1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
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26 | |
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27 | #include <algorithm> |
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28 | #include <functional> |
23 | |
29 | |
24 | #include <global.h> |
30 | #include <global.h> |
25 | #include <pwd.h> |
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26 | #include <sproto.h> |
31 | #include <sproto.h> |
27 | #include <sounds.h> |
32 | #include <sounds.h> |
28 | #include <living.h> |
33 | #include <living.h> |
29 | #include <object.h> |
34 | #include <object.h> |
30 | #include <spells.h> |
35 | #include <spells.h> |
31 | #include <skills.h> |
36 | #include <skills.h> |
32 | |
37 | |
33 | #ifdef COZY_SERVER |
38 | playervec players; |
34 | extern int same_party (partylist *a, partylist *b); |
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35 | #endif |
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36 | |
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37 | player * |
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38 | find_player (const char *plname) |
|
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39 | { |
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40 | player *pl; |
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41 | |
|
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42 | for (pl = first_player; pl; pl = pl->next) |
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43 | { |
|
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44 | if (pl->obL && !strcmp (query_name (pl->ob), plname)) |
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45 | return pl; |
|
|
46 | }; |
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47 | |
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48 | return 0; |
|
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49 | } |
|
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50 | |
|
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51 | player * |
|
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52 | find_player_partial_name (const char *plname) |
|
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53 | { |
|
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54 | player *pl; |
|
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55 | player *found = NULL; |
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56 | size_t namelen = strlen (plname); |
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57 | |
|
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58 | for (pl = first_player; pl; pl = pl->next) |
|
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59 | { |
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60 | if ((size_t) strlen (pl->ob->name) < namelen) |
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61 | continue; |
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62 | |
|
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63 | if (!strcmp (pl->ob->name, plname)) |
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64 | return pl; |
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65 | |
|
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66 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
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67 | { |
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68 | if (found) |
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69 | return 0; |
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70 | |
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71 | found = pl; |
|
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72 | } |
|
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73 | } |
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74 | |
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75 | return found; |
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76 | } |
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77 | |
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78 | void |
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79 | display_motd (const object *op) |
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80 | { |
|
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81 | char buf[MAX_BUF]; |
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82 | char motd[HUGE_BUF]; |
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83 | FILE *fp; |
|
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84 | int comp; |
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85 | int size; |
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86 | |
|
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87 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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88 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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89 | return; |
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90 | |
|
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91 | motd[0] = '\0'; |
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92 | size = 0; |
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93 | |
|
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94 | while (fgets (buf, MAX_BUF, fp)) |
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95 | { |
|
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96 | if (*buf == '#') |
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97 | continue; |
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98 | |
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99 | strncat (motd + size, buf, HUGE_BUF - size); |
|
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100 | size += strlen (buf); |
|
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101 | } |
|
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102 | |
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103 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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104 | close_and_delete (fp, comp); |
|
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105 | } |
|
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106 | |
|
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107 | void |
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108 | send_rules (const object *op) |
|
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109 | { |
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110 | char buf[MAX_BUF]; |
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111 | char rules[HUGE_BUF]; |
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112 | FILE *fp; |
|
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113 | int comp; |
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114 | int size; |
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115 | |
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116 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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117 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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118 | return; |
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119 | |
|
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120 | rules[0] = '\0'; |
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121 | size = 0; |
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122 | |
|
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123 | while (fgets (buf, MAX_BUF, fp)) |
|
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124 | { |
|
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125 | if (*buf == '#') |
|
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126 | continue; |
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127 | |
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128 | if (size + strlen (buf) >= HUGE_BUF) |
|
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129 | { |
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130 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
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131 | break; |
|
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132 | } |
|
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133 | |
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134 | strncat (rules + size, buf, HUGE_BUF - size); |
|
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135 | size += strlen (buf); |
|
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136 | } |
|
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137 | |
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138 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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139 | close_and_delete (fp, comp); |
|
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140 | } |
|
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141 | |
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142 | void |
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143 | send_news (const object *op) |
|
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144 | { |
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145 | char buf[MAX_BUF]; |
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146 | char news[HUGE_BUF]; |
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147 | char subject[MAX_BUF]; |
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148 | FILE *fp; |
|
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149 | int comp; |
|
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150 | int size; |
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151 | |
|
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152 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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153 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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154 | return; |
|
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155 | |
|
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156 | news[0] = '\0'; |
|
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157 | subject[0] = '\0'; |
|
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158 | size = 0; |
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159 | |
|
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160 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
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161 | { |
|
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162 | if (*buf == '#') |
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163 | continue; |
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164 | |
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165 | if (*buf == '%') |
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166 | { /* send one news */ |
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167 | if (size > 0) |
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168 | 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 */ |
|
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169 | strcpy (subject, buf + 1); |
|
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170 | strip_endline (subject); |
|
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171 | size = 0; |
|
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172 | news[0] = '\0'; |
|
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173 | } |
|
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174 | else |
|
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175 | { |
|
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176 | if (size + strlen (buf) >= HUGE_BUF) |
|
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177 | { |
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178 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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179 | break; |
|
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180 | } |
|
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181 | strncat (news + size, buf, HUGE_BUF - size); |
|
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182 | size += strlen (buf); |
|
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183 | } |
|
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184 | } |
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185 | |
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186 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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187 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
|
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188 | close_and_delete (fp, comp); |
|
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189 | } |
|
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190 | |
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191 | int |
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192 | playername_ok (const char *cp) |
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193 | { |
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194 | /* Don't allow - or _ as first character in the name */ |
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195 | if (*cp == '-' || *cp == '_') |
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196 | return 0; |
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197 | |
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198 | for (; *cp != '\0'; cp++) |
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199 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
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200 | return 0; |
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201 | |
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202 | return 1; |
|
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203 | } |
|
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204 | |
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205 | /* This no longer sets the player map. Also, it now updates |
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206 | * all the pointers so the caller doesn't need to do that. |
|
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207 | * Caller is responsible for setting the correct map. |
|
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208 | */ |
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209 | |
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210 | /* Redo this to do both get_player_ob and get_player. |
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211 | * Hopefully this will be less bugfree and simpler. |
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212 | * Returns the player structure. If 'p' is null, |
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213 | * we create a new one. Otherwise, we recycle |
|
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214 | * the one that is passed. |
|
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215 | */ |
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216 | static player * |
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217 | get_player (player *p) |
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218 | { |
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219 | object *op = arch_to_object (get_player_archetype (0)); |
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220 | int i; |
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221 | |
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222 | /* Clears basically the entire player structure except |
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223 | * for next and socket. |
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224 | */ |
|
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225 | p->clear (); |
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226 | |
|
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227 | /* There are some elements we want initialized to non zero value - |
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228 | * we deal with that below this point. |
|
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229 | */ |
|
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230 | p->party = NULL; |
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231 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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232 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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233 | p->unapply = unapply_nochoice; |
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234 | p->Swap_First = -1; |
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235 | |
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236 | #ifdef AUTOSAVE |
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237 | p->last_save_tick = 9999999; |
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238 | #endif |
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239 | |
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240 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
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241 | |
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242 | op->contr = p; /* this aren't yet in archetype */ |
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243 | p->ob = op; |
|
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244 | op->speed_left = 0.5; |
|
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245 | op->speed = 1.0; |
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246 | op->direction = 5; /* So player faces south */ |
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247 | op->stats.wc = 2; |
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248 | op->run_away = 25; /* Then we panick... */ |
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249 | |
|
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250 | { |
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251 | int oldmon = p->ns->monitor_spells; // what a hack |
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252 | p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
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253 | roll_stats (op); |
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254 | p->ns->monitor_spells = oldmon; |
|
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255 | } |
|
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256 | p->ns->state = ST_ROLL_STAT; |
|
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257 | clear_los (op); |
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258 | |
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259 | p->gen_sp_armour = 10; |
|
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260 | p->last_speed = -1; |
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261 | p->shoottype = range_none; |
|
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262 | p->bowtype = bow_normal; |
|
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263 | p->petmode = pet_normal; |
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264 | p->listening = 10; |
|
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265 | p->usekeys = containers; |
|
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266 | p->last_weapon_sp = -1; |
|
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267 | p->peaceful = 1; /* default peaceful */ |
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268 | p->do_los = 1; |
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269 | p->explore = 0; |
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270 | |
|
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271 | assign (p->title, op->arch->clone.name); |
|
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272 | op->race = op->arch->clone.race; |
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273 | |
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274 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
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275 | |
|
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276 | /* we need to clear these to -1 and not zero - otherwise, |
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277 | * if a player quits and starts a new character, we wont |
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278 | * send new values to the client, as things like exp start |
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279 | * at zero. |
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280 | */ |
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281 | for (i = 0; i < NUM_SKILLS; i++) |
|
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282 | { |
|
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283 | p->last_skill_exp[i] = -1; |
|
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284 | p->last_skill_ob[i] = NULL; |
|
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285 | } |
|
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286 | |
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287 | for (i = 0; i < NROFATTACKS; i++) |
|
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288 | p->last_resist[i] = -1; |
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289 | |
|
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290 | p->last_stats.exp = -1; |
|
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291 | p->last_weight = (uint32) - 1; |
|
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292 | |
|
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293 | p->ns->update_look = 0; |
|
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294 | p->ns->look_position = 0; |
|
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295 | |
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296 | return p; |
|
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297 | } |
|
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298 | |
39 | |
299 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
300 | static void |
41 | static void |
301 | set_first_map (object *op) |
42 | set_first_map (object *op) |
302 | { |
43 | { |
303 | strcpy (op->contr->maplevel, first_map_path); |
44 | op->contr->maplevel = first_map_path; |
304 | op->x = -1; |
45 | op->x = -1; |
305 | op->y = -1; |
46 | op->y = -1; |
306 | enter_exit (op, 0); |
|
|
307 | } |
47 | } |
308 | |
48 | |
309 | /* Tries to add player on the connection passwd in ns. |
49 | void |
310 | * All we can really get in this is some settings like host and display |
50 | player::activate () |
311 | * mode. |
|
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312 | */ |
|
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313 | |
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314 | int |
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315 | add_player (client *ns) |
|
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316 | { |
51 | { |
317 | player *p = new player; |
52 | if (active) |
|
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53 | return; |
318 | |
54 | |
319 | p->ns = ns; |
55 | players.insert (this); |
320 | ns->pl = p; |
56 | ob->remove (); |
321 | |
57 | ob->map = 0; |
322 | p->next = first_player; |
58 | ob->activate_recursive (); |
323 | first_player = p; |
59 | ob->clr_flag (FLAG_FRIENDLY); |
324 | |
|
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325 | p = get_player (p); |
|
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326 | |
|
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327 | set_first_map (p->ob); |
|
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328 | |
|
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329 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
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330 | add_friendly_object (p->ob); |
60 | add_friendly_object (ob); |
331 | send_rules (p->ob); |
61 | } |
332 | send_news (p->ob); |
|
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333 | display_motd (p->ob); |
|
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334 | |
62 | |
335 | get_name (p->ob); |
63 | void |
336 | |
64 | player::deactivate () |
|
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65 | { |
|
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66 | if (!active) |
337 | return 0; |
67 | return; |
|
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68 | |
|
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69 | terminate_all_pets (ob); |
|
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70 | remove_friendly_object (ob); |
|
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71 | ob->deactivate_recursive (); |
|
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72 | |
|
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73 | if (ob->map) |
|
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74 | maplevel = ob->map->path; |
|
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75 | |
|
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76 | ob->remove (); |
|
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
|
|
78 | ob->map = 0; |
|
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79 | party = 0; |
|
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80 | |
|
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81 | players.erase (this); |
|
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82 | } |
|
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83 | |
|
|
84 | // connect the player with a specific client |
|
