… | |
… | |
20 | |
20 | |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #ifndef WIN32 /* ---win32 remove headers */ |
|
|
26 | # include <pwd.h> |
25 | #include <pwd.h> |
27 | #endif |
|
|
28 | #ifndef __CEXTRACT__ |
|
|
29 | # include <sproto.h> |
26 | #include <sproto.h> |
30 | #endif |
|
|
31 | #include <sounds.h> |
27 | #include <sounds.h> |
32 | #include <living.h> |
28 | #include <living.h> |
33 | #include <object.h> |
29 | #include <object.h> |
34 | #include <spells.h> |
30 | #include <spells.h> |
35 | #include <skills.h> |
31 | #include <skills.h> |
36 | #include <newclient.h> |
|
|
37 | |
32 | |
38 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
39 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
40 | #endif |
|
|
41 | |
35 | |
42 | player * |
36 | player * |
43 | find_player (const char *plname) |
37 | find_player (const char *plname) |
44 | { |
38 | { |
45 | player *pl; |
39 | for_all_players (pl) |
46 | |
|
|
47 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
48 | { |
|
|
49 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
50 | return pl; |
41 | return pl; |
51 | }; |
42 | |
52 | return NULL; |
43 | return 0; |
53 | } |
|
|
54 | |
|
|
55 | player * |
|
|
56 | find_player_partial_name (const char *plname) |
|
|
57 | { |
|
|
58 | player *pl; |
|
|
59 | player *found = NULL; |
|
|
60 | size_t namelen = strlen (plname); |
|
|
61 | |
|
|
62 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
63 | { |
|
|
64 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
65 | continue; |
|
|
66 | |
|
|
67 | if (!strcmp (pl->ob->name, plname)) |
|
|
68 | return pl; |
|
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69 | |
|
|
70 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
71 | { |
|
|
72 | if (found) |
|
|
73 | return NULL; |
|
|
74 | |
|
|
75 | found = pl; |
|
|
76 | } |
|
|
77 | } |
|
|
78 | return found; |
|
|
79 | } |
44 | } |
80 | |
45 | |
81 | void |
46 | void |
82 | display_motd (const object *op) |
47 | display_motd (const object *op) |
83 | { |
48 | { |
… | |
… | |
87 | int comp; |
52 | int comp; |
88 | int size; |
53 | int size; |
89 | |
54 | |
90 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
55 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
91 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
56 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
92 | { |
|
|
93 | return; |
57 | return; |
94 | } |
58 | |
95 | motd[0] = '\0'; |
59 | motd[0] = '\0'; |
96 | size = 0; |
60 | size = 0; |
|
|
61 | |
97 | while (fgets (buf, MAX_BUF, fp) != NULL) |
62 | while (fgets (buf, MAX_BUF, fp)) |
98 | { |
63 | { |
99 | if (*buf == '#') |
64 | if (*buf == '#') |
100 | continue; |
65 | continue; |
|
|
66 | |
101 | strncat (motd + size, buf, HUGE_BUF - size); |
67 | strncat (motd + size, buf, HUGE_BUF - size); |
102 | size += strlen (buf); |
68 | size += strlen (buf); |
103 | } |
69 | } |
|
|
70 | |
104 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
71 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
105 | close_and_delete (fp, comp); |
72 | close_and_delete (fp, comp); |
106 | } |
73 | } |
107 | |
74 | |
108 | void |
75 | void |
… | |
… | |
114 | int comp; |
81 | int comp; |
115 | int size; |
82 | int size; |
116 | |
83 | |
117 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
84 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
118 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
85 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
119 | { |
|
|
120 | return; |
86 | return; |
121 | } |
87 | |
122 | rules[0] = '\0'; |
88 | rules[0] = '\0'; |
123 | size = 0; |
89 | size = 0; |
|
|
90 | |
124 | while (fgets (buf, MAX_BUF, fp) != NULL) |
91 | while (fgets (buf, MAX_BUF, fp)) |
125 | { |
92 | { |
126 | if (*buf == '#') |
93 | if (*buf == '#') |
127 | continue; |
94 | continue; |
|
|
95 | |
128 | if (size + strlen (buf) >= HUGE_BUF) |
96 | if (size + strlen (buf) >= HUGE_BUF) |
129 | { |
97 | { |
130 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
98 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
131 | break; |
99 | break; |
132 | } |
100 | } |
|
|
101 | |
133 | strncat (rules + size, buf, HUGE_BUF - size); |
102 | strncat (rules + size, buf, HUGE_BUF - size); |
134 | size += strlen (buf); |
103 | size += strlen (buf); |
135 | } |
104 | } |
|
|
105 | |
136 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
106 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
137 | close_and_delete (fp, comp); |
107 | close_and_delete (fp, comp); |
138 | } |
108 | } |
139 | |
109 | |
140 | void |
110 | void |
… | |
… | |
148 | int size; |
118 | int size; |
149 | |
119 | |
150 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
120 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
151 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
121 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
152 | return; |
122 | return; |
|
|
123 | |
153 | news[0] = '\0'; |
124 | news[0] = '\0'; |
154 | subject[0] = '\0'; |
125 | subject[0] = '\0'; |
155 | size = 0; |
126 | size = 0; |
|
|
127 | |
156 | while (fgets (buf, MAX_BUF, fp) != NULL) |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
157 | { |
129 | { |
158 | if (*buf == '#') |
130 | if (*buf == '#') |
159 | continue; |
131 | continue; |
|
|
132 | |
160 | if (*buf == '%') |
133 | if (*buf == '%') |
161 | { /* send one news */ |
134 | { /* send one news */ |
162 | if (size > 0) |
135 | if (size > 0) |
163 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
164 | strcpy (subject, buf + 1); |
137 | strcpy (subject, buf + 1); |
… | |
… | |
181 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
182 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
183 | close_and_delete (fp, comp); |
156 | close_and_delete (fp, comp); |
184 | } |
157 | } |
185 | |
158 | |
186 | int |
159 | /* This loads the first map an puts the player on it. */ |
187 | playername_ok (const char *cp) |
160 | static void |
|
|
161 | set_first_map (object *op) |
188 | { |
162 | { |
189 | /* Don't allow - or _ as first character in the name */ |
163 | strcpy (op->contr->maplevel, first_map_path); |
190 | if (*cp == '-' || *cp == '_') |
164 | op->x = -1; |
191 | return 0; |
165 | op->y = -1; |
192 | |
166 | enter_exit (op, 0); |
193 | for (; *cp != '\0'; cp++) |
|
|
194 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
|
195 | return 0; |
|
|
196 | return 1; |
|
|
197 | } |
167 | } |
198 | |
168 | |
199 | /* This no longer sets the player map. Also, it now updates |
169 | // connect the player with a specific client |
200 | * all the pointers so the caller doesn't need to do that. |
170 | // also changed, rationalises, and fixes some incorrect settings |
201 | * Caller is responsible for setting the correct map. |
171 | void |
202 | */ |
172 | player::connect (client *ns) |
203 | |
|
|
204 | /* Redo this to do both get_player_ob and get_player. |
|
|
205 | * Hopefully this will be less bugfree and simpler. |
|
|
206 | * Returns the player structure. If 'p' is null, |
|
|
207 | * we create a new one. Otherwise, we recycle |
|
|
208 | * the one that is passed. |
|
|
209 | */ |
|
|
210 | static player * |
|
|
211 | get_player (player *p) |
|
|
212 | { |
173 | { |
213 | object *op = arch_to_object (get_player_archetype (NULL)); |
174 | this->ns = ns; |
214 | int i; |
175 | ns->pl = this; |
215 | |
176 | |
216 | if (!p) |
177 | next = first_player; |
217 | { |
|
|
218 | p = new player; |
|
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219 | |
|
|
220 | /* This adds the player in the linked list. There is extra |
|
|
221 | * complexity here because we want to add the new player at the |
|
|
222 | * end of the list - there is in fact no compelling reason that |
|
|
223 | * that needs to be done except for things like output of |
|
|
224 | * 'who'. |
|
|
225 | */ |
|
|
226 | player *tmp = first_player; |
|
|
227 | |
|
|
228 | while (tmp != NULL && tmp->next != NULL) |
|
|
229 | tmp = tmp->next; |
|
|
230 | if (tmp != NULL) |
|
|
231 | tmp->next = p; |
|
|
232 | else |
|
|
233 | first_player = p; |
178 | first_player = this; |
234 | |
179 | |
235 | p->next = NULL; |
180 | ns->update_look = 0; |
236 | } |
181 | ns->look_position = 0; |
237 | |
182 | |
238 | /* Clears basically the entire player structure except |
183 | clear_los (ob); |
239 | * for next and socket. |
184 | |
|
|
185 | /* make sure he's a player -- needed because of class change. */ |
|
|
186 | ob->type = PLAYER; // we are paranoid |
|
|
187 | ob->race = ob->arch->clone.race; |
|
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188 | |
|
|
189 | if (!legal_range (ob, shoottype)) |
|
|
190 | shoottype = range_none; |
|
|
191 | |
|
|
192 | ob->carrying = sum_weight (ob); |
|
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193 | link_player_skills (ob); |
|
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194 | |
|
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195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
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196 | ob->set_speed (ob->speed); |
|
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197 | |
|
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198 | assign (title, ob->arch->clone.name); |
|
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199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
|
203 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
205 | * should be able to use a shield. However, old Q's won't get that advantage. |
240 | */ |
206 | */ |
241 | p->clear (); |
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
242 | |
209 | |
|
|
210 | /* if it's a dragon player, set the correct title here */ |
|
|
211 | if (is_dragon_pl (ob)) |
|
|
212 | { |
|
|
213 | object *tmp, *abil = 0, *skin = 0; |
|
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214 | |
|
|
215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
217 | |
|
|
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
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219 | if (tmp->type == FORCE) |
|
|
220 | if (tmp->arch->name == dragon_ability_force) |
|
|
221 | abil = tmp; |
|
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222 | else if (tmp->arch->name == dragon_skin_force) |
|
|
223 | skin = tmp; |
|
|
224 | |
|
|
225 | set_dragon_name (ob, abil, skin); |
|
|
226 | } |
|
|
227 | |
|
|
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
229 | add_friendly_object (ob); |
|
|
230 | |
|
|
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
232 | |
|
|
233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
234 | |
|
|
235 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
236 | |
|
|
237 | ob->update_stats (); |
|
|
238 | ns->floorbox_update (); |
|
|
239 | |
|
|
240 | esrv_send_inventory (ob, ob); |
|
|
241 | esrv_add_spells (this, 0); |
|
|
242 | |
|
|
243 | enter_exit (ob, 0); |
|
|
244 | |
|
|
245 | send_rules (ob); |
|
|
246 | send_news (ob); |
|
|
247 | display_motd (ob); |
|
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248 | INVOKE_PLAYER (LOGIN, this); |
|
|
249 | } |
|
|
250 | |
|
|
251 | void |
|
|
252 | player::disconnect () |
|
|
253 | { |
|
|
254 | //TODO: don't be so harsh and destroy :) |
|
|
255 | if (ns) |
|
|
256 | { |
|
|
257 | if (enable_save) |
|
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258 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
259 | |
|
|
260 | client *ns = this->ns; |
|
|
261 | ns->send_packet ("goodbye"); |
|
|
262 | ns->flush (); |
|
|
263 | ns->pl = 0; |
|
|
264 | this->ns = 0; |
|
|
265 | |
|
|
266 | ns->destroy (); |
|
|
267 | destroy (); |
|
|
268 | } |
|
|
269 | } |
|
|
270 | |
|
|
271 | // the need for this function can be explained |
|
|
272 | // by load_object not returning the object |
|
|
273 | void |
|
|
274 | player::set_object (object *op) |
|
|
275 | { |
|
|
276 | ob = op; |
|
|
277 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
278 | |
|
|
279 | ob->speed_left = 0.5; |
|
|
280 | ob->speed = 1.0; |
|
|
281 | ob->direction = 5; /* So player faces south */ |
|
|
282 | ob->stats.wc = 2; |
|
|
283 | ob->run_away = 25; /* Then we panick... */ |
|
|
284 | |
|
|
285 | set_first_map (ob); |
|
|
286 | |
|
|
287 | ob->roll_stats (); |
|
|
288 | } |
|
|
289 | |
|
|
290 | player::player () |
|
|
291 | { |
243 | /* There are some elements we want initialized to non zero value - |
292 | /* There are some elements we want initialized to non zero value - |
244 | * we deal with that below this point. |
293 | * we deal with that below this point. |
245 | */ |
294 | */ |
246 | p->party = NULL; |
|
|
247 | p->outputs_sync = 16; /* Every 2 seconds */ |
295 | outputs_sync = 16; /* Every 2 seconds */ |
248 | p->outputs_count = 8; /* Keeps present behaviour */ |
296 | outputs_count = 8; /* Keeps present behaviour */ |
249 | p->unapply = unapply_nochoice; |
297 | unapply = unapply_nochoice; |
250 | p->Swap_First = -1; |
|
|
251 | |
298 | |
252 | #ifdef AUTOSAVE |
|
|
253 | p->last_save_tick = 9999999; |
|
|
254 | #endif |
|
|
255 | |
|
|
256 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
299 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
257 | |
300 | |
258 | op->contr = p; /* this aren't yet in archetype */ |
|
|
259 | p->ob = op; |
|
|
260 | op->speed_left = 0.5; |
|
|
261 | op->speed = 1.0; |
|
|
262 | op->direction = 5; /* So player faces south */ |
|
|
263 | op->stats.wc = 2; |
|
|
264 | op->run_away = 25; /* Then we panick... */ |
|
|
265 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
266 | |
|
|
267 | roll_stats (op); |
|
|
268 | p->state = ST_ROLL_STAT; |
|
|
269 | clear_los (op); |
|
|
270 | |
|
|
271 | p->gen_sp_armour = 10; |
301 | gen_sp_armour = 10; |
272 | p->last_speed = -1; |
302 | last_speed = -1; |
273 | p->shoottype = range_none; |
303 | shoottype = range_none; |
274 | p->bowtype = bow_normal; |
304 | bowtype = bow_normal; |
275 | p->petmode = pet_normal; |
305 | petmode = pet_normal; |
276 | p->listening = 10; |
306 | listening = 10; |
277 | p->usekeys = containers; |
307 | usekeys = containers; |
278 | p->last_weapon_sp = -1; |
308 | last_weapon_sp = -1; |
279 | p->peaceful = 1; /* default peaceful */ |
309 | peaceful = 1; /* default peaceful */ |
280 | p->do_los = 1; |
310 | do_los = 1; |
281 | p->explore = 0; |
|
|
282 | p->no_shout = 0; /* default can shout */ |
|
|
283 | |
|
|
284 | assign (p->title, op->arch->clone.name); |
|
|
285 | op->race = op->arch->clone.race; |
|
|
286 | |
|
|
287 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
288 | |
311 | |
289 | /* we need to clear these to -1 and not zero - otherwise, |
312 | /* we need to clear these to -1 and not zero - otherwise, |
290 | * if a player quits and starts a new character, we wont |
313 | * if a player quits and starts a new character, we wont |
291 | * send new values to the client, as things like exp start |
314 | * send new values to the client, as things like exp start |
292 | * at zero. |
315 | * at zero. |
293 | */ |
316 | */ |
294 | for (i = 0; i < NUM_SKILLS; i++) |
317 | for (int i = 0; i < NUM_SKILLS; i++) |
295 | { |
|
|
296 | p->last_skill_exp[i] = -1; |
318 | last_skill_exp[i] = -1; |
297 | p->last_skill_ob[i] = NULL; |
319 | |
298 | } |
|
|
299 | for (i = 0; i < NROFATTACKS; i++) |
320 | for (int i = 0; i < NROFATTACKS; i++) |
300 | { |
|
|
301 | p->last_resist[i] = -1; |
321 | last_resist[i] = -1; |
302 | } |
322 | |
303 | p->last_stats.exp = -1; |
323 | last_stats.exp = -1; |
304 | p->last_weight = (uint32) - 1; |
324 | last_weight = (uint32) - 1; |
305 | |
|
|
306 | p->socket.update_look = 0; |
|
|
307 | p->socket.look_position = 0; |
|
|
308 | return p; |
|
|
309 | } |
325 | } |
310 | |
326 | |
311 | /* This loads the first map an puts the player on it. */ |
327 | void |
312 | static void |
328 | player::do_destroy () |
313 | set_first_map (object *op) |
|
|
314 | { |
329 | { |
315 | strcpy (op->contr->maplevel, first_map_path); |
330 | disconnect (); |
316 | op->x = -1; |
|
|
317 | op->y = -1; |
|
|
318 | enter_exit (op, NULL); |
|
|
319 | } |
|
|
320 | |
331 | |
