
|
|
3048 | free_object (throw_ob); |
|
|
3049 | } |
2808 | } |
3050 | |
2809 | |
|
|
2810 | void |
3051 | void make_visible (object *op) { |
2811 | make_visible (object *op) |
3052 | op->hide = 0; |
2812 | { |
|
|
2813 | op->flag [FLAG_HIDDEN] = 0; |
3053 | op->invisible = 0; |
2814 | op->invisible = 0; |
|
|
2815 | |
3054 | if(op->type==PLAYER) { |
2816 | if (op->type == PLAYER) |
|
|
2817 | { |
3055 | op->contr->tmp_invis = 0; |
2818 | op->contr->tmp_invis = 0; |
3056 | op->contr->invis_race = 0; |
2819 | op->contr->invis_race = 0; |
3057 | } |
2820 | } |
|
|
2821 | |
3058 | update_object(op,UP_OBJ_FACE); |
2822 | update_object (op, UP_OBJ_CHANGE); |
3059 | } |
2823 | } |
3060 | |
2824 | |
|
|
2825 | int |
3061 | int is_true_undead(object *op) { |
2826 | is_true_undead (object *op) |
3062 | object *tmp=NULL; |
2827 | { |
3063 | |
|
|
3064 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
2828 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
|
|
2829 | return 1; |
3065 | |
2830 | |
3066 | if(op->type==PLAYER) |
|
|
3067 | for(tmp=op->inv;tmp;tmp=tmp->below) |
|
|
3068 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
|
|
3069 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
|
|
3070 | return 0; |
2831 | return 0; |
3071 | } |
2832 | } |
3072 | |
2833 | |
3073 | /* look at the surrounding terrain to determine |
2834 | /* look at the surrounding terrain to determine |
3074 | * the hideability of this object. Positive levels |
2835 | * the hideability of this object. Positive levels |
3075 | * indicate greater hideability. |
2836 | * indicate greater hideability. |
3076 | */ |
2837 | */ |
3077 | |
2838 | int |
3078 | int hideability(object *ob) { |
2839 | hideability (object *ob) |
|
|
2840 | { |
3079 | int i,level=0, mflag; |
2841 | int i, level = 0, mflag; |
3080 | sint16 x,y; |
2842 | sint16 x, y; |
3081 | |
2843 | |
3082 | if(!ob||!ob->map) return 0; |
2844 | if (!ob || !ob->map) |
|
|
2845 | return 0; |
3083 | |
2846 | |
3084 | /* so, on normal lighted maps, its hard to hide */ |
2847 | /* so, on normal lighted maps, its hard to hide */ |
3085 | level=ob->map->darkness - 2; |
2848 | level = ob->map->darklevel () - 2; |
3086 | |
2849 | |
3087 | /* this also picks up whether the object is glowing. |
2850 | /* this also picks up whether the object is glowing. |
3088 | * If you carry a light on a non-dark map, its not |
2851 | * If you carry a light on a non-dark map, its not |
3089 | * as bad as carrying a light on a pitch dark map */ |
2852 | * as bad as carrying a light on a pitch dark map */ |
3090 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
2853 | if (ob->has_carried_lights ()) |
|
|
2854 | level = -(10 + (2 * ob->map->darklevel ())); |
3091 | |
2855 | |
3092 | /* scan through all nearby squares for terrain to hide in */ |
2856 | /* scan through all nearby squares for terrain to hide in */ |
3093 | for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
2857 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2858 | i <= SIZEOFFREE1; |
|
|
2859 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
|
|
2860 | { |
3094 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
2861 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3095 | if (mflag & P_OUT_OF_MAP) { continue; } |
2862 | if (mflag & P_OUT_OF_MAP) |
|
|
2863 | continue; |
|
|
2864 | |
3096 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2865 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3097 | level += 2; |
2866 | level += 2; |
3098 | else /* open terrain! */ |
2867 | else /* open terrain! */ |
3099 | level -= 1; |
2868 | level -= 1; |
3100 | } |
2869 | } |
3101 | |
2870 | |
3102 | #if 0 |
2871 | #if 0 |
3103 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
2872 | LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
3104 | #endif |
2873 | #endif |
3105 | return level; |
2874 | return level; |
3106 | } |
2875 | } |
3107 | |
2876 | |
3108 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2877 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3109 | * every time they move - as we subtract off 'invisibility' |
2878 | * every time they move - as we subtract off 'invisibility' |
3110 | * AND, for players, if they move into a ridiculously unhideable |
2879 | * AND, for players, if they move into a ridiculously unhideable |