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85 | // also changes, rationalises, and fixes some incorrect settings |
|
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86 | void |
|
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87 | player::connect (client *ns) |
|
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88 | { |
|
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89 | this->ns = ns; |
|
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90 | ns->pl = this; |
|
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91 | |
|
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92 | run_on = 0; |
|
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93 | fire_on = 0; |
|
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94 | ob->close_container (); //TODO: client-specific |
|
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95 | |
|
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96 | ns->update_look = 0; |
|
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97 | ns->look_position = 0; |
|
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98 | |
|
|
99 | clear_los (); |
|
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100 | |
|
|
101 | ns->reset_stats (); |
|
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102 | |
|
|
103 | /* make sure he's a player -- needed because of class change. */ |
|
|
104 | ob->type = PLAYER; // we are paranoid |
|
|
105 | ob->race = ob->arch->race; |
|
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106 | |
|
|
107 | ob->update_weight (); |
|
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108 | link_skills (); |
|
|
109 | |
|
|
110 | assign (title, ob->arch->object::name); |
|
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111 | |
|
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112 | /* if it's a dragon player, set the correct title here */ |
|
|
113 | if (ob->is_dragon ()) |
|
|
114 | { |
|
|
115 | object *tmp, *abil = 0, *skin = 0; |
|
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116 | |
|
|
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
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118 | if (tmp->type == FORCE) |
|
|
119 | if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
120 | abil = tmp; |
|
|
121 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
122 | skin = tmp; |
|
|
123 | |
|
|
124 | set_dragon_name (ob, abil, skin); |
|
|
125 | } |
|
|
126 | |
|
|
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
128 | |
|
|
129 | esrv_new_player (this); |
|
|
130 | |
|
|
131 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
132 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
133 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
134 | ob->flag [FLAG_READY_BOW] = false; |
|
|
135 | |
|
|
136 | ob->update_stats (); |
|
|
137 | |
|
|
138 | ns->floorbox_update (); |
|
|
139 | esrv_send_inventory (ob, ob); |
|
|
140 | esrv_add_spells (this, 0); |
|
|
141 | |
|
|
142 | activate (); |
|
|
143 | |
|
|
144 | INVOKE_PLAYER (CONNECT, this); |
|
|
145 | INVOKE_PLAYER (LOGIN, this); |
|
|
146 | } |
|
|
147 | |
|
|
148 | void |
|
|
149 | player::disconnect () |
|
|
150 | { |
|
|
151 | if (ob) |
|
|
152 | { |
|
|
153 | ob->close_container (); //TODO: client-specific |
|
|
154 | ob->drop_unpaid_items (); |
|
|
155 | } |
|
|
156 | |
|
|
157 | if (ns) |
|
|
158 | { |
|
|
159 | if (active) |
|
|
160 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
161 | |
|
|
162 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
163 | |
|
|
164 | ns->reset_stats (); |
|
|
165 | ns->pl = 0; |
|
|
166 | ns = 0; |
|
|
167 | } |
|
|
168 | |
|
|
169 | // this is important for the player scheduler to get the correct refcount |
|
|
170 | // when ns = 0 |
|
|
171 | observe = viewpoint = ob; |
|
|
172 | |
|
|
173 | deactivate (); |
|
|
174 | } |
|
|
175 | |
|
|
176 | //-GPL |
|
|
177 | |
|
|
178 | // the need for this function can be explained |
|
|
179 | // by load_object not returning the object |
|
|
180 | void |
|
|
181 | player::set_object (object *op) |
|
|
182 | { |
|
|
183 | ob = observe = viewpoint = op; |
|
|
184 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
185 | |
|
|
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
|
|
187 | ob->speed_left = 0.5f; |
|
|
188 | |
|
|
189 | ob->direction = 5; /* So player faces south */ |
|
|
190 | } |
|
|
191 | |
|
|
192 | void |
|
|
193 | player::set_observe (object *op) |
|
|
194 | { |
|
|
195 | observe = viewpoint = op ? op : ob; |
|
|
196 | do_los = 1; |
|
|
197 | } |
|
|
198 | |
|
|
199 | void |
|
|
200 | player::set_viewpoint (object *op) |
|
|
201 | { |
|
|
202 | viewpoint = op ? op : (object *)observe; |
|
|
203 | do_los = 1; |
|
|
204 | } |
|
|
205 | |
|
|
206 | //+GPL |
|
|
207 | |
|
|
208 | player::player () |
|
|
209 | { |
|
|
210 | /* There are some elements we want initialised to non zero value - |
|
|
211 | * we deal with that below this point. |
|
|
212 | */ |
|
|
213 | outputs_sync = 4; |
|
|
214 | outputs_count = 4; |
|
|
215 | unapply = unapply_nochoice; |
|
|
216 | |
|
|
217 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
218 | |
|
|
219 | gen_sp_armour = 10; |
|
|
220 | bowtype = bow_normal; |
|
|
221 | petmode = pet_normal; |
|
|
222 | usekeys = containers; |
|
|
223 | peaceful = 1; /* default peaceful */ |
|
|
224 | do_los = 1; |
|
|
225 | |
|
|
226 | weapon_sp = 1.0f; |
|
|
227 | weapon_sp_left = 0.5f; |
|
|
228 | } |
|
|
229 | |
|
|
230 | void |
|
|
231 | player::do_destroy () |
|
|
232 | { |
|
|
233 | disconnect (); |
|
|
234 | |
|
|
235 | attachable::do_destroy (); |
|
|
236 | |
|
|
237 | if (ob) |
|
|
238 | ob->destroy (); |
|
|
239 | |
|
|
240 | ob = observe = viewpoint = 0; |
|
|
241 | } |
|
|
242 | |
|
|
243 | player::~player () |
|
|
244 | { |
|
|
245 | /* Clear item stack */ |
|
|
246 | free (stack_items); |
338 | } |
247 | } |
339 | |
248 | |
340 | /* |
249 | /* |
341 | * get_player_archetype() return next player archetype from archetype |
250 | * get_player_archetype() return next player archetype from archetype |
342 | * list. Not very efficient routine, but used only creating new players. |
251 | * list. Not very efficient routine, but used only creating new players. |
343 | * Note: there MUST be at least one player archetype! |
252 | * Note: there MUST be at least one player archetype! |
344 | */ |
253 | */ |
345 | archetype * |
254 | static archetype * |
346 | get_player_archetype (archetype *at) |
255 | get_player_archetype (archetype *at) |
347 | { |
256 | { |
348 | archetype *start = at; |
257 | // archetypes could have been reloaded |
|
|
258 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
259 | |
|
|
260 | if (!nat) |
|
|
261 | return at; |
|
|
262 | |
|
|
263 | archvec::iterator i = archetypes.find (nat); |
349 | |
264 | |
350 | for (;;) |
265 | for (;;) |
351 | { |
266 | { |
352 | if (at == NULL || at->next == NULL) |
267 | if (++i == archetypes.end ()) |
353 | at = first_archetype; |
268 | i = archetypes.begin (); |
354 | else |
269 | else if (*i == at) |
355 | at = at->next; |
270 | cleanup ("not a single player archetype found"); |
356 | |
271 | |
357 | if (at->clone.type == PLAYER) |
272 | if ((*i)->type == PLAYER) |
358 | return at; |
273 | return *i; |
359 | |
|
|
360 | if (at == start) |
|
|
361 | { |
|
|
362 | LOG (llevError, "No Player archetypes\n"); |
|
|
363 | exit (-1); |
|
|
364 | } |
|
|
365 | } |
274 | } |
|
|
275 | } |
|
|
276 | |
|
|
277 | /* Tries to add player on the connection passed in ns. |
|
|
278 | * All we can really get in this is some settings like host and display |
|
|
279 | * mode. |
|
|
280 | */ |
|
|
281 | player * |
|
|
282 | player::create () |
|
|
283 | { |
|
|
284 | player *pl = new player; |
|
|
285 | |
|
|
286 | pl->set_object (get_player_archetype (0)->instance ()); |
|
|
287 | |
|
|
288 | pl->ob->roll_stats (); |
|
|
289 | pl->ob->stats.wc = 2; |
|
|
290 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
291 | |
|
|
292 | set_first_map (pl->ob); |
|
|
293 | |
|
|
294 | return pl; |
366 | } |
295 | } |
367 | |
296 | |
368 | object * |
297 | object * |
369 | get_nearest_player (object *mon) |
298 | get_nearest_player (object *mon) |
370 | { |
299 | { |
371 | object *op = NULL; |
300 | object *op = NULL; |
372 | player *pl = NULL; |
|
|
373 | objectlink *ol; |
301 | objectlink *ol; |
374 | unsigned lastdist; |
302 | unsigned lastdist; |
375 | rv_vector rv; |
303 | rv_vector rv; |
376 | |
304 | |
377 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
305 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
378 | { |
306 | { |
379 | /* We should not find free objects on this friendly list, but it |
|
|
380 | * does periodically happen. Given that, lets deal with it. |
|
|
381 | * While unlikely, it is possible the next object on the friendly |
|
|
382 | * list is also free, so encapsulate this in a while loop. |
|
|
383 | */ |
|
|
384 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
385 | { |
|
|
386 | object *tmp = ol->ob; |
|
|
387 | |
|
|
388 | /* Can't do much more other than log the fact, because the object |
|
|
389 | * itself will have been cleared. |
|
|
390 | */ |
|
|
391 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
392 | ol = ol->next; |
|
|
393 | remove_friendly_object (tmp); |
|
|
394 | if (!ol) |
|
|
395 | return op; |
|
|
396 | } |
|
|
397 | |
|
|
398 | /* Remove special check for player from this. First, it looks to cause |
|
|
399 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
400 | * complicated method of state checking would be needed in any case - |
|
|
401 | * as it was, a clever player could type quit, and the function would |
|
|
402 | * skip them over while waiting for confirmation. Remove |
|
|
403 | * on_same_map check, as can_detect_enemy also does this |
|
|
404 | */ |
|
|
405 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
307 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
406 | continue; |
308 | continue; |
407 | |
309 | |
408 | if (lastdist > rv.distance) |
310 | if (lastdist > rv.distance) |
409 | { |
311 | { |
410 | op = ol->ob; |
312 | op = ol->ob; |
411 | lastdist = rv.distance; |
313 | lastdist = rv.distance; |
412 | } |
314 | } |
413 | } |
315 | } |
414 | for (pl = first_player; pl != NULL; pl = pl->next) |
316 | |
415 | { |
317 | for_all_players (pl) |
416 | if (can_detect_enemy (mon, pl->ob, &rv)) |
318 | if (can_detect_enemy (mon, pl->ob, &rv)) |
417 | { |
|
|
418 | |
|
|
419 | if (lastdist > rv.distance) |
319 | if (lastdist > rv.distance) |
420 | { |
320 | { |
421 | op = pl->ob; |
321 | op = pl->ob; |
422 | lastdist = rv.distance; |
322 | lastdist = rv.distance; |
423 | } |
323 | } |
424 | } |
324 | |
425 | } |
|
|
426 | #if 0 |
325 | #if 0 |
427 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
326 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
428 | #endif |
327 | #endif |
429 | return op; |
328 | return op; |
430 | } |
329 | } |
… | |
… | |
448 | * circling behaviour. Unfortunately, this function is also used to determined |
347 | * circling behaviour. Unfortunately, this function is also used to determined |
449 | * if the creature should cast a spell, so returning a direction in that case |
348 | * if the creature should cast a spell, so returning a direction in that case |
450 | * is probably not a good thing. |
349 | * is probably not a good thing. |
451 | */ |
350 | */ |
452 | #define MAX_SPACES 50 |
351 | #define MAX_SPACES 50 |
453 | |
|
|
454 | |
352 | |
455 | /* |
353 | /* |
456 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
354 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
457 | * modified to verify there is a path to the player. Does this by stepping towards |
355 | * modified to verify there is a path to the player. Does this by stepping towards |
458 | * player and if path is blocked then see if blockage is close enough to player that |
356 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
475 | */ |
373 | */ |
476 | int |
374 | int |
477 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
478 | { |
376 | { |
479 | rv_vector rv; |
377 | rv_vector rv; |
480 | sint16 x, y; |
|
|
481 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
482 | maptile *m, *lastmap; |
|
|
483 | |
379 | |
484 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
485 | |
381 | |
486 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
487 | return 0; |
383 | return 0; |
488 | |
384 | |
489 | x = mon->x; |
385 | mapxy pos (mon); |
490 | y = mon->y; |
|
|
491 | m = mon->map; |
|
|
492 | dir = rv.direction; |
386 | dir = rv.direction; |
493 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
387 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
494 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
388 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
389 | |
495 | /* If we can't solve it within the search distance, return now. */ |
390 | /* If we can't solve it within the search distance, return now. */ |
496 | if (diff > max) |
391 | if (diff > max) |
497 | return 0; |
392 | return 0; |
|
|
393 | |
498 | while (diff > 1 && max > 0) |
394 | while (diff > 1 && max > 0) |
499 | { |
395 | { |
500 | lastx = x; |
396 | mapxy lastpos = pos; |
501 | lasty = y; |
|
|
502 | lastmap = m; |
|
|
503 | x = lastx + freearr_x[dir]; |
|
|
504 | y = lasty + freearr_y[dir]; |
|
|
505 | |
397 | |
506 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
398 | pos.move (dir); |
507 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
508 | |
399 | |
509 | /* Space is blocked - try changing direction a little */ |
400 | /* Space is blocked - try changing direction a little */ |
510 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
401 | if (!pos.normalise () |
511 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
402 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
403 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
512 | { |
404 | { |
513 | /* recalculate direction from last good location. Possible |
405 | /* recalculate direction from last good location. Possible |
514 | * we were not traversing ideal location before. |
406 | * we were not traversing ideal location before. |
515 | */ |
407 | */ |
516 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
408 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
517 | if (rv.direction != dir) |
409 | if (rv.direction != dir) |
518 | { |
410 | { |
519 | /* OK - says direction should be different - lets reset the |
411 | /* OK - says direction should be different - lets reset the |
520 | * the values so it will try again. |
412 | * the values so it will try again. |
521 | */ |
413 | */ |
522 | x = lastx; |
|
|
523 | y = lasty; |
|
|
524 | m = lastmap; |
414 | pos = lastpos; |
525 | dir = firstdir = rv.direction; |
415 | dir = firstdir = rv.direction; |
526 | } |
416 | } |
527 | else |
417 | else |
528 | { |
418 | { |
529 | /* direct path is blocked - try taking a side step to |
419 | /* direct path is blocked - try taking a side step to |
… | |
… | |
536 | */ |
426 | */ |
537 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
427 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
538 | { |
428 | { |
539 | if (i == 0) |
429 | if (i == 0) |
540 | continue; /* already did this, so skip it */ |
430 | continue; /* already did this, so skip it */ |
|
|
431 | |
541 | /* Use lastdir here - otherwise, |
432 | /* Use lastdir here - otherwise, |
542 | * since the direction that the creature should move in |
433 | * since the direction that the creature should move in |
543 | * may change, you could get infinite loops. |
434 | * may change, you could get infinite loops. |
544 | * ie, player is northwest, but monster can only |
435 | * ie, player is northwest, but monster can only |
545 | * move west, so it does that. It goes some distance, |
436 | * move west, so it does that. It goes some distance, |
… | |
… | |
547 | * can't do that, but now finds it can move east, and |
438 | * can't do that, but now finds it can move east, and |
548 | * gets back to its original point. lastdir contains |
439 | * gets back to its original point. lastdir contains |
549 | * the last direction the creature has successfully |
440 | * the last direction the creature has successfully |
550 | * moved. |
441 | * moved. |
551 | */ |
442 | */ |
552 | |
|
|
553 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
554 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
555 | m = lastmap; |
443 | pos = lastpos; |
556 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
444 | pos.move (absdir (lastdir + i)); |
557 | if (mflags & P_OUT_OF_MAP) |
445 | |
|
|
446 | if (!pos.normalise ()) |
558 | continue; |
447 | continue; |
559 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
448 | |
560 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
449 | mapspace &ms = *pos; |
|
|
450 | |
|
|
451 | if (ms.flags () & P_BLOCKSVIEW) |
561 | continue; |
452 | continue; |
562 | if (mflags & P_BLOCKSVIEW) |
453 | |
|
|
454 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
563 | continue; |
455 | continue; |
564 | |
456 | |
565 | if (m == mon->map && blocked_link (mon, m, x, y)) |
457 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
566 | break; |
458 | break; |
567 | } |
459 | } |
|
|
460 | |
568 | /* go through entire loop without finding a valid |
461 | /* go through entire loop without finding a valid |
569 | * sidestep to take - thus, no valid path. |
462 | * sidestep to take - thus, no valid path. |
570 | */ |
463 | */ |
571 | if (i == (DETOUR_AMOUNT + 1)) |
464 | if (i == DETOUR_AMOUNT + 1) |
572 | return 0; |
465 | return 0; |
|
|
466 | |
573 | diff--; |
467 | diff--; |
574 | lastdir = dir; |
468 | lastdir = dir; |
575 | max--; |
469 | max--; |
576 | if (!firstdir) |
470 | if (!firstdir) |
577 | firstdir = dir + i; |
471 | firstdir = dir + i; |
… | |
… | |
581 | { |
475 | { |
582 | /* we moved towards creature, so diff is less */ |
476 | /* we moved towards creature, so diff is less */ |
583 | diff--; |
477 | diff--; |
584 | max--; |
478 | max--; |
585 | lastdir = dir; |
479 | lastdir = dir; |
|
|
480 | |
586 | if (!firstdir) |
481 | if (!firstdir) |
587 | firstdir = dir; |
482 | firstdir = dir; |
588 | } |
483 | } |
|
|
484 | |
589 | if (diff <= 1) |
485 | if (diff <= 1) |
590 | { |
486 | { |
591 | /* Recalculate diff (distance) because we may not have actually |
487 | /* Recalculate diff (distance) because we may not have actually |
592 | * headed toward player for entire distance. |
488 | * headed toward player for entire distance. |
593 | */ |
489 | */ |
594 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
490 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
595 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
491 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
596 | } |
492 | } |
|
|
493 | |
597 | if (diff > max) |
494 | if (diff > max) |
598 | return 0; |
495 | return 0; |
599 | } |
496 | } |
|
|
497 | |
600 | /* If we reached the max, didn't find a direction in time */ |
498 | /* If we reached the max, didn't find a direction in time */ |
601 | if (!max) |
499 | if (!max) |
602 | return 0; |
500 | return 0; |
603 | |
501 | |
604 | return firstdir; |
502 | return firstdir; |
605 | } |
503 | } |
606 | |
504 | |
607 | void |
505 | void |
608 | give_initial_items (object *pl, treasurelist * items) |
506 | give_initial_items (object *pl, treasurelist *items) |
609 | { |
507 | { |
610 | object *op, *next = NULL; |
|
|
611 | |
|
|
612 | if (pl->randomitems != NULL) |
508 | if (pl->randomitems) |
613 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
509 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
614 | |
510 | |
615 | for (op = pl->inv; op; op = next) |
511 | for (object *next, *op = pl->inv; op; op = next) |
616 | { |
512 | { |
617 | next = op->below; |
513 | next = op->below; |
618 | |
514 | |
619 | /* Forces get applied per default, unless they have the |
515 | /* Forces get applied per default, unless they have the |
620 | * flag "neutral" set. Sorry but I can't think of a better way |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
621 | */ |
517 | */ |
622 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
623 | SET_FLAG (op, FLAG_APPLIED); |
519 | op->set_flag (FLAG_APPLIED); |
624 | |
520 | |
625 | /* we never give weapons/armour if these cannot be used |
521 | /* we never give weapons/armour if these cannot be used |
626 | * by this player due to race restrictions |
522 | * by this player due to race restrictions |
627 | */ |
523 | */ |
628 | if (pl->type == PLAYER) |
524 | if (pl->type == PLAYER) |
629 | { |
525 | { |
630 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
|
|
527 | && |
631 | (op->type == ARMOUR || op->type == BOOTS || |
528 | (op->type == ARMOUR || op->type == BOOTS |
632 | op->type == CLOAK || op->type == HELMET || |
529 | || op->type == CLOAK || op->type == HELMET |
633 | op->type == SHIELD || op->type == GLOVES || |
530 | || op->type == SHIELD || op->type == GLOVES |
634 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
531 | || op->type == BRACERS || op->type == GIRDLE)) |
|
|
532 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
635 | { |
533 | { |
636 | op->destroy (); |
534 | op->destroy (); |
637 | continue; |
535 | continue; |
638 | } |
536 | } |
639 | } |
537 | } |
640 | |
538 | |
641 | /* This really needs to be better - we should really give |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
642 | * a substitute spellbook. The problem is that we don't really |
540 | * _very_ confusing effects for players), which could for instance be |
643 | * have a good idea what to replace it with (need something like |
541 | * generated by bad treasurelists. - elmex |
644 | * a first level treasurelist for each skill.) |
|
|
645 | * remove duplicate skills also |
|
|
646 | */ |
542 | */ |
647 | if (op->type == SPELLBOOK || op->type == SKILL) |
543 | if (op->type == SKILL) |
648 | { |
544 | { |
649 | object *tmp; |
|
|
650 | |
|
|
651 | for (tmp = op->below; tmp; tmp = tmp->below) |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
652 | if (tmp->type == op->type && tmp->name == op->name) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
653 | break; |
|
|
654 | |
|
|
655 | if (tmp) |
|
|
656 | { |
547 | { |
657 | op->destroy (); |
548 | op->destroy (); |
|
|
549 | LOG (llevError, |
658 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
550 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
659 | continue; |
551 | break; |
660 | } |
552 | } |
661 | |
553 | |
662 | if (op->nrof > 1) |
554 | if (op->nrof > 1) |
663 | op->nrof = 1; |
555 | op->nrof = 1; |
664 | } |
556 | } |
665 | |
557 | |
666 | if (op->type == SPELLBOOK && op->inv) |
558 | if (op->type == SPELLBOOK && op->inv) |
667 | { |
559 | op->inv->clr_flag (FLAG_STARTEQUIP); |
668 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
669 | } |
|
|
670 | |
560 | |
671 | /* Give starting characters identified, uncursed, and undamned |
561 | /* Give starting characters identified, uncursed, and undamned |
672 | * items. Just don't identify gold or silver, or it won't be |
562 | * items. Just don't identify gold or silver, or it won't be |
673 | * merged properly. |
563 | * merged properly. |
674 | */ |
564 | */ |
675 | if (need_identify (op)) |
565 | if (op->need_identify ()) |
676 | { |
|
|
677 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
678 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
679 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
680 | } |
566 | { |
|
|
567 | op->set_flag (FLAG_IDENTIFIED); |
|
|
568 | op->clr_flag (FLAG_CURSED); |
|
|
569 | op->clr_flag (FLAG_DAMNED); |
|
|
570 | } |
|
|
571 | |
681 | if (op->type == SPELL) |
572 | if (op->type == SPELL) |
682 | { |
573 | { |
683 | op->destroy (); |
574 | op->destroy (); |
684 | continue; |
575 | continue; |
685 | } |
576 | } |
686 | else if (op->type == SKILL) |
577 | else if (op->type == SKILL) |
687 | { |
578 | { |
688 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
579 | op->set_flag (FLAG_CAN_USE_SKILL); |
689 | op->stats.exp = 0; |
580 | op->stats.exp = 0; |
690 | op->level = 1; |
581 | op->level = 1; |
691 | } |
582 | } |
692 | /* lock all 'normal items by default */ |
583 | else /* lock all 'normal items by default */ |
693 | else |
584 | op->set_flag (FLAG_INV_LOCKED); |
694 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
695 | } /* for loop of objects in player inv */ |
585 | } /* for loop of objects in player inv */ |
696 | |
586 | |
697 | /* Need to set up the skill pointers */ |
587 | /* Need to set up the skill pointers */ |
698 | link_player_skills (pl); |
588 | pl->contr->link_skills (); |
699 | } |
|
|
700 | |
|
|
701 | void |
|
|
702 | get_name (object *op) |
|
|
703 | { |
|
|
704 | op->contr->write_buf[0] = '\0'; |
|
|
705 | op->contr->ns->state = ST_GET_NAME; |
|
|
706 | send_query (op->contr->ns, 0, "What is your name?\n:"); |
|
|
707 | } |
|
|
708 | |
|
|
709 | void |
|
|
710 | get_password (object *op) |
|
|
711 | { |
|
|
712 | op->contr->write_buf[0] = '\0'; |
|
|
713 | op->contr->ns->state = ST_GET_PASSWORD; |
|
|
714 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
715 | } |
|
|
716 | |
|
|
717 | void |
|
|
718 | play_again (object *op) |
|
|
719 | { |
|
|
720 | op->contr->ns->state = ST_PLAY_AGAIN; |
|
|
721 | op->chosen_skill = NULL; |
|
|
722 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
723 | /* a bit of a hack, but there are various places early in th |
|
|
724 | * player creation process that a user can quit (eg, roll |
|
|
725 | * stats) that isn't removing the player. Taking a quick |