|
|
332 | save (false); |
|
|
333 | enable_save = false; |
|
|
334 | |
|
|
335 | attachable::do_destroy (); |
|
|
336 | |
|
|
337 | terminate_all_pets (ob); |
|
|
338 | |
|
|
339 | if (first_player != this) |
|
|
340 | { |
|
|
341 | player *prev = first_player; |
|
|
342 | |
|
|
343 | while (prev && prev->next && prev->next != this) |
|
|
344 | prev = prev->next; |
|
|
345 | |
|
|
346 | if (prev->next != this) |
|
|
347 | { |
|
|
348 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
349 | abort (); |
|
|
350 | } |
|
|
351 | |
|
|
352 | prev->next = next; |
|
|
353 | } |
|
|
354 | else |
|
|
355 | first_player = next; |
|
|
356 | |
|
|
357 | if (ob) |
|
|
358 | { |
|
|
359 | ob->destroy_inv (false); |
|
|
360 | ob->destroy (); |
|
|
361 | } |
|
|
362 | } |
|
|
363 | |
|
|
364 | player::~player () |
|
|
365 | { |
|
|
366 | /* Clear item stack */ |
|
|
367 | free (stack_items); |
|
|
368 | } |
|
|
369 | |
321 | /* Tries to add player on the connection passwd in ns. |
370 | /* Tries to add player on the connection passed in ns. |
322 | * All we can really get in this is some settings like host and display |
371 | * All we can really get in this is some settings like host and display |
323 | * mode. |
372 | * mode. |
324 | */ |
373 | */ |
325 | |
|
|
326 | int |
|
|
327 | add_player (NewSocket * ns) |
|
|
328 | { |
|
|
329 | player *p; |
374 | player * |
|
|
375 | player::create () |
|
|
376 | { |
|
|
377 | player *pl = new player; |
330 | |
378 | |
331 | p = get_player (NULL); |
379 | pl->set_object (arch_to_object (get_player_archetype (0))); |
332 | p->socket = *ns; |
|
|
333 | p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
334 | |
380 | |
335 | if (p->socket.faces_sent == NULL) |
|
|
336 | fatal (OUT_OF_MEMORY); |
|
|
337 | |
|
|
338 | memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
339 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
340 | * Note that this can result in a client reset if there is partial data |
|
|
341 | * on the uncoming socket. |
|
|
342 | */ |
|
|
343 | p->socket.inbuf.len = 0; |
|
|
344 | set_first_map (p->ob); |
|
|
345 | |
|
|
346 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
347 | add_friendly_object (p->ob); |
|
|
348 | send_rules (p->ob); |
|
|
349 | send_news (p->ob); |
|
|
350 | display_motd (p->ob); |
|
|
351 | get_name (p->ob); |
|
|
352 | |
|
|
353 | return 0; |
381 | return pl; |
354 | } |
382 | } |
355 | |
383 | |
356 | /* |
384 | /* |
357 | * get_player_archetype() return next player archetype from archetype |
385 | * get_player_archetype() return next player archetype from archetype |
358 | * list. Not very efficient routine, but used only creating new players. |
386 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
367 | { |
395 | { |
368 | if (at == NULL || at->next == NULL) |
396 | if (at == NULL || at->next == NULL) |
369 | at = first_archetype; |
397 | at = first_archetype; |
370 | else |
398 | else |
371 | at = at->next; |
399 | at = at->next; |
|
|
400 | |
372 | if (at->clone.type == PLAYER) |
401 | if (at->clone.type == PLAYER) |
373 | return at; |
402 | return at; |
|
|
403 | |
374 | if (at == start) |
404 | if (at == start) |
375 | { |
405 | { |
376 | LOG (llevError, "No Player archetypes\n"); |
406 | LOG (llevError, "No Player archetypes\n"); |
377 | exit (-1); |
407 | exit (-1); |
378 | } |
408 | } |
379 | } |
409 | } |
380 | } |
410 | } |
381 | |
411 | |
382 | |
|
|
383 | object * |
412 | object * |
384 | get_nearest_player (object *mon) |
413 | get_nearest_player (object *mon) |
385 | { |
414 | { |
386 | object *op = NULL; |
415 | object *op = NULL; |
387 | player *pl = NULL; |
|
|
388 | objectlink *ol; |
416 | objectlink *ol; |
389 | unsigned lastdist; |
417 | unsigned lastdist; |
390 | rv_vector rv; |
418 | rv_vector rv; |
391 | |
419 | |
392 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
420 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
… | |
… | |
424 | { |
452 | { |
425 | op = ol->ob; |
453 | op = ol->ob; |
426 | lastdist = rv.distance; |
454 | lastdist = rv.distance; |
427 | } |
455 | } |
428 | } |
456 | } |
429 | for (pl = first_player; pl != NULL; pl = pl->next) |
457 | |
430 | { |
458 | for_all_players (pl) |
431 | if (can_detect_enemy (mon, pl->ob, &rv)) |
459 | if (can_detect_enemy (mon, pl->ob, &rv)) |
432 | { |
|
|
433 | |
|
|
434 | if (lastdist > rv.distance) |
460 | if (lastdist > rv.distance) |
435 | { |
461 | { |
436 | op = pl->ob; |
462 | op = pl->ob; |
437 | lastdist = rv.distance; |
463 | lastdist = rv.distance; |
438 | } |
464 | } |
439 | } |
465 | |
440 | } |
|
|
441 | #if 0 |
466 | #if 0 |
442 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
467 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
443 | #endif |
468 | #endif |
444 | return op; |
469 | return op; |
445 | } |
470 | } |
… | |
… | |
463 | * circling behaviour. Unfortunately, this function is also used to determined |
488 | * circling behaviour. Unfortunately, this function is also used to determined |
464 | * if the creature should cast a spell, so returning a direction in that case |
489 | * if the creature should cast a spell, so returning a direction in that case |
465 | * is probably not a good thing. |
490 | * is probably not a good thing. |
466 | */ |
491 | */ |
467 | #define MAX_SPACES 50 |
492 | #define MAX_SPACES 50 |
468 | |
|
|
469 | |
493 | |
470 | /* |
494 | /* |
471 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
495 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
472 | * modified to verify there is a path to the player. Does this by stepping towards |
496 | * modified to verify there is a path to the player. Does this by stepping towards |
473 | * player and if path is blocked then see if blockage is close enough to player that |
497 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
646 | (op->type == ARMOUR || op->type == BOOTS || |
670 | (op->type == ARMOUR || op->type == BOOTS || |
647 | op->type == CLOAK || op->type == HELMET || |
671 | op->type == CLOAK || op->type == HELMET || |
648 | op->type == SHIELD || op->type == GLOVES || |
672 | op->type == SHIELD || op->type == GLOVES || |
649 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
673 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
650 | { |
674 | { |
651 | remove_ob (op); |
675 | op->destroy (); |
652 | free_object (op); |
|
|
653 | continue; |
676 | continue; |
654 | } |
677 | } |
655 | } |
678 | } |
656 | |
679 | |
657 | /* This really needs to be better - we should really give |
680 | /* This really needs to be better - we should really give |
… | |
… | |
668 | if (tmp->type == op->type && tmp->name == op->name) |
691 | if (tmp->type == op->type && tmp->name == op->name) |
669 | break; |
692 | break; |
670 | |
693 | |
671 | if (tmp) |
694 | if (tmp) |
672 | { |
695 | { |
673 | remove_ob (op); |
696 | op->destroy (); |
674 | free_object (op); |
|
|
675 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
697 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
676 | continue; |
698 | continue; |
677 | } |
699 | } |
|
|
700 | |
678 | if (op->nrof > 1) |
701 | if (op->nrof > 1) |
679 | op->nrof = 1; |
702 | op->nrof = 1; |
680 | } |
703 | } |
681 | |
704 | |
682 | if (op->type == SPELLBOOK && op->inv) |
705 | if (op->type == SPELLBOOK && op->inv) |
… | |
… | |
694 | CLEAR_FLAG (op, FLAG_CURSED); |
717 | CLEAR_FLAG (op, FLAG_CURSED); |
695 | CLEAR_FLAG (op, FLAG_DAMNED); |
718 | CLEAR_FLAG (op, FLAG_DAMNED); |
696 | } |
719 | } |
697 | if (op->type == SPELL) |
720 | if (op->type == SPELL) |
698 | { |
721 | { |
699 | remove_ob (op); |
722 | op->destroy (); |
700 | free_object (op); |
|
|
701 | continue; |
723 | continue; |
702 | } |
724 | } |
703 | else if (op->type == SKILL) |
725 | else if (op->type == SKILL) |
704 | { |
726 | { |
705 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
727 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
… | |
… | |
714 | /* Need to set up the skill pointers */ |
736 | /* Need to set up the skill pointers */ |
715 | link_player_skills (pl); |
737 | link_player_skills (pl); |
716 | } |
738 | } |
717 | |
739 | |
718 | void |
740 | void |
719 | get_name (object *op) |
|
|
720 | { |
|
|
721 | op->contr->write_buf[0] = '\0'; |
|
|
722 | op->contr->state = ST_GET_NAME; |
|
|
723 | send_query (&op->contr->socket, 0, "What is your name?\n:"); |
|
|
724 | } |
|
|
725 | |
|
|
726 | void |
|
|
727 | get_password (object *op) |
|
|
728 | { |
|
|
729 | op->contr->write_buf[0] = '\0'; |
|
|
730 | op->contr->state = ST_GET_PASSWORD; |
|
|
731 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
732 | } |
|
|
733 | |
|
|
734 | void |
|
|
735 | play_again (object *op) |
|
|
736 | { |
|
|
737 | op->contr->state = ST_PLAY_AGAIN; |
|
|
738 | op->chosen_skill = NULL; |
|
|
739 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
740 | /* a bit of a hack, but there are various places early in th |
|
|
741 | * player creation process that a user can quit (eg, roll |
|
|
742 | * stats) that isn't removing the player. Taking a quick |
|
|
743 | * look, there are many places that call play_again without |
|
|
744 | * removing the player - it probably makes more sense |
|
|
745 | * to leave it to play_again to remove the object in all |
|
|
746 | * cases. |
|
|
747 | */ |
|
|
748 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
749 | remove_ob (op); |
|
|
750 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
751 | * and draw() doesn't check to see if the player is removed, only if |
|
|
752 | * the map is null or not swapped out. |
|
|
753 | */ |
|
|
754 | op->map = NULL; |
|
|
755 | } |
|
|
756 | |
|
|
757 | int |
|
|
758 | receive_play_again (object *op, char key) |
|
|
759 | { |
|
|
760 | if (key == 'q' || key == 'Q') |
|
|
761 | { |
|
|
762 | remove_friendly_object (op); |
|
|
763 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
764 | return 2; |
|
|
765 | } |
|
|
766 | else if (key == 'a' || key == 'A') |
|
|
767 | { |
|
|
768 | player *pl = op->contr; |
|
|
769 | shstr name = op->name; |
|
|
770 | |
|
|
771 | op->contr = 0; |
|
|
772 | op->type = 0; |
|
|
773 | op->destroy (1); |
|
|
774 | pl = get_player (pl); |
|
|
775 | op = pl->ob; |
|
|
776 | add_friendly_object (op); |
|
|
777 | op->contr->password[0] = '~'; |
|
|
778 | op->name = op->name_pl = 0; |
|
|
779 | /* Lets put a space in here */ |
|
|
780 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
781 | get_name (op); |
|
|
782 | op->name = op->name_pl = name; |
|
|
783 | set_first_map (op); |
|
|
784 | } |
|
|
785 | else |
|
|
786 | /* user pressed something else so just ask again... */ |
|
|
787 | play_again (op); |
|
|
788 | |
|
|
789 | return 0; |
|
|
790 | } |
|
|
791 | |
|
|
792 | void |
|
|
793 | confirm_password (object *op) |
|
|
794 | { |
|
|
795 | |
|
|
796 | op->contr->write_buf[0] = '\0'; |
|
|
797 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
798 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
799 | } |
|
|
800 | |
|
|
801 | void |
|
|
802 | get_party_password (object *op, partylist *party) |
741 | get_party_password (object *op, partylist *party) |
803 | { |
742 | { |
804 | if (party == NULL) |
743 | if (party == NULL) |
805 | { |
744 | { |
806 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
745 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
807 | return; |
746 | return; |
808 | } |
747 | } |
|
|
748 | |
809 | op->contr->write_buf[0] = '\0'; |
749 | op->contr->write_buf[0] = '\0'; |
810 | op->contr->state = ST_GET_PARTY_PASSWORD; |
750 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
811 | op->contr->party_to_join = party; |
751 | op->contr->party_to_join = party; |
812 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
752 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
813 | } |
753 | } |
814 | |
|
|
815 | |
754 | |
816 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
755 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
817 | int |
756 | static int |
818 | roll_stat (void) |
757 | roll_stat (void) |
819 | { |
758 | { |
820 | int a[4], i, j, k; |
759 | int a[4], i, j, k; |
821 | |
760 | |
822 | for (i = 0; i < 4; i++) |
761 | for (i = 0; i < 4; i++) |
… | |
… | |
825 | for (i = 0, j = 0, k = 7; i < 4; i++) |
764 | for (i = 0, j = 0, k = 7; i < 4; i++) |
826 | if (a[i] < k) |
765 | if (a[i] < k) |
827 | k = a[i], j = i; |
766 | k = a[i], j = i; |
828 | |
767 | |
829 | for (i = 0, k = 0; i < 4; i++) |
768 | for (i = 0, k = 0; i < 4; i++) |
830 | { |
|
|
831 | if (i != j) |
769 | if (i != j) |
832 | k += a[i]; |
770 | k += a[i]; |
833 | } |
771 | |
834 | return k; |
772 | return k; |
835 | } |
773 | } |
836 | |
774 | |
837 | void |
775 | void |
838 | roll_stats (object *op) |
776 | object::roll_stats () |
839 | { |
777 | { |
840 | int sum = 0; |
|
|
841 | int i = 0, j = 0; |
|
|
842 | int statsort[7]; |
778 | int statsort [7]; |
843 | |
779 | |
844 | do |
780 | for (;;) |
845 | { |
|
|
846 | op->stats.Str = roll_stat (); |
|
|
847 | op->stats.Dex = roll_stat (); |
|
|
848 | op->stats.Int = roll_stat (); |
|
|
849 | op->stats.Con = roll_stat (); |
|
|
850 | op->stats.Wis = roll_stat (); |
|
|
851 | op->stats.Pow = roll_stat (); |
|
|
852 | op->stats.Cha = roll_stat (); |
|
|
853 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
854 | } |
781 | { |
855 | while (sum < 82 || sum > 116); |
782 | int sum = 0; |
|
|
783 | for (int i = 7; i--; ) |
|
|
784 | sum += statsort [i] = roll_stat (); |
856 | |
785 | |
|
|
786 | if (sum >= 82 && sum <= 116) |
|
|
787 | break; |
|
|
788 | } |
|
|
789 | |
857 | /* Sort the stats so that rerolling is easier... */ |
790 | // Sort the stats so that rerolling is easier... |
858 | statsort[0] = op->stats.Str; |
791 | std::sort (statsort, statsort + 7, std::greater<int>()); |
859 | statsort[1] = op->stats.Dex; |
|
|
860 | statsort[2] = op->stats.Int; |
|
|
861 | statsort[3] = op->stats.Con; |
|
|
862 | statsort[4] = op->stats.Wis; |
|
|
863 | statsort[5] = op->stats.Pow; |
|
|
864 | statsort[6] = op->stats.Cha; |
|
|
865 | |
792 | |
866 | /* a quick and dirty bubblesort? */ |
|
|
867 | do |
|
|
868 | { |
|
|
869 | if (statsort[i] < statsort[i + 1]) |
|
|
870 | { |
|
|
871 | j = statsort[i]; |
|
|
872 | statsort[i] = statsort[i + 1]; |
|
|
873 | statsort[i + 1] = j; |
|
|
874 | i = 0; |
|
|
875 | } |
|
|
876 | else |
|
|
877 | { |
|
|
878 | i++; |
|
|
879 | } |
|
|
880 | } |
|
|
881 | while (i < 6); |
|
|
882 | |
|
|
883 | op->stats.Str = statsort[0]; |
793 | stats.Str = statsort[0]; |
884 | op->stats.Dex = statsort[1]; |
794 | stats.Dex = statsort[1]; |
885 | op->stats.Con = statsort[2]; |
795 | stats.Con = statsort[2]; |
886 | op->stats.Int = statsort[3]; |
796 | stats.Int = statsort[3]; |
887 | op->stats.Wis = statsort[4]; |
797 | stats.Wis = statsort[4]; |
888 | op->stats.Pow = statsort[5]; |
798 | stats.Pow = statsort[5]; |
889 | op->stats.Cha = statsort[6]; |
799 | stats.Cha = statsort[6]; |
890 | |
800 | |
891 | |
|
|
892 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
893 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
894 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
895 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
896 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
897 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
898 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
899 | |
|
|
900 | op->level = 1; |
|
|
901 | op->stats.exp = 0; |
801 | stats.exp = 0; |
902 | op->stats.ac = 0; |
802 | stats.ac = 0; |
903 | |
803 | |
904 | op->contr->levhp[1] = 9; |
|
|
905 | op->contr->levsp[1] = 6; |
|
|
906 | op->contr->levgrace[1] = 3; |
|
|
907 | |
|
|
908 | fix_player (op); |
|
|
909 | op->stats.hp = op->stats.maxhp; |
804 | stats.hp = stats.maxhp; |
910 | op->stats.sp = op->stats.maxsp; |
805 | stats.sp = stats.maxsp; |
911 | op->stats.grace = op->stats.maxgrace; |
806 | stats.grace = stats.maxgrace; |
|
|
807 | |
|
|
808 | if (contr) |
|
|
809 | { |
|
|
810 | contr->levhp[1] = 9; |
|
|
811 | contr->levsp[1] = 6; |
|
|
812 | contr->levgrace[1] = 3; |
|
|
813 | |