3111 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2880 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3112 | */ |
2881 | */ |
3113 | |
2882 | void |
3114 | void do_hidden_move (object *op) { |
2883 | do_hidden_move (object *op) |
3115 | int hide=0, num=random_roll(0, 19, op, PREFER_LOW); |
2884 | { |
3116 | object *skop; |
2885 | int hide = 0; |
3117 | |
2886 | |
3118 | if(!op || !op->map) return; |
2887 | if (!op || !op->map) |
|
|
2888 | return; |
3119 | |
2889 | |
3120 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
2890 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2891 | int num = random_roll (0, 19, op, PREFER_LOW); |
3121 | |
2892 | |
3122 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2893 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3123 | if(op->type==PLAYER && op->contr->run_on) { |
2894 | if (op->type == PLAYER && op->contr->run_on) |
3124 | if(!skop || num >= skop->level) { |
2895 | if (!skop || num >= skop->level) |
|
|
2896 | { |
3125 | new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
2897 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3126 | make_visible(op); |
|
|
3127 | return; |
|
|
3128 | } else num += 20; |
|
|
3129 | } |
|
|
3130 | num += op->map->difficulty; |
|
|
3131 | hide = hideability(op); /* modify by terrain hidden level */ |
|
|
3132 | num -= hide; |
|
|
3133 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
|
|
3134 | make_visible(op); |
2898 | make_visible (op); |
3135 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
2899 | return; |
3136 | "You moved out of hiding! You are visible!"); |
|
|
3137 | } |
2900 | } |
|
|
2901 | else |
|
|
2902 | num += 20; |
|
|
2903 | |
|
|
2904 | num += op->map->difficulty; |
|
|
2905 | hide = hideability (op); /* modify by terrain hidden level */ |
|
|
2906 | num -= hide; |
|
|
2907 | |
|
|
2908 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
|
|
2909 | { |
|
|
2910 | make_visible (op); |
|
|
2911 | |
|
|
2912 | if (op->type == PLAYER) |
|
|
2913 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
|
|
2914 | } |
3138 | else if (op->type == PLAYER && skop) { |
2915 | else if (op->type == PLAYER && skop) |
3139 | change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
2916 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3140 | } |
|
|
3141 | } |
2917 | } |
3142 | |
2918 | |
3143 | /* determine if who is standing near a hostile creature. */ |
2919 | /* determine if who is standing near a hostile creature. */ |
3144 | |
2920 | |
|
|
2921 | int |
3145 | int stand_near_hostile( object *who ) { |
2922 | stand_near_hostile (object *who) |
|
|
2923 | { |
3146 | object *tmp=NULL; |
2924 | object *tmp = NULL; |
3147 | int i,friendly=0,player=0, mflags; |
2925 | int i, friendly = 0, player = 0, mflags; |
3148 | mapstruct *m; |
2926 | maptile *m; |
3149 | sint16 x,y; |
2927 | sint16 x, y; |
3150 | |
2928 | |
3151 | if(!who) return 0; |
2929 | if (!who) |
|
|
2930 | return 0; |
3152 | |
2931 | |
3153 | if(who->type==PLAYER) player=1; |
2932 | if (who->type == PLAYER) |
|
|
2933 | player = 1; |
|
|
2934 | |
|
|
2935 | else |
3154 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
2936 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
3155 | |
2937 | |
3156 | /* search adjacent squares */ |
2938 | /* search adjacent squares */ |
3157 | for(i=1;i<9;i++) { |
2939 | for (i = 1; i < 9; i++) |
|
|
2940 | { |
3158 | x = who->x+freearr_x[i]; |
2941 | x = who->x + freearr_x[i]; |
3159 | y = who->y+freearr_y[i]; |
2942 | y = who->y + freearr_y[i]; |
3160 | m = who->map; |
2943 | m = who->map; |
3161 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
2944 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
3162 | /* space must be blocked if there is a monster. If not |
2945 | /* space must be blocked if there is a monster. If not |
3163 | * blocked, don't need to check this space. |
2946 | * blocked, don't need to check this space. |
3164 | */ |
2947 | */ |
3165 | if (mflags & P_OUT_OF_MAP) continue; |
2948 | if (mflags & P_OUT_OF_MAP) |
|
|
2949 | continue; |
3166 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
2950 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3167 | |
2951 | continue; |
3168 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