|
|
726 | * look, there are many places that call play_again without |
|
|
727 | * removing the player - it probably makes more sense |
|
|
728 | * to leave it to play_again to remove the object in all |
|
|
729 | * cases. |
|
|
730 | */ |
|
|
731 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
732 | op->remove (); |
|
|
733 | |
|
|
734 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
735 | * and draw() doesn't check to see if the player is removed, only if |
|
|
736 | * the map is null or not swapped out. |
|
|
737 | */ |
|
|
738 | op->map = NULL; |
|
|
739 | } |
|
|
740 | |
|
|
741 | int |
|
|
742 | receive_play_again (object *op, char key) |
|
|
743 | { |
|
|
744 | if (key == 'q' || key == 'Q') |
|
|
745 | { |
|
|
746 | remove_friendly_object (op); |
|
|
747 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
748 | return 2; |
|
|
749 | } |
|
|
750 | else if (key == 'a' || key == 'A') |
|
|
751 | { |
|
|
752 | player *pl = op->contr; |
|
|
753 | shstr name = op->name; |
|
|
754 | |
|
|
755 | op->contr = 0; |
|
|
756 | op->type = 0; |
|
|
757 | op->destroy (1); |
|
|
758 | pl = get_player (pl); |
|
|
759 | op = pl->ob; |
|
|
760 | add_friendly_object (op); |
|
|
761 | op->contr->password[0] = '~'; |
|
|
762 | op->name = op->name_pl = 0; |
|
|
763 | /* Lets put a space in here */ |
|
|
764 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
765 | get_name (op); |
|
|
766 | op->name = op->name_pl = name; |
|
|
767 | set_first_map (op); |
|
|
768 | } |
|
|
769 | else |
|
|
770 | /* user pressed something else so just ask again... */ |
|
|
771 | play_again (op); |
|
|
772 | |
|
|
773 | return 0; |
|
|
774 | } |
|
|
775 | |
|
|
776 | void |
|
|
777 | confirm_password (object *op) |
|
|
778 | { |
|
|
779 | |
|
|
780 | op->contr->write_buf[0] = '\0'; |
|
|
781 | op->contr->ns->state = ST_CONFIRM_PASSWORD; |
|
|
782 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
783 | } |
589 | } |
784 | |
590 | |
785 | void |
591 | void |
786 | get_party_password (object *op, partylist *party) |
592 | get_party_password (object *op, partylist *party) |
787 | { |
593 | { |
788 | if (party == NULL) |
594 | if (party == NULL) |
789 | { |
595 | { |
790 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
596 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
791 | return; |
597 | return; |
792 | } |
598 | } |
|
|
599 | |
793 | op->contr->write_buf[0] = '\0'; |
600 | op->contr->write_buf[0] = '\0'; |
794 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
601 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
795 | op->contr->party_to_join = party; |
602 | op->contr->party_to_join = party; |
796 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
603 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
797 | } |
604 | } |
798 | |
605 | |
799 | |
|
|
800 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
606 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
801 | int |
607 | static int |
802 | roll_stat (void) |
608 | roll_stat () |
803 | { |
609 | { |
804 | int a[4], i, j, k; |
610 | int a[4], i, j, k; |
805 | |
611 | |
806 | for (i = 0; i < 4; i++) |
612 | for (i = 0; i < 4; i++) |
807 | a[i] = (int) RANDOM () % 6 + 1; |
613 | a[i] = rndm (1, 6); |
808 | |
614 | |
809 | for (i = 0, j = 0, k = 7; i < 4; i++) |
615 | for (i = 0, j = 0, k = 7; i < 4; i++) |
810 | if (a[i] < k) |
616 | if (a[i] < k) |
811 | k = a[i], j = i; |
617 | k = a[i], j = i; |
812 | |
618 | |
813 | for (i = 0, k = 0; i < 4; i++) |
619 | for (i = 0, k = 0; i < 4; i++) |
814 | { |
|
|
815 | if (i != j) |
620 | if (i != j) |
816 | k += a[i]; |
621 | k += a[i]; |
817 | } |
622 | |
818 | return k; |
623 | return k; |
819 | } |
624 | } |
820 | |
625 | |
821 | void |
626 | void |
822 | roll_stats (object *op) |
627 | object::roll_stats () |
823 | { |
628 | { |
|
|
629 | int statsort [NUM_STATS]; |
|
|
630 | |
|
|
631 | for (;;) |
|
|
632 | { |
824 | int sum = 0; |
633 | int sum = 0; |
825 | int i = 0, j = 0; |
634 | for (int i = NUM_STATS; i--; ) |
826 | int statsort[7]; |
635 | sum += statsort [i] = roll_stat (); |
827 | |
636 | |
828 | do |
637 | if (sum >= 82 && sum <= 116) |
|
|
638 | break; |
829 | { |
639 | } |
830 | op->stats.Str = roll_stat (); |
|
|
831 | op->stats.Dex = roll_stat (); |
|
|
832 | op->stats.Int = roll_stat (); |
|
|
833 | op->stats.Con = roll_stat (); |
|
|
834 | op->stats.Wis = roll_stat (); |
|
|
835 | op->stats.Pow = roll_stat (); |
|
|
836 | op->stats.Cha = roll_stat (); |
|
|
837 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
838 | } |
|
|
839 | while (sum < 82 || sum > 116); |
|
|
840 | |
640 | |
841 | /* Sort the stats so that rerolling is easier... */ |
641 | // Sort the stats so that rerolling is easier... |
842 | statsort[0] = op->stats.Str; |
642 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
843 | statsort[1] = op->stats.Dex; |
|
|
844 | statsort[2] = op->stats.Int; |
|
|
845 | statsort[3] = op->stats.Con; |
|
|
846 | statsort[4] = op->stats.Wis; |
|
|
847 | statsort[5] = op->stats.Pow; |
|
|
848 | statsort[6] = op->stats.Cha; |
|
|
849 | |
643 | |
850 | /* a quick and dirty bubblesort? */ |
644 | for (int i = 0; i < NUM_STATS; ++i) |
851 | do |
645 | stats.stat (i) = statsort [i]; |
852 | { |
|
|
853 | if (statsort[i] < statsort[i + 1]) |
|
|
854 | { |
|
|
855 | j = statsort[i]; |
|
|
856 | statsort[i] = statsort[i + 1]; |
|
|
857 | statsort[i + 1] = j; |
|
|
858 | i = 0; |
|
|
859 | } |
|
|
860 | else |
|
|
861 | { |
|
|
862 | i++; |
|
|
863 | } |
|
|
864 | } |
|
|
865 | while (i < 6); |
|
|
866 | |
646 | |
867 | op->stats.Str = statsort[0]; |
|
|
868 | op->stats.Dex = statsort[1]; |
|
|
869 | op->stats.Con = statsort[2]; |
|
|
870 | op->stats.Int = statsort[3]; |
|
|
871 | op->stats.Wis = statsort[4]; |
|
|
872 | op->stats.Pow = statsort[5]; |
|
|
873 | op->stats.Cha = statsort[6]; |
|
|
874 | |
|
|
875 | |
|
|
876 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
877 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
878 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
879 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
880 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
881 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
882 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
883 | |
|
|
884 | op->level = 1; |
|
|
885 | op->stats.exp = 0; |
647 | stats.exp = 0; |
886 | op->stats.ac = 0; |
648 | stats.ac = 0; |
887 | |
649 | |
888 | op->contr->levhp[1] = 9; |
|
|
889 | op->contr->levsp[1] = 6; |
|
|
890 | op->contr->levgrace[1] = 3; |
|
|
891 | |
|
|
892 | fix_player (op); |
|
|
893 | op->stats.hp = op->stats.maxhp; |
650 | stats.hp = stats.maxhp; |
894 | op->stats.sp = op->stats.maxsp; |
651 | stats.sp = stats.maxsp; |
895 | op->stats.grace = op->stats.maxgrace; |
652 | stats.grace = stats.maxgrace; |
|
|
653 | |
|
|
654 | if (contr) |
|
|
655 | { |
|
|
656 | contr->levhp[1] = 9; |
|
|
657 | contr->levsp[1] = 6; |
|
|
658 | contr->levgrace[1] = 3; |
|
|
659 | |
896 | op->contr->orig_stats = op->stats; |
660 | contr->orig_stats = stats; |
|
|
661 | } |
897 | } |
662 | } |
898 | |
663 | |
899 | void |
664 | void |
900 | Roll_Again (object *op) |
665 | object::swap_stats (int a, int b) |
901 | { |
666 | { |
902 | esrv_new_player (op->contr, 0); |
667 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
903 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, |
|
|
904 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
905 | } |
|
|
906 | |
668 | |
907 | void |
669 | for (int i = 0; i < NUM_STATS; ++i) |
908 | Swap_Stat (object *op, int Swap_Second) |
670 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
671 | |
|
|
672 | //TODO: the following code looks so borked and should, at the very least, |
|
|
673 | // be merged with the similar code in roll_stats |
|
|
674 | stats.ac = 0; |
|
|
675 | |
|
|
676 | level = 1; |
|
|
677 | stats.exp = 0; |
|
|
678 | stats.ac = 0; |
|
|
679 | |
|
|
680 | stats.hp = stats.maxhp; |
|
|
681 | stats.sp = stats.maxsp; |
|
|
682 | stats.grace = stats.maxgrace; |
|
|
683 | |
|
|
684 | if (contr) |
|
|
685 | { |
|
|
686 | contr->levhp[1] = 9; |
|
|
687 | contr->levsp[1] = 6; |
|
|
688 | contr->levgrace[1] = 3; |
|
|
689 | |
|
|
690 | contr->orig_stats = stats; |
|
|
691 | } |
|
|
692 | } |
|
|
693 | |
|
|
694 | static void |
|
|
695 | start_info (object *op) |
909 | { |
696 | { |
910 | signed char tmp; |
|
|
911 | char buf[MAX_BUF]; |
697 | char buf[MAX_BUF]; |
912 | |
698 | |
913 | if (op->contr->Swap_First == -1) |
699 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
914 | { |
|
|
915 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
916 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
917 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
918 | return; |
|
|
919 | } |
|
|
920 | |
|
|
921 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
922 | |
|
|
923 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
924 | |
|
|
925 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
926 | |
|
|
927 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
928 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
700 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
929 | op->stats.Str = op->contr->orig_stats.Str; |
|
|
930 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
931 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
932 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
933 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
934 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
935 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
936 | op->stats.ac = 0; |
|
|
937 | |
|
|
938 | op->level = 1; |
|
|
939 | op->stats.exp = 0; |
|
|
940 | op->stats.ac = 0; |
|
|
941 | |
|
|
942 | op->contr->levhp[1] = 9; |
|
|
943 | op->contr->levsp[1] = 6; |
|
|
944 | op->contr->levgrace[1] = 3; |
|
|
945 | |
|
|
946 | fix_player (op); |
|
|
947 | op->stats.hp = op->stats.maxhp; |
|
|
948 | op->stats.sp = op->stats.maxsp; |
|
|
949 | op->stats.grace = op->stats.maxgrace; |
|
|
950 | op->contr->orig_stats = op->stats; |
|
|
951 | op->contr->Swap_First = -1; |
|
|
952 | } |
|
|
953 | |
|
|
954 | |
|
|
955 | /* This code has been greatly reduced, because with set_attr_value |
|
|
956 | * and get_attr_value, the stats can be accessed just numeric |
|
|
957 | * ids. stat_trans is a table that translate the number entered |
|
|
958 | * into the actual stat. It is needed because the order the stats |
|
|
959 | * are displayed in the stat window is not the same as how |
|
|
960 | * the number's access that stat. The table does that translation. |
|
|
961 | */ |
|
|
962 | int |
|
|
963 | key_roll_stat (object *op, char key) |
|
|
964 | { |
|
|
965 | int keynum = key - '0'; |
|
|
966 | char buf[MAX_BUF]; |
|
|
967 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
968 | |
|
|
969 | if (keynum > 0 && keynum <= 7) |
|
|
970 | { |
|
|
971 | if (op->contr->Swap_First == -1) |
|
|
972 | { |
|
|
973 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
974 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
975 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
976 | } |
|
|
977 | else |
|
|
978 | Swap_Stat (op, stat_trans[keynum]); |
|
|
979 | |
|
|
980 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, ""); |
|
|
981 | return 1; |
|
|
982 | } |
|
|
983 | switch (key) |
|
|
984 | { |
|
|
985 | case 'n': |
|
|
986 | case 'N': |
|
|
987 | { |
|
|
988 | SET_FLAG (op, FLAG_WIZ); |
|
|
989 | if (op->map == NULL) |
|
|
990 | { |
|
|
991 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
992 | break; |
|
|
993 | } |
|
|
994 | |
|
|
995 | #if 0 |
|
|
996 | /* So that enter_exit will put us at startx/starty */ |
|
|
997 | op->x = -1; |
|
|
998 | |
|
|
999 | enter_exit (op, NULL); |
|
|
1000 | #endif |
|
|
1001 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1002 | /* Enter exit adds a player otherwise */ |
|
|
1003 | add_statbonus (op); |
|
|
1004 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, |
|
|
1005 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1006 | op->contr->ns->state = ST_CHANGE_CLASS; |
|
|
1007 | if (op->msg) |
|
|
1008 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1009 | return 0; |
|
|
1010 | } |
|
|
1011 | case 'y': |
|
|
1012 | case 'Y': |
|
|
1013 | roll_stats (op); |
|
|
1014 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, ""); |
|
|
1015 | return 1; |
|
|
1016 | |
|
|
1017 | case 'q': |
|
|
1018 | case 'Q': |
|
|
1019 | play_again (op); |
|
|
1020 | return 1; |
|
|
1021 | |
|
|
1022 | default: |
|
|
1023 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1024 | return 0; |
|
|
1025 | } |
|
|
1026 | return 0; |
|
|
1027 | } |
701 | } |
1028 | |
702 | |
1029 | /* This function takes the key that is passed, and does the |
703 | /* This function takes the key that is passed, and does the |
1030 | * appropriate action with it (change race, or other things). |
704 | * appropriate action with it (change race, or other things). |
1031 | * The function name is for historical reasons - now we have |
705 | * The function name is for historical reasons - now we have |
1032 | * separate race and class; this actually changes the RACE, |
706 | * separate race and class; this actually changes the RACE, |
1033 | * not the class. |
707 | * not the class. |
1034 | */ |
708 | */ |
1035 | |
709 | void |
1036 | int |
710 | player::chargen_race_done () |
1037 | key_change_class (object *op, char key) |
|
|
1038 | { |
711 | { |
1039 | int tmp_loop; |
|
|
1040 | |
|
|
1041 | if (key == 'q' || key == 'Q') |
|
|
1042 | { |
|
|
1043 | op->remove (); |
|
|
1044 | play_again (op); |
|
|
1045 | return 0; |
|
|
1046 | } |
|
|
1047 | if (key == 'd' || key == 'D') |
|
|
1048 | { |
|
|
1049 | char buf[MAX_BUF]; |
|
|
1050 | |
|
|
1051 | /* this must before then initial items are given */ |
712 | /* this must before then initial items are given */ |
1052 | esrv_new_player (op->contr, op->weight + op->carrying); |
713 | esrv_new_player (ob->contr); |
1053 | |
714 | |
1054 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
715 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
1055 | if (tl) |
716 | if (tl) |
1056 | create_treasure (tl, op, 0, 0, 0); |
717 | create_treasure (tl, ob, 0, 0, 0); |
1057 | |
718 | |
1058 | INVOKE_PLAYER (BIRTH, op->contr); |
719 | INVOKE_PLAYER (BIRTH, ob->contr); |
1059 | INVOKE_PLAYER (LOGIN, op->contr); |
|
|
1060 | |
720 | |
1061 | op->contr->ns->state = ST_PLAYING; |
721 | ob->contr->ns->state = ST_PLAYING; |
1062 | |
722 | |
1063 | if (op->msg) |
723 | if (ob->msg) |
1064 | op->msg = NULL; |
724 | ob->msg = 0; |
1065 | |
725 | |
1066 | /* We create this now because some of the unique maps will need it |
|
|
1067 | * to save here. |
|
|
1068 | */ |
|
|
1069 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
1070 | make_path_to_file (buf); |
|
|
1071 | |
|
|
1072 | #ifdef AUTOSAVE |
|
|
1073 | op->contr->last_save_tick = pticks; |
|
|
1074 | #endif |
|
|
1075 | start_info (op); |
726 | start_info (ob); |
1076 | CLEAR_FLAG (op, FLAG_WIZ); |
727 | ob->clr_flag (FLAG_WIZ); |
1077 | give_initial_items (op, op->randomitems); |
728 | give_initial_items (ob, ob->randomitems); |
1078 | link_player_skills (op); |
|
|
1079 | esrv_send_inventory (op, op); |
729 | esrv_send_inventory (ob, ob); |
1080 | fix_player (op); |
730 | ob->update_stats (); |
1081 | |
731 | |
1082 | /* This moves the player to a different start map, if there |
732 | /* This moves the player to a different start map, if there |
1083 | * is one for this race |
733 | * is one for this race |
1084 | */ |
734 | */ |
1085 | if (*first_map_ext_path) |
735 | if (*first_map_ext_path) |
1086 | { |
736 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
1087 | object *tmp; |
|
|
1088 | char mapname[MAX_BUF]; |
|
|
1089 | |
|
|
1090 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
|
|
1091 | tmp = object::create (); |
|
|
1092 | EXIT_PATH (tmp) = mapname; |
|
|
1093 | EXIT_X (tmp) = op->x; |
|
|
1094 | EXIT_Y (tmp) = op->y; |
|
|
1095 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
|
|
1096 | * if the map isn't there, then stay on the |
|
|
1097 | * default initial map */ |
|
|
1098 | tmp->destroy (); |
|
|
1099 | } |
|
|
1100 | else |
737 | else |
1101 | LOG (llevDebug, "first_map_ext_path not set\n"); |
738 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
739 | } |
1102 | |
740 | |
1103 | return 0; |
741 | void |
1104 | } |
742 | player::chargen_race_next () |
1105 | |
743 | { |
1106 | /* Following actually changes the race - this is the default command |
744 | /* Following actually changes the race - this is the default command |
1107 | * if we don't match with one of the options above. |
745 | * if we don't match with one of the options above. |
1108 | */ |
746 | */ |
1109 | |
747 | |
1110 | tmp_loop = 0; |
748 | do |
1111 | while (!tmp_loop) |
|
|
1112 | { |
749 | { |
1113 | shstr name = op->name; |
750 | shstr name = ob->name; |
1114 | int x = op->x, y = op->y; |
751 | int x = ob->x, y = ob->y; |
1115 | |
752 | |
1116 | remove_statbonus (op); |
753 | ob->remove_statbonus (); |
1117 | op->remove (); |
754 | ob->remove (); |
1118 | op->arch = get_player_archetype (op->arch); |
755 | ob->arch = get_player_archetype (ob->arch); |
1119 | op->arch->clone.copy_to (op); |
756 | ob->arch->copy_to (ob); |
1120 | op->instantiate (); |
757 | ob->instantiate (); |
1121 | op->stats = op->contr->orig_stats; |
758 | ob->stats = ob->contr->orig_stats; |
1122 | op->name = op->name_pl = name; |
759 | ob->name = ob->name_pl = name; |
1123 | op->x = x; |
760 | ob->x = x; |
1124 | op->y = y; |
761 | ob->y = y; |
1125 | SET_ANIMATION (op, 2); /* So player faces south */ |
762 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1126 | insert_ob_in_map (op, op->map, op, 0); |
763 | insert_ob_in_map (ob, ob->map, ob, 0); |
1127 | assign (op->contr->title, op->arch->clone.name); |
764 | assign (ob->contr->title, ob->arch->object::name); |
1128 | add_statbonus (op); |
765 | ob->add_statbonus (); |
1129 | tmp_loop = allowed_class (op); |
|
|
1130 | } |
766 | } |
|
|
767 | while (!allowed_class (ob)); |
1131 | |
768 | |
1132 | update_object (op, UP_OBJ_FACE); |
769 | update_object (ob, UP_OBJ_FACE); |
1133 | esrv_update_item (UPD_FACE, op, op); |
770 | esrv_update_item (UPD_FACE, ob, ob); |
1134 | fix_player (op); |
771 | ob->update_stats (); |
1135 | op->stats.hp = op->stats.maxhp; |
772 | ob->stats.hp = ob->stats.maxhp; |
1136 | op->stats.sp = op->stats.maxsp; |
773 | ob->stats.sp = ob->stats.maxsp; |
1137 | op->stats.grace = 0; |
774 | ob->stats.grace = 0; |
1138 | |
|
|
1139 | if (op->msg) |
|
|
1140 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1141 | |
|
|
1142 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1143 | return 0; |
|
|
1144 | } |
775 | } |
1145 | |
776 | |
1146 | int |
777 | static void |
1147 | key_confirm_quit (object *op, char key) |
|
|
1148 | { |
|
|
1149 | char buf[MAX_BUF]; |
|
|
1150 | |
|
|
1151 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1152 | { |
|
|
1153 | op->contr->ns->state = ST_PLAYING; |
|
|
1154 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1155 | return 1; |
|
|
1156 | } |
|
|
1157 | |
|
|
1158 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1159 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1160 | |
|
|
1161 | terminate_all_pets (op); |
|
|
1162 | leave_map (op); |
|
|
1163 | op->direction = 0; |
|
|
1164 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1165 | |
|
|
1166 | strcpy (op->contr->killer, "quit"); |
|
|
1167 | check_score (op); |
|
|
1168 | op->contr->party = NULL; |
|
|
1169 | if (settings.set_title == TRUE) |
|
|
1170 | op->contr->own_title[0] = '\0'; |
|
|
1171 | |
|
|
1172 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1173 | { |
|
|
1174 | maptile *mp, *next; |
|
|
1175 | |
|
|
1176 | /* We need to hunt for any per player unique maps in memory and |
|
|
1177 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1178 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1179 | */ |
|
|
1180 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1181 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1182 | { |
|
|
1183 | next = mp->next; |
|
|
1184 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1185 | delete_map (mp); |
|
|
1186 | } |
|
|
1187 | |
|
|
1188 | delete_character (op->name, 1); |
|
|
1189 | } |
|
|
1190 | |
|
|
1191 | play_again (op); |
|
|
1192 | return 1; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | void |
|
|
1196 | flee_player (object *op) |
778 | flee_player (object *op) |
1197 | { |
779 | { |
1198 | int dir, diff; |
780 | int dir, diff; |
1199 | rv_vector rv; |
781 | rv_vector rv; |
1200 | |
782 | |
1201 | if (op->stats.hp < 0) |
783 | if (op->stats.hp < 0) |
1202 | { |
784 | { |
1203 | LOG (llevDebug, "Fleeing player is dead.\n"); |
785 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1204 | CLEAR_FLAG (op, FLAG_SCARED); |
786 | op->clr_flag (FLAG_SCARED); |
1205 | return; |
787 | return; |
1206 | } |
788 | } |
1207 | |
789 | |
1208 | if (op->enemy == NULL) |
790 | if (!op->enemy) |
1209 | { |
791 | { |
1210 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
792 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1211 | CLEAR_FLAG (op, FLAG_SCARED); |
793 | op->clr_flag (FLAG_SCARED); |
1212 | return; |
794 | return; |
1213 | } |
795 | } |
1214 | |
796 | |
1215 | /* Seen some crashes here. Since we don't store an |
797 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1216 | * op->enemy_count, it is possible that something destroys the |
|
|
1217 | * actual enemy, and the object is recycled. |
|
|
1218 | */ |
|
|
1219 | if (op->enemy->map == NULL) |
|
|
1220 | { |
798 | { |
1221 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1222 | op->enemy = NULL; |
799 | op->enemy = NULL; |
1223 | return; |
800 | op->clr_flag (FLAG_SCARED); |
1224 | } |
|
|
1225 | |
|
|
1226 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
1227 | { |
|
|
1228 | op->enemy = NULL; |
|
|
1229 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1230 | return; |
801 | return; |
1231 | } |
802 | } |
1232 | |
803 | |
1233 | get_rangevector (op, op->enemy, &rv, 0); |
804 | get_rangevector (op, op->enemy, &rv, 0); |
1234 | |
805 | |
1235 | dir = absdir (4 + rv.direction); |
806 | dir = absdir (4 + rv.direction); |
1236 | for (diff = 0; diff < 3; diff++) |
807 | for (diff = 0; diff < 3; diff++) |
1237 | { |
808 | { |
1238 | int m = 1 - (RANDOM () & 2); |
809 | int m = 1 - rndm (2) * 2; |
1239 | |
810 | |
1240 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
811 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1241 | return; |
812 | return; |
1242 | } |
813 | } |
1243 | |
814 | |
1244 | /* Cornered, get rid of scared */ |
815 | /* Cornered, get rid of scared */ |
1245 | CLEAR_FLAG (op, FLAG_SCARED); |
816 | op->clr_flag (FLAG_SCARED); |
1246 | op->enemy = NULL; |
817 | op->enemy = NULL; |
1247 | } |
818 | } |
1248 | |
819 | |
1249 | |
|
|
1250 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
820 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1251 | * IT returns 1 if the player should keep on moving, 0 if he should |
821 | * It returns 1 if the player should keep on moving, 0 if he should |
1252 | * stop. |
822 | * stop. |
1253 | */ |
823 | */ |
1254 | int |
824 | int |
1255 | check_pick (object *op) |
825 | check_pick (object *op) |
1256 | { |
826 | { |
1257 | object *tmp, *next; |
827 | object *tmp, *next; |
1258 | int stop = 0; |
828 | int stop = 0; |
1259 | int j, k, wvratio; |
829 | int wvratio; |
1260 | char putstring[128], tmpstr[16]; |
|
|
1261 | |
830 | |
1262 | /* if you're flying, you cna't pick up anything */ |
831 | /* if you're flying, you can't pick up anything */ |
1263 | if (op->move_type & MOVE_FLYING) |
832 | if (op->move_type & MOVE_FLYING) |
1264 | return 1; |
833 | return 1; |
1265 | |
834 | |
1266 | next = op->below; |
835 | next = op->below; |
|
|
836 | |
|
|
837 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
838 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1267 | |
839 | |
1268 | /* loop while there are items on the floor that are not marked as |
840 | /* loop while there are items on the floor that are not marked as |
1269 | * destroyed */ |
841 | * destroyed */ |
1270 | while (next && !next->destroyed ()) |
842 | while (next && !next->destroyed ()) |
1271 | { |
843 | { |
1272 | tmp = next; |
844 | tmp = next; |
1273 | next = tmp->below; |
845 | next = tmp->below; |
1274 | |
846 | |
|
|
847 | if (cnt <= 0) |
|
|
848 | { |
|
|
849 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
850 | return 0; |
|
|
851 | } |
|
|
852 | |
1275 | if (op->destroyed ()) |
853 | if (op->destroyed ()) |
1276 | return 0; |
854 | return 0; |
1277 | |
855 | |
1278 | if (!can_pick (op, tmp)) |
856 | if (!can_pick (op, tmp)) |
1279 | continue; |
857 | continue; |
1280 | |
858 | |
1281 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
859 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1282 | { |
860 | { |
1283 | if (item_matched_string (op, tmp, op->contr->search_str)) |
861 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1284 | pick_up (op, tmp); |
862 | CHK_PICK_PICKUP; |
|
|
863 | |
1285 | continue; |
864 | continue; |
1286 | } |
865 | } |
1287 | |
866 | |
1288 | /* high not bit set? We're using the old autopickup model */ |
867 | /* pickup handling */ |
|
|
868 | if (op->contr->mode & PU_DEBUG) |
|
|
869 | { |
|
|
870 | /* some debugging code to figure out item information */ |
|
|
871 | const char *str = tmp->name |
|
|
872 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