912 | op->contr->orig_stats = op->stats; |
814 | contr->orig_stats = stats; |
|
|
815 | } |
913 | } |
816 | } |
914 | |
817 | |
915 | void |
818 | void |
916 | Roll_Again (object *op) |
819 | object::swap_stats (int a, int b) |
917 | { |
820 | { |
918 | esrv_new_player (op->contr, 0); |
821 | int tmp = get_attr_value (&contr->orig_stats, a); |
919 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
822 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
920 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
823 | set_attr_value (&contr->orig_stats, b, tmp); |
921 | } |
|
|
922 | |
824 | |
923 | void |
825 | stats.Str = contr->orig_stats.Str; |
924 | Swap_Stat (object *op, int Swap_Second) |
826 | stats.Dex = contr->orig_stats.Dex; |
|
|
827 | stats.Con = contr->orig_stats.Con; |
|
|
828 | stats.Int = contr->orig_stats.Int; |
|
|
829 | stats.Wis = contr->orig_stats.Wis; |
|
|
830 | stats.Pow = contr->orig_stats.Pow; |
|
|
831 | stats.Cha = contr->orig_stats.Cha; |
|
|
832 | |
|
|
833 | //TODO: the following code looks so borked and should, at the very least, |
|
|
834 | // be merged with the similar code in roll_stats |
|
|
835 | stats.ac = 0; |
|
|
836 | |
|
|
837 | level = 1; |
|
|
838 | stats.exp = 0; |
|
|
839 | stats.ac = 0; |
|
|
840 | |
|
|
841 | stats.hp = stats.maxhp; |
|
|
842 | stats.sp = stats.maxsp; |
|
|
843 | stats.grace = stats.maxgrace; |
|
|
844 | |
|
|
845 | if (contr) |
|
|
846 | { |
|
|
847 | contr->levhp[1] = 9; |
|
|
848 | contr->levsp[1] = 6; |
|
|
849 | contr->levgrace[1] = 3; |
|
|
850 | |
|
|
851 | contr->orig_stats = stats; |
|
|
852 | } |
|
|
853 | } |
|
|
854 | |
|
|
855 | static void |
|
|
856 | start_info (object *op) |
925 | { |
857 | { |
926 | signed char tmp; |
|
|
927 | char buf[MAX_BUF]; |
858 | char buf[MAX_BUF]; |
928 | |
859 | |
929 | if (op->contr->Swap_First == -1) |
860 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
930 | { |
|
|
931 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
932 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
933 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
934 | return; |
|
|
935 | } |
|
|
936 | |
|
|
937 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
938 | |
|
|
939 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
940 | |
|
|
941 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
942 | |
|
|
943 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
944 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
945 | op->stats.Str = op->contr->orig_stats.Str; |
862 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
946 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
947 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
948 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
949 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
950 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
951 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
952 | op->stats.ac = 0; |
|
|
953 | |
|
|
954 | op->level = 1; |
|
|
955 | op->stats.exp = 0; |
|
|
956 | op->stats.ac = 0; |
|
|
957 | |
|
|
958 | op->contr->levhp[1] = 9; |
|
|
959 | op->contr->levsp[1] = 6; |
|
|
960 | op->contr->levgrace[1] = 3; |
|
|
961 | |
|
|
962 | fix_player (op); |
|
|
963 | op->stats.hp = op->stats.maxhp; |
|
|
964 | op->stats.sp = op->stats.maxsp; |
|
|
965 | op->stats.grace = op->stats.maxgrace; |
|
|
966 | op->contr->orig_stats = op->stats; |
|
|
967 | op->contr->Swap_First = -1; |
|
|
968 | } |
|
|
969 | |
|
|
970 | |
|
|
971 | /* This code has been greatly reduced, because with set_attr_value |
|
|
972 | * and get_attr_value, the stats can be accessed just numeric |
|
|
973 | * ids. stat_trans is a table that translate the number entered |
|
|
974 | * into the actual stat. It is needed because the order the stats |
|
|
975 | * are displayed in the stat window is not the same as how |
|
|
976 | * the number's access that stat. The table does that translation. |
|
|
977 | */ |
|
|
978 | int |
|
|
979 | key_roll_stat (object *op, char key) |
|
|
980 | { |
|
|
981 | int keynum = key - '0'; |
|
|
982 | char buf[MAX_BUF]; |
|
|
983 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
984 | |
|
|
985 | if (keynum > 0 && keynum <= 7) |
|
|
986 | { |
|
|
987 | if (op->contr->Swap_First == -1) |
|
|
988 | { |
|
|
989 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
990 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
991 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
863 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
992 | } |
|
|
993 | else |
|
|
994 | Swap_Stat (op, stat_trans[keynum]); |
|
|
995 | |
|
|
996 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
997 | return 1; |
|
|
998 | } |
|
|
999 | switch (key) |
|
|
1000 | { |
|
|
1001 | case 'n': |
|
|
1002 | case 'N': |
|
|
1003 | { |
|
|
1004 | SET_FLAG (op, FLAG_WIZ); |
|
|
1005 | if (op->map == NULL) |
|
|
1006 | { |
|
|
1007 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
1008 | break; |
|
|
1009 | } |
|
|
1010 | |
|
|
1011 | #if 0 |
|
|
1012 | /* So that enter_exit will put us at startx/starty */ |
|
|
1013 | op->x = -1; |
|
|
1014 | |
|
|
1015 | enter_exit (op, NULL); |
|
|
1016 | #endif |
|
|
1017 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1018 | /* Enter exit adds a player otherwise */ |
|
|
1019 | add_statbonus (op); |
|
|
1020 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1021 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1022 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1023 | if (op->msg) |
|
|
1024 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1025 | return 0; |
|
|
1026 | } |
|
|
1027 | case 'y': |
|
|
1028 | case 'Y': |
|
|
1029 | roll_stats (op); |
|
|
1030 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1031 | return 1; |
|
|
1032 | |
|
|
1033 | case 'q': |
|
|
1034 | case 'Q': |
|
|
1035 | play_again (op); |
|
|
1036 | return 1; |
|
|
1037 | |
|
|
1038 | default: |
|
|
1039 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1040 | return 0; |
|
|
1041 | } |
|
|
1042 | return 0; |
|
|
1043 | } |
864 | } |
1044 | |
865 | |
1045 | /* This function takes the key that is passed, and does the |
866 | /* This function takes the key that is passed, and does the |
1046 | * appropriate action with it (change race, or other things). |
867 | * appropriate action with it (change race, or other things). |
1047 | * The function name is for historical reasons - now we have |
868 | * The function name is for historical reasons - now we have |
1048 | * separate race and class; this actually changes the RACE, |
869 | * separate race and class; this actually changes the RACE, |
1049 | * not the class. |
870 | * not the class. |
1050 | */ |
871 | */ |
1051 | |
|
|
1052 | int |
872 | int |
1053 | key_change_class (object *op, char key) |
873 | key_change_class (object *op, char key) |
1054 | { |
874 | { |
1055 | int tmp_loop; |
875 | int tmp_loop; |
1056 | |
876 | |
1057 | if (key == 'q' || key == 'Q') |
|
|
1058 | { |
|
|
1059 | remove_ob (op); |
|
|
1060 | play_again (op); |
|
|
1061 | return 0; |
|
|
1062 | } |
|
|
1063 | if (key == 'd' || key == 'D') |
877 | if (key == 'd' || key == 'D') |
1064 | { |
878 | { |
1065 | char buf[MAX_BUF]; |
879 | char buf[MAX_BUF]; |
1066 | |
880 | |
1067 | /* this must before then initial items are given */ |
881 | /* this must before then initial items are given */ |
1068 | esrv_new_player (op->contr, op->weight + op->carrying); |
882 | esrv_new_player (op->contr, op->weight + op->carrying); |
|
|
883 | |
1069 | create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); |
884 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
|
|
885 | if (tl) |
|
|
886 | create_treasure (tl, op, 0, 0, 0); |
1070 | |
887 | |
1071 | INVOKE_PLAYER (BIRTH, op->contr); |
888 | INVOKE_PLAYER (BIRTH, op->contr); |
1072 | INVOKE_PLAYER (LOGIN, op->contr); |
889 | INVOKE_PLAYER (LOGIN, op->contr); |
1073 | |
890 | |
1074 | op->contr->state = ST_PLAYING; |
891 | op->contr->ns->state = ST_PLAYING; |
1075 | |
892 | |
1076 | if (op->msg) |
893 | if (op->msg) |
1077 | op->msg = NULL; |
894 | op->msg = NULL; |
1078 | |
895 | |
1079 | /* We create this now because some of the unique maps will need it |
896 | /* We create this now because some of the unique maps will need it |
… | |
… | |
1088 | start_info (op); |
905 | start_info (op); |
1089 | CLEAR_FLAG (op, FLAG_WIZ); |
906 | CLEAR_FLAG (op, FLAG_WIZ); |
1090 | give_initial_items (op, op->randomitems); |
907 | give_initial_items (op, op->randomitems); |
1091 | link_player_skills (op); |
908 | link_player_skills (op); |
1092 | esrv_send_inventory (op, op); |
909 | esrv_send_inventory (op, op); |
1093 | fix_player (op); |
910 | op->update_stats (); |
1094 | |
911 | |
1095 | /* This moves the player to a different start map, if there |
912 | /* This moves the player to a different start map, if there |
1096 | * is one for this race |
913 | * is one for this race |
1097 | */ |
914 | */ |
1098 | if (*first_map_ext_path) |
915 | if (*first_map_ext_path) |
1099 | { |
916 | { |
1100 | object *tmp; |
917 | object *tmp; |
1101 | char mapname[MAX_BUF]; |
918 | char mapname[MAX_BUF]; |
1102 | |
919 | |
1103 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
920 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
1104 | tmp = get_object (); |
921 | tmp = object::create (); |
1105 | EXIT_PATH (tmp) = mapname; |
922 | EXIT_PATH (tmp) = mapname; |
1106 | EXIT_X (tmp) = op->x; |
923 | EXIT_X (tmp) = op->x; |
1107 | EXIT_Y (tmp) = op->y; |
924 | EXIT_Y (tmp) = op->y; |
1108 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
925 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
1109 | * if the map isn't there, then stay on the |
926 | * if the map isn't there, then stay on the |
1110 | * default initial map */ |
927 | * default initial map */ |
1111 | free_object (tmp); |
928 | tmp->destroy (); |
1112 | } |
929 | } |
1113 | else |
930 | else |
1114 | { |
|
|
1115 | LOG (llevDebug, "first_map_ext_path not set\n"); |
931 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1116 | } |
932 | |
1117 | return 0; |
933 | return 0; |
1118 | } |
934 | } |
1119 | |
935 | |
1120 | /* Following actually changes the race - this is the default command |
936 | /* Following actually changes the race - this is the default command |
1121 | * if we don't match with one of the options above. |
937 | * if we don't match with one of the options above. |
… | |
… | |
1125 | while (!tmp_loop) |
941 | while (!tmp_loop) |
1126 | { |
942 | { |
1127 | shstr name = op->name; |
943 | shstr name = op->name; |
1128 | int x = op->x, y = op->y; |
944 | int x = op->x, y = op->y; |
1129 | |
945 | |
1130 | remove_statbonus (op); |
946 | op->remove_statbonus (); |
1131 | remove_ob (op); |
947 | op->remove (); |
1132 | op->arch = get_player_archetype (op->arch); |
948 | op->arch = get_player_archetype (op->arch); |
1133 | copy_object (&op->arch->clone, op); |
949 | op->arch->clone.copy_to (op); |
1134 | op->instantiate (); |
950 | op->instantiate (); |
1135 | op->stats = op->contr->orig_stats; |
951 | op->stats = op->contr->orig_stats; |
1136 | op->name = op->name_pl = name; |
952 | op->name = op->name_pl = name; |
1137 | op->x = x; |
953 | op->x = x; |
1138 | op->y = y; |
954 | op->y = y; |
1139 | SET_ANIMATION (op, 2); /* So player faces south */ |
955 | SET_ANIMATION (op, 2); /* So player faces south */ |
1140 | insert_ob_in_map (op, op->map, op, 0); |
956 | insert_ob_in_map (op, op->map, op, 0); |
1141 | assign (op->contr->title, op->arch->clone.name); |
957 | assign (op->contr->title, op->arch->clone.name); |
1142 | add_statbonus (op); |
958 | op->add_statbonus (); |
1143 | tmp_loop = allowed_class (op); |
959 | tmp_loop = allowed_class (op); |
1144 | } |
960 | } |
1145 | |
961 | |
1146 | update_object (op, UP_OBJ_FACE); |
962 | update_object (op, UP_OBJ_FACE); |
1147 | esrv_update_item (UPD_FACE, op, op); |
963 | esrv_update_item (UPD_FACE, op, op); |
1148 | fix_player (op); |
964 | op->update_stats (); |
1149 | op->stats.hp = op->stats.maxhp; |
965 | op->stats.hp = op->stats.maxhp; |
1150 | op->stats.sp = op->stats.maxsp; |
966 | op->stats.sp = op->stats.maxsp; |
1151 | op->stats.grace = 0; |
967 | op->stats.grace = 0; |
1152 | |
968 | |
1153 | if (op->msg) |
969 | if (op->msg) |
1154 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
970 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1155 | |
971 | |
1156 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
972 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1157 | return 0; |
973 | return 0; |
1158 | } |
974 | } |
1159 | |
975 | |
1160 | int |
976 | int |
1161 | key_confirm_quit (object *op, char key) |
977 | key_confirm_quit (object *op, char key) |
1162 | { |
978 | { |
1163 | char buf[MAX_BUF]; |
|
|
1164 | |
|
|
1165 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
979 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
1166 | { |
980 | { |
1167 | op->contr->state = ST_PLAYING; |
981 | op->contr->ns->state = ST_PLAYING; |
1168 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
982 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
1169 | return 1; |
983 | return 1; |
1170 | } |
984 | } |
1171 | |
985 | |
1172 | INVOKE_PLAYER (LOGOUT, op->contr); |
986 | INVOKE_PLAYER (LOGOUT, op->contr); |
1173 | INVOKE_PLAYER (QUIT, op->contr); |
987 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
988 | |
|
|
989 | op->contr->enable_save = false; |
1174 | |
990 | |
1175 | terminate_all_pets (op); |
991 | terminate_all_pets (op); |
1176 | leave_map (op); |
992 | leave_map (op); |
1177 | op->direction = 0; |
993 | op->direction = 0; |
1178 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
994 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
1179 | |
995 | |
1180 | strcpy (op->contr->killer, "quit"); |
996 | strcpy (op->contr->killer, "quit"); |
1181 | check_score (op); |
997 | check_score (op); |
1182 | op->contr->party = NULL; |
998 | op->contr->party = 0; |
1183 | if (settings.set_title == TRUE) |
|
|
1184 | op->contr->own_title[0] = '\0'; |
999 | op->contr->own_title[0] = '\0'; |
1185 | |
1000 | |
1186 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1001 | object_ptr ob = op; |
1187 | { |
|
|
1188 | maptile *mp, *next; |
|
|
1189 | |
1002 | |
1190 | /* We need to hunt for any per player unique maps in memory and |
1003 | /* We need to hunt for any per player unique maps in memory and |
1191 | * get rid of them. The trailing slash in the path is intentional, |
1004 | * get rid of them. The trailing slash in the path is intentional, |
1192 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1005 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1193 | */ |
1006 | */ |
|
|
1007 | char buf[MAX_BUF]; |
1194 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1008 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1195 | for (mp = first_map; mp != NULL; mp = next) |
1009 | |
1196 | { |
1010 | for_all_maps (mp) |
1197 | next = mp->next; |
|
|
1198 | if (!strncmp (mp->path, buf, strlen (buf))) |
1011 | if (!strncmp (mp->path, buf, strlen (buf))) |
1199 | delete_map (mp); |
1012 | delete_map (mp); |
1200 | } |
|
|
1201 | |
1013 | |
1202 | delete_character (op->name, 1); |
1014 | delete_character (ob->name, 1); |
1203 | } |
1015 | ob->contr->destroy (); |
1204 | |
1016 | |
1205 | play_again (op); |
|
|
1206 | return 1; |
1017 | return 1; |
1207 | } |
1018 | } |
1208 | |
1019 | |
1209 | void |
1020 | void |
1210 | flee_player (object *op) |
1021 | flee_player (object *op) |
… | |
… | |
1241 | { |
1052 | { |
1242 | op->enemy = NULL; |
1053 | op->enemy = NULL; |
1243 | CLEAR_FLAG (op, FLAG_SCARED); |
1054 | CLEAR_FLAG (op, FLAG_SCARED); |
1244 | return; |
1055 | return; |
1245 | } |
1056 | } |
|
|
1057 | |
1246 | get_rangevector (op, op->enemy, &rv, 0); |
1058 | get_rangevector (op, op->enemy, &rv, 0); |
1247 | |
1059 | |
1248 | dir = absdir (4 + rv.direction); |
1060 | dir = absdir (4 + rv.direction); |
1249 | for (diff = 0; diff < 3; diff++) |
1061 | for (diff = 0; diff < 3; diff++) |
1250 | { |