2952 | |
3169 | if((player||friendly) |
2953 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
2954 | { |
3170 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
2955 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
2956 | return 1; |
|
|
2957 | else if (tmp->type == PLAYER) |
|
|
2958 | { |
|
|
2959 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2960 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3171 | return 1; |
2961 | return 1; |
3172 | else if(tmp->type==PLAYER) |
|
|
3173 | { |
|
|
3174 | /*don't let a hidden DM prevent you from hiding*/ |
|
|
3175 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3176 | return 1; |
|
|
3177 | } |
2962 | } |
3178 | } |
2963 | } |
3179 | } |
2964 | } |
3180 | return 0; |
2965 | return 0; |
3181 | } |
2966 | } |
3182 | |
2967 | |
3183 | /* check the player los field for viewability of the |
2968 | /* check the player los field for viewability of the |
3184 | * object op. This function works fine for monsters, |
2969 | * object op. This function works fine for monsters, |
3185 | * but we dont worry if the object isnt the top one in |
2970 | * but we dont worry if the object isnt the top one in |
3186 | * a pile (say a coin under a table would return "viewable" |
2971 | * a pile (say a coin under a table would return "viewable" |
3187 | * by this routine). Another question, should we be |
2972 | * by this routine). Another question, should we be |
3188 | * concerned with the direction the player is looking |
2973 | * concerned with the direction the player is looking |
3189 | * in? Realistically, most of use cant see stuff behind |
2974 | * in? Realistically, most of us can't see stuff behind |
3190 | * our backs...on the other hand, does the "facing" direction |
2975 | * our backs...on the other hand, does the "facing" direction |
3191 | * imply the way your head, or body is facing? Its possible |
2976 | * imply the way your head, or body is facing? It's possible |
3192 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2977 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3193 | * -b.t. |
2978 | * -b.t. |
3194 | * This function is now map tiling safe. |
2979 | * This function is now map tiling safe. |
3195 | */ |
2980 | */ |
3196 | |
2981 | int |
3197 | int player_can_view (object *pl,object *op) { |
2982 | player_can_view (object *pl, object *op) |
|
|
2983 | { |
3198 | rv_vector rv; |
2984 | rv_vector rv; |
3199 | int dx,dy; |
2985 | int dx, dy; |
3200 | |
2986 | |
3201 | if(pl->type!=PLAYER) { |
2987 | if (pl->type != PLAYER) |
|
|
2988 | { |
3202 | LOG(llevError,"player_can_view() called for non-player object\n"); |
2989 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3203 | return -1; |
2990 | return -1; |
3204 | } |
2991 | } |
3205 | if (!pl || !op) return 0; |
|
|
3206 | |
2992 | |
3207 | if(op->head) { op = op->head; } |
2993 | if (!pl || !op) |
3208 | get_rangevector(pl, op, &rv, 0x1); |
|
|
3209 | |
|
|
3210 | /* starting with the 'head' part, lets loop |
|
|
3211 | * through the object and find if it has any |
|
|
3212 | * part that is in the los array but isnt on |
|
|
3213 | * a blocked los square. |
|
|
3214 | * we use the archetype to figure out offsets. |
|
|
3215 | */ |
|
|
3216 | while(op) { |
|
|
3217 | dx = rv.distance_x + op->arch->clone.x; |
|
|
3218 | dy = rv.distance_y + op->arch->clone.y; |
|
|
3219 | |
|
|
3220 | /* only the viewable area the player sees is updated by LOS |
|
|
3221 | * code, so we need to restrict ourselves to that range of values |
|
|
3222 | * for any meaningful values. |
|
|
3223 | */ |
|
|
3224 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
|
|
3225 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
|
|
3226 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
|
|
3227 | return 1; |
|
|
3228 | op = op->more; |
|
|
3229 | } |
|
|
3230 | return 0; |
2994 | return 0; |
3231 | } |
|
|
3232 | |
2995 | |
3233 | /* routine for both players and monsters. We call this when |
2996 | op = op->head_ (); |
3234 | * there is a possibility for our action distrubing our hiding |
2997 | |
3235 | * place or invisiblity spell. Artefact invisiblity is not |
2998 | get_rangevector (pl, op, &rv, 0x1); |
3236 | * effected by this. If we arent invisible to begin with, we |