873 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
874 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
875 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
876 | |
|
|
877 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
878 | } |
|
|
879 | |
|
|
880 | if (op->contr->mode & PU_INHIBIT) |
|
|
881 | return 1; |
|
|
882 | |
|
|
883 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
884 | return 1; |
|
|
885 | |
|
|
886 | /* philosophy: |
|
|
887 | * It's easy to grab an item type from a pile, as long as it's |
|
|
888 | * generic. This takes no game-time. For more detailed pickups |
|
|
889 | * and selections, select-items should be used. This is a |
|
|
890 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
891 | * example. |
|
|
892 | * The drawback: right now it has no frontend, so you need to |
|
|
893 | * stick the bits you want into a calculator in hex mode and then |
|
|
894 | * convert to decimal and then 'pickup <#> |
|
|
895 | */ |
|
|
896 | |
|
|
897 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
898 | * STOP then we stop. All the rest are applied sequentially, |
|
|
899 | * meaning if any test passes, the item gets picked up. */ |
|
|
900 | |
|
|
901 | /* if mode is set to pick nothing up, return */ |
|
|
902 | if (op->contr->mode == PU_NOTHING) |
|
|
903 | return 1; |
|
|
904 | |
|
|
905 | /* if mode is set to stop when encountering objects, return */ |
|
|
906 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
907 | * anything up */ |
|
|
908 | if (op->contr->mode & PU_STOP) |
|
|
909 | return 0; |
|
|
910 | |
|
|
911 | /* useful for going into stores and not losing your settings... */ |
|
|
912 | /* and for battles wher you don't want to get loaded down while |
|
|
913 | * fighting */ |
|
|
914 | if (op->contr->mode & PU_INHIBIT) |
|
|
915 | return 1; |
|
|
916 | |
|
|
917 | /* prevent us from turning into auto-thieves :) */ |
|
|
918 | if (tmp->flag [FLAG_UNPAID]) |
|
|
919 | continue; |
|
|
920 | |
|
|
921 | /* ignore known cursed objects */ |
|
|
922 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
923 | continue; |
|
|
924 | |
|
|
925 | /* all food and drink if desired */ |
|
|
926 | /* question: don't pick up known-poisonous stuff? */ |
1289 | if (!(op->contr->mode & PU_NEWMODE)) |
927 | if (op->contr->mode & PU_FOOD) |
|
|
928 | if (tmp->type == FOOD) |
1290 | { |
929 | { |
1291 | switch (op->contr->mode) |
930 | CHK_PICK_PICKUP; |
|
|
931 | continue; |
|
|
932 | } |
|
|
933 | |
|
|
934 | if (op->contr->mode & PU_DRINK) |
|
|
935 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
936 | { |
|
|
937 | CHK_PICK_PICKUP; |
|
|
938 | continue; |
|
|
939 | } |
|
|
940 | |
|
|
941 | if (op->contr->mode & PU_POTION) |
|
|
942 | if (tmp->type == POTION) |
|
|
943 | { |
|
|
944 | CHK_PICK_PICKUP; |
|
|
945 | continue; |
|
|
946 | } |
|
|
947 | |
|
|
948 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
949 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
950 | if (tmp->type == SPELLBOOK) |
|
|
951 | { |
|
|
952 | CHK_PICK_PICKUP; |
|
|
953 | continue; |
|
|
954 | } |
|
|
955 | |
|
|
956 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
957 | if (tmp->type == SKILLSCROLL) |
|
|
958 | { |
|
|
959 | CHK_PICK_PICKUP; |
|
|
960 | continue; |
|
|
961 | } |
|
|
962 | |
|
|
963 | if (op->contr->mode & PU_READABLES) |
|
|
964 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
965 | { |
|
|
966 | CHK_PICK_PICKUP; |
|
|
967 | continue; |
|
|
968 | } |
|
|
969 | |
|
|
970 | /* wands/staves/rods/horns */ |
|
|
971 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
972 | if (tmp->type == WAND |
|
|
973 | || tmp->type == ROD |
|
|
974 | || tmp->type == HORN |
|
|
975 | || tmp->type == POWER_CRYSTAL) |
|
|
976 | { |
|
|
977 | CHK_PICK_PICKUP; |
|
|
978 | continue; |
|
|
979 | } |
|
|
980 | |
|
|
981 | /* pick up all magical items */ |
|
|
982 | if (op->contr->mode & PU_MAGICAL) |
|
|
983 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
984 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
985 | { |
|
|
986 | CHK_PICK_PICKUP; |
|
|
987 | continue; |
|
|
988 | } |
|
|
989 | |
|
|
990 | if (op->contr->mode & PU_VALUABLES) |
|
|
991 | { |
|
|
992 | if (tmp->type == MONEY || tmp->type == GEM) |
1292 | { |
993 | { |
1293 | case 0: |
994 | CHK_PICK_PICKUP; |
1294 | return 1; /* don't pick up */ |
995 | continue; |
1295 | case 1: |
|
|
1296 | pick_up (op, tmp); |
|
|
1297 | return 1; |
|
|
1298 | case 2: |
|
|
1299 | pick_up (op, tmp); |
|
|
1300 | return 0; |
|
|
1301 | case 3: |
|
|
1302 | return 0; /* stop before pickup */ |
|
|
1303 | case 4: |
|
|
1304 | pick_up (op, tmp); |
|
|
1305 | break; |
|
|
1306 | case 5: |
|
|
1307 | pick_up (op, tmp); |
|
|
1308 | stop = 1; |
|
|
1309 | break; |
|
|
1310 | case 6: |
|
|
1311 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1312 | pick_up (op, tmp); |
|
|
1313 | break; |
|
|
1314 | |
|
|
1315 | case 7: |
|
|
1316 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1317 | pick_up (op, tmp); |
|
|
1318 | break; |
|
|
1319 | |
|
|
1320 | default: |
|
|
1321 | /* use value density */ |
|
|
1322 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1323 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1324 | pick_up (op, tmp); |
|
|
1325 | } |
996 | } |
1326 | } |
997 | } |
1327 | else |
998 | |
1328 | { /* old model */ |
999 | /* rings & amulets - talismans seems to be typed AMULET */ |
1329 | /* NEW pickup handling */ |
|
|
1330 | if (op->contr->mode & PU_DEBUG) |
1000 | if (op->contr->mode & PU_JEWELS) |
|
|
1001 | if (tmp->type == RING |
|
|
1002 | || tmp->type == AMULET |
|
|
1003 | || tmp->type == GIRDLE |
|
|
1004 | || tmp->type == SKILL_TOOL) |
1331 | { |
1005 | { |
1332 | /* some debugging code to figure out item information */ |
1006 | CHK_PICK_PICKUP; |
1333 | if (tmp->name != NULL) |
|
|
1334 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1335 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1336 | else |
|
|
1337 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1338 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1339 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1340 | |
|
|
1341 | sprintf (putstring, "...flags: "); |
|
|
1342 | for (k = 0; k < 4; k++) |
|
|
1343 | { |
|
|
1344 | for (j = 0; j < 32; j++) |
|
|
1345 | { |
|
|
1346 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1347 | { |
|
|
1348 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1349 | strcat (putstring, tmpstr); |
|
|
1350 | } |
|
|
1351 | } |
|
|
1352 | } |
|
|
1353 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1354 | |
|
|
1355 | #if 0 |
|
|
1356 | /* print the flags too */ |
|
|
1357 | for (k = 0; k < 4; k++) |
|
|
1358 | { |
|
|
1359 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1360 | for (j = 0; j < 32; j++) |
|
|
1361 | { |
|
|
1362 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1363 | if (!((j + 1) % 4)) |
|
|
1364 | fprintf (stderr, " "); |
|
|
1365 | } |
|
|
1366 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1367 | } |
|
|
1368 | #endif |
|
|
1369 | } |
|
|
1370 | /* philosophy: |
|
|
1371 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1372 | * generic. This takes no game-time. For more detailed pickups |
|
|
1373 | * and selections, select-items shoul dbe used. This is a |
|
|
1374 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1375 | * example. |
|
|
1376 | * The drawback: right now it has no frontend, so you need to |
|
|
1377 | * stick the bits you want into a calculator in hex mode and then |
|
|
1378 | * convert to decimal and then 'pickup <#> |
|
|
1379 | */ |
|
|
1380 | |
|
|
1381 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1382 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1383 | * meaning if any test passes, the item gets picked up. */ |
|
|
1384 | |
|
|
1385 | /* if mode is set to pick nothing up, return */ |
|
|
1386 | |
|
|
1387 | if (op->contr->mode & PU_NOTHING) |
|
|
1388 | return 1; |
|
|
1389 | |
|
|
1390 | /* if mode is set to stop when encountering objects, return */ |
|
|
1391 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1392 | * anything up */ |
|
|
1393 | |
|
|
1394 | if (op->contr->mode & PU_STOP) |
|
|
1395 | return 0; |
|
|
1396 | |
|
|
1397 | /* useful for going into stores and not losing your settings... */ |
|
|
1398 | /* and for battles wher you don't want to get loaded down while |
|
|
1399 | * fighting */ |
|
|
1400 | if (op->contr->mode & PU_INHIBIT) |
|
|
1401 | return 1; |
|
|
1402 | |
|
|
1403 | /* prevent us from turning into auto-thieves :) */ |
|
|
1404 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1405 | continue; |
1007 | continue; |
|
|
1008 | } |
1406 | |
1009 | |
1407 | /* ignore known cursed objects */ |
1010 | /* we don't forget dragon food */ |
1408 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1011 | if (op->contr->mode & PU_FLESH) |
|
|
1012 | if (tmp->type == FLESH) |
|
|
1013 | { |
|
|
1014 | CHK_PICK_PICKUP; |
1409 | continue; |
1015 | continue; |
|
|
1016 | } |
1410 | |
1017 | |
1411 | /* all food and drink if desired */ |
1018 | /* bows and arrows. Bows are good for selling! */ |
1412 | /* question: don't pick up known-poisonous stuff? */ |
1019 | if (op->contr->mode & PU_BOW) |
|
|
1020 | if (tmp->type == BOW) |
|
|
1021 | { |
|
|
1022 | CHK_PICK_PICKUP; |
|
|
1023 | continue; |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | if (op->contr->mode & PU_ARROW) |
|
|
1027 | if (tmp->type == ARROW) |
|
|
1028 | { |
|
|
1029 | CHK_PICK_PICKUP; |
|
|
1030 | continue; |
|
|
1031 | } |
|
|
1032 | |
|
|
1033 | /* all kinds of armor etc. */ |
|
|
1034 | if (op->contr->mode & PU_ARMOUR) |
|
|
1035 | if (tmp->type == ARMOUR) |
|
|
1036 | { |
|
|
1037 | CHK_PICK_PICKUP; |
|
|
1038 | continue; |
|
|
1039 | } |
|
|
1040 | |
|
|
1041 | if (op->contr->mode & PU_HELMET) |
|
|
1042 | if (tmp->type == HELMET) |
|
|
1043 | { |
|
|
1044 | CHK_PICK_PICKUP; |
|
|
1045 | continue; |
|
|
1046 | } |
|
|
1047 | |
|
|
1048 | if (op->contr->mode & PU_SHIELD) |
|
|
1049 | if (tmp->type == SHIELD) |
|
|
1050 | { |
|
|
1051 | CHK_PICK_PICKUP; |
|
|
1052 | continue; |
|
|
1053 | } |
|
|
1054 | |
1413 | if (op->contr->mode & PU_FOOD) |
1055 | if (op->contr->mode & PU_BOOTS) |
1414 | if (tmp->type == FOOD) |
1056 | if (tmp->type == BOOTS) |
|
|
1057 | { |
|
|
1058 | CHK_PICK_PICKUP; |
|
|
1059 | continue; |
|
|
1060 | } |
|
|
1061 | |
|
|
1062 | if (op->contr->mode & PU_GLOVES) |
|
|
1063 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1064 | { |
|
|
1065 | CHK_PICK_PICKUP; |
|
|
1066 | continue; |
|
|
1067 | } |
|
|
1068 | |
|
|
1069 | if (op->contr->mode & PU_CLOAK) |
|
|
1070 | if (tmp->type == CLOAK) |
|
|
1071 | { |
|
|
1072 | CHK_PICK_PICKUP; |
|
|
1073 | continue; |
|
|
1074 | } |
|
|
1075 | |
|
|
1076 | /* hoping to catch throwing daggers here */ |
|
|
1077 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1078 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1079 | { |
|
|
1080 | CHK_PICK_PICKUP; |
|
|
1081 | continue; |
|
|
1082 | } |
|
|
1083 | |
|
|
1084 | /* careful: chairs and tables are weapons! */ |
|
|
1085 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1086 | { |
|
|
1087 | if (tmp->type == WEAPON) |
|
|
1088 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1415 | { |
1089 | { |
1416 | pick_up (op, tmp); |
1090 | CHK_PICK_PICKUP; |
1417 | continue; |
1091 | continue; |
1418 | } |
1092 | } |
|
|
1093 | } |
1419 | |
1094 | |
|
|
1095 | /* misc stuff that's useful */ |
1420 | if (op->contr->mode & PU_DRINK) |
1096 | if (op->contr->mode & PU_KEY) |
1421 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1097 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1422 | { |
1098 | { |
1423 | pick_up (op, tmp); |
1099 | CHK_PICK_PICKUP; |
1424 | continue; |
1100 | continue; |
1425 | } |
1101 | } |
1426 | |
1102 | |
|
|
1103 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1104 | * pickups */ |
1427 | if (op->contr->mode & PU_POTION) |
1105 | if (op->contr->mode & PU_RATIO) |
1428 | if (tmp->type == POTION) |
1106 | { |
|
|
1107 | /* use value density to decide what else to grab */ |
|
|
1108 | /* >=7 was >= op->contr->mode */ |
|
|
1109 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1429 | { |
1110 | */ |
1430 | pick_up (op, tmp); |
|
|
1431 | continue; |
|
|
1432 | } |
|
|
1433 | |
|
|
1434 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1435 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1436 | if (tmp->type == SPELLBOOK) |
|
|
1437 | { |
|
|
1438 | pick_up (op, tmp); |
|
|
1439 | continue; |
|
|
1440 | } |
|
|
1441 | |
|
|
1442 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1443 | if (tmp->type == SKILLSCROLL) |
|
|
1444 | { |
|
|
1445 | pick_up (op, tmp); |
|
|
1446 | continue; |
|
|
1447 | } |
|
|
1448 | |
|
|
1449 | if (op->contr->mode & PU_READABLES) |
|
|
1450 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1451 | { |
|
|
1452 | pick_up (op, tmp); |
|
|
1453 | continue; |
|
|
1454 | } |
|
|
1455 | |
|
|
1456 | /* wands/staves/rods/horns */ |
|
|
1457 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1458 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1459 | { |
|
|
1460 | pick_up (op, tmp); |
|
|
1461 | continue; |
|
|
1462 | } |
|
|
1463 | |
|
|
1464 | /* pick up all magical items */ |
|
|
1465 | if (op->contr->mode & PU_MAGICAL) |
1111 | wvratio = op->contr->mode & PU_RATIO; |
1466 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1112 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1467 | { |
|
|
1468 | pick_up (op, tmp); |
|
|
1469 | continue; |
|
|
1470 | } |
|
|
1471 | |
|
|
1472 | if (op->contr->mode & PU_VALUABLES) |
|
|
1473 | { |
1113 | { |
1474 | if (tmp->type == MONEY || tmp->type == GEM) |
1114 | #if 0 |
|
|
1115 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1116 | if (tmp->name != NULL) |
1475 | { |
1117 | { |
1476 | pick_up (op, tmp); |
1118 | fprintf (stderr, "%s", tmp->name); |
1477 | continue; |
|
|
1478 | } |
1119 | } |
1479 | } |
|
|
1480 | |
|
|
1481 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1482 | if (op->contr->mode & PU_JEWELS) |
|
|
1483 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1484 | { |
|
|
1485 | pick_up (op, tmp); |
|
|
1486 | continue; |
|
|
1487 | } |
|
|
1488 | |
|
|
1489 | /* we don't forget dragon food */ |
|
|
1490 | if (op->contr->mode & PU_FLESH) |
|
|
1491 | if (tmp->type == FLESH) |
|
|
1492 | { |
|
|
1493 | pick_up (op, tmp); |
|
|
1494 | continue; |
|
|
1495 | } |
|
|
1496 | |
|
|
1497 | /* bows and arrows. Bows are good for selling! */ |
|
|
1498 | if (op->contr->mode & PU_BOW) |
|
|
1499 | if (tmp->type == BOW) |
|
|
1500 | { |
|
|
1501 | pick_up (op, tmp); |
|
|
1502 | continue; |
|
|
1503 | } |
|
|
1504 | |
|
|
1505 | if (op->contr->mode & PU_ARROW) |
|
|
1506 | if (tmp->type == ARROW) |
|
|
1507 | { |
|
|
1508 | pick_up (op, tmp); |
|
|
1509 | continue; |
|
|
1510 | } |
|
|
1511 | |
|
|
1512 | /* all kinds of armor etc. */ |
|
|
1513 | if (op->contr->mode & PU_ARMOUR) |
|
|
1514 | if (tmp->type == ARMOUR) |
|
|
1515 | { |
|
|
1516 | pick_up (op, tmp); |
|
|
1517 | continue; |
|
|
1518 | } |
|
|
1519 | |
|
|
1520 | if (op->contr->mode & PU_HELMET) |
|
|
1521 | if (tmp->type == HELMET) |
|
|
1522 | { |
|
|
1523 | pick_up (op, tmp); |
|
|
1524 | continue; |
|
|
1525 | } |
|
|
1526 | |
|
|
1527 | if (op->contr->mode & PU_SHIELD) |
|
|
1528 | if (tmp->type == SHIELD) |
|
|
1529 | { |
|
|
1530 | pick_up (op, tmp); |
|
|
1531 | continue; |
|
|
1532 | } |
|
|
1533 | |
|
|
1534 | if (op->contr->mode & PU_BOOTS) |
|
|
1535 | if (tmp->type == BOOTS) |
|
|
1536 | { |
|
|
1537 | pick_up (op, tmp); |
|
|
1538 | continue; |
|
|
1539 | } |
|
|
1540 | |
|
|
1541 | if (op->contr->mode & PU_GLOVES) |
|
|
1542 | if (tmp->type == GLOVES) |
|
|
1543 | { |
|
|
1544 | pick_up (op, tmp); |
|
|
1545 | continue; |
|
|
1546 | } |
|
|
1547 | |
|
|
1548 | if (op->contr->mode & PU_CLOAK) |
|
|
1549 | if (tmp->type == CLOAK) |
|
|
1550 | { |
|
|
1551 | pick_up (op, tmp); |
|
|
1552 | continue; |
|
|
1553 | } |
|
|
1554 | |
|
|
1555 | /* hoping to catch throwing daggers here */ |
|
|
1556 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1557 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1558 | { |
|
|
1559 | pick_up (op, tmp); |
|
|
1560 | continue; |
|
|
1561 | } |
|
|
1562 | |
|
|
1563 | /* careful: chairs and tables are weapons! */ |
|
|
1564 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1565 | { |
|
|
1566 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1567 | { |
|
|
1568 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1569 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1570 | { |
|
|
1571 | pick_up (op, tmp); |
|
|
1572 | continue; |
|
|
1573 | } |
|
|
1574 | } |
|
|
1575 | |
|
|
1576 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1577 | { |
|
|
1578 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1579 | { |
|
|
1580 | pick_up (op, tmp); |
|
|
1581 | continue; |
|
|
1582 | } |
|
|
1583 | } |
|
|
1584 | } |
|
|
1585 | |
|
|
1586 | /* misc stuff that's useful */ |
|
|
1587 | if (op->contr->mode & PU_KEY) |
|
|
1588 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1589 | { |
|
|
1590 | pick_up (op, tmp); |
|
|
1591 | continue; |
|
|
1592 | } |
|
|
1593 | |
|
|
1594 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1595 | * pickups */ |
|
|
1596 | if (op->contr->mode & PU_RATIO) |
|
|
1597 | { |
|
|
1598 | /* use value density to decide what else to grab */ |
|
|
1599 | /* >=7 was >= op->contr->mode */ |
|
|
1600 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1601 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1602 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1603 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1604 | { |
|
|
1605 | pick_up (op, tmp); |
|
|
1606 | #if 0 |
|
|
1607 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1608 | if (tmp->name != NULL) |
|
|
1609 | { |
|
|
1610 | fprintf (stderr, "%s", tmp->name); |
|
|
1611 | } |
|
|
1612 | else |
1120 | else |
1613 | fprintf (stderr, "%s", tmp->arch->name); |
1121 | fprintf (stderr, "%s", tmp->arch->archname); |
1614 | fprintf (stderr, ",%d] = ", tmp->type); |
1122 | fprintf (stderr, ",%d] = ", tmp->type); |
1615 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1123 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1616 | #endif |
1124 | #endif |
|
|
1125 | CHK_PICK_PICKUP; |
1617 | continue; |
1126 | continue; |
1618 | } |
|
|
1619 | } |
1127 | } |
1620 | } /* the new pickup model */ |
1128 | } /* the new pickup model */ |
1621 | } |
1129 | } |
1622 | |
1130 | |
1623 | return !stop; |
1131 | return !stop; |
|
|
1132 | } |
|
|
1133 | |
|
|
1134 | /* routine for both players and monsters. We call this when |
|
|
1135 | * there is a possibility for our action distrubing our hiding |
|
|
1136 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1137 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1138 | * return 0. |
|
|
1139 | */ |
|
|
1140 | static int |
|
|
1141 | action_makes_visible (object *op) |
|
|
1142 | { |
|
|
1143 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1144 | { |
|
|
1145 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1146 | { |
|
|
1147 | // artefact invisibility is permanent, but we still make noise |
|
|
1148 | // this is important for game-balance. |
|
|
1149 | if (op->contr) |
|
|
1150 | op->make_noise (); |
|
|
1151 | |
|
|
1152 | return 0; |
|
|
1153 | } |
|
|
1154 | |
|
|
1155 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1156 | return 0; |
|
|
1157 | |
|
|
1158 | /* If monsters, they should become visible */ |
|
|
1159 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1160 | { |
|
|
1161 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1162 | return 1; |
|
|
1163 | } |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | return 0; |
1624 | } |
1167 | } |
1625 | |
1168 | |
1626 | /* |
1169 | /* |
1627 | * Find an arrow in the inventory and after that |
1170 | * Find an arrow in the inventory and after that |
1628 | * in the right type container (quiver). Pointer to the |
1171 | * in the right type container (quiver). Pointer to the |
1629 | * found object is returned. |
1172 | * found object is returned. |
1630 | */ |
1173 | */ |
1631 | object * |
1174 | static object * |
1632 | find_arrow (object *op, const char *type) |
1175 | find_arrow (object *op, const char *type) |
1633 | { |
1176 | { |
1634 | object *tmp = NULL; |
|
|
1635 | |
|
|
1636 | for (op = op->inv; op; op = op->below) |
1177 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1637 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1638 | tmp = find_arrow (op, type); |
|
|
1639 | else if (op->type == ARROW && op->race == type) |
1178 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1179 | return splay (tmp); |
|
|
1180 | |
|
|
1181 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1182 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
|
|
1183 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1184 | { |
|
|
1185 | splay (tmp); |
1640 | return op; |
1186 | return arrow; |
|
|
1187 | } |
|
|
1188 | |
1641 | return tmp; |
1189 | return 0; |
1642 | } |
1190 | } |
1643 | |
1191 | |
1644 | /* |
1192 | /* |
1645 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1193 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1646 | * against the target. A full test is not performed, simply a basic test |
1194 | * against the target. A full test is not performed, simply a basic test |
1647 | * of resistances. The archer is making a quick guess at what he sees down |
1195 | * of resistances. The archer is making a quick guess at what he sees down |
1648 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1196 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1649 | */ |
1197 | */ |
1650 | |
1198 | static object * |
1651 | object * |
|
|
1652 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1199 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1653 | { |
1200 | { |
1654 | object *tmp = NULL, *arrow, *ntmp; |
1201 | object *tmp = NULL, *arrow, *ntmp; |
1655 | int attacknum, attacktype, betterby = 0, i; |
1202 | int attacknum, attacktype, betterby = 0, i; |
1656 | |
1203 | |
1657 | if (!type) |
1204 | if (!type) |
1658 | return NULL; |
1205 | return NULL; |
1659 | |
1206 | |
1660 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1207 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1661 | { |
1208 | { |
1662 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1209 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1663 | { |
1210 | { |
1664 | i = 0; |
1211 | i = 0; |
1665 | ntmp = find_better_arrow (arrow, target, type, &i); |
1212 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1213 | |
1666 | if (i > betterby) |
1214 | if (i > betterby) |
1667 | { |
1215 | { |
1668 | tmp = ntmp; |
1216 | tmp = ntmp; |
1669 | betterby = i; |
1217 | betterby = i; |
1670 | } |
1218 | } |
1671 | } |
1219 | } |
1672 | else if (arrow->type == ARROW && arrow->race == type) |
1220 | else if (arrow->type == ARROW && arrow->race == type) |
1673 | { |
1221 | { |
1674 | /* allways prefer assasination/slaying */ |
1222 | /* allways prefer assasination/slaying */ |
1675 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1223 | if (target->race && arrow->slaying.contains (target->race)) |
1676 | { |
1224 | { |
1677 | if (arrow->attacktype & AT_DEATH) |
1225 | if (arrow->attacktype & AT_DEATH) |
1678 | { |
1226 | { |
1679 | *better = 100; |
1227 | *better = 100; |
1680 | return arrow; |
1228 | return arrow; |
… | |
… | |
1688 | else |
1236 | else |
1689 | { |
1237 | { |
1690 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1238 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1691 | { |
1239 | { |
1692 | attacktype = 1 << attacknum; |
1240 | attacktype = 1 << attacknum; |
1693 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1241 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1694 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1242 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1695 | { |
1243 | { |
1696 | tmp = arrow; |
1244 | tmp = arrow; |
1697 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1245 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1698 | } |
1246 | } |
1699 | } |
1247 | } |
|
|
1248 | |
1700 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1249 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1701 | { |
1250 | { |
1702 | tmp = arrow; |
1251 | tmp = arrow; |
1703 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1252 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1704 | } |
1253 | } |
|
|
1254 | |
1705 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1255 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1706 | { |
1256 | { |
1707 | tmp = arrow; |
1257 | tmp = arrow; |
1708 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1258 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1709 | } |
1259 | } |
1710 | } |
1260 | } |
1711 | } |
1261 | } |
1712 | } |
1262 | } |
|
|
1263 | |
1713 | if (tmp == NULL && arrow == NULL) |
1264 | if (tmp == NULL && arrow == NULL) |
1714 | return find_arrow (op, type); |
1265 | return find_arrow (op, type); |
1715 | |
1266 | |
1716 | *better = betterby; |
1267 | *better = betterby; |
1717 | return tmp; |
1268 | return tmp; |
… | |
… | |
1721 | * find_better_arrow to find a decent arrow to use. |
1272 | * find_better_arrow to find a decent arrow to use. |
1722 | * op = the shooter |
1273 | * op = the shooter |
1723 | * type = bow->race |
1274 | * type = bow->race |