1062 | { |
1251 | int m = 1 - (RANDOM () & 2); |
1063 | int m = 1 - (RANDOM () & 2); |
1252 | |
1064 | |
1253 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1065 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1254 | { |
|
|
1255 | return; |
1066 | return; |
1256 | } |
|
|
1257 | } |
1067 | } |
|
|
1068 | |
1258 | /* Cornered, get rid of scared */ |
1069 | /* Cornered, get rid of scared */ |
1259 | CLEAR_FLAG (op, FLAG_SCARED); |
1070 | CLEAR_FLAG (op, FLAG_SCARED); |
1260 | op->enemy = NULL; |
1071 | op->enemy = NULL; |
1261 | } |
1072 | } |
1262 | |
1073 | |
… | |
… | |
1348 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1159 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1349 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1160 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1350 | else |
1161 | else |
1351 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1162 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1352 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1163 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1164 | |
1353 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1165 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1354 | |
|
|
1355 | sprintf (putstring, "...flags: "); |
|
|
1356 | for (k = 0; k < 4; k++) |
|
|
1357 | { |
|
|
1358 | for (j = 0; j < 32; j++) |
|
|
1359 | { |
|
|
1360 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1361 | { |
|
|
1362 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1363 | strcat (putstring, tmpstr); |
|
|
1364 | } |
|
|
1365 | } |
|
|
1366 | } |
|
|
1367 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1368 | |
|
|
1369 | #if 0 |
|
|
1370 | /* print the flags too */ |
|
|
1371 | for (k = 0; k < 4; k++) |
|
|
1372 | { |
|
|
1373 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1374 | for (j = 0; j < 32; j++) |
|
|
1375 | { |
|
|
1376 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1377 | if (!((j + 1) % 4)) |
|
|
1378 | fprintf (stderr, " "); |
|
|
1379 | } |
|
|
1380 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1381 | } |
|
|
1382 | #endif |
|
|
1383 | } |
1166 | } |
|
|
1167 | |
1384 | /* philosophy: |
1168 | /* philosophy: |
1385 | * It's easy to grab an item type from a pile, as long as it's |
1169 | * It's easy to grab an item type from a pile, as long as it's |
1386 | * generic. This takes no game-time. For more detailed pickups |
1170 | * generic. This takes no game-time. For more detailed pickups |
1387 | * and selections, select-items shoul dbe used. This is a |
1171 | * and selections, select-items should be used. This is a |
1388 | * grab-as-you-run type mode that's really useful for arrows for |
1172 | * grab-as-you-run type mode that's really useful for arrows for |
1389 | * example. |
1173 | * example. |
1390 | * The drawback: right now it has no frontend, so you need to |
1174 | * The drawback: right now it has no frontend, so you need to |
1391 | * stick the bits you want into a calculator in hex mode and then |
1175 | * stick the bits you want into a calculator in hex mode and then |
1392 | * convert to decimal and then 'pickup <#> |
1176 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1426 | /* question: don't pick up known-poisonous stuff? */ |
1210 | /* question: don't pick up known-poisonous stuff? */ |
1427 | if (op->contr->mode & PU_FOOD) |
1211 | if (op->contr->mode & PU_FOOD) |
1428 | if (tmp->type == FOOD) |
1212 | if (tmp->type == FOOD) |
1429 | { |
1213 | { |
1430 | pick_up (op, tmp); |
1214 | pick_up (op, tmp); |
1431 | if (0) |
|
|
1432 | fprintf (stderr, "FOOD\n"); |
|
|
1433 | continue; |
1215 | continue; |
1434 | } |
1216 | } |
|
|
1217 | |
1435 | if (op->contr->mode & PU_DRINK) |
1218 | if (op->contr->mode & PU_DRINK) |
1436 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1219 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1437 | { |
1220 | { |
1438 | pick_up (op, tmp); |
1221 | pick_up (op, tmp); |
1439 | if (0) |
|
|
1440 | fprintf (stderr, "DRINK\n"); |
|
|
1441 | continue; |
1222 | continue; |
1442 | } |
1223 | } |
1443 | |
1224 | |
1444 | if (op->contr->mode & PU_POTION) |
1225 | if (op->contr->mode & PU_POTION) |
1445 | if (tmp->type == POTION) |
1226 | if (tmp->type == POTION) |
1446 | { |
1227 | { |
1447 | pick_up (op, tmp); |
1228 | pick_up (op, tmp); |
1448 | if (0) |
|
|
1449 | fprintf (stderr, "POTION\n"); |
|
|
1450 | continue; |
1229 | continue; |
1451 | } |
1230 | } |
1452 | |
1231 | |
1453 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1232 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1454 | if (op->contr->mode & PU_SPELLBOOK) |
1233 | if (op->contr->mode & PU_SPELLBOOK) |
1455 | if (tmp->type == SPELLBOOK) |
1234 | if (tmp->type == SPELLBOOK) |
1456 | { |
1235 | { |
1457 | pick_up (op, tmp); |
1236 | pick_up (op, tmp); |
1458 | if (0) |
|
|
1459 | fprintf (stderr, "SPELLBOOK\n"); |
|
|
1460 | continue; |
1237 | continue; |
1461 | } |
1238 | } |
|
|
1239 | |
1462 | if (op->contr->mode & PU_SKILLSCROLL) |
1240 | if (op->contr->mode & PU_SKILLSCROLL) |
1463 | if (tmp->type == SKILLSCROLL) |
1241 | if (tmp->type == SKILLSCROLL) |
1464 | { |
1242 | { |
1465 | pick_up (op, tmp); |
1243 | pick_up (op, tmp); |
1466 | if (0) |
|
|
1467 | fprintf (stderr, "SKILLSCROLL\n"); |
|
|
1468 | continue; |
1244 | continue; |
1469 | } |
1245 | } |
|
|
1246 | |
1470 | if (op->contr->mode & PU_READABLES) |
1247 | if (op->contr->mode & PU_READABLES) |
1471 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1248 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1472 | { |
1249 | { |
1473 | pick_up (op, tmp); |
1250 | pick_up (op, tmp); |
1474 | if (0) |
|
|
1475 | fprintf (stderr, "READABLES\n"); |
|
|
1476 | continue; |
1251 | continue; |
1477 | } |
1252 | } |
1478 | |
1253 | |
1479 | /* wands/staves/rods/horns */ |
1254 | /* wands/staves/rods/horns */ |
1480 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1255 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1481 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1256 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1482 | { |
1257 | { |
1483 | pick_up (op, tmp); |
1258 | pick_up (op, tmp); |
1484 | if (0) |
|
|
1485 | fprintf (stderr, "MAGIC_DEVICE\n"); |
|
|
1486 | continue; |
1259 | continue; |
1487 | } |
1260 | } |
1488 | |
1261 | |
1489 | /* pick up all magical items */ |
1262 | /* pick up all magical items */ |
1490 | if (op->contr->mode & PU_MAGICAL) |
1263 | if (op->contr->mode & PU_MAGICAL) |
1491 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1264 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1492 | { |
1265 | { |
1493 | pick_up (op, tmp); |
1266 | pick_up (op, tmp); |
1494 | if (0) |
|
|
1495 | fprintf (stderr, "MAGICAL\n"); |
|
|
1496 | continue; |
1267 | continue; |
1497 | } |
1268 | } |
1498 | |
1269 | |
1499 | if (op->contr->mode & PU_VALUABLES) |
1270 | if (op->contr->mode & PU_VALUABLES) |
1500 | { |
1271 | { |
1501 | if (tmp->type == MONEY || tmp->type == GEM) |
1272 | if (tmp->type == MONEY || tmp->type == GEM) |
1502 | { |
1273 | { |
1503 | pick_up (op, tmp); |
1274 | pick_up (op, tmp); |
1504 | if (0) |
|
|
1505 | fprintf (stderr, "MONEY/GEM\n"); |
|
|
1506 | continue; |
1275 | continue; |
1507 | } |
1276 | } |
1508 | } |
1277 | } |
1509 | |
1278 | |
1510 | /* rings & amulets - talismans seems to be typed AMULET */ |
1279 | /* rings & amulets - talismans seems to be typed AMULET */ |
1511 | if (op->contr->mode & PU_JEWELS) |
1280 | if (op->contr->mode & PU_JEWELS) |
1512 | if (tmp->type == RING || tmp->type == AMULET) |
1281 | if (tmp->type == RING || tmp->type == AMULET) |
1513 | { |
1282 | { |
1514 | pick_up (op, tmp); |
1283 | pick_up (op, tmp); |
|
|
1284 | continue; |
1515 | if (0) |
1285 | } |
1516 | fprintf (stderr, "JEWELS\n"); |
1286 | |
|
|
1287 | /* we don't forget dragon food */ |
|
|
1288 | if (op->contr->mode & PU_FLESH) |
|
|
1289 | if (tmp->type == FLESH) |
|
|
1290 | { |
|
|
1291 | pick_up (op, tmp); |
1517 | continue; |
1292 | continue; |
1518 | } |
1293 | } |
1519 | |
1294 | |
1520 | /* bows and arrows. Bows are good for selling! */ |
1295 | /* bows and arrows. Bows are good for selling! */ |
1521 | if (op->contr->mode & PU_BOW) |
1296 | if (op->contr->mode & PU_BOW) |
1522 | if (tmp->type == BOW) |
1297 | if (tmp->type == BOW) |
1523 | { |
1298 | { |
1524 | pick_up (op, tmp); |
1299 | pick_up (op, tmp); |
1525 | if (0) |
|
|
1526 | fprintf (stderr, "BOW\n"); |
|
|
1527 | continue; |
1300 | continue; |
1528 | } |
1301 | } |
|
|
1302 | |
1529 | if (op->contr->mode & PU_ARROW) |
1303 | if (op->contr->mode & PU_ARROW) |
1530 | if (tmp->type == ARROW) |
1304 | if (tmp->type == ARROW) |
1531 | { |
1305 | { |
1532 | pick_up (op, tmp); |
1306 | pick_up (op, tmp); |
1533 | if (0) |
|
|
1534 | fprintf (stderr, "ARROW\n"); |
|
|
1535 | continue; |
1307 | continue; |
1536 | } |
1308 | } |
1537 | |
1309 | |
1538 | /* all kinds of armor etc. */ |
1310 | /* all kinds of armor etc. */ |
1539 | if (op->contr->mode & PU_ARMOUR) |
1311 | if (op->contr->mode & PU_ARMOUR) |
1540 | if (tmp->type == ARMOUR) |
1312 | if (tmp->type == ARMOUR) |
1541 | { |
1313 | { |
1542 | pick_up (op, tmp); |
1314 | pick_up (op, tmp); |
1543 | if (0) |
|
|
1544 | fprintf (stderr, "ARMOUR\n"); |
|
|
1545 | continue; |
1315 | continue; |
1546 | } |
1316 | } |
|
|
1317 | |
1547 | if (op->contr->mode & PU_HELMET) |
1318 | if (op->contr->mode & PU_HELMET) |
1548 | if (tmp->type == HELMET) |
1319 | if (tmp->type == HELMET) |
1549 | { |
1320 | { |
1550 | pick_up (op, tmp); |
1321 | pick_up (op, tmp); |
1551 | if (0) |
|
|
1552 | fprintf (stderr, "HELMET\n"); |
|
|
1553 | continue; |
1322 | continue; |
1554 | } |
1323 | } |
|
|
1324 | |
1555 | if (op->contr->mode & PU_SHIELD) |
1325 | if (op->contr->mode & PU_SHIELD) |
1556 | if (tmp->type == SHIELD) |
1326 | if (tmp->type == SHIELD) |
1557 | { |
1327 | { |
1558 | pick_up (op, tmp); |
1328 | pick_up (op, tmp); |
1559 | if (0) |
|
|
1560 | fprintf (stderr, "SHIELD\n"); |
|
|
1561 | continue; |
1329 | continue; |
1562 | } |
1330 | } |
|
|
1331 | |
1563 | if (op->contr->mode & PU_BOOTS) |
1332 | if (op->contr->mode & PU_BOOTS) |
1564 | if (tmp->type == BOOTS) |
1333 | if (tmp->type == BOOTS) |
1565 | { |
1334 | { |
1566 | pick_up (op, tmp); |
1335 | pick_up (op, tmp); |
1567 | if (0) |
|
|
1568 | fprintf (stderr, "BOOTS\n"); |
|
|
1569 | continue; |
1336 | continue; |
1570 | } |
1337 | } |
|
|
1338 | |
1571 | if (op->contr->mode & PU_GLOVES) |
1339 | if (op->contr->mode & PU_GLOVES) |
1572 | if (tmp->type == GLOVES) |
1340 | if (tmp->type == GLOVES) |
1573 | { |
1341 | { |
1574 | pick_up (op, tmp); |
1342 | pick_up (op, tmp); |
1575 | if (0) |
|
|
1576 | fprintf (stderr, "GLOVES\n"); |
|
|
1577 | continue; |
1343 | continue; |
1578 | } |
1344 | } |
|
|
1345 | |
1579 | if (op->contr->mode & PU_CLOAK) |
1346 | if (op->contr->mode & PU_CLOAK) |
1580 | if (tmp->type == CLOAK) |
1347 | if (tmp->type == CLOAK) |
1581 | { |
1348 | { |
1582 | pick_up (op, tmp); |
1349 | pick_up (op, tmp); |
1583 | if (0) |
|
|
1584 | fprintf (stderr, "GLOVES\n"); |
|
|
1585 | continue; |
1350 | continue; |
1586 | } |
1351 | } |
1587 | |
1352 | |
1588 | /* hoping to catch throwing daggers here */ |
1353 | /* hoping to catch throwing daggers here */ |
1589 | if (op->contr->mode & PU_MISSILEWEAPON) |
1354 | if (op->contr->mode & PU_MISSILEWEAPON) |
1590 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1355 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1591 | { |
1356 | { |
1592 | pick_up (op, tmp); |
1357 | pick_up (op, tmp); |
1593 | if (0) |
|
|
1594 | fprintf (stderr, "MISSILEWEAPON\n"); |
|
|
1595 | continue; |
1358 | continue; |
1596 | } |
1359 | } |
1597 | |
1360 | |
1598 | /* careful: chairs and tables are weapons! */ |
1361 | /* careful: chairs and tables are weapons! */ |
1599 | if (op->contr->mode & PU_ALLWEAPON) |
1362 | if (op->contr->mode & PU_ALLWEAPON) |
… | |
… | |
1602 | { |
1365 | { |
1603 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1366 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1604 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1367 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1605 | { |
1368 | { |
1606 | pick_up (op, tmp); |
1369 | pick_up (op, tmp); |
1607 | if (0) |
|
|
1608 | fprintf (stderr, "WEAPON\n"); |
|
|
1609 | continue; |
1370 | continue; |
1610 | } |
1371 | } |
1611 | } |
1372 | } |
|
|
1373 | |
1612 | if (tmp->type == WEAPON && tmp->name == NULL) |
1374 | if (tmp->type == WEAPON && tmp->name == NULL) |
1613 | { |
1375 | { |
1614 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1376 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1615 | { |
1377 | { |
1616 | pick_up (op, tmp); |
1378 | pick_up (op, tmp); |
1617 | if (0) |
|
|
1618 | fprintf (stderr, "WEAPON\n"); |
|
|
1619 | continue; |
1379 | continue; |
1620 | } |
1380 | } |
1621 | } |
1381 | } |
1622 | } |
1382 | } |
1623 | |
1383 | |
1624 | /* misc stuff that's useful */ |
1384 | /* misc stuff that's useful */ |
1625 | if (op->contr->mode & PU_KEY) |
1385 | if (op->contr->mode & PU_KEY) |
1626 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1386 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1627 | { |
1387 | { |
1628 | pick_up (op, tmp); |
1388 | pick_up (op, tmp); |
1629 | if (0) |
|
|
1630 | fprintf (stderr, "KEY\n"); |
|
|
1631 | continue; |
1389 | continue; |
1632 | } |
1390 | } |
1633 | |
1391 | |
1634 | /* any of the last 4 bits set means we use the ratio for value |
1392 | /* any of the last 4 bits set means we use the ratio for value |
1635 | * pickups */ |
1393 | * pickups */ |
… | |
… | |
1657 | continue; |
1415 | continue; |
1658 | } |
1416 | } |
1659 | } |
1417 | } |
1660 | } /* the new pickup model */ |
1418 | } /* the new pickup model */ |
1661 | } |
1419 | } |
|
|
1420 | |
1662 | return !stop; |
1421 | return !stop; |
1663 | } |
1422 | } |
1664 | |
1423 | |
1665 | /* |
1424 | /* |
1666 | * Find an arrow in the inventory and after that |
1425 | * Find an arrow in the inventory and after that |
… | |
… | |
1843 | if (!dir) |
1602 | if (!dir) |
1844 | { |
1603 | { |
1845 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1604 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1846 | return 0; |
1605 | return 0; |
1847 | } |
1606 | } |
|
|
1607 | |
1848 | if (op->type == PLAYER) |
1608 | if (op->type == PLAYER) |
1849 | bow = op->contr->ranges[range_bow]; |
1609 | bow = op->contr->ranges[range_bow]; |
1850 | else |
1610 | else |
1851 | { |
1611 | { |
1852 | for (bow = op->inv; bow; bow = bow->below) |
1612 | for (bow = op->inv; bow; bow = bow->below) |
… | |
… | |
1860 | { |
1620 | { |
1861 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1621 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1862 | return 0; |
1622 | return 0; |
1863 | } |
1623 | } |
1864 | } |
1624 | } |
|
|
1625 | |
1865 | if (!bow->race || !bow->skill) |
1626 | if (!bow->race || !bow->skill) |
1866 | { |
1627 | { |
1867 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1628 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1868 | return 0; |
1629 | return 0; |
1869 | } |
1630 | } |
… | |
… | |
1871 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1632 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1872 | |
1633 | |
1873 | /* penalize ROF for bestarrow */ |
1634 | /* penalize ROF for bestarrow */ |
1874 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1635 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1875 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1636 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1637 | |
1876 | if (bowspeed < 1) |
1638 | if (bowspeed < 1) |
1877 | bowspeed = 1; |
1639 | bowspeed = 1; |
1878 | |
1640 | |
1879 | if (arrow == NULL) |
1641 | if (arrow == NULL) |
1880 | { |
1642 | { |
… | |
… | |
1886 | else |
1648 | else |
1887 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1649 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1888 | return 0; |
1650 | return 0; |
1889 | } |
1651 | } |
1890 | } |
1652 | } |
|