2999 | |
3237 | * return 0. |
3000 | /* starting with the 'head' part, lets loop |
|
|
3001 | * through the object and find if it has any |
|
|
3002 | * part that is in the los array but isn't on |
|
|
3003 | * a blocked los square. |
|
|
3004 | * we use the archetype to figure out offsets. |
3238 | */ |
3005 | */ |
3239 | int action_makes_visible (object *op) { |
3006 | while (op) |
|
|
3007 | { |
|
|
3008 | dx = rv.distance_x + op->arch->x; |
|
|
3009 | dy = rv.distance_y + op->arch->y; |
3240 | |
3010 | |
3241 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3011 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3242 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
|
|
3243 | return 0; |
|
|
3244 | |
|
|
3245 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
|
|
3246 | |
|
|
3247 | /* If monsters, they should become visible */ |
|
|
3248 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
|
|
3249 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
|
|
3250 | return 1; |
3012 | return 1; |
3251 | } |
3013 | |
|
|
3014 | op = op->more; |
3252 | } |
3015 | } |
|
|
3016 | |
3253 | return 0; |
3017 | return 0; |
3254 | } |
3018 | } |
3255 | |
3019 | |
3256 | /* op_on_battleground - checks if the given object op (usually |
3020 | /* op_on_battleground - checks if the given object op (usually |
3257 | * a player) is standing on a valid battleground-tile, |
3021 | * a player) is standing on a valid battleground-tile, |
3258 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3022 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3259 | * -exit-coord. (and if x, y not NULL) |
3023 | * -exit-coord. (and if x, y not NULL) |
3260 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3024 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3261 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3025 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3262 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3026 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3263 | */ |
3027 | */ |
|
|
3028 | int |
3264 | int op_on_battleground (object *op, int *x, int *y) { |
3029 | op_on_battleground (object *op, int *x, int *y) |
3265 | object *tmp; |
3030 | { |
3266 | |
|
|
3267 | /* A battleground-tile needs the following attributes to be valid: |
3031 | /* A battleground-tile needs the following attributes to be valid: |
3268 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3032 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3269 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3033 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3270 | * and the exit-coordinates sp/hp must both be > 0. |
3034 | * and the exit-coordinates sp/hp must both be > 0. |
3271 | * => The intention here is to prevent abuse of the battleground- |
3035 | * => The intention here is to prevent abuse of the battleground- |
3272 | * feature (like pickable or hidden battleground tiles). */ |
3036 | * feature (like pickable or hidden battleground tiles). */ |
3273 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3037 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
|
|
3038 | { |
3274 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3039 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
3040 | { |
3275 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3041 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3276 | strcmp(tmp->name, "battleground")==0 && |
3042 | && tmp->type == BATTLEGROUND |
3277 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3043 | && tmp->name == shstr_battleground |
|
|
3044 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
|
|
3045 | { |
3278 | /*before we assign the exit, check if this is a teambattle*/ |
3046 | /* before we assign the exit, check if this is a teambattle */ |
3279 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3047 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3280 | object *invtmp; |
|
|
3281 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3282 | if(invtmp->type==FORCE && invtmp->slaying && |
3049 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3283 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
3050 | { |
3284 | if (x != NULL && y != NULL) |
3051 | if (x && y) |
3285 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