1724 | * dir = fire direction |
1275 | * dir = fire direction |
1725 | */ |
1276 | */ |
1726 | |
1277 | static object * |
1727 | object * |
|
|
1728 | pick_arrow_target (object *op, const char *type, int dir) |
1278 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1729 | { |
1279 | { |
1730 | object *tmp = NULL; |
1280 | object *tmp = NULL; |
1731 | maptile *m; |
1281 | maptile *m; |
1732 | int i, mflags, found, number; |
1282 | int i, mflags, found, number; |
1733 | sint16 x, y; |
1283 | sint16 x, y; |
… | |
… | |
1748 | for (i = 0, found = 0; i < 20; i++) |
1298 | for (i = 0, found = 0; i < 20; i++) |
1749 | { |
1299 | { |
1750 | x += freearr_x[dir]; |
1300 | x += freearr_x[dir]; |
1751 | y += freearr_y[dir]; |
1301 | y += freearr_y[dir]; |
1752 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1302 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1303 | |
1753 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1304 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1754 | { |
1305 | { |
1755 | tmp = NULL; |
1306 | tmp = 0; |
1756 | break; |
1307 | break; |
1757 | } |
1308 | } |
1758 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1309 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1759 | { |
1310 | { |
1760 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1311 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1761 | * perhaps a bad assumption. |
1312 | * perhaps a bad assumption. |
1762 | */ |
1313 | */ |
1763 | tmp = NULL; |
1314 | tmp = 0; |
1764 | break; |
1315 | break; |
1765 | } |
1316 | } |
|
|
1317 | |
1766 | if (mflags & P_IS_ALIVE) |
1318 | if (mflags & P_IS_ALIVE) |
1767 | { |
|
|
1768 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1319 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1769 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1320 | if (tmp->flag [FLAG_ALIVE]) |
1770 | { |
|
|
1771 | found++; |
|
|
1772 | break; |
|
|
1773 | } |
|
|
1774 | if (found) |
|
|
1775 | break; |
1321 | break; |
1776 | } |
|
|
1777 | } |
1322 | } |
1778 | if (tmp == NULL) |
1323 | |
|
|
1324 | if (!tmp) |
1779 | return find_arrow (op, type); |
1325 | return find_arrow (op, type); |
1780 | |
1326 | |
1781 | if (tmp->head) |
1327 | if (tmp->head) |
1782 | tmp = tmp->head; |
1328 | tmp = tmp->head; |
1783 | |
1329 | |
… | |
… | |
1796 | */ |
1342 | */ |
1797 | int |
1343 | int |
1798 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1344 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1799 | { |
1345 | { |
1800 | object *left, *bow; |
1346 | object *left, *bow; |
1801 | int bowspeed, mflags; |
1347 | int mflags; |
1802 | maptile *m; |
1348 | maptile *m; |
1803 | |
1349 | |
1804 | if (!dir) |
1350 | if (!dir) |
1805 | { |
1351 | { |
1806 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1352 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1807 | return 0; |
1353 | return 0; |
1808 | } |
1354 | } |
1809 | |
1355 | |
1810 | if (op->type == PLAYER) |
1356 | if (op->contr) |
1811 | bow = op->contr->ranges[range_bow]; |
1357 | bow = op->current_weapon; |
1812 | else |
1358 | else |
1813 | { |
1359 | { |
1814 | for (bow = op->inv; bow; bow = bow->below) |
1360 | for (bow = op->inv; bow; bow = bow->below) |
1815 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1361 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1816 | * don't need to switch back and forth between bows and weapons. |
1362 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1821 | if (!bow) |
1367 | if (!bow) |
1822 | { |
1368 | { |
1823 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1369 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1824 | return 0; |
1370 | return 0; |
1825 | } |
1371 | } |
|
|
1372 | |
|
|
1373 | // optimisation: move object to top so we will find it quickly again |
|
|
1374 | splay (bow); |
1826 | } |
1375 | } |
1827 | |
1376 | |
1828 | if (!bow->race || !bow->skill) |
1377 | if (!bow->race || !bow->skill) |
1829 | { |
1378 | { |
1830 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1379 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1831 | return 0; |
1380 | return 0; |
1832 | } |
1381 | } |
1833 | |
|
|
1834 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1835 | |
|
|
1836 | /* penalize ROF for bestarrow */ |
|
|
1837 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1838 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1839 | |
|
|
1840 | if (bowspeed < 1) |
|
|
1841 | bowspeed = 1; |
|
|
1842 | |
1382 | |
1843 | if (arrow == NULL) |
1383 | if (arrow == NULL) |
1844 | { |
1384 | { |
1845 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1385 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1846 | { |
1386 | { |
1847 | if (op->type == PLAYER) |
1387 | if (op->type == PLAYER) |
1848 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1388 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1849 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1389 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1850 | else |
1390 | else |
1851 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1391 | op->clr_flag (FLAG_READY_BOW); |
|
|
1392 | |
1852 | return 0; |
1393 | return 0; |
1853 | } |
1394 | } |
1854 | } |
1395 | } |
1855 | |
1396 | |
1856 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1397 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1864 | } |
1405 | } |
1865 | |
1406 | |
1866 | /* this should not happen, but sometimes does */ |
1407 | /* this should not happen, but sometimes does */ |
1867 | if (arrow->nrof == 0) |
1408 | if (arrow->nrof == 0) |
1868 | { |
1409 | { |
|
|
1410 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1869 | arrow->destroy (); |
1411 | arrow->destroy (); |
1870 | return 0; |
1412 | return 0; |
1871 | } |
1413 | } |
1872 | |
1414 | |
1873 | left = arrow; /* these are arrows left to the player */ |
1415 | left = arrow; /* these are arrows left to the player */ |
1874 | arrow = get_split_ob (arrow, 1); |
1416 | arrow = arrow->split (); |
1875 | if (!arrow) |
1417 | if (!arrow) |
1876 | { |
1418 | { |
1877 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1419 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1878 | return 0; |
1420 | return 0; |
1879 | } |
1421 | } |
1880 | |
1422 | |
1881 | arrow->set_owner (op); |
1423 | arrow->set_owner (op); |
1882 | arrow->skill = bow->skill; |
1424 | arrow->skill = bow->skill; |
1883 | |
|
|
1884 | arrow->direction = dir; |
1425 | arrow->direction = dir; |
1885 | arrow->x = sx; |
1426 | |
1886 | arrow->y = sy; |
1427 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1428 | arrow->stats.hp = arrow->stats.dam; |
|
|
1429 | arrow->stats.grace = arrow->attacktype; |
|
|
1430 | arrow->custom_name = arrow->slaying; |
|
|
1431 | |
|
|
1432 | #if 0 |
|
|
1433 | if (player *pl = op->contr) |
|
|
1434 | { |
|
|
1435 | float speed = pl->weapon_sp; |
|
|
1436 | |
|
|
1437 | /* penalize ROF for bestarrow */ |
|
|
1438 | if (pl->bowtype == bow_bestarrow) |
|
|
1439 | speed *= .9f; |
|
|
1440 | else |
|
|
1441 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1442 | |
|
|
1443 | op->speed_left += speed - op->speed; |
|
|
1444 | } |
|
|
1445 | #endif |
|
|
1446 | |
|
|
1447 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1448 | |
|
|
1449 | /* update the speed */ |
|
|
1450 | |
|
|
1451 | arrow->speed_left = 0; |
|
|
1452 | arrow->set_speed (max (2.f, |
|
|
1453 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1454 | + bow->stats.dam / 7.f |
|
|
1455 | )); |
|
|
1456 | |
|
|
1457 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1887 | |
1458 | |
1888 | if (op->type == PLAYER) |
1459 | if (op->type == PLAYER) |
1889 | { |
1460 | { |
1890 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1891 | fix_player (op); |
|
|
1892 | } |
|
|
1893 | |
|
|
1894 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1895 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1896 | arrow->stats.hp = arrow->stats.dam; |
|
|
1897 | arrow->stats.grace = arrow->attacktype; |
|
|
1898 | if (arrow->slaying != NULL) |
|
|
1899 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1900 | |
|
|
1901 | /* Note that this was different for monsters - they got their level |
|
|
1902 | * added to the damage. I think the strength bonus is more proper. |
|
|
1903 | */ |
|
|
1904 | |
|
|
1905 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1906 | |
|
|
1907 | /* update the speed */ |
|
|
1908 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1909 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1910 | |
|
|
1911 | if (arrow->speed < 1.0) |
|
|
1912 | arrow->speed = 1.0; |
|
|
1913 | update_ob_speed (arrow); |
|
|
1914 | arrow->speed_left = 0; |
|
|
1915 | |
|
|
1916 | if (op->type == PLAYER) |
|
|
1917 | { |
|
|
1918 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1919 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1920 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1921 | |
|
|
1922 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1461 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1462 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1463 | |
|
|
1464 | if (!arrow->slaying) |
|
|
1465 | arrow->slaying = op->slaying; |
|
|
1466 | |
|
|
1467 | arrow->attacktype |= op->attacktype; |
1923 | } |
1468 | } |
1924 | else |
1469 | else |
1925 | { |
1470 | { |
1926 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1927 | arrow->level = op->level; |
1471 | arrow->level = op->level; |
1928 | } |
1472 | arrow->stats.wc -= bow->magic; |
1929 | |
1473 | |
1930 | if (arrow->attacktype == AT_PHYSICAL) |
1474 | if (!arrow->slaying) |
|
|
1475 | arrow->slaying = bow->slaying; |
|
|
1476 | |
1931 | arrow->attacktype |= bow->attacktype; |
1477 | arrow->attacktype |= bow->attacktype; |
|
|
1478 | } |
1932 | |
1479 | |
1933 | if (bow->slaying) |
1480 | wc -= arrow->level; |
1934 | arrow->slaying = bow->slaying; |
1481 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1935 | |
1482 | |
1936 | arrow->map = m; |
1483 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1937 | arrow->move_type = MOVE_FLY_LOW; |
1484 | arrow->move_type = MOVE_FLY_LOW; |
1938 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1485 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1939 | |
1486 | |
1940 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1487 | op->play_sound (sound_find ("fire_arrow")); |
1941 | insert_ob_in_map (arrow, m, op, 0); |
1488 | m->insert (arrow, sx, sy, op); |
1942 | |
1489 | |
1943 | if (!arrow->destroyed ()) |
1490 | if (!arrow->destroyed ()) |
1944 | move_arrow (arrow); |
1491 | move_arrow (arrow); |
1945 | |
|
|
1946 | if (op->type == PLAYER) |
|
|
1947 | { |
|
|
1948 | if (left->destroyed ()) |
|
|
1949 | esrv_del_item (op->contr, left->count); |
|
|
1950 | else |
|
|
1951 | esrv_send_item (op, left); |
|
|
1952 | } |
|
|
1953 | |
1492 | |
1954 | return 1; |
1493 | return 1; |
1955 | } |
1494 | } |
1956 | |
1495 | |
1957 | /* Special fire code for players - this takes into |
1496 | /* Special fire code for players - this takes into |
… | |
… | |
1959 | * but monsters can't. Putting that code here |
1498 | * but monsters can't. Putting that code here |
1960 | * makes the fire_bow code much cleaner. |
1499 | * makes the fire_bow code much cleaner. |
1961 | * this function should only be called if 'op' is a player, |
1500 | * this function should only be called if 'op' is a player, |
1962 | * hence the function name. |
1501 | * hence the function name. |
1963 | */ |
1502 | */ |
1964 | int |
1503 | static int |
1965 | player_fire_bow (object *op, int dir) |
1504 | player_fire_bow (object *op, int dir) |
1966 | { |
1505 | { |
1967 | int ret = 0, wcmod = 0; |
1506 | int ret; |
1968 | |
1507 | |
1969 | if (op->contr->bowtype == bow_bestarrow) |
1508 | if (op->contr->bowtype == bow_bestarrow) |
1970 | { |
1509 | { |
1971 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1510 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1972 | } |
1511 | } |
1973 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1512 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1974 | { |
1513 | { |
1975 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1514 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1976 | wcmod = -1; |
|
|
1977 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1515 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1978 | } |
1516 | } |
1979 | else if (op->contr->bowtype == bow_threewide) |
1517 | else if (op->contr->bowtype == bow_threewide) |
1980 | { |
1518 | { |
1981 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1519 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1982 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1520 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1983 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1521 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1984 | } |
1522 | } |
1985 | else if (op->contr->bowtype == bow_spreadshot) |
1523 | else if (op->contr->bowtype == bow_spreadshot) |
1986 | { |
1524 | { |
1987 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1525 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1988 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1526 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1989 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1527 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1990 | |
|
|
1991 | } |
1528 | } |
1992 | else |
1529 | else |
1993 | { |
1530 | { |
1994 | /* Simple case */ |
1531 | /* Simple case */ |
1995 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1532 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1996 | } |
1533 | } |
|
|
1534 | |
1997 | return ret; |
1535 | return ret; |
1998 | } |
1536 | } |
1999 | |
|
|
2000 | |
1537 | |
2001 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1538 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
2002 | * Broken apart from 'fire' to keep it more readable. |
1539 | * Broken apart from 'fire' to keep it more readable. |
2003 | */ |
1540 | */ |
2004 | void |
1541 | static void |
2005 | fire_misc_object (object *op, int dir) |
1542 | fire_misc_object (object *op, int dir) |
2006 | { |
1543 | { |
2007 | object *item; |
1544 | object *item = op->contr->ranged_ob; |
2008 | |
1545 | |
2009 | if (!op->contr->ranges[range_misc]) |
1546 | if (!item) |
2010 | { |
1547 | { |
2011 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1548 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2012 | return; |
1549 | return; |
2013 | } |
1550 | } |
2014 | |
1551 | |
2015 | item = op->contr->ranges[range_misc]; |
|
|
2016 | if (!item->inv) |
1552 | if (!item->inv) |
2017 | { |
1553 | { |
2018 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1554 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2019 | return; |
1555 | return; |
2020 | } |
1556 | } |
|
|
1557 | |
|
|
1558 | if (!op->apply (item)) |
|
|
1559 | return; |
|
|
1560 | |
2021 | if (item->type == WAND) |
1561 | if (item->type == WAND) |
2022 | { |
1562 | { |
2023 | if (item->stats.food <= 0) |
1563 | if (item->stats.food <= 0) |
2024 | { |
1564 | { |
2025 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1565 | op->contr->play_sound (sound_find ("wand_poof")); |
2026 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1566 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1567 | |
2027 | return; |
1568 | return; |
2028 | } |
1569 | } |
2029 | } |
1570 | } |
2030 | else if (item->type == ROD || item->type == HORN) |
1571 | else if (item->type == ROD || item->type == HORN) |
2031 | { |
1572 | { |
2032 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1573 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1574 | |
|
|
1575 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1576 | // for a rod or horn, this fixes some broken rods. |
|
|
1577 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
2033 | { |
1578 | { |
2034 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1579 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1580 | |
2035 | if (item->type == ROD) |
1581 | if (item->type == ROD) |
2036 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1582 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2037 | else |
1583 | else |
2038 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1584 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1585 | |
2039 | return; |
1586 | return; |
2040 | } |
1587 | } |
2041 | } |
1588 | } |
2042 | |
1589 | |
2043 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1590 | if (cast_spell (op, item, dir, item->inv, NULL)) |
2044 | { |
1591 | { |
2045 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1592 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1593 | |
2046 | if (item->type == WAND) |
1594 | if (item->type == WAND) |
2047 | { |
1595 | { |
2048 | if (!(--item->stats.food)) |
1596 | if (!(--item->stats.food)) |
2049 | { |
1597 | { |
2050 | object *tmp; |
1598 | object *tmp; |
2051 | |
1599 | |
2052 | if (item->arch) |
1600 | if (item->arch) |
2053 | { |
1601 | { |
2054 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1602 | item->clr_flag (FLAG_ANIMATE); |
2055 | item->face = item->arch->clone.face; |
1603 | item->face = item->arch->face; |
2056 | item->speed = 0; |
1604 | item->set_speed (0); |
2057 | update_ob_speed (item); |
|
|
2058 | } |
1605 | } |
2059 | if ((tmp = item->in_player ())) |
1606 | |
|
|
1607 | if (object *pl = item->visible_to ()) |
2060 | esrv_update_item (UPD_ANIM, tmp, item); |
1608 | esrv_update_item (UPD_ANIM, pl, item); |
2061 | } |
1609 | } |
2062 | } |
1610 | } |
2063 | else if (item->type == ROD || item->type == HORN) |
1611 | else if (item->type == ROD || item->type == HORN) |
2064 | { |
|
|
2065 | drain_rod_charge (item); |
1612 | drain_rod_charge (item); |
2066 | } |
|
|
2067 | } |
1613 | } |
2068 | } |
1614 | } |
2069 | |
1615 | |
2070 | /* Received a fire command for the player - go and do it. |
1616 | /* Received a fire command for the player - go and do it. |
2071 | */ |
1617 | */ |
2072 | void |
1618 | bool |
2073 | fire (object *op, int dir) |
1619 | fire (object *who, int dir) |
2074 | { |
1620 | { |
2075 | int spellcost = 0; |
1621 | int spellcost = 0; |
2076 | |
1622 | |
|
|
1623 | player *pl = who->contr; |
|
|
1624 | |
|
|
1625 | if (pl->golem) |
|
|
1626 | { |
|
|
1627 | control_golem (who->contr->golem, dir); |
|
|
1628 | return false; |
|
|
1629 | } |
|
|
1630 | |
|
|
1631 | object *ob = pl->ranged_ob; |
|
|
1632 | |
|
|
1633 | if (!ob) |
|
|
1634 | return false; |
|
|
1635 | |
|
|
1636 | if (who->speed_left > 0.f) |
|
|
1637 | --who->speed_left; |
|
|
1638 | else |
|
|
1639 | return false; |
|
|
1640 | |
|
|
1641 | if (!who->apply (ob)) |
|
|
1642 | return false; |
|
|
1643 | |
2077 | /* check for loss of invisiblity/hide */ |
1644 | /* check for loss of invisiblity/hide */ |
2078 | if (action_makes_visible (op)) |
1645 | if (action_makes_visible (who)) |
2079 | make_visible (op); |
1646 | make_visible (who); |
2080 | |
1647 | |
2081 | switch (op->contr->shoottype) |
1648 | switch (ob->type) |
2082 | { |
1649 | { |
2083 | case range_none: |
1650 | case BOW: |
2084 | return; |
|
|
2085 | |
|
|
2086 | case range_bow: |
|
|
2087 | player_fire_bow (op, dir); |
1651 | player_fire_bow (who, dir); |
2088 | return; |
1652 | break; |
2089 | |
1653 | |
2090 | case range_magic: /* Casting spells */ |
1654 | case SPELL: |
2091 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1655 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
2092 | return; |
1656 | break; |
2093 | |
1657 | |
2094 | case range_misc: |
1658 | case BUILDER: |
2095 | fire_misc_object (op, dir); |
|
|
2096 | return; |
|
|
2097 | |
|
|
2098 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2099 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2100 | { |
|
|
2101 | op->contr->ranges[range_golem] = 0; |
|
|
2102 | op->contr->shoottype = range_none; |
|
|
2103 | } |
|
|
2104 | else |
|
|
2105 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2106 | return; |
|
|
2107 | |
|
|
2108 | case range_skill: |
|
|
2109 | if (!op->chosen_skill) |
|
|
2110 | { |
|
|
2111 | if (op->type == PLAYER) |
|
|
2112 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2113 | return; |
|
|
2114 | } |
|
|
2115 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2116 | return; |
|
|
2117 | case range_builder: |
|
|
2118 | apply_map_builder (op, dir); |
1659 | apply_map_builder (who, dir); |
2119 | return; |
1660 | break; |
|
|
1661 | |
|
|
1662 | case SKILL: |
|
|
1663 | do_skill (who, who, ob, dir, 0); |
|
|
1664 | break; |
|
|
1665 | |
|
|
1666 | case RANGED: |
|
|
1667 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1668 | break; |
|
|
1669 | |
2120 | default: |
1670 | default: |
2121 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1671 | fire_misc_object (who, dir); |
2122 | return; |
1672 | break; |
2123 | } |
1673 | } |
2124 | } |
|
|
2125 | |
1674 | |
|
|
1675 | return true; |
|
|
1676 | } |
2126 | |
1677 | |
2127 | |
1678 | static object * |
2128 | /* find_key |
|
|
2129 | * We try to find a key for the door as passed. If we find a key |
|
|
2130 | * and successfully use it, we return the key, otherwise NULL |
|
|
2131 | * This function merges both normal and locked door, since the logic |
|
|
2132 | * for both is the same - just the specific key is different. |
|
|
2133 | * pl is the player, |
|
|
2134 | * inv is the objects inventory to searched |
|
|
2135 | * door is the door we are trying to match against. |
|
|
2136 | * This function can be called recursively to search containers. |
|
|
2137 | */ |
|
|
2138 | |
|
|
2139 | object * |
|
|
2140 | find_key (object *pl, object *container, object *door) |
1679 | find_key_ (object *pl, object *container, object *door) |
2141 | { |
1680 | { |
2142 | object *tmp, *key; |
1681 | object *tmp, *key; |
2143 | |
1682 | |
2144 | /* Should not happen, but sanity checking is never bad */ |
1683 | /* Should not happen, but sanity checking is never bad */ |
2145 | if (container->inv == NULL) |
1684 | if (!container->inv) |
2146 | return NULL; |
1685 | return 0; |
2147 | |
1686 | |
2148 | /* First, lets try to find a key in the top level inventory */ |
1687 | /* First, lets try to find a key in the top level inventory */ |
2149 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1688 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2150 | { |
1689 | { |
2151 | if (door->type == DOOR && tmp->type == KEY) |
1690 | if (door->type == DOOR && tmp->type == KEY) |
2152 | break; |
1691 | break; |
|
|
1692 | |
2153 | /* For sanity, we should really check door type, but other stuff |
1693 | /* For sanity, we should really check door type, but other stuff |
2154 | * (like containers) can be locked with special keys |
1694 | * (like containers) can be locked with special keys |
2155 | */ |
1695 | */ |
2156 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1696 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2157 | break; |
1697 | break; |
2158 | } |
1698 | } |
|
|
1699 | |
2159 | /* No key found - lets search inventories now */ |
1700 | /* No key found - lets search inventories now */ |
2160 | /* If we find and use a key in an inventory, return at that time. |
1701 | /* If we find and use a key in an inventory, return at that time. |
2161 | * otherwise, if we search all the inventories and still don't find |
1702 | * otherwise, if we search all the inventories and still don't find |
2162 | * a key, return |
1703 | * a key, return |
2163 | */ |
1704 | */ |
2164 | if (!tmp) |
1705 | if (!tmp) |
2165 | { |
1706 | { |
2166 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1707 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2167 | { |
|
|
2168 | /* No reason to search empty containers */ |
1708 | /* No reason to search empty containers */ |
2169 | if (tmp->type == CONTAINER && tmp->inv) |
1709 | if (tmp->type == CONTAINER && tmp->inv) |
2170 | { |
|
|
2171 | if ((key = find_key (pl, tmp, door)) != NULL) |
1710 | if ((key = find_key_ (pl, tmp, door))) |
2172 | return key; |
1711 | return key; |
2173 | } |
1712 | |
2174 | } |
|
|
2175 | if (!tmp) |
1713 | if (!tmp) |
2176 | return NULL; |
1714 | return 0; |
2177 | } |
1715 | } |
|
|
1716 | |
2178 | /* We get down here if we have found a key. Now if its in a container, |
1717 | /* We get down here if we have found a key. Now if its in a container, |
2179 | * see if we actually want to use it |
1718 | * see if we actually want to use it |
2180 | */ |
1719 | */ |
2181 | if (pl != container) |
1720 | if (pl != container) |
2182 | { |
1721 | { |
2183 | /* Only let players use keys in containers */ |
1722 | /* Only let players use keys in containers */ |
2184 | if (!pl->contr) |
1723 | if (!pl->contr) |
2185 | return NULL; |
1724 | return 0; |
|
|
1725 | |
2186 | /* cases where this fails: |
1726 | /* cases where this fails: |
2187 | * If we only search the player inventory, return now since we |
1727 | * If we only search the player inventory, return now since we |
2188 | * are not in the players inventory. |
1728 | * are not in the players inventory. |
2189 | * If the container is not active, return now since only active |
1729 | * If the container is not active, return now since only active |
2190 | * containers can be used. |
1730 | * containers can be used. |
… | |
… | |
2194 | * inv must have been an container and must have been active. |
1734 | * inv must have been an container and must have been active. |
2195 | * |
1735 | * |
2196 | * Change the color so that the message doesn't disappear with |