|
1653 | |
1891 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1654 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1892 | if (mflags & P_OUT_OF_MAP) |
1655 | if (mflags & P_OUT_OF_MAP) |
1893 | { |
|
|
1894 | return 0; |
1656 | return 0; |
1895 | } |
1657 | |
1896 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1658 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1897 | { |
1659 | { |
1898 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1660 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1899 | return 0; |
1661 | return 0; |
1900 | } |
1662 | } |
1901 | |
1663 | |
1902 | /* this should not happen, but sometimes does */ |
1664 | /* this should not happen, but sometimes does */ |
1903 | if (arrow->nrof == 0) |
1665 | if (arrow->nrof == 0) |
1904 | { |
1666 | { |
1905 | remove_ob (arrow); |
1667 | arrow->destroy (); |
1906 | free_object (arrow); |
|
|
1907 | return 0; |
1668 | return 0; |
1908 | } |
1669 | } |
1909 | |
1670 | |
1910 | left = arrow; /* these are arrows left to the player */ |
1671 | left = arrow; /* these are arrows left to the player */ |
1911 | arrow = get_split_ob (arrow, 1); |
1672 | arrow = get_split_ob (arrow, 1); |
1912 | if (arrow == NULL) |
1673 | if (!arrow) |
1913 | { |
1674 | { |
1914 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1675 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1915 | return 0; |
1676 | return 0; |
1916 | } |
1677 | } |
1917 | set_owner (arrow, op); |
1678 | |
|
|
1679 | arrow->set_owner (op); |
1918 | arrow->skill = bow->skill; |
1680 | arrow->skill = bow->skill; |
1919 | |
|
|
1920 | arrow->direction = dir; |
1681 | arrow->direction = dir; |
1921 | arrow->x = sx; |
|
|
1922 | arrow->y = sy; |
|
|
1923 | |
1682 | |
1924 | if (op->type == PLAYER) |
1683 | if (op->type == PLAYER) |
1925 | { |
1684 | { |
1926 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1685 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1927 | fix_player (op); |
1686 | op->update_stats (); |
1928 | } |
1687 | } |
1929 | |
1688 | |
1930 | SET_ANIMATION (arrow, arrow->direction); |
1689 | SET_ANIMATION (arrow, arrow->direction); |
1931 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1690 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1932 | arrow->stats.hp = arrow->stats.dam; |
1691 | arrow->stats.hp = arrow->stats.dam; |
1933 | arrow->stats.grace = arrow->attacktype; |
1692 | arrow->stats.grace = arrow->attacktype; |
1934 | if (arrow->slaying != NULL) |
1693 | if (arrow->slaying != NULL) |
1935 | arrow->spellarg = strdup_local (arrow->slaying); |
1694 | arrow->spellarg = strdup (arrow->slaying); |
1936 | |
1695 | |
1937 | /* Note that this was different for monsters - they got their level |
1696 | /* Note that this was different for monsters - they got their level |
1938 | * added to the damage. I think the strength bonus is more proper. |
1697 | * added to the damage. I think the strength bonus is more proper. |
1939 | */ |
1698 | */ |
1940 | |
1699 | |
… | |
… | |
1942 | |
1701 | |
1943 | /* update the speed */ |
1702 | /* update the speed */ |
1944 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1703 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1945 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1704 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1946 | |
1705 | |
1947 | if (arrow->speed < 1.0) |
1706 | arrow->set_speed (max (arrow->speed, 1.0)); |
1948 | arrow->speed = 1.0; |
|
|
1949 | update_ob_speed (arrow); |
|
|
1950 | arrow->speed_left = 0; |
1707 | arrow->speed_left = 0; |
1951 | |
1708 | |
1952 | if (op->type == PLAYER) |
1709 | if (op->type == PLAYER) |
1953 | { |
1710 | { |
1954 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1711 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1964 | } |
1721 | } |
1965 | |
1722 | |
1966 | if (arrow->attacktype == AT_PHYSICAL) |
1723 | if (arrow->attacktype == AT_PHYSICAL) |
1967 | arrow->attacktype |= bow->attacktype; |
1724 | arrow->attacktype |= bow->attacktype; |
1968 | |
1725 | |
1969 | if (bow->slaying != NULL) |
1726 | if (bow->slaying) |
1970 | arrow->slaying = bow->slaying; |
1727 | arrow->slaying = bow->slaying; |
1971 | |
1728 | |
1972 | arrow->map = m; |
|
|
1973 | arrow->move_type = MOVE_FLY_LOW; |
1729 | arrow->move_type = MOVE_FLY_LOW; |
1974 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1730 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1975 | |
1731 | |
1976 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1732 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1977 | insert_ob_in_map (arrow, m, op, 0); |
1733 | m->insert (arrow, sx, sy, op); |
1978 | |
1734 | |
1979 | if (!arrow->destroyed ()) |
1735 | if (!arrow->destroyed ()) |
1980 | move_arrow (arrow); |
1736 | move_arrow (arrow); |
1981 | |
1737 | |
1982 | if (op->type == PLAYER) |
1738 | if (op->type == PLAYER) |
… | |
… | |
2087 | |
1843 | |
2088 | if (item->arch) |
1844 | if (item->arch) |
2089 | { |
1845 | { |
2090 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1846 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2091 | item->face = item->arch->clone.face; |
1847 | item->face = item->arch->clone.face; |
2092 | item->speed = 0; |
1848 | item->set_speed (0); |
2093 | update_ob_speed (item); |
|
|
2094 | } |
1849 | } |
|
|
1850 | |
2095 | if ((tmp = is_player_inv (item))) |
1851 | if ((tmp = item->in_player ())) |
2096 | esrv_update_item (UPD_ANIM, tmp, item); |
1852 | esrv_update_item (UPD_ANIM, tmp, item); |
2097 | } |
1853 | } |
2098 | } |
1854 | } |
2099 | else if (item->type == ROD || item->type == HORN) |
1855 | else if (item->type == ROD || item->type == HORN) |
2100 | { |
|
|
2101 | drain_rod_charge (item); |
1856 | drain_rod_charge (item); |
2102 | } |
|
|
2103 | } |
1857 | } |
2104 | } |
1858 | } |
2105 | |
1859 | |
2106 | /* Received a fire command for the player - go and do it. |
1860 | /* Received a fire command for the player - go and do it. |
2107 | */ |
1861 | */ |
… | |
… | |
2130 | case range_misc: |
1884 | case range_misc: |
2131 | fire_misc_object (op, dir); |
1885 | fire_misc_object (op, dir); |
2132 | return; |
1886 | return; |
2133 | |
1887 | |
2134 | case range_golem: /* Control summoned monsters from scrolls */ |
1888 | case range_golem: /* Control summoned monsters from scrolls */ |
2135 | if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) |
1889 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
2136 | { |
1890 | { |
2137 | op->contr->ranges[range_golem] = NULL; |
1891 | op->contr->ranges[range_golem] = 0; |
2138 | op->contr->shoottype = range_none; |
1892 | op->contr->shoottype = range_none; |
2139 | op->contr->golem_count = 0; |
|
|
2140 | } |
1893 | } |
2141 | else |
1894 | else |
2142 | control_golem (op->contr->ranges[range_golem], dir); |
1895 | control_golem (op->contr->ranges[range_golem], dir); |
2143 | return; |
1896 | return; |
2144 | |
1897 | |
… | |
… | |
2251 | * 0 otherwise |
2004 | * 0 otherwise |
2252 | */ |
2005 | */ |
2253 | static int |
2006 | static int |
2254 | player_attack_door (object *op, object *door) |
2007 | player_attack_door (object *op, object *door) |
2255 | { |
2008 | { |
2256 | |
|
|
2257 | /* If its a door, try to find a use a key. If we do destroy the door, |
2009 | /* If its a door, try to find a use a key. If we do destroy the door, |
2258 | * might as well return immediately as there is nothing more to do - |
2010 | * might as well return immediately as there is nothing more to do - |
2259 | * otherwise, we fall through to the rest of the code. |
2011 | * otherwise, we fall through to the rest of the code. |
2260 | */ |
2012 | */ |
2261 | object *key = find_key (op, op, door); |
2013 | object *key = find_key (op, op, door); |
… | |
… | |
2299 | * It should keep the code cleaner. |
2051 | * It should keep the code cleaner. |
2300 | * When this is called, the players direction has been updated |
2052 | * When this is called, the players direction has been updated |
2301 | * (taking into account confusion.) The player is also actually |
2053 | * (taking into account confusion.) The player is also actually |
2302 | * going to try and move (not fire weapons). |
2054 | * going to try and move (not fire weapons). |
2303 | */ |
2055 | */ |
2304 | |
|
|
2305 | void |
2056 | void |
2306 | move_player_attack (object *op, int dir) |
2057 | move_player_attack (object *op, int dir) |
2307 | { |
2058 | { |
2308 | object *tmp, *mon; |
2059 | object *tmp, *mon; |
2309 | sint16 nx, ny; |
2060 | sint16 nx, ny; |
… | |
… | |
2311 | maptile *m; |
2062 | maptile *m; |
2312 | |
2063 | |
2313 | nx = freearr_x[dir] + op->x; |
2064 | nx = freearr_x[dir] + op->x; |
2314 | ny = freearr_y[dir] + op->y; |
2065 | ny = freearr_y[dir] + op->y; |
2315 | |
2066 | |
2316 | on_battleground = op_on_battleground (op, NULL, NULL); |
2067 | on_battleground = op_on_battleground (op, 0, 0); |
2317 | |
2068 | |
2318 | /* If braced, or can't move to the square, and it is not out of the |
2069 | /* If braced, or can't move to the square, and it is not out of the |
2319 | * map, attack it. Note order of if statement is important - don't |
2070 | * map, attack it. Note order of if statement is important - don't |
2320 | * want to be calling move_ob if braced, because move_ob will move the |
2071 | * want to be calling move_ob if braced, because move_ob will move the |
2321 | * player. This is a pretty nasty hack, because if we could |
2072 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2333 | return; /* Don't think this should happen */ |
2084 | return; /* Don't think this should happen */ |
2334 | } |
2085 | } |
2335 | else |
2086 | else |
2336 | m = op->map; |
2087 | m = op->map; |
2337 | |
2088 | |
2338 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2089 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2339 | { |
2090 | { |
2340 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
2091 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
2341 | return; |
2092 | return; |
2342 | } |
2093 | } |
2343 | |
2094 | |
2344 | mon = NULL; |
2095 | mon = 0; |
2345 | /* Go through all the objects, and find ones of interest. Only stop if |
2096 | /* Go through all the objects, and find ones of interest. Only stop if |
2346 | * we find a monster - that is something we know we want to attack. |
2097 | * we find a monster - that is something we know we want to attack. |
2347 | * if its a door or barrel (can roll) see if there may be monsters |
2098 | * if its a door or barrel (can roll) see if there may be monsters |
2348 | * on the space |
2099 | * on the space |
2349 | */ |
2100 | */ |
2350 | while (tmp != NULL) |
2101 | while (tmp) |
2351 | { |
2102 | { |
2352 | if (tmp == op) |
2103 | if (tmp == op) |
2353 | { |
2104 | { |
2354 | tmp = tmp->above; |
2105 | tmp = tmp->above; |
2355 | continue; |
2106 | continue; |
… | |
… | |
2365 | mon = tmp; |
2116 | mon = tmp; |
2366 | |
2117 | |
2367 | tmp = tmp->above; |
2118 | tmp = tmp->above; |
2368 | } |
2119 | } |
2369 | |
2120 | |
2370 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2121 | if (!mon) /* This happens anytime the player tries to move */ |
2371 | return; /* into a wall */ |
2122 | return; /* into a wall */ |
2372 | |
2123 | |
2373 | if (mon->head != NULL) |
2124 | if (mon->head) |
2374 | mon = mon->head; |
2125 | mon = mon->head; |
2375 | |
2126 | |
2376 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2127 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2377 | if (player_attack_door (op, mon)) |
2128 | if (player_attack_door (op, mon)) |
2378 | return; |
2129 | return; |
… | |
… | |
2390 | * player owns it and it is either friendly or unagressive. |
2141 | * player owns it and it is either friendly or unagressive. |
2391 | */ |
2142 | */ |
2392 | if ((op->type == PLAYER) |
2143 | if ((op->type == PLAYER) |
2393 | #if COZY_SERVER |
2144 | #if COZY_SERVER |
2394 | && |
2145 | && |
2395 | ((get_owner (mon) && get_owner (mon)->contr |
2146 | ((mon->owner && mon->owner->contr |
2396 | && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) |
2147 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2397 | #else |
2148 | #else |
2398 | && get_owner (mon) == op |
2149 | && mon->owner == op |
2399 | #endif |
2150 | #endif |
2400 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2151 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2401 | { |
2152 | { |
2402 | /* If we're braced, we don't want to switch places with it */ |
2153 | /* If we're braced, we don't want to switch places with it */ |
2403 | if (op->contr->braced) |
2154 | if (op->contr->braced) |
… | |
… | |
2415 | * attack them either. |
2166 | * attack them either. |
2416 | */ |
2167 | */ |
2417 | if ((mon->type == PLAYER || mon->enemy != op) && |
2168 | if ((mon->type == PLAYER || mon->enemy != op) && |
2418 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2169 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2419 | #ifdef PROHIBIT_PLAYERKILL |
2170 | #ifdef PROHIBIT_PLAYERKILL |
2420 | (op->contr->peaceful |
2171 | (op->contr->peaceful |
2421 | || (mon->type == PLAYER |
2172 | || (mon->type == PLAYER |
2422 | && mon->contr-> |
2173 | && mon->contr-> |
2423 | peaceful)) && |
2174 | peaceful)) && |
2424 | #else |
2175 | #else |
2425 | op->contr->peaceful && |
2176 | op->contr->peaceful && |
2426 | #endif |
2177 | #endif |
2427 | !on_battleground)) |
2178 | !on_battleground)) |
2428 | { |
2179 | { |
2429 | if (!op->contr->braced) |
2180 | if (!op->contr->braced) |
2430 | { |
2181 | { |
2431 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2182 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2432 | (void) push_ob (mon, dir, op); |
2183 | (void) push_ob (mon, dir, op); |
2433 | } |
2184 | } |
2434 | else |
2185 | else |
2435 | { |
|
|
2436 | new_draw_info (0, 0, op, "You withhold your attack"); |
2186 | new_draw_info (0, 0, op, "You withhold your attack"); |
2437 | } |
2187 | |
2438 | if (op->contr->tmp_invis || op->hide) |
2188 | if (op->contr->tmp_invis || op->hide) |
2439 | make_visible (op); |
2189 | make_visible (op); |
2440 | } |
2190 | } |
2441 | |
2191 | |
2442 | /* If the object is a boulder or other rollable object, then |
2192 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2470 | op->speed_left += op->speed / op->contr->weapon_sp; |
2220 | op->speed_left += op->speed / op->contr->weapon_sp; |
2471 | |
2221 | |
2472 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2222 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2473 | } |
2223 | } |
2474 | |
2224 | |
2475 | skill_attack (mon, op, 0, NULL, NULL); |
2225 | skill_attack (mon, op, 0, 0, 0); |
2476 | |
2226 | |
2477 | /* If attacking another player, that player gets automatic |
2227 | /* If attacking another player, that player gets automatic |
2478 | * hitback, and doesn't loose luck either. |
2228 | * hitback, and doesn't loose luck either. |
2479 | * Disable hitback on the battleground or if the target is |
2229 | * Disable hitback on the battleground or if the target is |
2480 | * the wiz. |
2230 | * the wiz. |
… | |
… | |
2482 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2232 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2483 | { |
2233 | { |
2484 | short luck = mon->stats.luck; |
2234 | short luck = mon->stats.luck; |
2485 | |
2235 | |
2486 | mon->contr->has_hit = 1; |
2236 | mon->contr->has_hit = 1; |
2487 | skill_attack (op, mon, 0, NULL, NULL); |
2237 | skill_attack (op, mon, 0, 0, 0); |
2488 | mon->stats.luck = luck; |
2238 | mon->stats.luck = luck; |
2489 | } |
2239 | } |
|
|
2240 | |
2490 | if (action_makes_visible (op)) |
2241 | if (action_makes_visible (op)) |
2491 | make_visible (op); |
2242 | make_visible (op); |
2492 | } |
2243 | } |
2493 | } /* if player should attack something */ |
2244 | } /* if player should attack something */ |
2494 | } |
2245 | } |
… | |
… | |
2529 | |
2280 | |
2530 | /* Add special check for newcs players and fire on - this way, the |
2281 | /* Add special check for newcs players and fire on - this way, the |