3052 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3053 | |
3286 | return 1; |
3054 | return 1; |
3287 | } |
|
|
3288 | } |
3055 | } |
3289 | } |
3056 | |
3290 | if (x != NULL && y != NULL) |
3057 | if (x && y) |
3291 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
3058 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3059 | |
3292 | return 1; |
3060 | return 1; |
|
|
3061 | } |
3293 | } |
3062 | } |
3294 | } |
|
|
3295 | } |
3063 | } |
|
|
3064 | |
3296 | /* If we got here, did not find a battleground */ |
3065 | /* If we got here, did not find a battleground */ |
3297 | return 0; |
3066 | return 0; |
3298 | } |
3067 | } |
3299 | |
3068 | |
3300 | /* |
3069 | /* |
… | |
… | |
3304 | * attributes: |
3073 | * attributes: |
3305 | * object *who the dragon player |
3074 | * object *who the dragon player |
3306 | * int atnr the attack-number of the ability focus |
3075 | * int atnr the attack-number of the ability focus |
3307 | * int level ability level |
3076 | * int level ability level |
3308 | */ |
3077 | */ |
|
|
3078 | void |
3309 | void dragon_ability_gain(object *who, int atnr, int level) { |
3079 | dragon_ability_gain (object *who, int atnr, int level) |
|
|
3080 | { |
3310 | treasurelist *trlist = NULL; /* treasurelist */ |
3081 | treasurelist *trlist = NULL; /* treasurelist */ |
3311 | treasure *tr; /* treasure */ |
3082 | treasure *tr; /* treasure */ |
3312 | object *tmp,*skop; /* tmp. object */ |
3083 | object *tmp, *skop; /* tmp. object */ |
3313 | object *item; /* treasure object */ |
3084 | object *item; /* treasure object */ |
3314 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3085 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3315 | int i=0, j=0; |
3086 | int i = 0, j = 0; |
3316 | |
3087 | |
3317 | /* get the appropriate treasurelist */ |
3088 | /* get the appropriate treasurelist */ |
3318 | if (atnr == ATNR_FIRE) |
3089 | if (atnr == ATNR_FIRE) |
3319 | trlist = find_treasurelist("dragon_ability_fire"); |
3090 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3320 | else if (atnr == ATNR_COLD) |
3091 | else if (atnr == ATNR_COLD) |
3321 | trlist = find_treasurelist("dragon_ability_cold"); |
3092 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3322 | else if (atnr == ATNR_ELECTRICITY) |
3093 | else if (atnr == ATNR_ELECTRICITY) |
3323 | trlist = find_treasurelist("dragon_ability_elec"); |
3094 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3324 | else if (atnr == ATNR_POISON) |
3095 | else if (atnr == ATNR_POISON) |
3325 | trlist = find_treasurelist("dragon_ability_poison"); |
3096 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3326 | |
3097 | |
3327 | if (trlist == NULL || who->type != PLAYER) |
3098 | if (trlist == NULL || who->type != PLAYER) |
|
|
3099 | return; |
|
|
3100 | |
|
|
3101 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
|
|
3102 | |
|
|
3103 | if (!tr || !tr->item) |
|
|
3104 | { |
|
|
3105 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
|
|
3106 | return; |
|
|
3107 | } |
|
|
3108 | |
|
|
3109 | /* everything seems okay - now bring on the gift: */ |
|
|
3110 | item = tr->item; |
|
|
3111 | |
|
|
3112 | if (item->type == SPELL) |
|
|
3113 | { |
|
|
3114 | if (check_spell_known (who, item->name)) |
3328 | return; |
3115 | return; |
3329 | |
3116 | |
3330 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3117 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3331 | tr = tr->next, i++); |
3118 | do_learn_spell (who, item, 0); |
3332 | |
3119 | return; |
3333 | if (tr == NULL || tr->item == NULL) { |
3120 | } |
3334 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3121 | |
|
|
3122 | /* grant direct spell */ |
|
|
3123 | if (item->type == SPELLBOOK) |
|
|
3124 | { |
|
|
3125 | if (!item->inv) |
|
|
3126 | { |
|
|
3127 | LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
|
|
3128 | return; |
|
|
3129 | } |
|
|
3130 | if (check_spell_known (who, item->inv->name)) |
3335 | return; |
3131 | return; |
3336 | } |
|
|
3337 | |
|
|
3338 | /* everything seems okay - now bring on the gift: */ |
|
|
3339 | item = &(tr->item->clone); |
|
|
3340 | |
|
|
3341 | if (item->type == SPELL) { |
|
|
3342 | if (check_spell_known (who, item->name)) |
|
|
3343 | return; |
|
|
3344 | |
|
|