1736 | * Change the color so that the message doesn't disappear with |
2197 | * all the others. |
1737 | * all the others. |
2198 | */ |
1738 | */ |
2199 | if (pl->contr->usekeys == key_inventory || |
1739 | if (pl->contr->usekeys == key_inventory |
2200 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1740 | || !container->flag [FLAG_APPLIED] |
2201 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1741 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
2202 | { |
1742 | { |
2203 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1743 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2204 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1744 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2205 | return NULL; |
1745 | return NULL; |
2206 | } |
1746 | } |
2207 | } |
1747 | } |
|
|
1748 | |
2208 | return tmp; |
1749 | return tmp; |
|
|
1750 | } |
|
|
1751 | |
|
|
1752 | /* find_key |
|
|
1753 | * We try to find a key for the door as passed. If we find a key |
|
|
1754 | * and successfully use it, we return the key, otherwise NULL |
|
|
1755 | * This function merges both normal and locked door, since the logic |
|
|
1756 | * for both is the same - just the specific key is different. |
|
|
1757 | * pl is the player, |
|
|
1758 | * inv is the objects inventory to searched |
|
|
1759 | * door is the door we are trying to match against. |
|
|
1760 | * This function can be called recursively to search containers. |
|
|
1761 | */ |
|
|
1762 | object * |
|
|
1763 | find_key (object *pl, object *container, object *door) |
|
|
1764 | { |
|
|
1765 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1766 | { |
|
|
1767 | // for match expressions, we try to find the key by applying the match |
|
|
1768 | // to the op itself, which is supposed to find the "key", instead |
|
|
1769 | // of searching through containers ourselves. |
|
|
1770 | |
|
|
1771 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1772 | } |
|
|
1773 | else |
|
|
1774 | return find_key_ (pl, container, door); |
2209 | } |
1775 | } |
2210 | |
1776 | |
2211 | /* moved door processing out of move_player_attack. |
1777 | /* moved door processing out of move_player_attack. |
2212 | * returns 1 if player has opened the door with a key |
1778 | * returns 1 if player has opened the door with a key |
2213 | * such that the caller should not do anything more, |
1779 | * such that the caller should not do anything more, |
2214 | * 0 otherwise |
1780 | * 0 otherwise |
2215 | */ |
1781 | */ |
2216 | static int |
1782 | static int |
2217 | player_attack_door (object *op, object *door) |
1783 | player_attack_door (object *op, object *door) |
2218 | { |
1784 | { |
2219 | /* If its a door, try to find a use a key. If we do destroy the door, |
1785 | /* If its a door, try to find a key. If we do destroy the door, |
2220 | * might as well return immediately as there is nothing more to do - |
1786 | * might as well return immediately as there is nothing more to do - |
2221 | * otherwise, we fall through to the rest of the code. |
1787 | * otherwise, we fall through to the rest of the code. |
2222 | */ |
1788 | */ |
2223 | object *key = find_key (op, op, door); |
1789 | object *key = find_key (op, op, door); |
2224 | |
1790 | |
2225 | /* IF we found a key, do some extra work */ |
1791 | /* If we found a key, do some extra work */ |
2226 | if (key) |
1792 | if (key) |
2227 | { |
1793 | { |
2228 | object *container = key->env; |
1794 | object *container = key->env; |
2229 | |
1795 | |
2230 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2231 | if (action_makes_visible (op)) |
1796 | if (action_makes_visible (op)) |
2232 | make_visible (op); |
1797 | make_visible (op); |
|
|
1798 | |
2233 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1799 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2234 | spring_trap (door->inv, op); |
1800 | spring_trap (door->inv, op); |
|
|
1801 | |
2235 | if (door->type == DOOR) |
1802 | if (door->type == DOOR) |
2236 | { |
|
|
2237 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1803 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2238 | } |
|
|
2239 | else if (door->type == LOCKED_DOOR) |
1804 | else if (door->type == LOCKED_DOOR) |
2240 | { |
1805 | { |
2241 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1806 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2242 | remove_door2 (door); /* remove door without violence ;-) */ |
1807 | remove_door2 (door); /* remove door without violence ;-) */ |
2243 | } |
1808 | } |
|
|
1809 | |
2244 | /* Do this after we print the message */ |
1810 | /* Do this after we print the message */ |
2245 | decrease_ob (key); /* Use up one of the keys */ |
1811 | key->decrease (); /* Use up one of the keys */ |
2246 | /* Need to update the weight the container the key was in */ |
1812 | |
2247 | if (container != op) |
|
|
2248 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2249 | return 1; /* Nothing more to do below */ |
1813 | return 1; /* Nothing more to do below */ |
2250 | } |
1814 | } |
2251 | else if (door->type == LOCKED_DOOR) |
1815 | else if (door->type == LOCKED_DOOR) |
2252 | { |
1816 | { |
2253 | /* Might as well return now - no other way to open this */ |
1817 | /* Might as well return now - no other way to open this */ |
2254 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1818 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2255 | return 1; |
1819 | return 1; |
2256 | } |
1820 | } |
|
|
1821 | |
2257 | return 0; |
1822 | return 0; |
2258 | } |
1823 | } |
2259 | |
1824 | |
2260 | /* This function is just part of a breakup from move_player. |
1825 | /* This function is just part of a breakup from move_player. |
2261 | * It should keep the code cleaner. |
1826 | * It should keep the code cleaner. |
2262 | * When this is called, the players direction has been updated |
1827 | * When this is called, the players direction has been updated |
2263 | * (taking into account confusion.) The player is also actually |
1828 | * (taking into account confusion.) The player is also actually |
2264 | * going to try and move (not fire weapons). |
1829 | * going to try and move (not fire weapons). |
2265 | */ |
1830 | */ |
2266 | void |
1831 | bool |
2267 | move_player_attack (object *op, int dir) |
1832 | move_player_attack (object *op, int dir) |
2268 | { |
1833 | { |
2269 | object *tmp, *mon; |
1834 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2270 | sint16 nx, ny; |
1835 | { |
2271 | int on_battleground; |
1836 | --op->speed_left; |
2272 | maptile *m; |
1837 | return true; |
|
|
1838 | } |
2273 | |
1839 | |
2274 | nx = freearr_x[dir] + op->x; |
1840 | sint16 nx = freearr_x[dir] + op->x; |
2275 | ny = freearr_y[dir] + op->y; |
1841 | sint16 ny = freearr_y[dir] + op->y; |
2276 | |
1842 | |
2277 | on_battleground = op_on_battleground (op, 0, 0); |
1843 | if (out_of_map (op->map, nx, ny)) |
|
|
1844 | return false; |
2278 | |
1845 | |
2279 | /* If braced, or can't move to the square, and it is not out of the |
1846 | /* If braced, or can't move to the square, and it is not out of the |
2280 | * map, attack it. Note order of if statement is important - don't |
1847 | * map, attack it. Note order of if statement is important - don't |
2281 | * want to be calling move_ob if braced, because move_ob will move the |
1848 | * want to be calling move_ob if braced, because move_ob will move the |
2282 | * player. This is a pretty nasty hack, because if we could |
1849 | * player. This is a pretty nasty hack, because if we could |
2283 | * move to some space, it then means that if we are braced, we should |
1850 | * move to some space, it then means that if we are braced, we should |
2284 | * do nothing at all. As it is, if we are braced, we go through |
1851 | * do nothing at all. As it is, if we are braced, we go through |
2285 | * quite a bit of processing. However, it probably is less than what |
1852 | * quite a bit of processing. However, it probably is less than what |
2286 | * move_ob uses. |
1853 | * move_ob uses. |
2287 | */ |
1854 | */ |
2288 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1855 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1856 | |
|
|
1857 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1858 | * we find a monster - that is something we know we want to attack. |
|
|
1859 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1860 | * on the space |
|
|
1861 | */ |
|
|
1862 | object *mon; |
|
|
1863 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1864 | { |
|
|
1865 | if ((mon->flag [FLAG_ALIVE] |
|
|
1866 | || mon->type == LOCKED_DOOR |
|
|
1867 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1868 | && mon != op) |
|
|
1869 | break; |
2289 | { |
1870 | } |
2290 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1871 | |
|
|
1872 | /* no monster == player tries to move into a wall or so */ |
|
|
1873 | if (!mon) |
|
|
1874 | { |
|
|
1875 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1876 | if (op->move_type & ob->move_block) |
2291 | { |
1877 | { |
2292 | m = get_map_from_coord (op->map, &nx, &ny); |
1878 | if (ob->move_block == MOVE_ALL) |
2293 | if (!m) |
1879 | move_into_wall (op, ob); |
2294 | return; /* Don't think this should happen */ |
1880 | else |
|
|
1881 | { |
|
|
1882 | if (op->contr->ns->bumpmsg) |
|
|
1883 | { |
|
|
1884 | op->play_sound (sound_find ("blocked_move")); |
|
|
1885 | |
|
|
1886 | op->statusmsg (ob->invisible |
|
|
1887 | ? "Something blocks you." |
|
|
1888 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1889 | ); |
|
|
1890 | } |
|
|
1891 | } |
|
|
1892 | |
|
|
1893 | break; |
|
|
1894 | } |
|
|
1895 | |
|
|
1896 | return false; |
|
|
1897 | } |
|
|
1898 | |
|
|
1899 | mon = mon->head_ (); |
|
|
1900 | |
|
|
1901 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1902 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1903 | if (player_attack_door (op, mon)) |
|
|
1904 | { |
|
|
1905 | --op->contr->weapon_sp_left; |
|
|
1906 | return true; |
|
|
1907 | } |
|
|
1908 | |
|
|
1909 | /* The following deals with possibly attacking peaceful |
|
|
1910 | * or friendly creatures. Basically, all players are considered |
|
|
1911 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1912 | * object should be pushed instead of attacked. It is assumed that |
|
|
1913 | * if you are braced, you will not attack friends accidently, |
|
|
1914 | * and thus will not push them. |
|
|
1915 | */ |
|
|
1916 | |
|
|
1917 | /* If the creature is a pet, push it even if the player is not |
|
|
1918 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1919 | * player owns it and it is either friendly or unagressive. |
|
|
1920 | */ |
|
|
1921 | if (op->type == PLAYER |
|
|
1922 | && ((mon->owner && mon->owner->contr |
|
|
1923 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1924 | || mon->owner == op) |
|
|
1925 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
|
|
1926 | { |
|
|
1927 | /* If we're braced, we don't want to switch places with it */ |
|
|
1928 | if (op->contr->braced) |
|
|
1929 | return false; |
|
|
1930 | |
|
|
1931 | if (op->speed_left > 0.f) |
|
|
1932 | { |
|
|
1933 | --op->speed_left; |
|
|
1934 | |
|
|
1935 | op->play_sound (sound_find ("push_player")); |
|
|
1936 | push_ob (mon, dir, op); |
|
|
1937 | |
|
|
1938 | if (action_makes_visible (op)) |
|
|
1939 | make_visible (op); |
|
|
1940 | |
|
|
1941 | return true; |
2295 | } |
1942 | } |
2296 | else |
1943 | else |
2297 | m = op->map; |
|
|
2298 | |
|
|
2299 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
|
|
2300 | { |
|
|
2301 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2302 | return; |
1944 | return false; |
2303 | } |
1945 | } |
2304 | |
1946 | |
2305 | mon = 0; |
1947 | bool on_battleground = op_on_battleground (op, 0, 0); |
2306 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2307 | * we find a monster - that is something we know we want to attack. |
|
|
2308 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2309 | * on the space |
|
|
2310 | */ |
|
|
2311 | while (tmp) |
|
|
2312 | { |
|
|
2313 | if (tmp == op) |
|
|
2314 | { |
|
|
2315 | tmp = tmp->above; |
|
|
2316 | continue; |
|
|
2317 | } |
|
|
2318 | |
1948 | |
2319 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2320 | { |
|
|
2321 | mon = tmp; |
|
|
2322 | break; |
|
|
2323 | } |
|
|
2324 | |
|
|
2325 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2326 | mon = tmp; |
|
|
2327 | |
|
|
2328 | tmp = tmp->above; |
|
|
2329 | } |
|
|
2330 | |
|
|
2331 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2332 | return; /* into a wall */ |
|
|
2333 | |
|
|
2334 | if (mon->head) |
|
|
2335 | mon = mon->head; |
|
|
2336 | |
|
|
2337 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2338 | if (player_attack_door (op, mon)) |
|
|
2339 | return; |
|
|
2340 | |
|
|
2341 | /* The following deals with possibly attacking peaceful |
|
|
2342 | * or frienddly creatures. Basically, all players are considered |
|
|
2343 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2344 | * object should be pushed instead of attacked. It is assumed that |
|
|
2345 | * if you are braced, you will not attack friends accidently, |
|
|
2346 | * and thus will not push them. |
|
|
2347 | */ |
|
|
2348 | |
|
|
2349 | /* If the creature is a pet, push it even if the player is not |
|
|
2350 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2351 | * player owns it and it is either friendly or unagressive. |
|
|
2352 | */ |
|
|
2353 | if ((op->type == PLAYER) |
|
|
2354 | #if COZY_SERVER |
|
|
2355 | && |
|
|
2356 | ((mon->owner && mon->owner->contr |
|
|
2357 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2358 | #else |
|
|
2359 | && mon->owner == op |
|
|
2360 | #endif |
|
|
2361 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2362 | { |
|
|
2363 | /* If we're braced, we don't want to switch places with it */ |
|
|
2364 | if (op->contr->braced) |
|
|
2365 | return; |
|
|
2366 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2367 | (void) push_ob (mon, dir, op); |
|
|
2368 | if (op->contr->tmp_invis || op->hide) |
|
|
2369 | make_visible (op); |
|
|
2370 | return; |
|
|
2371 | } |
|
|
2372 | |
|
|
2373 | /* in certain circumstances, you shouldn't attack friendly |
1949 | /* in certain circumstances, you shouldn't attack friendly |
2374 | * creatures. Note that if you are braced, you can't push |
1950 | * creatures. Note that if you are braced, you can't push |
2375 | * someone, but put it inside this loop so that you won't |
1951 | * someone, but put it inside this loop so that you won't |
2376 | * attack them either. |
1952 | * attack them either. |
2377 | */ |
1953 | */ |
2378 | if ((mon->type == PLAYER || mon->enemy != op) && |
1954 | if ((mon->type == PLAYER || mon->enemy != op) |
2379 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1955 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2380 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2381 | (op->contr->peaceful |
1956 | && ((op->contr->peaceful |
2382 | || (mon->type == PLAYER |
1957 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2383 | && mon->contr-> |
|
|
2384 | peaceful)) && |
|
|
2385 | #else |
|
|
2386 | op->contr->peaceful && |
|
|
2387 | #endif |
|
|
2388 | !on_battleground)) |
1958 | && !on_battleground)) |
|
|
1959 | { |
|
|
1960 | if (op->speed_left > 0.f) |
2389 | { |
1961 | { |
|
|
1962 | --op->speed_left; |
|
|
1963 | |
2390 | if (!op->contr->braced) |
1964 | if (!op->contr->braced) |
2391 | { |
1965 | { |
2392 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1966 | op->play_sound (sound_find ("push_player")); |
2393 | (void) push_ob (mon, dir, op); |
1967 | push_ob (mon, dir, op); |
2394 | } |
1968 | } |
2395 | else |
1969 | else |
2396 | new_draw_info (0, 0, op, "You withhold your attack"); |
1970 | op->statusmsg ("You withhold your attack"); |
2397 | |
1971 | |
2398 | if (op->contr->tmp_invis || op->hide) |
1972 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2399 | make_visible (op); |
1973 | make_visible (op); |
2400 | } |
|
|
2401 | |
1974 | |
|
|
1975 | return true; |
|
|
1976 | } |
|
|
1977 | } |
2402 | /* If the object is a boulder or other rollable object, then |
1978 | /* If the object is a boulder or other rollable object, then |
2403 | * roll it if not braced. You can't roll it if you are braced. |
1979 | * roll it if not braced. You can't roll it if you are braced. |
2404 | */ |
1980 | */ |
2405 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1981 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
|
|
1982 | { |
|
|
1983 | if (op->speed_left > 0.f) |
2406 | { |
1984 | { |
|
|
1985 | --op->speed_left; |
|
|
1986 | |
2407 | recursive_roll (mon, dir, op); |
1987 | recursive_roll (mon, dir, op); |
2408 | if (action_makes_visible (op)) |
1988 | if (action_makes_visible (op)) |
2409 | make_visible (op); |
1989 | make_visible (op); |
2410 | } |
|
|
2411 | |
1990 | |
|
|
1991 | return true; |
|
|
1992 | } |
|
|
1993 | } |
2412 | /* Any generic living creature. Including things like doors. |
1994 | /* Any generic living creature. Including things like doors. |
2413 | * Way it works is like this: First, it must have some hit points |
1995 | * Way it works is like this: First, it must have some hit points |
2414 | * and be living. Then, it must be one of the following: |
1996 | * and be living. Then, it must be one of the following: |
2415 | * 1) Not a player, 2) A player, but of a different party. Note |
1997 | * 1) Not a player, 2) A player, but of a different party. Note |
2416 | * that party_number -1 is no party, so attacks can still happen. |
1998 | * that party_number -1 is no party, so attacks can still happen. |
2417 | */ |
1999 | */ |
2418 | |
|
|
2419 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2000 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2420 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2001 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2421 | { |
2002 | { |
2422 | |
2003 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2423 | /* If the player hasn't hit something this tick, and does |
|
|
2424 | * so, give them speed boost based on weapon speed. Doing |
|
|
2425 | * it here is better than process_players2, which basically |
|
|
2426 | * incurred a 1 tick offset. |
|
|
2427 | */ |
|
|
2428 | if (!op->contr->has_hit) |
|
|
2429 | { |
2004 | { |
2430 | op->speed_left += op->speed / op->contr->weapon_sp; |
2005 | --op->contr->weapon_sp_left; |
2431 | |
|
|
2432 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2433 | } |
|
|
2434 | |
2006 | |
2435 | skill_attack (mon, op, 0, 0, 0); |
2007 | skill_attack (mon, op, 0, 0, 0); |
2436 | |
|
|
2437 | /* If attacking another player, that player gets automatic |
|
|
2438 | * hitback, and doesn't loose luck either. |
|
|
2439 | * Disable hitback on the battleground or if the target is |
|
|
2440 | * the wiz. |
|
|
2441 | */ |
|
|
2442 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2443 | { |
|
|
2444 | short luck = mon->stats.luck; |
|
|
2445 | |
|
|
2446 | mon->contr->has_hit = 1; |
|
|
2447 | skill_attack (op, mon, 0, 0, 0); |
|
|
2448 | mon->stats.luck = luck; |
|
|
2449 | } |
|
|
2450 | |
2008 | |
2451 | if (action_makes_visible (op)) |
2009 | if (action_makes_visible (op)) |
2452 | make_visible (op); |
2010 | make_visible (op); |
2453 | } |
|
|
2454 | } /* if player should attack something */ |
|
|
2455 | } |
|
|
2456 | |
2011 | |
2457 | int |
2012 | return true; |
|
|
2013 | } |
|
|
2014 | } |
|
|
2015 | |
|
|
2016 | return false; |
|
|
2017 | } |
|
|
2018 | |
|
|
2019 | bool |
2458 | move_player (object *op, int dir) |
2020 | move_player (object *op, int dir) |
2459 | { |
2021 | { |
2460 | int pick; |
2022 | if (!op->map || op->map->state != MAP_ACTIVE) |
2461 | |
|
|
2462 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
|
|
2463 | return 0; |
2023 | return 0; |
2464 | |
2024 | |
2465 | /* Sanity check: make sure dir is valid */ |
2025 | /* Sanity check: make sure dir is valid */ |
2466 | if ((dir < 0) || (dir >= 9)) |
2026 | if (dir < 0 || dir > 8) |
2467 | { |
2027 | { |
2468 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2028 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2469 | return 0; |
2029 | return 0; |
2470 | } |
2030 | } |
2471 | |
2031 | |
2472 | /* peterm: added following line */ |
2032 | /* peterm: added following line */ |
2473 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2033 | if (op->flag [FLAG_CONFUSED] && dir) |
2474 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2034 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2475 | |
2035 | |
2476 | op->facing = dir; |
2036 | op->facing = dir; |
2477 | |
2037 | |
2478 | if (op->hide) |
2038 | if (op->flag [FLAG_HIDDEN]) |
2479 | do_hidden_move (op); |
2039 | do_hidden_move (op); |
2480 | |
2040 | |
|
|
2041 | bool retval; |
|
|
2042 | int pick = 0; |
|
|
2043 | |
2481 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2044 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2482 | /*nop */ ; |
2045 | retval = RESULT_INT (0); |
2483 | else if (op->contr->fire_on) |
2046 | else if (op->contr->fire_on) |
2484 | fire (op, dir); |
2047 | retval = fire (op, dir); |
2485 | else |
2048 | else |
2486 | { |
2049 | { |
2487 | move_player_attack (op, dir); |
2050 | retval = move_player_attack (op, dir); |
2488 | pick = check_pick (op); |
2051 | pick = check_pick (op); |
2489 | } |
2052 | } |
2490 | |
2053 | |
2491 | /* Add special check for newcs players and fire on - this way, the |
2054 | /* Add special check for newcs players and fire on - this way, the |
2492 | * server can handle repeat firing. |
2055 | * server can handle repeat firing. |
… | |
… | |
2499 | /* Update how the player looks. Use the facing, so direction may |
2062 | /* Update how the player looks. Use the facing, so direction may |
2500 | * get reset to zero. This allows for full animation capabilities |
2063 | * get reset to zero. This allows for full animation capabilities |
2501 | * for players. |
2064 | * for players. |
2502 | */ |
2065 | */ |
2503 | animate_object (op, op->facing); |
2066 | animate_object (op, op->facing); |
2504 | return 0; |
2067 | |
|
|
2068 | return retval; |
2505 | } |
2069 | } |
2506 | |
2070 | |
2507 | /* This is similar to handle_player, below, but is only used by the |
2071 | /* This is similar to handle_player, below, but is only used by the |
2508 | * new client/server stuff. |
2072 | * new client/server stuff. |
2509 | * This is sort of special, in that the new client/server actually uses |
2073 | * This is sort of special, in that the new client/server actually uses |
2510 | * the new speed values for commands. |
2074 | * the new speed values for commands. |
2511 | * |
2075 | * |
2512 | * Returns true if there are more actions we can do. |
2076 | * Returns true if there are more actions we can do. Should not do |
|
|
2077 | * many actions in a row, as that would be too unfair to other |
|
|
2078 | * players. |
2513 | */ |
2079 | */ |
2514 | int |
2080 | bool |
2515 | handle_newcs_player (object *op) |
2081 | handle_newcs_player (object *op) |
2516 | { |
2082 | { |
2517 | if (op->contr->hidden) |
2083 | if (op->flag [FLAG_SCARED]) |
2518 | { |
|
|
2519 | op->invisible = 1000; |
|
|
2520 | /* the socket code flashes the player visible/invisible |
|
|
2521 | * depending on the value of invisible, so we need to |
|
|
2522 | * alternate it here for it to work correctly. |
|
|
2523 | */ |
|
|
2524 | if (pticks & 2) |
|
|
2525 | op->invisible--; |
|
|
2526 | } |
2084 | { |
2527 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2085 | if (op->speed_left > 0.f) |
2528 | { |
|
|
2529 | op->invisible--; |
|
|
2530 | if (!op->invisible) |
|
|
2531 | { |
|
|
2532 | make_visible (op); |
|
|
2533 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2534 | } |
2086 | { |
2535 | } |
|
|
2536 | |
|
|
2537 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2538 | { |
|
|
2539 | flee_player (op); |
|
|
2540 | /* If player is still scared, that is his action for this tick */ |
|
|
2541 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2542 | { |
|
|
2543 | op->speed_left--; |
2087 | --op->speed_left; |
|
|
2088 | flee_player (op); |
|
|
2089 | |
2544 | return 0; |
2090 | return true; |
2545 | } |
2091 | } |
|
|
2092 | else |
|
|
2093 | return false; |
2546 | } |
2094 | } |
2547 | |
|
|
2548 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2549 | * the player object still points to the defunct golem. The code that |
|
|
2550 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2551 | * put this in a a workaround to clean up the golem pointer. |
|
|
2552 | */ |
|
|
2553 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2554 | op->contr->ranges[range_golem] = 0; |
|
|
2555 | |
2095 | |
2556 | /* call this here - we also will call this in do_ericserver, but |
2096 | /* call this here - we also will call this in do_ericserver, but |
2557 | * the players time has been increased when doericserver has been |
2097 | * the players time has been increased when doericserver has been |
2558 | * called, so we recheck it here. |
2098 | * called, so we recheck it here. |
2559 | */ |
2099 | */ |
2560 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2100 | if (op->contr->ns->handle_command ()) |
2561 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2101 | return true; |
2562 | ; |
|
|
2563 | |
2102 | |
2564 | if (op->speed_left < 0) |
2103 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
|
|
2104 | return move_player (op, op->direction); |
|
|
2105 | |
|
|
2106 | return false; |
|
|