2531 | * server can handle repeat firing. |
2282 | * server can handle repeat firing. |
2532 | */ |
2283 | */ |
2533 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2284 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2534 | { |
|
|
2535 | op->direction = dir; |
2285 | op->direction = dir; |
2536 | } |
|
|
2537 | else |
2286 | else |
2538 | { |
|
|
2539 | op->direction = 0; |
2287 | op->direction = 0; |
2540 | } |
2288 | |
2541 | /* Update how the player looks. Use the facing, so direction may |
2289 | /* Update how the player looks. Use the facing, so direction may |
2542 | * get reset to zero. This allows for full animation capabilities |
2290 | * get reset to zero. This allows for full animation capabilities |
2543 | * for players. |
2291 | * for players. |
2544 | */ |
2292 | */ |
2545 | animate_object (op, op->facing); |
2293 | animate_object (op, op->facing); |
… | |
… | |
2590 | /* I've been seeing crashes where the golem has been destroyed, but |
2338 | /* I've been seeing crashes where the golem has been destroyed, but |
2591 | * the player object still points to the defunct golem. The code that |
2339 | * the player object still points to the defunct golem. The code that |
2592 | * destroys the golem looks correct, and it doesn't always happen, so |
2340 | * destroys the golem looks correct, and it doesn't always happen, so |
2593 | * put this in a a workaround to clean up the golem pointer. |
2341 | * put this in a a workaround to clean up the golem pointer. |
2594 | */ |
2342 | */ |
2595 | if (op->contr->ranges[range_golem] && |
|
|
2596 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) |
2343 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
2597 | { |
|
|
2598 | op->contr->ranges[range_golem] = NULL; |
2344 | op->contr->ranges[range_golem] = 0; |
2599 | op->contr->golem_count = 0; |
|
|
2600 | } |
|
|
2601 | |
2345 | |
2602 | /* call this here - we also will call this in do_ericserver, but |
2346 | /* call this here - we also will call this in do_ericserver, but |
2603 | * the players time has been increased when doericserver has been |
2347 | * the players time has been increased when doericserver has been |
2604 | * called, so we recheck it here. |
2348 | * called, so we recheck it here. |
2605 | */ |
2349 | */ |
2606 | HandleClient (&op->contr->socket, op->contr); |
2350 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
|
|
2351 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2352 | ; |
|
|
2353 | |
2607 | if (op->speed_left < 0) |
2354 | if (op->speed_left < 0) |
2608 | return 0; |
2355 | return 0; |
2609 | |
2356 | |
2610 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2357 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2611 | { |
2358 | { |
… | |
… | |
2620 | if (op->speed_left > 0) |
2367 | if (op->speed_left > 0) |
2621 | return 1; |
2368 | return 1; |
2622 | else |
2369 | else |
2623 | return 0; |
2370 | return 0; |
2624 | } |
2371 | } |
|
|
2372 | |
2625 | return 0; |
2373 | return 0; |
2626 | } |
2374 | } |
2627 | |
2375 | |
2628 | int |
2376 | int |
2629 | save_life (object *op) |
2377 | save_life (object *op) |
2630 | { |
2378 | { |
2631 | object *tmp; |
|
|
2632 | |
|
|
2633 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2379 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2634 | return 0; |
2380 | return 0; |
2635 | |
2381 | |
2636 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2382 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2637 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2383 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2638 | { |
2384 | { |
2639 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2385 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2640 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2386 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2387 | |
2641 | if (op->contr) |
2388 | if (op->contr) |
2642 | esrv_del_item (op->contr, tmp->count); |
2389 | esrv_del_item (op->contr, tmp->count); |
2643 | remove_ob (tmp); |
2390 | |
2644 | free_object (tmp); |
2391 | tmp->destroy (); |
2645 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2392 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2393 | |
2646 | if (op->stats.hp < 0) |
2394 | if (op->stats.hp < 0) |
2647 | op->stats.hp = op->stats.maxhp; |
2395 | op->stats.hp = op->stats.maxhp; |
|
|
2396 | |
2648 | if (op->stats.food < 0) |
2397 | if (op->stats.food < 0) |
2649 | op->stats.food = 999; |
2398 | op->stats.food = 999; |
2650 | fix_player (op); |
2399 | |
|
|
2400 | op->update_stats (); |
2651 | return 1; |
2401 | return 1; |
2652 | } |
2402 | } |
|
|
2403 | |
2653 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2404 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2654 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2405 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2655 | enter_player_savebed (op); /* bring him home. */ |
2406 | enter_player_savebed (op); /* bring him home. */ |
2656 | return 0; |
2407 | return 0; |
2657 | } |
2408 | } |
… | |
… | |
2666 | { |
2417 | { |
2667 | object *next; |
2418 | object *next; |
2668 | |
2419 | |
2669 | while (op) |
2420 | while (op) |
2670 | { |
2421 | { |
2671 | next = op->below; /* Make sure we have a good value, in case |
2422 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2672 | * we remove object 'op' |
2423 | |
2673 | */ |
|
|
2674 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2424 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2675 | { |
2425 | { |
2676 | remove_ob (op); |
|
|
2677 | op->x = env->x; |
|
|
2678 | op->y = env->y; |
|
|
2679 | if (env->type == PLAYER) |
2426 | if (env->type == PLAYER) |
2680 | esrv_del_item (env->contr, op->count); |
2427 | esrv_del_item (env->contr, op->count); |
2681 | insert_ob_in_map (op, env->map, NULL, 0); |
2428 | |
|
|
2429 | op->insert_at (env); |
2682 | } |
2430 | } |
2683 | else if (op->inv) |
2431 | else if (op->inv) |
2684 | remove_unpaid_objects (op->inv, env); |
2432 | remove_unpaid_objects (op->inv, env); |
|
|
2433 | |
2685 | op = next; |
2434 | op = next; |
2686 | } |
2435 | } |
2687 | } |
2436 | } |
2688 | |
|
|
2689 | |
2437 | |
2690 | /* |
2438 | /* |
2691 | * Returns pointer a static string containing gravestone text |
2439 | * Returns pointer a static string containing gravestone text |
2692 | * Moved from apply.c to player.c - player.c is what |
2440 | * Moved from apply.c to player.c - player.c is what |
2693 | * actually uses this function. player.c may not be quite the |
2441 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2704 | strcpy (buf2, " R.I.P.\n\n"); |
2452 | strcpy (buf2, " R.I.P.\n\n"); |
2705 | if (op->type == PLAYER) |
2453 | if (op->type == PLAYER) |
2706 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2454 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2707 | else |
2455 | else |
2708 | sprintf (buf, "%s\n", &op->name); |
2456 | sprintf (buf, "%s\n", &op->name); |
|
|
2457 | |
2709 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2458 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2710 | strcat (buf2, buf); |
2459 | strcat (buf2, buf); |
2711 | if (op->type == PLAYER) |
2460 | if (op->type == PLAYER) |
2712 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2461 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2713 | else |
2462 | else |
2714 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2463 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2464 | |
2715 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2465 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2716 | strcat (buf2, buf); |
2466 | strcat (buf2, buf); |
2717 | if (op->type == PLAYER) |
2467 | if (op->type == PLAYER) |
2718 | { |
2468 | { |
2719 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2469 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2720 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2470 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2721 | strcat (buf2, buf); |
2471 | strcat (buf2, buf); |
2722 | } |
2472 | } |
|
|
2473 | |
2723 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2474 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2724 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2475 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2725 | strcat (buf2, buf); |
2476 | strcat (buf2, buf); |
|
|
2477 | |
2726 | return buf2; |
2478 | return buf2; |
2727 | } |
2479 | } |
2728 | |
|
|
2729 | |
|
|
2730 | |
2480 | |
2731 | void |
2481 | void |
2732 | do_some_living (object *op) |
2482 | do_some_living (object *op) |
2733 | { |
2483 | { |
2734 | int last_food = op->stats.food; |
2484 | int last_food = op->stats.food; |
… | |
… | |
2743 | const int max_grace = 1; |
2493 | const int max_grace = 1; |
2744 | |
2494 | |
2745 | if (op->contr->outputs_sync) |
2495 | if (op->contr->outputs_sync) |
2746 | { |
2496 | { |
2747 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2497 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2748 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2498 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2749 | flush_output_element (op, &op->contr->outputs[i]); |
2499 | flush_output_element (op, &op->contr->outputs[i]); |
2750 | } |
2500 | } |
2751 | |
2501 | |
2752 | if (op->contr->state == ST_PLAYING) |
2502 | if (op->contr->ns->state == ST_PLAYING) |
2753 | { |
2503 | { |
2754 | |
|
|
2755 | /* these next three if clauses make it possible to SLOW DOWN |
2504 | /* these next three if clauses make it possible to SLOW DOWN |
2756 | hp/grace/spellpoint regeneration. */ |
2505 | hp/grace/spellpoint regeneration. */ |
2757 | if (op->contr->gen_hp >= 0) |
2506 | if (op->contr->gen_hp >= 0) |
2758 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2507 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2759 | else |
2508 | else |
2760 | { |
2509 | { |
2761 | gen_hp = op->stats.maxhp; |
2510 | gen_hp = op->stats.maxhp; |
2762 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2511 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2763 | } |
2512 | } |
|
|
2513 | |
2764 | if (op->contr->gen_sp >= 0) |
2514 | if (op->contr->gen_sp >= 0) |
2765 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2515 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2766 | else |
2516 | else |
2767 | { |
2517 | { |
2768 | gen_sp = op->stats.maxsp; |
2518 | gen_sp = op->stats.maxsp; |
2769 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2519 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2770 | } |
2520 | } |
|
|
2521 | |
2771 | if (op->contr->gen_grace >= 0) |
2522 | if (op->contr->gen_grace >= 0) |
2772 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2523 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2773 | else |
2524 | else |
2774 | { |
2525 | { |
2775 | gen_grace = op->stats.maxgrace; |
2526 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2791 | op->stats.food += op->contr->digestion; |
2542 | op->stats.food += op->contr->digestion; |
2792 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2543 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2793 | op->stats.food = last_food; |
2544 | op->stats.food = last_food; |
2794 | } |
2545 | } |
2795 | } |
2546 | } |
|
|
2547 | |
2796 | if (max_sp > 1) |
2548 | if (max_sp > 1) |
2797 | { |
2549 | { |
2798 | over_sp = (gen_sp + 10) / rate_sp; |
2550 | over_sp = (gen_sp + 10) / rate_sp; |
2799 | if (over_sp > 0) |
2551 | if (over_sp > 0) |
2800 | { |
2552 | { |
2801 | if (op->stats.sp < op->stats.maxsp) |
2553 | if (op->stats.sp < op->stats.maxsp) |
2802 | { |
2554 | { |
2803 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2555 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2556 | |
2804 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2557 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2805 | op->stats.sp--; |
2558 | op->stats.sp--; |
|
|
2559 | |
2806 | if (op->stats.sp > op->stats.maxsp) |
2560 | if (op->stats.sp > op->stats.maxsp) |
2807 | op->stats.sp = op->stats.maxsp; |
2561 | op->stats.sp = op->stats.maxsp; |
2808 | } |
2562 | } |
2809 | op->last_sp = 0; |
2563 | op->last_sp = 0; |
2810 | } |
2564 | } |
2811 | else |
2565 | else |
2812 | { |
|
|
2813 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2566 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2814 | } |
|
|
2815 | } |
2567 | } |
2816 | else |
2568 | else |
2817 | { |
|
|
2818 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2569 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2819 | } |
|
|
2820 | } |
2570 | } |
2821 | |
2571 | |
2822 | /* Regenerate Grace */ |
2572 | /* Regenerate Grace */ |
2823 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2573 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2824 | if (--op->last_grace < 0) |
2574 | if (--op->last_grace < 0) |
2825 | { |
2575 | { |
2826 | if (op->stats.grace < op->stats.maxgrace / 2) |
2576 | if (op->stats.grace < op->stats.maxgrace / 2) |
2827 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2577 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2578 | |
2828 | if (max_grace > 1) |
2579 | if (max_grace > 1) |
2829 | { |
2580 | { |
2830 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2581 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2831 | if (over_grace > 0) |
2582 | if (over_grace > 0) |
2832 | { |
2583 | { |
… | |
… | |
2860 | op->stats.food += op->contr->digestion; |
2611 | op->stats.food += op->contr->digestion; |
2861 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2612 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2862 | op->stats.food = last_food; |
2613 | op->stats.food = last_food; |
2863 | } |
2614 | } |
2864 | } |
2615 | } |
|
|
2616 | |
2865 | if (max_hp > 1) |
2617 | if (max_hp > 1) |
2866 | { |
2618 | { |
2867 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2619 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2868 | if (over_hp > 0) |
2620 | if (over_hp > 0) |
2869 | { |
2621 | { |
… | |
… | |
2893 | |
2645 | |
2894 | if (op->contr->gen_hp > 0) |
2646 | if (op->contr->gen_hp > 0) |
2895 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2647 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2896 | else |
2648 | else |
2897 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2649 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2650 | |
2898 | /* dms do not consume food */ |
2651 | /* dms do not consume food */ |
2899 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2652 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2900 | op->stats.food--; |
2653 | op->stats.food--; |
2901 | } |
2654 | } |
2902 | } |
|
|
2903 | |
2655 | |
2904 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2656 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2905 | { |
2657 | { |
2906 | object *tmp, *flesh = NULL; |
2658 | object *tmp, *flesh = 0; |
2907 | |
2659 | |
2908 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2660 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2909 | { |
2661 | { |
2910 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2662 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2911 | { |
|
|
2912 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2913 | { |
2663 | { |
|
|
2664 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2665 | { |
2914 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2666 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2915 | manual_apply (op, tmp, 0); |
2667 | manual_apply (op, tmp, 0); |
2916 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2668 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2917 | break; |
2669 | break; |
2918 | } |
2670 | } |
2919 | else if (tmp->type == FLESH) |
2671 | else if (tmp->type == FLESH) |
2920 | flesh = tmp; |
2672 | flesh = tmp; |
2921 | } /* End if paid for object */ |
2673 | } /* End if paid for object */ |
2922 | } /* end of for loop */ |
2674 | } /* end of for loop */ |
|
|
2675 | |
2923 | /* If player is still starving, it means they don't have any food, so |