3345 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
|
|
3346 | do_learn_spell (who, item, 0); |
|
|
3347 | return; |
|
|
3348 | } |
|
|
3349 | |
|
|
3350 | /* grant direct spell */ |
|
|
3351 | if (item->type == SPELLBOOK) { |
|
|
3352 | if (!item->inv) { |
|
|
3353 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name); |
|
|
3354 | return; |
|
|
3355 | } |
|
|
3356 | if (check_spell_known (who, item->inv->name)) |
|
|
3357 | return; |
|
|
3358 | if (item->invisible) { |
3132 | if (item->invisible) |
|
|
3133 | { |
3359 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3134 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3360 | do_learn_spell (who, item->inv, 0); |
3135 | do_learn_spell (who, item->inv, 0); |
3361 | return; |
3136 | return; |
3362 | } |
3137 | } |
3363 | } |
3138 | } |
3364 | else if (item->type == SKILL_TOOL && item->invisible) { |
3139 | else if (item->type == SKILL_TOOL && item->invisible) |
|
|
3140 | { |
3365 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3141 | if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
|
|
3142 | { |
3366 | |
3143 | |
3367 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3144 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3368 | * in this way, if the player is missing any of the attacktypes, he gets |
3145 | * in this way, if the player is missing any of the attacktypes, he gets |
3369 | * them. As it is now, if the player has any that match the granted skill, |
3146 | * them. As it is now, if the player has any that match the granted skill, |
3370 | * but not all of them, he gets nothing. |
3147 | * but not all of them, he gets nothing. |
3371 | */ |
3148 | */ |
3372 | if (!(skop->attacktype & item->attacktype)) { |
3149 | if (!(skop->attacktype & item->attacktype)) |
|
|
3150 | { |
3373 | /* Give new attacktype */ |
3151 | /* Give new attacktype */ |
3374 | skop->attacktype |= item->attacktype; |
3152 | skop->attacktype |= item->attacktype; |
3375 | |
3153 | |
3376 | /* always add physical if there's none */ |
3154 | /* always add physical if there's none */ |
3377 | skop->attacktype |= AT_PHYSICAL; |
3155 | skop->attacktype |= AT_PHYSICAL; |
3378 | |
3156 | |
3379 | if (item->msg != NULL) |
3157 | if (item->msg != NULL) |
3380 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3158 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3381 | |
3159 | |
3382 | /* Give player new face */ |
3160 | /* Give player new face */ |
3383 | if (item->animation_id) { |
3161 | if (item->animation_id) |
|
|
3162 | { |
3384 | who->face = skop->face; |
3163 | who->face = skop->face; |
3385 | who->animation_id = item->animation_id; |
3164 | who->animation_id = item->animation_id; |
3386 | who->anim_speed = item->anim_speed; |
3165 | who->anim_speed = item->anim_speed; |
3387 | who->last_anim = 0; |
3166 | who->last_anim = 0; |
3388 | who->state = 0; |
3167 | who->state = 0; |
3389 | animate_object(who, who->direction); |
3168 | animate_object (who, who->direction); |
3390 | } |
3169 | } |
3391 | } |
3170 | } |
3392 | } |
3171 | } |
3393 | } |
3172 | } |
3394 | else if (item->type == FORCE) { |
3173 | else if (item->type == FORCE) |
|
|
3174 | { |
3395 | /* forces in the treasurelist can alter the player's stats */ |
3175 | /* forces in the treasurelist can alter the player's stats */ |
3396 | object *skin; |
3176 | object *skin; |
|
|
3177 | |
3397 | /* first get the dragon skin force */ |
3178 | /* first get the dragon skin force */ |
3398 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3179 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3399 | skin=skin->below); |
3180 | ; |
3400 | if (skin == NULL) return; |
3181 | |
3401 | |
3182 | if (!skin) |
|
|
3183 | return; |
|
|
3184 | |
3402 | /* adding new spellpath attunements */ |
3185 | /* adding new spellpath attunements */ |
3403 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3186 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
|
|
3187 | { |
3404 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3188 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3405 | |
3189 | |
3406 | /* print message */ |
3190 | /* print message */ |
3407 | sprintf(buf, "You feel attuned to "); |
3191 | sprintf (buf, "You feel attuned to "); |