2107 | } |
|
|
2108 | |
|
|
2109 | static int |
|
|
2110 | save_life (object *op) |
|
|
2111 | { |
|
|
2112 | if (!op->flag [FLAG_LIFESAVE]) |
2565 | return 0; |
2113 | return 0; |
2566 | |
2114 | |
2567 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
|
|
2568 | { |
|
|
2569 | /* All move commands take 1 tick, at least for now */ |
|
|
2570 | op->speed_left--; |
|
|
2571 | |
|
|
2572 | /* Instead of all the stuff below, let move_player take care |
|
|
2573 | * of it. Also, some of the skill stuff is only put in |
|
|
2574 | * there, as well as the confusion stuff. |
|
|
2575 | */ |
|
|
2576 | move_player (op, op->direction); |
|
|
2577 | if (op->speed_left > 0) |
|
|
2578 | return 1; |
|
|
2579 | else |
|
|
2580 | return 0; |
|
|
2581 | } |
|
|
2582 | |
|
|
2583 | return 0; |
|
|
2584 | } |
|
|
2585 | |
|
|
2586 | int |
|
|
2587 | save_life (object *op) |
|
|
2588 | { |
|
|
2589 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
|
|
2590 | return 0; |
|
|
2591 | |
|
|
2592 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2115 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2593 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2116 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2594 | { |
2117 | { |
2595 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2118 | op->play_sound (sound_find ("ob_evaporate")); |
2596 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2119 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2597 | |
2120 | |
2598 | if (op->contr) |
|
|
2599 | esrv_del_item (op->contr, tmp->count); |
|
|
2600 | |
|
|
2601 | tmp->destroy (); |
2121 | tmp->destroy (); |
2602 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2122 | op->clr_flag (FLAG_LIFESAVE); |
2603 | |
2123 | |
2604 | if (op->stats.hp < 0) |
2124 | if (op->stats.hp < 0) |
2605 | op->stats.hp = op->stats.maxhp; |
2125 | op->stats.hp = op->stats.maxhp; |
2606 | |
2126 | |
2607 | if (op->stats.food < 0) |
2127 | if (op->stats.food < 0) |
2608 | op->stats.food = 999; |
2128 | op->stats.food = MAX_FOOD; |
2609 | |
2129 | |
2610 | fix_player (op); |
2130 | op->update_stats (); |
2611 | return 1; |
2131 | return 1; |
2612 | } |
2132 | } |
2613 | |
2133 | |
2614 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2134 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2615 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2135 | op->clr_flag (FLAG_LIFESAVE); |
2616 | enter_player_savebed (op); /* bring him home. */ |
2136 | enter_player_savebed (op); /* bring him home. */ |
2617 | return 0; |
2137 | return 0; |
2618 | } |
2138 | } |
2619 | |
2139 | |
2620 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2140 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2621 | * back in the map (location and map determined by values of env). This |
2141 | * back in the map (location and map determined by values of env). This |
2622 | * function will descend into containers. op is the object to start the search |
2142 | * function will descend into containers. op is the object to start the search |
2623 | * from. |
2143 | * from. |
2624 | */ |
2144 | */ |
|
|
2145 | static void |
|
|
2146 | drop_unpaid_items (object *op, object *env) |
|
|
2147 | { |
|
|
2148 | while (op) |
|
|
2149 | { |
|
|
2150 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2151 | |
|
|
2152 | if (op->flag [FLAG_UNPAID]) |
|
|
2153 | op->insert_at (env); |
|
|
2154 | else if (op->inv) |
|
|
2155 | drop_unpaid_items (op->inv, env); |
|
|
2156 | |
|
|
2157 | op = next; |
|
|
2158 | } |
|
|
2159 | } |
|
|
2160 | |
2625 | void |
2161 | void |
2626 | remove_unpaid_objects (object *op, object *env) |
2162 | object::drop_unpaid_items () |
2627 | { |
2163 | { |
2628 | object *next; |
2164 | if (!flag [FLAG_REMOVED]) |
2629 | |
2165 | ::drop_unpaid_items (inv, this); |
2630 | while (op) |
|
|
2631 | { |
|
|
2632 | next = op->below; /* Make sure we have a good value, in case |
|
|
2633 | * we remove object 'op' |
|
|
2634 | */ |
|
|
2635 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2636 | { |
|
|
2637 | op->remove (); |
|
|
2638 | op->x = env->x; |
|
|
2639 | op->y = env->y; |
|
|
2640 | if (env->type == PLAYER) |
|
|
2641 | esrv_del_item (env->contr, op->count); |
|
|
2642 | insert_ob_in_map (op, env->map, NULL, 0); |
|
|
2643 | } |
|
|
2644 | else if (op->inv) |
|
|
2645 | remove_unpaid_objects (op->inv, env); |
|
|
2646 | |
|
|
2647 | op = next; |
|
|
2648 | } |
|
|
2649 | } |
2166 | } |
2650 | |
|
|
2651 | |
|
|
2652 | /* |
|
|
2653 | * Returns pointer a static string containing gravestone text |
|
|
2654 | * Moved from apply.c to player.c - player.c is what |
|
|
2655 | * actually uses this function. player.c may not be quite the |
|
|
2656 | * best, a misc file for object actions is probably better, |
|
|
2657 | * but there isn't one in the server directory. |
|
|
2658 | */ |
|
|
2659 | char * |
|
|
2660 | gravestone_text (object *op) |
|
|
2661 | { |
|
|
2662 | static char buf2[MAX_BUF]; |
|
|
2663 | char buf[MAX_BUF]; |
|
|
2664 | time_t now = time (NULL); |
|
|
2665 | |
|
|
2666 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2667 | if (op->type == PLAYER) |
|
|
2668 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2669 | else |
|
|
2670 | sprintf (buf, "%s\n", &op->name); |
|
|
2671 | |
|
|
2672 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2673 | strcat (buf2, buf); |
|
|
2674 | if (op->type == PLAYER) |
|
|
2675 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2676 | else |
|
|
2677 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2678 | |
|
|
2679 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2680 | strcat (buf2, buf); |
|
|
2681 | if (op->type == PLAYER) |
|
|
2682 | { |
|
|
2683 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2684 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2685 | strcat (buf2, buf); |
|
|
2686 | } |
|
|
2687 | |
|
|
2688 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2689 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2690 | strcat (buf2, buf); |
|
|
2691 | |
|
|
2692 | return buf2; |
|
|
2693 | } |
|
|
2694 | |
|
|
2695 | |
|
|
2696 | |
2167 | |
2697 | void |
2168 | void |
2698 | do_some_living (object *op) |
2169 | do_some_living (object *op) |
2699 | { |
2170 | { |
2700 | int last_food = op->stats.food; |
2171 | int last_food = op->stats.food; |
2701 | int gen_hp, gen_sp, gen_grace; |
2172 | int gen_hp, gen_sp, gen_grace; |
2702 | int over_hp, over_sp, over_grace; |
|
|
2703 | int i; |
2173 | int i; |
2704 | int rate_hp = 1200; |
2174 | int rate_hp = 1200; |
2705 | int rate_sp = 2500; |
2175 | int rate_sp = 2500; |
2706 | int rate_grace = 2000; |
2176 | int rate_grace = 2000; |
2707 | const int max_hp = 1; |
2177 | const int max_hp = 1; |
2708 | const int max_sp = 1; |
2178 | const int max_sp = 1; |
2709 | const int max_grace = 1; |
2179 | const int max_grace = 1; |
2710 | |
2180 | |
2711 | if (op->contr->outputs_sync) |
2181 | if (op->contr->hidden) |
|
|
2182 | { |
|
|
2183 | op->invisible = 1000; |
|
|
2184 | /* the socket code flashes the player visible/invisible |
|
|
2185 | * depending on the value of invisible, so we need to |
|
|
2186 | * alternate it here for it to work correctly. |
|
|
2187 | */ |
|
|
2188 | if (server_tick & 2) |
|
|
2189 | op->invisible--; |
2712 | { |
2190 | } |
2713 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2191 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2714 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2192 | { |
2715 | flush_output_element (op, &op->contr->outputs[i]); |
2193 | if (!op->invisible--) |
|
|
2194 | { |
|
|
2195 | make_visible (op); |
|
|
2196 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2197 | } |
2716 | } |
2198 | } |
2717 | |
2199 | |
2718 | if (op->contr->ns->state == ST_PLAYING) |
2200 | if (op->contr->ns->state == ST_PLAYING) |
2719 | { |
2201 | { |
2720 | |
|
|
2721 | /* these next three if clauses make it possible to SLOW DOWN |
2202 | /* these next three if clauses make it possible to SLOW DOWN |
2722 | hp/grace/spellpoint regeneration. */ |
2203 | hp/grace/spellpoint regeneration. */ |
2723 | if (op->contr->gen_hp >= 0) |
2204 | if (op->contr->gen_hp >= 0) |
2724 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2205 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2725 | else |
2206 | else |
2726 | { |
2207 | { |
2727 | gen_hp = op->stats.maxhp; |
2208 | gen_hp = op->stats.maxhp; |
2728 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2209 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2729 | } |
2210 | } |
|
|
2211 | |
2730 | if (op->contr->gen_sp >= 0) |
2212 | if (op->contr->gen_sp >= 0) |
2731 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2213 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2732 | else |
2214 | else |
2733 | { |
2215 | { |
2734 | gen_sp = op->stats.maxsp; |
2216 | gen_sp = op->stats.maxsp; |
2735 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2217 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2736 | } |
2218 | } |
|
|
2219 | |
2737 | if (op->contr->gen_grace >= 0) |
2220 | if (op->contr->gen_grace >= 0) |
2738 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2221 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2739 | else |
2222 | else |
2740 | { |
2223 | { |
2741 | gen_grace = op->stats.maxgrace; |
2224 | gen_grace = op->stats.maxgrace; |
2742 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2225 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2743 | } |
2226 | } |
2744 | |
2227 | |
2745 | /* Regenerate Spell Points */ |
|
|
2746 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2747 | { |
|
|
2748 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2749 | if (op->stats.sp < op->stats.maxsp) |
|
|
2750 | { |
|
|
2751 | op->stats.sp++; |
|
|
2752 | /* dms do not consume food */ |
|
|
2753 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2754 | { |
|
|
2755 | op->stats.food--; |
|
|
2756 | if (op->contr->digestion < 0) |
|
|
2757 | op->stats.food += op->contr->digestion; |
|
|
2758 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2759 | op->stats.food = last_food; |
|
|
2760 | } |
|
|
2761 | } |
|
|
2762 | if (max_sp > 1) |
|
|
2763 | { |
|
|
2764 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2765 | if (over_sp > 0) |
|
|
2766 | { |
|
|
2767 | if (op->stats.sp < op->stats.maxsp) |
|
|
2768 | { |
|
|
2769 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2770 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2771 | op->stats.sp--; |
|
|
2772 | if (op->stats.sp > op->stats.maxsp) |
|
|
2773 | op->stats.sp = op->stats.maxsp; |
|
|
2774 | } |
|
|
2775 | op->last_sp = 0; |
|
|
2776 | } |
|
|
2777 | else |
|
|
2778 | { |
|
|
2779 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2780 | } |
|
|
2781 | } |
|
|
2782 | else |
|
|
2783 | { |
|
|
2784 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2785 | } |
|
|
2786 | } |
|
|
2787 | |
|
|
2788 | /* Regenerate Grace */ |
2228 | /* Regenerate Grace */ |
2789 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2229 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2790 | if (--op->last_grace < 0) |
2230 | if (--op->last_grace < 0) |
2791 | { |
2231 | { |
2792 | if (op->stats.grace < op->stats.maxgrace / 2) |
2232 | if (op->stats.grace < op->stats.maxgrace / 2) |
2793 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2233 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2234 | |
|
|
2235 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2236 | |
2794 | if (max_grace > 1) |
2237 | if (max_grace > 1) |
2795 | { |
2238 | { |
2796 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2239 | int over_grace = temp / rate_grace; |
|
|
2240 | |
2797 | if (over_grace > 0) |
2241 | if (over_grace > 0) |
2798 | { |
2242 | { |
2799 | op->stats.sp += over_grace |
2243 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2800 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2801 | op->last_grace = 0; |
2244 | op->last_grace = 0; |
2802 | } |
2245 | } |
2803 | else |
2246 | else |
2804 | { |
2247 | op->last_grace = rate_grace / temp; |
2805 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2806 | } |
|
|
2807 | } |
2248 | } |
2808 | else |
2249 | else |
|
|
2250 | op->last_grace = rate_grace / temp; |
|
|
2251 | |
|
|
2252 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2253 | } |
|
|
2254 | |
|
|
2255 | if (op->stats.food > 0) |
|
|
2256 | { |
|
|
2257 | /* Regenerate Spell Points */ |
|
|
2258 | if (!op->contr->golem && --op->last_sp < 0) |
2809 | { |
2259 | { |
2810 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2260 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2811 | } |
|
|
2812 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2813 | } |
|
|
2814 | |
2261 | |
2815 | /* Regenerate Hit Points */ |
|
|
2816 | if (--op->last_heal < 0) |
|
|
2817 | { |
|
|
2818 | if (op->stats.hp < op->stats.maxhp) |
2262 | if (op->stats.sp < op->stats.maxsp) |
2819 | { |
|
|
2820 | op->stats.hp++; |
|
|
2821 | /* dms do not consume food */ |
|
|
2822 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2823 | { |
2263 | { |
|
|
2264 | op->stats.sp++; |
|
|
2265 | |
|
|
2266 | /* dms do not consume food */ |
|
|
2267 | if (!op->flag [FLAG_WIZ]) |
|
|
2268 | { |
2824 | op->stats.food--; |
2269 | op->stats.food--; |
|
|
2270 | |
2825 | if (op->contr->digestion < 0) |
2271 | if (op->contr->digestion < 0) |
2826 | op->stats.food += op->contr->digestion; |
2272 | op->stats.food += op->contr->digestion; |
2827 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2273 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2828 | op->stats.food = last_food; |
2274 | op->stats.food = last_food; |
|
|
2275 | } |
2829 | } |
2276 | } |
2830 | } |
2277 | |
2831 | if (max_hp > 1) |
2278 | if (max_sp > 1) |
2832 | { |
|
|
2833 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2834 | if (over_hp > 0) |
|
|
2835 | { |
2279 | { |
2836 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2280 | int over_sp = (gen_sp + 10) / rate_sp; |
|
|
2281 | if (over_sp > 0) |
|
|
2282 | { |
|
|
2283 | if (op->stats.sp < op->stats.maxsp) |
|
|
2284 | { |
|
|
2285 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2286 | |
|
|
2287 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2288 | op->stats.sp--; |
|
|
2289 | |
|
|
2290 | if (op->stats.sp > op->stats.maxsp) |
|
|
2291 | op->stats.sp = op->stats.maxsp; |
|
|
2292 | } |
|
|
2293 | |
2837 | op->last_heal = 0; |
2294 | op->last_sp = 0; |
|
|
2295 | } |
|
|
2296 | else |
|
|
2297 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2838 | } |
2298 | } |
2839 | else |
2299 | else |
|
|
2300 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2301 | } |
|
|
2302 | |
|
|
2303 | /* Regenerate Hit Points */ |
|
|
2304 | if (--op->last_heal < 0) |
|
|
2305 | { |
|
|
2306 | if (op->stats.hp < op->stats.maxhp) |
2840 | { |
2307 | { |
2841 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2308 | op->stats.hp++; |
|
|
2309 | |
|
|
2310 | /* dms do not consume food */ |
|
|
2311 | if (!op->flag [FLAG_WIZ]) |
|
|
2312 | { |
|
|
2313 | op->stats.food--; |
|
|
2314 | |
|
|
2315 | if (op->contr->digestion < 0) |
|
|
2316 | op->stats.food += op->contr->digestion; |
|
|
2317 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2318 | op->stats.food = last_food; |
|
|
2319 | } |
2842 | } |
2320 | } |
|
|
2321 | |
|
|
2322 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2323 | |
|
|
2324 | if (max_hp > 1) |
|
|
2325 | { |
|
|
2326 | int over_hp = temp / rate_hp; |
|
|
2327 | |
|
|
2328 | if (over_hp > 0) |
|
|
2329 | { |
|
|
2330 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
|
|
2331 | op->last_heal = 0; |
|
|
2332 | } |
|
|
2333 | else |
|
|
2334 | op->last_heal = rate_hp / temp; |
2843 | } |
2335 | } |
2844 | else |
2336 | else |
2845 | { |
2337 | op->last_heal = rate_hp / temp; |
2846 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2847 | } |
2338 | } |
2848 | } |
2339 | } |
2849 | |
2340 | |
2850 | /* Digestion */ |
2341 | /* Digestion */ |
2851 | if (--op->last_eat < 0) |
2342 | if (--op->last_eat < 0) |
2852 | { |
2343 | { |
2853 | #ifdef COZY_SERVER |
2344 | int bonus = max (0, op->contr->digestion), |
2854 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2345 | penalty = max (0, -op->contr->digestion); |
2855 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2856 | #else |
|
|
2857 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2858 | #endif |
|
|
2859 | |
2346 | |
2860 | if (op->contr->gen_hp > 0) |
|
|
2861 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2347 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2862 | else |
2348 | |
2863 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2864 | /* dms do not consume food */ |
2349 | /* dms do not consume food */ |
2865 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2350 | if (!op->flag [FLAG_WIZ]) |
2866 | op->stats.food--; |
2351 | op->stats.food--; |
2867 | } |
2352 | } |
2868 | } |
|
|
2869 | |
2353 | |
2870 | if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2354 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2871 | { |
2355 | { |
2872 | object *tmp, *flesh = NULL; |
2356 | object *flesh = 0; |
2873 | |
2357 | |
2874 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2358 | for_inv_removable (op, tmp) |
2875 | { |
|
|
2876 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2877 | { |
2359 | { |
|
|
2360 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2361 | continue; |
|
|
2362 | |
2878 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2363 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2879 | { |
2364 | { |
2880 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2365 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2366 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2881 | manual_apply (op, tmp, 0); |
2367 | op->apply (tmp); |
|
|
2368 | |
2882 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2369 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2883 | break; |
2370 | break; |
2884 | } |
2371 | } |
2885 | else if (tmp->type == FLESH) |
2372 | else if (tmp->type == FLESH) |
2886 | flesh = tmp; |
2373 | flesh = tmp; |
2887 | } /* End if paid for object */ |
2374 | } |
2888 | } /* end of for loop */ |
2375 | |
2889 | /* If player is still starving, it means they don't have any food, so |
2376 | /* If player is still starving, it means they don't have any food, so |
2890 | * eat flesh instead. |
2377 | * eat flesh instead. |
2891 | */ |
2378 | */ |
2892 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2379 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
|
|
2380 | { |
|
|
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2382 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
|
|
2383 | op->apply (flesh); |
|
|
2384 | } |
|
|
2385 | |
|
|
2386 | // If player is still starving, alert him! |
|
|
2387 | if (op->stats.food < 0) |
|
|
2388 | op->failmsg ("You are starving! " |
|
|
2389 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2893 | { |
2390 | } |
2894 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2391 | |
2895 | manual_apply (op, flesh, 0); |
2392 | if (op->stats.food < 0) |
2896 | } |
2393 | { |
2897 | } /* end if player is starving */ |
2394 | op->stats.hp += op->stats.food; |
|
|
2395 | op->stats.food = 0; |
2898 | |
2396 | |
2899 | while (op->stats.food < 0 && op->stats.hp > 0) |
2397 | if (op->stats.hp < 0) |
2900 | op->stats.food++, op->stats.hp--; |
2398 | { |
|
|
2399 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2400 | op->contr->killer->destroy (); |
|
|
2401 | } |
|
|
2402 | } |
2901 | |
2403 | |
2902 | if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2404 | /* killer should be set here already */ |
|
|
2405 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2903 | kill_player (op); |
2406 | kill_player (op); |
|
|
2407 | } |
2904 | } |
2408 | } |
2905 | |
|
|
2906 | |
|
|
2907 | |
2409 | |
2908 | /* If the player should die (lack of hp, food, etc), we call this. |
2410 | /* If the player should die (lack of hp, food, etc), we call this. |
2909 | * op is the player in jeopardy. If the player can not be saved (not |
2411 | * op is the player in jeopardy. If the player can not be saved (not |
2910 | * permadeath, no lifesave), this will take care of removing the player |
2412 | * permadeath, no lifesave), this will take care of removing the player |
2911 | * file. |
2413 | * file. |
2912 | */ |
2414 | */ |
2913 | void |
2415 | void |
2914 | kill_player (object *op) |
2416 | kill_player (object *op) |
2915 | { |
2417 | { |
2916 | char buf[MAX_BUF]; |
|
|
2917 | int x, y; |
2418 | int x, y; |
2918 | |
|
|
2919 | //int i; |
|
|
2920 | maptile *map; /* this is for resurrection */ |
2419 | maptile *map; /* this is for resurrection */ |
2921 | |
|
|
2922 | /* int z; |
|
|
2923 | int num_stats_lose; |
|
|
2924 | int lost_a_stat; |
|
|
2925 | int lose_this_stat; |
|
|
2926 | int this_stat; */ |
|
|
2927 | int will_kill_again; |
2420 | int will_kill_again; |
2928 | archetype *at; |
2421 | archetype *at; |
2929 | object *tmp; |
2422 | object *tmp; |
2930 | |
2423 | |
2931 | if (save_life (op)) |
2424 | if (save_life (op)) |
2932 | return; |
2425 | return; |
2933 | |
2426 | |
|
|
2427 | dynbuf_text deathtab; |
|
|
2428 | |
|
|
2429 | /* restore player */ |
|
|
2430 | at = archetype::find (shstr_poisoning); |
|
|
2431 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2432 | { |
|
|
2433 | tmp->destroy (); |
|
|
2434 | deathtab << "Your body feels cleansed...\r"; |
|
|
2435 | } |
|
|
2436 | |
|
|
2437 | at = archetype::find (shstr_confusion); |
|
|
2438 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2439 | { |
|
|
2440 | tmp->destroy (); |
|
|
2441 | deathtab << "Your mind feels clearer...\r"; |
|
|
2442 | } |
|
|
2443 | |
|
|
2444 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2445 | |
|
|
2446 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2447 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2448 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2449 | max_it (op->stats.food , 200); |
|
|
2450 | |
|
|
2451 | // remove all spell effects that are active |
|
|
2452 | // to avoid long-term effects such as word-of-recall |
|
|
2453 | for (object *item = op->inv; item; ) |
|
|
2454 | { |
|
|
2455 | object *next = item->below; |
|
|
2456 | |
|
|
2457 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2458 | item->destroy (); |
|
|
2459 | |
|
|
2460 | item = next; |
|
|
2461 | } |
2934 | |
2462 | |
2935 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2463 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2936 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2464 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2937 | * Look at op_on_battleground() for more info --AndreasV |
2465 | * Look at op_on_battleground() for more info --AndreasV |
2938 | */ |
2466 | */ |
2939 | if (op_on_battleground (op, &x, &y)) |
2467 | if (op_on_battleground (op, &x, &y)) |
2940 | { |
2468 | { |
2941 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2469 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2942 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2943 | |
|
|
2944 | /* restore player */ |
|
|
2945 | at = archetype::find ("poisoning"); |
|
|
2946 | tmp = present_arch_in_ob (at, op); |
|
|
2947 | if (tmp) |
|
|
2948 | { |
|
|
2949 | tmp->destroy (); |
|
|
2950 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2951 | } |
|
|
2952 | |
|
|
2953 | at = archetype::find ("confusion"); |
|
|
2954 | tmp = present_arch_in_ob (at, op); |
|
|
2955 | if (tmp) |
|
|
2956 | { |
|
|
2957 | tmp->destroy (); |
|
|
2958 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2959 | } |
|
|
2960 | |
|
|
2961 | cure_disease (op, 0); /* remove any disease */ |
|
|
2962 | op->stats.hp = op->stats.maxhp; |
|
|
2963 | if (op->stats.food <= 0) |
|
|
2964 | op->stats.food = 999; |
|
|
2965 | |
2470 | |
2966 | /* create a bodypart-trophy to make the winner happy */ |
2471 | /* create a bodypart-trophy to make the winner happy */ |
2967 | tmp = arch_to_object (archetype::find ("finger")); |
2472 | object *tmp = archetype::find (shstr_finger)->instance (); |
2968 | if (tmp != NULL) |
2473 | |
2969 | { |
2474 | tmp->name = format ("%s's finger" , &op->name); |
2970 | sprintf (buf, "%s's finger", &op->name); |
2475 | tmp->name_pl = format ("%s's fingers", &op->name); |
2971 | tmp->name = buf; |
2476 | tmp->msg = format ( |
2972 | sprintf (buf, " This finger has been cut off %s\n" |
2477 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2973 | " the %s, when he was defeated at\n level %d by %s.\n", |
2478 | &op->name, op->contr->title, |
2974 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2479 | (int)op->level, |
2975 | tmp->msg = buf; |
2480 | op->contr->killer_name () |
|
|
2481 | ); |
2976 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2482 | tmp->value = 0, tmp->type = 0; |
2977 | tmp->materialname = NULL; |
2483 | tmp->material = name_to_material (shstr_organic); |
2978 | tmp->x = op->x, tmp->y = op->y; |
2484 | tmp->insert_at (op, tmp); |
2979 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2980 | } |
|
|
2981 | |
2485 | |
2982 | /* teleport defeated player to new destination */ |
2486 | /* teleport defeated player to new destination */ |
2983 | transfer_ob (op, x, y, 0, NULL); |
2487 | transfer_ob (op, x, y, 0, NULL); |
2984 | op->contr->braced = 0; |
2488 | op->contr->braced = 0; |
|
|
2489 | |
|
|
2490 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2985 | return; |
2491 | return; |