2676 | /* If player is still starving, it means they don't have any food, so |
2924 | * eat flesh instead. |
2677 | * eat flesh instead. |
2925 | */ |
2678 | */ |
2926 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2679 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2927 | { |
2680 | { |
2928 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2681 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2929 | manual_apply (op, flesh, 0); |
2682 | manual_apply (op, flesh, 0); |
2930 | } |
2683 | } |
2931 | } /* end if player is starving */ |
2684 | } |
2932 | |
2685 | |
2933 | while (op->stats.food < 0 && op->stats.hp > 0) |
2686 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2934 | op->stats.food++, op->stats.hp--; |
2687 | op->stats.food++, op->stats.hp--; |
2935 | |
2688 | |
2936 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2689 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2937 | kill_player (op); |
2690 | kill_player (op); |
|
|
2691 | } |
2938 | } |
2692 | } |
2939 | |
|
|
2940 | |
|
|
2941 | |
2693 | |
2942 | /* If the player should die (lack of hp, food, etc), we call this. |
2694 | /* If the player should die (lack of hp, food, etc), we call this. |
2943 | * op is the player in jeopardy. If the player can not be saved (not |
2695 | * op is the player in jeopardy. If the player can not be saved (not |
2944 | * permadeath, no lifesave), this will take care of removing the player |
2696 | * permadeath, no lifesave), this will take care of removing the player |
2945 | * file. |
2697 | * file. |
… | |
… | |
2975 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2727 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2976 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2728 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2977 | |
2729 | |
2978 | /* restore player */ |
2730 | /* restore player */ |
2979 | at = archetype::find ("poisoning"); |
2731 | at = archetype::find ("poisoning"); |
2980 | tmp = present_arch_in_ob (at, op); |
2732 | if (object *tmp = present_arch_in_ob (at, op)) |
2981 | if (tmp) |
|
|
2982 | { |
2733 | { |
2983 | remove_ob (tmp); |
2734 | tmp->destroy (); |
2984 | free_object (tmp); |
|
|
2985 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2735 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2986 | } |
2736 | } |
2987 | |
2737 | |
2988 | at = archetype::find ("confusion"); |
2738 | at = archetype::find ("confusion"); |
2989 | tmp = present_arch_in_ob (at, op); |
2739 | if (object *tmp = present_arch_in_ob (at, op)) |
2990 | if (tmp) |
|
|
2991 | { |
2740 | { |
2992 | remove_ob (tmp); |
2741 | tmp->destroy (); |
2993 | free_object (tmp); |
|
|
2994 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2742 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2995 | } |
2743 | } |
2996 | |
2744 | |
2997 | cure_disease (op, 0); /* remove any disease */ |
2745 | cure_disease (op, 0); /* remove any disease */ |
2998 | op->stats.hp = op->stats.maxhp; |
2746 | op->stats.hp = op->stats.maxhp; |
2999 | if (op->stats.food <= 0) |
2747 | if (op->stats.food <= 0) |
3000 | op->stats.food = 999; |
2748 | op->stats.food = 999; |
3001 | |
2749 | |
3002 | /* create a bodypart-trophy to make the winner happy */ |
2750 | /* create a bodypart-trophy to make the winner happy */ |
3003 | tmp = arch_to_object (archetype::find ("finger")); |
2751 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
3004 | if (tmp != NULL) |
|
|
3005 | { |
2752 | { |
3006 | sprintf (buf, "%s's finger", &op->name); |
2753 | sprintf (buf, "%s's finger", &op->name); |
3007 | tmp->name = buf; |
2754 | tmp->name = buf; |
3008 | sprintf (buf, " This finger has been cut off %s\n" |
2755 | sprintf (buf, " This finger has been cut off %s\n" |
3009 | " the %s, when he was defeated at\n level %d by %s.\n", |
2756 | " the %s, when he was defeated at\n level %d by %s.\n", |
3010 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2757 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
3011 | tmp->msg = buf; |
2758 | tmp->msg = buf; |
3012 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2759 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
3013 | tmp->materialname = NULL; |
2760 | tmp->materialname = NULL; |
3014 | tmp->x = op->x, tmp->y = op->y; |
2761 | op->insert_at (tmp, op); |
3015 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
3016 | } |
2762 | } |
3017 | |
2763 | |
3018 | /* teleport defeated player to new destination */ |
2764 | /* teleport defeated player to new destination */ |
3019 | transfer_ob (op, x, y, 0, NULL); |
2765 | transfer_ob (op, x, y, 0, NULL); |
3020 | op->contr->braced = 0; |
2766 | op->contr->braced = 0; |
… | |
… | |
3046 | op->stats.hp = op->stats.maxhp; |
2792 | op->stats.hp = op->stats.maxhp; |
3047 | return; |
2793 | return; |
3048 | } |
2794 | } |
3049 | sprintf (buf, "%s died.", &op->name); |
2795 | sprintf (buf, "%s died.", &op->name); |
3050 | } |
2796 | } |
|
|
2797 | |
3051 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2798 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3052 | |
2799 | |
3053 | /* save the map location for corpse, gravestone */ |
2800 | /* save the map location for corpse, gravestone */ |
3054 | x = op->x; |
2801 | x = op->x; |
3055 | y = op->y; |
2802 | y = op->y; |
3056 | map = op->map; |
2803 | map = op->map; |
3057 | |
2804 | |
3058 | |
|
|
3059 | if (settings.not_permadeth == TRUE) |
|
|
3060 | { |
|
|
3061 | /* NOT_PERMADEATH code. This basically brings the character back to |
2805 | /* NOT_PERMADEATH code. This basically brings the character back to |
3062 | * life if they are dead - it takes some exp and a random stat. |
2806 | * life if they are dead - it takes some exp and a random stat. |
3063 | * See the config.h file for a little more in depth detail about this. |
2807 | * See the config.h file for a little more in depth detail about this. |
3064 | */ |
2808 | */ |
3065 | |
2809 | |
3066 | /* Basically two ways to go - remove a stat permanently, or just |
2810 | /* Basically two ways to go - remove a stat permanently, or just |
3067 | * make it depletion. This bunch of code deals with that aspect |
2811 | * make it depletion. This bunch of code deals with that aspect |
3068 | * of death. |
2812 | * of death. |
3069 | */ |
2813 | */ |
3070 | #ifndef COZY_SERVER |
2814 | #ifndef COZY_SERVER |
3071 | if (settings.balanced_stat_loss) |
2815 | if (settings.balanced_stat_loss) |
3072 | { |
2816 | { |
3073 | /* If stat loss is permanent, lose one stat only. */ |
2817 | /* If stat loss is permanent, lose one stat only. */ |
3074 | /* Lower level chars don't lose as many stats because they suffer |
2818 | /* Lower level chars don't lose as many stats because they suffer |
3075 | more if they do. */ |
2819 | more if they do. */ |
3076 | /* Higher level characters can afford things such as potions of |
2820 | /* Higher level characters can afford things such as potions of |
3077 | restoration, or better, stat potions. So we slug them that |
2821 | restoration, or better, stat potions. So we slug them that |
3078 | little bit harder. */ |
2822 | little bit harder. */ |
3079 | /* GD */ |
2823 | /* GD */ |
3080 | if (settings.stat_loss_on_death) |
2824 | if (settings.stat_loss_on_death) |
3081 | num_stats_lose = 1; |
2825 | num_stats_lose = 1; |
3082 | else |
|
|
3083 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3084 | } |
|
|
3085 | else |
2826 | else |
3086 | { |
2827 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2828 | } |
|
|
2829 | else |
3087 | num_stats_lose = 1; |
2830 | num_stats_lose = 1; |
3088 | } |
2831 | |
3089 | lost_a_stat = 0; |
2832 | lost_a_stat = 0; |
3090 | |
2833 | |
3091 | for (z = 0; z < num_stats_lose; z++) |
2834 | for (z = 0; z < num_stats_lose; z++) |
3092 | { |
2835 | { |
3093 | i = RANDOM () % NUM_STATS; |
2836 | i = RANDOM () % NUM_STATS; |
3094 | |
2837 | |
3095 | if (settings.stat_loss_on_death) |
2838 | if (settings.stat_loss_on_death) |
3096 | { |
2839 | { |
3097 | /* Pick a random stat and take a point off it. Tell the player |
2840 | /* Pick a random stat and take a point off it. Tell the player |
3098 | * what he lost. |
2841 | * what he lost. |
3099 | */ |
2842 | */ |
3100 | change_attr_value (&(op->stats), i, -1); |
2843 | change_attr_value (&(op->stats), i, -1); |
3101 | check_stat_bounds (&(op->stats)); |
2844 | check_stat_bounds (&(op->stats)); |
3102 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2845 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3103 | check_stat_bounds (&(op->contr->orig_stats)); |
2846 | check_stat_bounds (&(op->contr->orig_stats)); |
3104 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2847 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3105 | lost_a_stat = 1; |
2848 | lost_a_stat = 1; |
|
|
2849 | } |
|
|
2850 | else |
|
|
2851 | { |
|
|
2852 | /* deplete a stat */ |
|
|
2853 | archetype *deparch = archetype::find ("depletion"); |
|
|
2854 | object *dep; |
|
|
2855 | |
|
|
2856 | dep = present_arch_in_ob (deparch, op); |
|
|
2857 | if (!dep) |
|
|
2858 | { |
|
|
2859 | dep = arch_to_object (deparch); |
|
|
2860 | insert_ob_in_ob (dep, op); |
3106 | } |
2861 | } |
3107 | else |
2862 | lose_this_stat = 1; |
|
|
2863 | if (settings.balanced_stat_loss) |
3108 | { |
2864 | { |
3109 | /* deplete a stat */ |
2865 | /* GD */ |
3110 | archetype *deparch = archetype::find ("depletion"); |
2866 | /* Get the stat that we're about to deplete. */ |
3111 | object *dep; |
2867 | this_stat = get_attr_value (&(dep->stats), i); |
3112 | |
2868 | if (this_stat < 0) |
3113 | dep = present_arch_in_ob (deparch, op); |
|
|
3114 | if (!dep) |
|
|
3115 | { |
2869 | { |
3116 | dep = arch_to_object (deparch); |
2870 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3117 | insert_ob_in_ob (dep, op); |
2871 | int keep_chance = this_stat * this_stat; |
3118 | } |
2872 | |
3119 | lose_this_stat = 1; |
2873 | /* Yes, I am paranoid. Sue me. */ |
3120 | if (settings.balanced_stat_loss) |
|
|
3121 | { |
|
|
3122 | /* GD */ |
|
|
3123 | /* Get the stat that we're about to deplete. */ |
|
|
3124 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3125 | if (this_stat < 0) |
2874 | if (keep_chance < 1) |
|
|
2875 | keep_chance = 1; |
|
|
2876 | |
|
|
2877 | /* There is a maximum depletion total per level. */ |
|
|
2878 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3126 | { |
2879 | { |
3127 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3128 | int keep_chance = this_stat * this_stat; |
|
|
3129 | |
|
|
3130 | /* Yes, I am paranoid. Sue me. */ |
|
|
3131 | if (keep_chance < 1) |
|
|
3132 | keep_chance = 1; |
|
|
3133 | |
|
|
3134 | /* There is a maximum depletion total per level. */ |
|
|
3135 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3136 | { |
|
|
3137 | lose_this_stat = 0; |
2880 | lose_this_stat = 0; |
3138 | /* Take loss chance vs keep chance to see if we |
2881 | /* Take loss chance vs keep chance to see if we |
3139 | retain the stat. */ |
2882 | retain the stat. */ |
3140 | } |
|
|
3141 | else |
|
|
3142 | { |
|
|
3143 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3144 | lose_this_stat = 0; |
|
|
3145 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3146 | this_stat, keep_chance, loss_chance, |
|
|
3147 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3148 | } |
|
|
3149 | } |
2883 | } |
3150 | } |
|
|
3151 | |
|
|
3152 | if (lose_this_stat) |
|
|
3153 | { |
|
|
3154 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3155 | /* We could try to do something clever like find another |
|
|
3156 | * stat to reduce if this fails. But chances are, if |
|
|
3157 | * stats have been depleted to -50, all are pretty low |
|
|
3158 | * and should be roughly the same, so it shouldn't make a |
|
|
3159 | * difference. |
|
|
3160 | */ |
2884 | else |
3161 | if (this_stat >= -50) |
|
|
3162 | { |
2885 | { |
3163 | change_attr_value (&(dep->stats), i, -1); |
2886 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3164 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3165 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3166 | fix_player (op); |
|
|
3167 | lost_a_stat = 1; |
2887 | lose_this_stat = 0; |
|
|
2888 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2889 | this_stat, keep_chance, loss_chance, |
|
|
2890 | lose_this_stat?"LOSE":"KEEP"); */ |
3168 | } |
2891 | } |
3169 | } |
2892 | } |
3170 | } |
2893 | } |
|
|
2894 | |
|
|
2895 | if (lose_this_stat) |
|
|
2896 | { |
|
|
2897 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2898 | /* We could try to do something clever like find another |
|
|
2899 | * stat to reduce if this fails. But chances are, if |
|
|
2900 | * stats have been depleted to -50, all are pretty low |
|
|
2901 | * and should be roughly the same, so it shouldn't make a |
|
|
2902 | * difference. |
|
|
2903 | */ |
|
|
2904 | if (this_stat >= -50) |
|
|
2905 | { |
|
|
2906 | change_attr_value (&(dep->stats), i, -1); |
|
|
2907 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2908 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2909 | op->update_stats (); |
|
|
2910 | lost_a_stat = 1; |
|
|
2911 | } |
3171 | } |
2912 | } |
|
|
2913 | } |
|
|
2914 | } |
3172 | /* If no stat lost, tell the player. */ |
2915 | /* If no stat lost, tell the player. */ |
3173 | if (!lost_a_stat) |
2916 | if (!lost_a_stat) |
3174 | { |
2917 | { |
3175 | /* determine_god() seems to not work sometimes... why is this? |
2918 | /* determine_god() seems to not work sometimes... why is this? |
3176 | Should I be using something else? GD */ |
2919 | Should I be using something else? GD */ |
3177 | const char *god = determine_god (op); |
2920 | const char *god = determine_god (op); |
3178 | |
2921 | |
3179 | if (god && (strcmp (god, "none"))) |
2922 | if (god && (strcmp (god, "none"))) |
3180 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); |
2923 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3181 | else |
2924 | else |
3182 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); |
2925 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3183 | } |
2926 | } |
|
|
2927 | #else |
|
|
2928 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3184 | #endif |
2929 | #endif |
3185 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
|
|
3186 | |
2930 | |
3187 | /* Put a gravestone up where the character 'almost' died. List the |
2931 | /* Put a gravestone up where the character 'almost' died. List the |
3188 | * exp loss on the stone. |
2932 | * exp loss on the stone. |
3189 | */ |
2933 | */ |
3190 | tmp = arch_to_object (archetype::find ("gravestone")); |
2934 | tmp = arch_to_object (archetype::find ("gravestone")); |
3191 | sprintf (buf, "%s's gravestone", &op->name); |
2935 | sprintf (buf, "%s's gravestone", &op->name); |
3192 | tmp->name = buf; |
2936 | tmp->name = buf; |
3193 | sprintf (buf, "%s's gravestones", &op->name); |
2937 | sprintf (buf, "%s's gravestones", &op->name); |
3194 | tmp->name_pl = buf; |
2938 | tmp->name_pl = buf; |
3195 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
2939 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
3196 | tmp->msg = buf; |
2940 | tmp->msg = buf; |
3197 | tmp->x = op->x, tmp->y = op->y; |
2941 | tmp->x = op->x, tmp->y = op->y; |
3198 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2942 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3199 | |
2943 | |
3200 | /**************************************/ |
2944 | /**************************************/ |
3201 | /* */ |
2945 | /* */ |
3202 | /* Subtract the experience points, */ |
2946 | /* Subtract the experience points, */ |
3203 | /* if we died cause of food, give us */ |
2947 | /* if we died cause of food, give us */ |
3204 | /* food, and reset HP's... */ |
2948 | /* food, and reset HP's... */ |
3205 | /* */ |
2949 | /* */ |
3206 | |
|
|
3207 | /**************************************/ |
2950 | /**************************************/ |
3208 | |
2951 | |
3209 | /* remove any poisoning and confusion the character may be suffering. */ |