3408 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3192 | for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
|
|
3193 | { |
3409 | if(item->path_attuned & (1<<i)) { |
3194 | if (item->path_attuned & (1 << i)) |
|
|
3195 | { |
3410 | if (j) |
3196 | if (j) |
3411 | strcat(buf," and "); |
3197 | strcat (buf, " and "); |
3412 | else |
3198 | else |
3413 | j = 1; |
3199 | j = 1; |
3414 | strcat(buf, spellpathnames[i]); |
3200 | strcat (buf, spellpathnames[i]); |
3415 | } |
3201 | } |
3416 | } |
3202 | } |
3417 | strcat(buf,"."); |
3203 | strcat (buf, "."); |
3418 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3204 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3419 | } |
3205 | } |
3420 | |
3206 | |
3421 | /* evtl. adding flags: */ |
3207 | /* evtl. adding flags: */ |
3422 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3208 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3423 | SET_FLAG(skin, FLAG_XRAYS); |
3209 | SET_FLAG (skin, FLAG_XRAYS); |
3424 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3210 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3425 | SET_FLAG(skin, FLAG_STEALTH); |
3211 | SET_FLAG (skin, FLAG_STEALTH); |
3426 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3212 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3427 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3213 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3428 | |
3214 | |
3429 | /* print message if there is one */ |
3215 | /* print message if there is one */ |
3430 | if (item->msg != NULL) |
3216 | if (item->msg != NULL) |
3431 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3217 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
|
|
3218 | } |
|
|
3219 | else |
3432 | } |
3220 | { |
3433 | else { |
|
|
3434 | /* generate misc. treasure */ |
3221 | /* generate misc. treasure */ |
3435 | tmp = arch_to_object (tr->item); |
3222 | tmp = tr->item->instance (); |
3436 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3223 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3437 | tmp = insert_ob_in_ob (tmp, who); |
3224 | who->insert (tmp); |
3438 | if (who->type == PLAYER) |
|
|
3439 | esrv_send_item(who, tmp); |
|
|
3440 | } |
3225 | } |
3441 | } |
3226 | } |
3442 | |
3227 | |
3443 | /** |
3228 | /** |
3444 | * Unready an object for a player. This function does nothing if the object was |
3229 | * Unready an object for a player. This function does nothing if the object was |
3445 | * not readied. |
3230 | * not readied. |
3446 | */ |
3231 | */ |
|
|
3232 | void |
3447 | void player_unready_range_ob(player *pl, object *ob) { |
3233 | player_unready_range_ob (player *pl, object *ob) |
3448 | rangetype i; |
3234 | { |
|
|
3235 | if (pl->ob->current_weapon == ob) |
|
|
3236 | pl->ob->current_weapon = 0; |
3449 | |
3237 | |
3450 | for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { |
3238 | if (pl->combat_ob == ob) |
3451 | if (pl->ranges[i] == ob) { |
3239 | pl->combat_ob = 0; |
3452 | pl->ranges[i] = NULL; |
3240 | |
3453 | if (pl->shoottype == i) { |
3241 | if (pl->ranged_ob == ob) |
3454 | pl->shoottype = range_none; |
3242 | pl->ranged_ob = 0; |
3455 | } |
|
|
3456 | } |
|
|
3457 | } |
|
|
3458 | } |
3243 | } |
|
|
3244 | |
|
|
3245 | //-GPL |
|
|
3246 | |
|
|
3247 | sint8 |
|
|
3248 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3249 | { |
|
|
3250 | if (!ns) |
|
|
3251 | return LOS_BLOCKED; |
|
|
3252 | |
|
|
3253 | int dx, dy; |
|
|
3254 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3255 | return LOS_BLOCKED; |
|
|
3256 | |
|
|
3257 | x += dx - ns->current_x; |
|
|
3258 | y += dy - ns->current_y; |
|
|
3259 | |
|
|
3260 | return blocked_los (x, y); |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | void |
|
|
3264 | player::infobox (const char *title, const char *msg, int color) |
|
|
3265 | { |
|
|
3266 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3267 | } |
|
|
3268 | |
|
|
3269 | void |
|
|
3270 | player::statusmsg (const char *msg, int color) |
|
|
3271 | { |
|
|
3272 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3273 | } |
|
|
3274 | |
|
|
3275 | void |
|
|
3276 | player::failmsg (const char *msg, int color) |
|
|
3277 | { |
|
|
3278 | play_sound (sound_find ("generic_failure")); |
|
|
3279 | statusmsg (msg, color); |
|
|
3280 | } |
|
|
3281 | |