2952 | /* remove any poisoning and confusion the character may be suffering. */ |
3210 | /* restore player */ |
2953 | /* restore player */ |
3211 | at = archetype::find ("poisoning"); |
2954 | at = archetype::find ("poisoning"); |
3212 | tmp = present_arch_in_ob (at, op); |
2955 | tmp = present_arch_in_ob (at, op); |
|
|
2956 | |
3213 | if (tmp) |
2957 | if (tmp) |
3214 | { |
2958 | { |
3215 | remove_ob (tmp); |
2959 | tmp->destroy (); |
3216 | free_object (tmp); |
|
|
3217 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2960 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3218 | } |
2961 | } |
3219 | |
2962 | |
3220 | at = archetype::find ("confusion"); |
2963 | at = archetype::find ("confusion"); |
3221 | tmp = present_arch_in_ob (at, op); |
2964 | tmp = present_arch_in_ob (at, op); |
3222 | if (tmp) |
2965 | if (tmp) |
3223 | { |
2966 | { |
3224 | remove_ob (tmp); |
2967 | tmp->destroy (); |
3225 | free_object (tmp); |
|
|
3226 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2968 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3227 | } |
2969 | } |
|
|
2970 | |
3228 | cure_disease (op, 0); /* remove any disease */ |
2971 | cure_disease (op, 0); /* remove any disease */ |
3229 | |
2972 | |
3230 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2973 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3231 | apply_death_exp_penalty (op); |
2974 | apply_death_exp_penalty (op); |
3232 | if (op->stats.food < 100) |
2975 | if (op->stats.food < 100) |
3233 | op->stats.food = 900; |
2976 | op->stats.food = 900; |
3234 | op->stats.hp = op->stats.maxhp; |
2977 | op->stats.hp = op->stats.maxhp; |
3235 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2978 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3236 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2979 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3237 | |
2980 | |
3238 | /* |
2981 | /* |
3239 | * Check to see if the player is in a shop. IF so, then check to see if |
2982 | * Check to see if the player is in a shop. IF so, then check to see if |
3240 | * the player has any unpaid items. If so, remove them and put them back |
2983 | * the player has any unpaid items. If so, remove them and put them back |
3241 | * in the map. |
2984 | * in the map. |
3242 | */ |
2985 | */ |
3243 | |
2986 | |
3244 | if (is_in_shop (op)) |
2987 | if (is_in_shop (op)) |
3245 | remove_unpaid_objects (op->inv, op); |
2988 | remove_unpaid_objects (op->inv, op); |
3246 | |
2989 | |
3247 | /****************************************/ |
2990 | /****************************************/ |
3248 | /* */ |
2991 | /* */ |
3249 | /* Move player to his current respawn- */ |
2992 | /* Move player to his current respawn- */ |
3250 | /* position (usually last savebed) */ |
2993 | /* position (usually last savebed) */ |
3251 | /* */ |
2994 | /* */ |
3252 | |
|
|
3253 | /****************************************/ |
2995 | /****************************************/ |
3254 | |
2996 | |
3255 | enter_player_savebed (op); |
2997 | enter_player_savebed (op); |
3256 | |
2998 | |
3257 | /* Save the player before inserting the force to reduce |
2999 | /* Save the player before inserting the force to reduce |
3258 | * chance of abuse. |
3000 | * chance of abuse. |
3259 | */ |
3001 | */ |
3260 | op->contr->braced = 0; |
3002 | op->contr->braced = 0; |
3261 | save_player (op, 1); |
3003 | op->contr->save (); |
3262 | |
3004 | |
3263 | /* it is possible that the player has blown something up |
3005 | /* it is possible that the player has blown something up |
3264 | * at his savebed location, and that can have long lasting |
3006 | * at his savebed location, and that can have long lasting |
3265 | * spell effects. So first see if there is a spell effect |
3007 | * spell effects. So first see if there is a spell effect |
3266 | * on the space that might harm the player. |
3008 | * on the space that might harm the player. |
3267 | */ |
3009 | */ |
3268 | will_kill_again = 0; |
3010 | will_kill_again = 0; |
3269 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3011 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3270 | { |
|
|
3271 | if (tmp->type == SPELL_EFFECT) |
3012 | if (tmp->type == SPELL_EFFECT) |
3272 | will_kill_again |= tmp->attacktype; |
3013 | will_kill_again |= tmp->attacktype; |
3273 | } |
3014 | |
3274 | if (will_kill_again) |
3015 | if (will_kill_again) |
3275 | { |
3016 | { |
3276 | object *force; |
3017 | object *force; |
3277 | int at; |
3018 | int at; |
3278 | |
3019 | |
3279 | force = get_archetype (FORCE_NAME); |
3020 | force = get_archetype (FORCE_NAME); |
3280 | /* 50 ticks should be enough time for the spell to abate */ |
3021 | /* 50 ticks should be enough time for the spell to abate */ |
3281 | force->speed = 0.1; |
3022 | force->speed = 0.1; |
3282 | force->speed_left = -5.0; |
3023 | force->speed_left = -5.0; |
3283 | SET_FLAG (force, FLAG_APPLIED); |
3024 | SET_FLAG (force, FLAG_APPLIED); |
3284 | for (at = 0; at < NROFATTACKS; at++) |
3025 | for (at = 0; at < NROFATTACKS; at++) |
3285 | { |
|
|
3286 | if (will_kill_again & (1 << at)) |
3026 | if (will_kill_again & (1 << at)) |
3287 | force->resist[at] = 100; |
3027 | force->resist[at] = 100; |
3288 | } |
3028 | |
3289 | insert_ob_in_ob (force, op); |
3029 | insert_ob_in_ob (force, op); |
3290 | fix_player (op); |
3030 | op->update_stats (); |
3291 | |
3031 | |
3292 | } |
3032 | } |
3293 | |
3033 | |
3294 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3034 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3295 | return; |
|
|
3296 | } /* NOT_PERMADETH */ |
|
|
3297 | else |
|
|
3298 | { |
|
|
3299 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3300 | * should probably be embedded in an else statement. |
|
|
3301 | */ |
|
|
3302 | |
|
|
3303 | op->contr->party = NULL; |
|
|
3304 | if (settings.set_title == TRUE) |
|
|
3305 | op->contr->own_title[0] = '\0'; |
|
|
3306 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3307 | check_score (op); |
|
|
3308 | if (op->contr->ranges[range_golem] != NULL) |
|
|
3309 | { |
|
|
3310 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3311 | remove_ob (op->contr->ranges[range_golem]); |
|
|
3312 | free_object (op->contr->ranges[range_golem]); |
|
|
3313 | op->contr->ranges[range_golem] = NULL; |
|
|
3314 | op->contr->golem_count = 0; |
|
|
3315 | } |
|
|
3316 | loot_object (op); /* Remove some of the items for good */ |
|
|
3317 | remove_ob (op); |
|
|
3318 | op->direction = 0; |
|
|
3319 | |
|
|
3320 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3321 | { |
|
|
3322 | delete_character (op->name, 0); |
|
|
3323 | if (settings.resurrection == TRUE) |
|
|
3324 | { |
|
|
3325 | /* save playerfile sans equipment when player dies |
|
|
3326 | ** then save it as player.pl.dead so that future resurrection |
|
|
3327 | ** type spells will work on them nicely |
|
|
3328 | */ |
|
|
3329 | delete_character (op->name, 0); |
|
|
3330 | op->stats.hp = op->stats.maxhp; |
|
|
3331 | op->stats.food = 999; |
|
|
3332 | |
|
|
3333 | /* set the location of where the person will reappear when */ |
|
|
3334 | /* maybe resurrection code should fix map also */ |
|
|
3335 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3336 | if (op->map != NULL) |
|
|
3337 | op->map = NULL; |
|
|
3338 | op->x = settings.emergency_x; |
|
|
3339 | op->y = settings.emergency_y; |
|
|
3340 | save_player (op, 0); |
|
|
3341 | op->map = map; |
|
|
3342 | /* please see resurrection.c: peterm */ |
|
|
3343 | dead_player (op); |
|
|
3344 | } |
|
|
3345 | else |
|
|
3346 | delete_character (op->name, 1); |
|
|
3347 | } |
|
|
3348 | |
|
|
3349 | play_again (op); |
|
|
3350 | |
|
|
3351 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3352 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3353 | sprintf (buf, "%s", &op->name); |
|
|
3354 | tmp->name = tmp->name_pl = buf; |
|
|
3355 | tmp->level = op->level; |
|
|
3356 | tmp->x = x; |
|
|
3357 | tmp->y = y; |
|
|
3358 | tmp->msg = gravestone_text (op); |
|
|
3359 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3360 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3361 | } |
|
|
3362 | } |
3035 | } |
3363 | |
|
|
3364 | |
3036 | |
3365 | void |
3037 | void |
3366 | loot_object (object *op) |
3038 | loot_object (object *op) |
3367 | { /* Grab and destroy some treasure */ |
3039 | { /* Grab and destroy some treasure */ |
3368 | object *tmp, *tmp2, *next; |
3040 | object *tmp, *tmp2, *next; |
3369 | |
3041 | |
3370 | if (op->container) |
3042 | if (op->container) |
3371 | { /* close open sack first */ |
|
|
3372 | esrv_apply_container (op, op->container); |
3043 | esrv_apply_container (op, op->container); /* close open sack first */ |
3373 | } |
|
|
3374 | |
3044 | |
3375 | for (tmp = op->inv; tmp != NULL; tmp = next) |
3045 | for (tmp = op->inv; tmp; tmp = next) |
3376 | { |
3046 | { |
3377 | next = tmp->below; |
3047 | next = tmp->below; |
3378 | if (tmp->type == EXPERIENCE || tmp->invisible) |
3048 | |
|
|
3049 | if (tmp->invisible) |
3379 | continue; |
3050 | continue; |
3380 | remove_ob (tmp); |
3051 | |
|
|
3052 | tmp->remove (); |
3381 | tmp->x = op->x, tmp->y = op->y; |
3053 | tmp->x = op->x, tmp->y = op->y; |
3382 | if (tmp->type == CONTAINER) |
3054 | if (tmp->type == CONTAINER) |
3383 | { /* empty container to ground */ |
3055 | { /* empty container to ground */ |
3384 | loot_object (tmp); |
3056 | loot_object (tmp); |
3385 | } |
3057 | } |
3386 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
3058 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
3387 | { |
3059 | { |
3388 | if (tmp->nrof > 1) |
3060 | if (tmp->nrof > 1) |
3389 | { |
3061 | { |
3390 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3062 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3391 | free_object (tmp2); |
3063 | tmp2->destroy (); |
3392 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3064 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3393 | } |
3065 | } |
3394 | else |
3066 | else |
3395 | free_object (tmp); |
3067 | tmp->destroy (); |
3396 | } |
3068 | } |
3397 | else |
3069 | else |
3398 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3070 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3399 | } |
3071 | } |
3400 | } |
3072 | } |
… | |
… | |
3406 | */ |
3078 | */ |
3407 | |
3079 | |
3408 | void |
3080 | void |
3409 | fix_weight (void) |
3081 | fix_weight (void) |
3410 | { |
3082 | { |
3411 | player *pl; |
3083 | for_all_players (pl) |
3412 | |
|
|
3413 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3414 | { |
3084 | { |
3415 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3085 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3416 | |
3086 | |
3417 | if (old == sum) |
3087 | if (old == sum) |
3418 | continue; |
3088 | continue; |
3419 | fix_player (pl->ob); |
3089 | pl->ob->update_stats (); |
3420 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3090 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3421 | } |
3091 | } |
3422 | } |
3092 | } |
3423 | |
3093 | |
3424 | void |
3094 | void |
3425 | fix_luck (void) |
3095 | fix_luck (void) |
3426 | { |
3096 | { |
3427 | player *pl; |
3097 | for_all_players (pl) |
3428 | |
|
|
3429 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3430 | if (!pl->ob->contr->state) |
3098 | if (!pl->ob->contr->ns->state) |
3431 | change_luck (pl->ob, 0); |
3099 | pl->ob->change_luck (0); |
3432 | } |
3100 | } |
3433 | |
|
|
3434 | |
3101 | |
3435 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3102 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3436 | * This is much simpler in the new spell code - we basically |
3103 | * This is much simpler in the new spell code - we basically |
3437 | * just treat this as any other spell casting object. |
3104 | * just treat this as any other spell casting object. |
3438 | */ |
3105 | */ |
3439 | |
|
|
3440 | void |
3106 | void |
3441 | cast_dust (object *op, object *throw_ob, int dir) |
3107 | cast_dust (object *op, object *throw_ob, int dir) |
3442 | { |
3108 | { |
3443 | object *skop, *spob; |
3109 | object *skop, *spob; |
3444 | |
3110 | |
… | |
… | |
3465 | if (op->type == PLAYER) |
3131 | if (op->type == PLAYER) |
3466 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3132 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3467 | |
3133 | |
3468 | cast_spell (op, throw_ob, dir, spob, NULL); |
3134 | cast_spell (op, throw_ob, dir, spob, NULL); |
3469 | |
3135 | |
3470 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3136 | throw_ob->destroy (); |
3471 | remove_ob (throw_ob); |
|
|
3472 | free_object (throw_ob); |
|
|
3473 | } |
3137 | } |
3474 | |
3138 | |
3475 | void |
3139 | void |
3476 | make_visible (object *op) |
3140 | make_visible (object *op) |
3477 | { |
3141 | { |
… | |
… | |
3491 | object *tmp = NULL; |
3155 | object *tmp = NULL; |
3492 | |
3156 | |
3493 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3157 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3494 | return 1; |
3158 | return 1; |
3495 | |
3159 | |
3496 | if (op->type == PLAYER) |
|
|
3497 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3498 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3499 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3500 | return 1; |
|
|
3501 | return 0; |
3160 | return 0; |
3502 | } |
3161 | } |
3503 | |
3162 | |
3504 | /* look at the surrounding terrain to determine |
3163 | /* look at the surrounding terrain to determine |
3505 | * the hideability of this object. Positive levels |
3164 | * the hideability of this object. Positive levels |
… | |
… | |
3620 | if (mflags & P_OUT_OF_MAP) |
3279 | if (mflags & P_OUT_OF_MAP) |
3621 | continue; |
3280 | continue; |
3622 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3281 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3623 | continue; |
3282 | continue; |
3624 | |
3283 | |
3625 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3284 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3626 | { |
3285 | { |
3627 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3286 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3628 | return 1; |
3287 | return 1; |
3629 | else if (tmp->type == PLAYER) |
3288 | else if (tmp->type == PLAYER) |
3630 | { |
3289 | { |
… | |
… | |
3684 | |
3343 | |
3685 | /* only the viewable area the player sees is updated by LOS |
3344 | /* only the viewable area the player sees is updated by LOS |
3686 | * code, so we need to restrict ourselves to that range of values |
3345 | * code, so we need to restrict ourselves to that range of values |
3687 | * for any meaningful values. |
3346 | * for any meaningful values. |
3688 | */ |
3347 | */ |
3689 | if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3348 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3690 | FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3349 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3691 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3350 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3692 | return 1; |
3351 | return 1; |
3693 | op = op->more; |
3352 | op = op->more; |
3694 | } |
3353 | } |
3695 | return 0; |
3354 | return 0; |
3696 | } |
3355 | } |
… | |
… | |
3882 | { |
3541 | { |
3883 | /* forces in the treasurelist can alter the player's stats */ |
3542 | /* forces in the treasurelist can alter the player's stats */ |
3884 | object *skin; |
3543 | object *skin; |
3885 | |
3544 | |
3886 | /* first get the dragon skin force */ |
3545 | /* first get the dragon skin force */ |
|
|
3546 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3887 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3547 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3548 | ; |
|
|
3549 | |
3888 | if (skin == NULL) |
3550 | if (!skin) |
3889 | return; |
3551 | return; |
3890 | |
3552 | |
3891 | /* adding new spellpath attunements */ |
3553 | /* adding new spellpath attunements */ |
3892 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3554 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3893 | { |
3555 | { |