2986 | } |
2492 | } |
2987 | |
2493 | |
|
|
2494 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2495 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2496 | |
2988 | INVOKE_PLAYER (DEATH, op->contr); |
2497 | INVOKE_PLAYER (DEATH, op->contr); |
2989 | |
2498 | |
2990 | command_kill_pets (op, 0); |
2499 | command_kill_pets (op, 0); |
2991 | |
2500 | |
2992 | if (op->stats.food < 0) |
2501 | op->contr->play_sound (sound_find ("player_dies")); |
|
|
2502 | |
|
|
2503 | /* save the map location for corpse, gravestone */ |
|
|
2504 | x = op->x; |
|
|
2505 | y = op->y; |
|
|
2506 | map = op->map; |
|
|
2507 | |
|
|
2508 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
2509 | * life if they are dead - it takes some exp and a random stat. |
|
|
2510 | * See the config.h file for a little more in depth detail about this. |
|
|
2511 | */ |
|
|
2512 | |
|
|
2513 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
2514 | * make it depletion. This bunch of code deals with that aspect |
|
|
2515 | * of death. |
|
|
2516 | */ |
|
|
2517 | #ifndef COZY_SERVER |
|
|
2518 | if (settings.balanced_stat_loss) |
2993 | { |
2519 | { |
2994 | if (op->contr->explore) |
2520 | /* If stat loss is permanent, lose one stat only. */ |
2995 | { |
2521 | /* Lower level chars don't lose as many stats because they suffer |
2996 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
2522 | more if they do. */ |
2997 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2523 | /* Higher level characters can afford things such as potions of |
2998 | op->stats.food = 999; |
2524 | restoration, or better, stat potions. So we slug them that |
2999 | return; |
2525 | little bit harder. */ |
3000 | } |
2526 | /* GD */ |
3001 | sprintf (buf, "%s starved to death.", &op->name); |
2527 | if (settings.stat_loss_on_death) |
3002 | strcpy (op->contr->killer, "starvation"); |
2528 | num_stats_lose = 1; |
|
|
2529 | else |
|
|
2530 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
3003 | } |
2531 | } |
3004 | else |
2532 | else |
3005 | { |
2533 | num_stats_lose = 1; |
3006 | if (op->contr->explore) |
2534 | |
3007 | { |
2535 | lost_a_stat = 0; |
3008 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
2536 | |
3009 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2537 | for (z = 0; z < num_stats_lose; z++) |
3010 | op->stats.hp = op->stats.maxhp; |
|
|
3011 | return; |
|
|
3012 | } |
|
|
3013 | sprintf (buf, "%s died.", &op->name); |
|
|
3014 | } |
2538 | { |
3015 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2539 | i = rndm (NUM_STATS); |
3016 | |
2540 | |
3017 | /* save the map location for corpse, gravestone */ |
|
|
3018 | x = op->x; |
|
|
3019 | y = op->y; |
|
|
3020 | map = op->map; |
|
|
3021 | |
|
|
3022 | |
|
|
3023 | if (settings.not_permadeth == TRUE) |
|
|
3024 | { |
|
|
3025 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
3026 | * life if they are dead - it takes some exp and a random stat. |
|
|
3027 | * See the config.h file for a little more in depth detail about this. |
|
|
3028 | */ |
|
|
3029 | |
|
|
3030 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
3031 | * make it depletion. This bunch of code deals with that aspect |
|
|
3032 | * of death. |
|
|
3033 | */ |
|
|
3034 | #ifndef COZY_SERVER |
|
|
3035 | if (settings.balanced_stat_loss) |
|
|
3036 | { |
|
|
3037 | /* If stat loss is permanent, lose one stat only. */ |
|
|
3038 | /* Lower level chars don't lose as many stats because they suffer |
|
|
3039 | more if they do. */ |
|
|
3040 | /* Higher level characters can afford things such as potions of |
|
|
3041 | restoration, or better, stat potions. So we slug them that |
|
|
3042 | little bit harder. */ |
|
|
3043 | /* GD */ |
|
|
3044 | if (settings.stat_loss_on_death) |
2541 | if (settings.stat_loss_on_death) |
3045 | num_stats_lose = 1; |
2542 | { |
3046 | else |
2543 | /* Pick a random stat and take a point off it. Tell the player |
3047 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2544 | * what he lost. |
|
|
2545 | */ |
|
|
2546 | change_attr_value (&(op->stats), i, -1); |
|
|
2547 | check_stat_bounds (&(op->stats)); |
|
|
2548 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
2549 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
2550 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2551 | lost_a_stat = 1; |
3048 | } |
2552 | } |
3049 | else |
2553 | else |
3050 | { |
2554 | { |
3051 | num_stats_lose = 1; |
2555 | /* deplete a stat */ |
3052 | } |
2556 | archetype *deparch = archetype::find (shstr_depletion); |
3053 | lost_a_stat = 0; |
2557 | object *dep; |
3054 | |
2558 | |
3055 | for (z = 0; z < num_stats_lose; z++) |
2559 | dep = present_arch_in_ob (deparch, op); |
3056 | { |
2560 | if (!dep) |
3057 | i = RANDOM () % NUM_STATS; |
|
|
3058 | |
|
|
3059 | if (settings.stat_loss_on_death) |
|
|
3060 | { |
2561 | { |
3061 | /* Pick a random stat and take a point off it. Tell the player |
2562 | dep = deparch->instance (); |
3062 | * what he lost. |
2563 | insert_ob_in_ob (dep, op); |
3063 | */ |
|
|
3064 | change_attr_value (&(op->stats), i, -1); |
|
|
3065 | check_stat_bounds (&(op->stats)); |
|
|
3066 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3067 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3068 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3069 | lost_a_stat = 1; |
|
|
3070 | } |
2564 | } |
3071 | else |
2565 | lose_this_stat = 1; |
|
|
2566 | if (settings.balanced_stat_loss) |
3072 | { |
2567 | { |
3073 | /* deplete a stat */ |
2568 | /* GD */ |
3074 | archetype *deparch = archetype::find ("depletion"); |
2569 | /* Get the stat that we're about to deplete. */ |
3075 | object *dep; |
2570 | this_stat = get_attr_value (&(dep->stats), i); |
3076 | |
2571 | if (this_stat < 0) |
3077 | dep = present_arch_in_ob (deparch, op); |
|
|
3078 | if (!dep) |
|
|
3079 | { |
2572 | { |
3080 | dep = arch_to_object (deparch); |
2573 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3081 | insert_ob_in_ob (dep, op); |
2574 | int keep_chance = this_stat * this_stat; |
3082 | } |
2575 | |
3083 | lose_this_stat = 1; |
2576 | /* Yes, I am paranoid. Sue me. */ |
3084 | if (settings.balanced_stat_loss) |
|
|
3085 | { |
|
|
3086 | /* GD */ |
|
|
3087 | /* Get the stat that we're about to deplete. */ |
|
|
3088 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3089 | if (this_stat < 0) |
2577 | if (keep_chance < 1) |
|
|
2578 | keep_chance = 1; |
|
|
2579 | |
|
|
2580 | /* There is a maximum depletion total per level. */ |
|
|
2581 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3090 | { |
2582 | { |
3091 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3092 | int keep_chance = this_stat * this_stat; |
|
|
3093 | |
|
|
3094 | /* Yes, I am paranoid. Sue me. */ |
|
|
3095 | if (keep_chance < 1) |
|
|
3096 | keep_chance = 1; |
|
|
3097 | |
|
|
3098 | /* There is a maximum depletion total per level. */ |
|
|
3099 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3100 | { |
|
|
3101 | lose_this_stat = 0; |
2583 | lose_this_stat = 0; |
3102 | /* Take loss chance vs keep chance to see if we |
2584 | /* Take loss chance vs keep chance to see if we |
3103 | retain the stat. */ |
2585 | retain the stat. */ |
3104 | } |
|
|
3105 | else |
|
|
3106 | { |
|
|
3107 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3108 | lose_this_stat = 0; |
|
|
3109 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3110 | this_stat, keep_chance, loss_chance, |
|
|
3111 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3112 | } |
|
|
3113 | } |
2586 | } |
3114 | } |
|
|
3115 | |
|
|
3116 | if (lose_this_stat) |
|
|
3117 | { |
|
|
3118 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3119 | /* We could try to do something clever like find another |
|
|
3120 | * stat to reduce if this fails. But chances are, if |
|
|
3121 | * stats have been depleted to -50, all are pretty low |
|
|
3122 | * and should be roughly the same, so it shouldn't make a |
|
|
3123 | * difference. |
|
|
3124 | */ |
2587 | else |
3125 | if (this_stat >= -50) |
|
|
3126 | { |
2588 | { |
3127 | change_attr_value (&(dep->stats), i, -1); |
2589 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3128 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3129 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3130 | fix_player (op); |
|
|
3131 | lost_a_stat = 1; |
2590 | lose_this_stat = 0; |
|
|
2591 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2592 | this_stat, keep_chance, loss_chance, |
|
|
2593 | lose_this_stat?"LOSE":"KEEP"); */ |
3132 | } |
2594 | } |
3133 | } |
2595 | } |
3134 | } |
2596 | } |
|
|
2597 | |
|
|
2598 | if (lose_this_stat) |
|
|
2599 | { |
|
|
2600 | this_stat = get_attr_value (&dep->stats, i); |
|
|
2601 | /* We could try to do something clever like find another |
|
|
2602 | * stat to reduce if this fails. But chances are, if |
|
|
2603 | * stats have been depleted to -50, all are pretty low |
|
|
2604 | * and should be roughly the same, so it shouldn't make a |
|
|
2605 | * difference. |
|
|
2606 | */ |
|
|
2607 | if (this_stat >= -50) |
|
|
2608 | { |
|
|
2609 | change_attr_value (&(dep->stats), i, -1); |
|
|
2610 | dep->set_flag (FLAG_APPLIED); |
|
|
2611 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2612 | op->update_stats (); |
|
|
2613 | lost_a_stat = 1; |
|
|
2614 | } |
3135 | } |
2615 | } |
|
|
2616 | } |
|
|
2617 | } |
|
|
2618 | |
3136 | /* If no stat lost, tell the player. */ |
2619 | /* If no stat lost, tell the player. */ |
3137 | if (!lost_a_stat) |
2620 | if (!lost_a_stat) |
3138 | { |
2621 | { |
3139 | /* determine_god() seems to not work sometimes... why is this? |
2622 | /* determine_god() seems to not work sometimes... why is this? |
3140 | Should I be using something else? GD */ |
2623 | Should I be using something else? GD */ |
3141 | const char *god = determine_god (op); |
2624 | shstr_tmp god = determine_god (op); |
3142 | |
2625 | |
3143 | if (god && (strcmp (god, "none"))) |
2626 | if (god != shstr_none) |
3144 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2627 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
3145 | else |
2628 | else |
3146 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2629 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
3147 | } |
2630 | } |
3148 | #else |
2631 | #else |
3149 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2632 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
3150 | #endif |
2633 | #endif |
3151 | |
2634 | |
3152 | /* Put a gravestone up where the character 'almost' died. List the |
2635 | /* Put a gravestone up where the character 'almost' died. List the |
3153 | * exp loss on the stone. |
2636 | * exp loss on the stone. |
3154 | */ |
2637 | */ |
3155 | tmp = arch_to_object (archetype::find ("gravestone")); |
2638 | tmp = archetype::find (shstr_gravestone)->instance (); |
3156 | sprintf (buf, "%s's gravestone", &op->name); |
2639 | tmp->name = format ("%s's gravestone", &op->name); |
3157 | tmp->name = buf; |
2640 | tmp->name_pl = format ("%s's gravestones", &op->name); |
3158 | sprintf (buf, "%s's gravestones", &op->name); |
2641 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
3159 | tmp->name_pl = buf; |
2642 | &op->name, op->contr->title, op->contr->killer_name ()); |
3160 | 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); |
|
|
3161 | tmp->msg = buf; |
|
|
3162 | tmp->x = op->x, tmp->y = op->y; |
2643 | tmp->x = op->x, tmp->y = op->y; |
3163 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2644 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3164 | |
2645 | |
3165 | /**************************************/ |
2646 | /**************************************/ |
3166 | /* */ |
2647 | /* */ |
3167 | /* Subtract the experience points, */ |
2648 | /* Subtract the experience points, */ |
3168 | /* if we died cause of food, give us */ |
|
|
3169 | /* food, and reset HP's... */ |
|
|
3170 | /* */ |
2649 | /* */ |
3171 | /**************************************/ |
2650 | /**************************************/ |
3172 | |
2651 | |
3173 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
3174 | /* restore player */ |
|
|
3175 | at = archetype::find ("poisoning"); |
|
|
3176 | tmp = present_arch_in_ob (at, op); |
|
|
3177 | |
|
|
3178 | if (tmp) |
|
|
3179 | { |
|
|
3180 | tmp->destroy (); |
|
|
3181 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
3182 | } |
|
|
3183 | |
|
|
3184 | at = archetype::find ("confusion"); |
|
|
3185 | tmp = present_arch_in_ob (at, op); |
|
|
3186 | if (tmp) |
|
|
3187 | { |
|
|
3188 | tmp->destroy (); |
|
|
3189 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
3190 | } |
|
|
3191 | |
|
|
3192 | cure_disease (op, 0); /* remove any disease */ |
|
|
3193 | |
|
|
3194 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2652 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3195 | apply_death_exp_penalty (op); |
2653 | apply_death_exp_penalty (op); |
3196 | if (op->stats.food < 100) |
|
|
3197 | op->stats.food = 900; |
|
|
3198 | op->stats.hp = op->stats.maxhp; |
|
|
3199 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
3200 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
3201 | |
2654 | |
3202 | /* |
2655 | /* |
3203 | * Check to see if the player is in a shop. IF so, then check to see if |
2656 | * Check to see if the player has any unpaid items. If so, remove them |
3204 | * the player has any unpaid items. If so, remove them and put them back |
2657 | * and put them back in the map. |
3205 | * in the map. |
2658 | */ |
3206 | */ |
2659 | op->drop_unpaid_items (); |
3207 | |
2660 | |
3208 | if (is_in_shop (op)) |
|
|
3209 | remove_unpaid_objects (op->inv, op); |
|
|
3210 | |
|
|
3211 | /****************************************/ |
2661 | /****************************************/ |
3212 | /* */ |
2662 | /* */ |
3213 | /* Move player to his current respawn- */ |
2663 | /* Move player to his current respawn- */ |
3214 | /* position (usually last savebed) */ |
2664 | /* position (usually last savebed) */ |
3215 | /* */ |
2665 | /* */ |
3216 | /****************************************/ |
2666 | /****************************************/ |
3217 | |
2667 | |
3218 | enter_player_savebed (op); |
2668 | enter_player_savebed (op); |
3219 | |
2669 | |
3220 | /* Save the player before inserting the force to reduce |
|
|
3221 | * chance of abuse. |
|
|
3222 | */ |
|
|
3223 | op->contr->braced = 0; |
2670 | op->contr->braced = 0; |
3224 | save_player (op, 1); |
|
|
3225 | |
2671 | |
3226 | /* it is possible that the player has blown something up |
2672 | /* it is possible that the player has blown something up |
3227 | * at his savebed location, and that can have long lasting |
2673 | * at his savebed location, and that can have long lasting |
3228 | * spell effects. So first see if there is a spell effect |
2674 | * spell effects. So first see if there is a spell effect |
3229 | * on the space that might harm the player. |
2675 | * on the space that might harm the player. |
3230 | */ |
2676 | */ |
3231 | will_kill_again = 0; |
2677 | will_kill_again = 0; |
3232 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2678 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3233 | if (tmp->type == SPELL_EFFECT) |
2679 | if (tmp->type == SPELL_EFFECT) |
3234 | will_kill_again |= tmp->attacktype; |
2680 | will_kill_again |= tmp->attacktype; |
3235 | |
2681 | |
3236 | if (will_kill_again) |
2682 | if (will_kill_again) |
3237 | { |
2683 | { |
3238 | object *force; |
2684 | object *force; |
3239 | int at; |
2685 | int at; |
3240 | |
2686 | |
3241 | force = get_archetype (FORCE_NAME); |
2687 | force = archetype::get (FORCE_NAME); |
3242 | /* 50 ticks should be enough time for the spell to abate */ |
2688 | /* 50 ticks should be enough time for the spell to abate */ |
3243 | force->speed = 0.1; |
|
|
3244 | force->speed_left = -5.0; |
2689 | force->speed_left = -5.f; |
3245 | SET_FLAG (force, FLAG_APPLIED); |
2690 | force->set_speed (0.1f); |
|
|
2691 | force->set_flag (FLAG_APPLIED); |
|
|
2692 | |
3246 | for (at = 0; at < NROFATTACKS; at++) |
2693 | for (at = 0; at < NROFATTACKS; at++) |
3247 | if (will_kill_again & (1 << at)) |
2694 | if (will_kill_again & (1 << at)) |
3248 | force->resist[at] = 100; |
2695 | force->resist[at] = 100; |
3249 | |
2696 | |
3250 | insert_ob_in_ob (force, op); |
2697 | insert_ob_in_ob (force, op); |
3251 | fix_player (op); |
2698 | op->update_stats (); |
3252 | |
|
|
3253 | } |
|
|
3254 | |
|
|
3255 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
|
|
3256 | return; |
|
|
3257 | } /* NOT_PERMADETH */ |
|
|
3258 | else |
|
|
3259 | { |
2699 | } |
3260 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3261 | * should probably be embedded in an else statement. |
|
|
3262 | */ |
|
|
3263 | |
2700 | |
3264 | op->contr->party = NULL; |
2701 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
3265 | if (settings.set_title == TRUE) |
|
|
3266 | op->contr->own_title[0] = '\0'; |
|
|
3267 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3268 | check_score (op); |
|
|
3269 | |
|
|
3270 | if (op->contr->ranges[range_golem]) |
|
|
3271 | { |
|
|
3272 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3273 | op->contr->ranges[range_golem]->destroy (); |
|
|
3274 | op->contr->ranges[range_golem] = 0; |
|
|
3275 | } |
|
|
3276 | |
|
|
3277 | loot_object (op); /* Remove some of the items for good */ |
|
|
3278 | op->remove (); |
|
|
3279 | op->direction = 0; |
|
|
3280 | |
|
|
3281 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3282 | { |
|
|
3283 | delete_character (op->name, 0); |
|
|
3284 | if (settings.resurrection == TRUE) |
|
|
3285 | { |
|
|
3286 | /* save playerfile sans equipment when player dies |
|
|
3287 | ** then save it as player.pl.dead so that future resurrection |
|
|
3288 | ** type spells will work on them nicely |
|
|
3289 | */ |
|
|
3290 | delete_character (op->name, 0); |
|
|
3291 | op->stats.hp = op->stats.maxhp; |
|
|
3292 | op->stats.food = 999; |
|
|
3293 | |
|
|
3294 | /* set the location of where the person will reappear when */ |
|
|
3295 | /* maybe resurrection code should fix map also */ |
|
|
3296 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3297 | if (op->map != NULL) |
|
|
3298 | op->map = NULL; |
|
|
3299 | op->x = settings.emergency_x; |
|
|
3300 | op->y = settings.emergency_y; |
|
|
3301 | save_player (op, 0); |
|
|
3302 | op->map = map; |
|
|
3303 | /* please see resurrection.c: peterm */ |
|
|
3304 | dead_player (op); |
|
|
3305 | } |
|
|
3306 | else |
|
|
3307 | delete_character (op->name, 1); |
|
|
3308 | } |
|
|
3309 | |
|
|
3310 | play_again (op); |
|
|
3311 | |
|
|
3312 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3313 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3314 | sprintf (buf, "%s", &op->name); |
|
|
3315 | tmp->name = tmp->name_pl = buf; |
|
|
3316 | tmp->level = op->level; |
|
|
3317 | tmp->x = x; |
|
|
3318 | tmp->y = y; |
|
|
3319 | tmp->msg = gravestone_text (op); |
|
|
3320 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3321 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3322 | } |
|
|
3323 | } |
2702 | } |
3324 | |
2703 | |
3325 | |
2704 | static void |
3326 | void |
|
|
3327 | loot_object (object *op) |
2705 | loot_object (object *op) |
3328 | { /* Grab and destroy some treasure */ |
2706 | { /* Grab and destroy some treasure */ |
3329 | object *tmp, *tmp2, *next; |
2707 | object *tmp, *tmp2, *next; |
3330 | |
2708 | |
3331 | if (op->container) |
2709 | op->close_container (); /* close open sack first */ |
3332 | { /* close open sack first */ |
|
|
3333 | esrv_apply_container (op, op->container); |
|
|
3334 | } |
|
|
3335 | |
2710 | |
3336 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2711 | for (tmp = op->inv; tmp; tmp = next) |
3337 | { |
2712 | { |
3338 | next = tmp->below; |
2713 | next = tmp->below; |
|
|
2714 | |
3339 | if (tmp->invisible) |
2715 | if (tmp->invisible) |
3340 | continue; |
2716 | continue; |
|
|
2717 | |
3341 | tmp->remove (); |
2718 | tmp->remove (); |
3342 | tmp->x = op->x, tmp->y = op->y; |
2719 | tmp->x = op->x, tmp->y = op->y; |
|
|
2720 | |
3343 | if (tmp->type == CONTAINER) |
2721 | if (tmp->type == CONTAINER) |
3344 | { /* empty container to ground */ |
2722 | loot_object (tmp); /* empty container to ground */ |
3345 | loot_object (tmp); |
2723 | |
3346 | } |
2724 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
3347 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
|
|
3348 | { |
2725 | { |
3349 | if (tmp->nrof > 1) |
2726 | if (tmp->nrof > 1) |
3350 | { |
2727 | { |
3351 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2728 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3352 | tmp2->destroy (); |
|
|
3353 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2729 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3354 | } |
2730 | } |
3355 | else |
2731 | else |
3356 | tmp->destroy (); |
2732 | tmp->destroy (); |
3357 | } |
2733 | } |
… | |
… | |
3363 | /* |
2739 | /* |
3364 | * fix_weight(): Check recursively the weight of all players, and fix |
2740 | * fix_weight(): Check recursively the weight of all players, and fix |
3365 | * what needs to be fixed. Refresh windows and fix speed if anything |
2741 | * what needs to be fixed. Refresh windows and fix speed if anything |
3366 | * was changed. |
2742 | * was changed. |
3367 | */ |
2743 | */ |
3368 | |
|
|
3369 | void |
2744 | void |
3370 | fix_weight (void) |
2745 | fix_weight () |
3371 | { |
2746 | { |
3372 | player *pl; |
2747 | for_all_players (pl) |
3373 | |
|
|
3374 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3375 | { |
2748 | { |
3376 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2749 | sint32 old = pl->ob->carrying; |
3377 | |
2750 | |
3378 | if (old == sum) |
2751 | pl->ob->update_weight (); |
3379 | continue; |
2752 | |
3380 | fix_player (pl->ob); |
2753 | if (old != pl->ob->carrying) |
|
|
2754 | { |
|
|
2755 | pl->ob->update_stats (); |
3381 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2756 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2757 | } |
3382 | } |
2758 | } |
3383 | } |
2759 | } |
3384 | |
2760 | |
3385 | void |
2761 | void |
3386 | fix_luck (void) |
2762 | fix_luck () |
3387 | { |
2763 | { |
3388 | player *pl; |
2764 | for_all_players (pl) |
3389 | |
|
|
3390 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3391 | if (!pl->ob->contr->ns->state) |
2765 | if (!pl->ob->contr->ns->state) |
3392 | change_luck (pl->ob, 0); |
2766 | pl->ob->change_luck (0); |
3393 | } |
2767 | } |
3394 | |
|
|
3395 | |
2768 | |
3396 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2769 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3397 | * This is much simpler in the new spell code - we basically |
2770 | * This is much simpler in the new spell code - we basically |
3398 | * just treat this as any other spell casting object. |
2771 | * just treat this as any other spell casting object. |
3399 | */ |
2772 | */ |
3400 | |
|
|
3401 | void |
2773 | void |
3402 | cast_dust (object *op, object *throw_ob, int dir) |
2774 | cast_dust (object *op, object *throw_ob, int dir) |
3403 | { |
2775 | { |
3404 | object *skop, *spob; |
2776 | object *skop, *spob; |
3405 | |
2777 | |
… | |
… | |
3432 | } |
2804 | } |
3433 | |
2805 | |
3434 | void |
2806 | void |
3435 | make_visible (object *op) |
2807 | make_visible (object *op) |
3436 | { |
2808 | { |
3437 | op->hide = 0; |
2809 | op->flag [FLAG_HIDDEN] = 0; |
3438 | op->invisible = 0; |
2810 | op->invisible = 0; |
|
|
2811 | |
3439 | if (op->type == PLAYER) |
2812 | if (op->type == PLAYER) |
3440 | { |
2813 | { |
3441 | op->contr->tmp_invis = 0; |
2814 | op->contr->tmp_invis = 0; |
3442 | op->contr->invis_race = 0; |
2815 | op->contr->invis_race = 0; |
3443 | } |
2816 | } |
|
|
2817 | |
3444 | update_object (op, UP_OBJ_FACE); |
2818 | update_object (op, UP_OBJ_CHANGE); |
3445 | } |
2819 | } |
3446 | |
2820 | |
3447 | int |
2821 | int |
3448 | is_true_undead (object *op) |
2822 | is_true_undead (object *op) |
3449 | { |
2823 | { |
3450 | object *tmp = NULL; |
2824 | if (op->arch->flag [FLAG_UNDEAD]) |
3451 | |
|
|
3452 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
3453 | return 1; |
2825 | return 1; |
3454 | |
2826 | |
3455 | return 0; |
2827 | return 0; |
3456 | } |
2828 | } |
3457 | |
2829 | |
3458 | /* look at the surrounding terrain to determine |
2830 | /* look at the surrounding terrain to determine |
3459 | * the hideability of this object. Positive levels |
2831 | * the hideability of this object. Positive levels |
3460 | * indicate greater hideability. |
2832 | * indicate greater hideability. |
3461 | */ |
2833 | */ |
3462 | |
|
|
3463 | int |
2834 | int |
3464 | hideability (object *ob) |
2835 | hideability (object *ob) |
3465 | { |
2836 | { |
3466 | int i, level = 0, mflag; |
2837 | int i, level = 0, mflag; |
3467 | sint16 x, y; |
2838 | sint16 x, y; |
3468 | |
2839 | |
3469 | if (!ob || !ob->map) |
2840 | if (!ob || !ob->map) |
3470 | return 0; |
2841 | return 0; |
3471 | |
2842 | |
3472 | /* so, on normal lighted maps, its hard to hide */ |
2843 | /* so, on normal lighted maps, its hard to hide */ |
3473 | level = ob->map->darkness - 2; |
2844 | level = ob->map->darklevel () - 2; |
3474 | |
2845 | |
3475 | /* this also picks up whether the object is glowing. |
2846 | /* this also picks up whether the object is glowing. |
3476 | * If you carry a light on a non-dark map, its not |
2847 | * If you carry a light on a non-dark map, its not |
3477 | * as bad as carrying a light on a pitch dark map */ |
2848 | * as bad as carrying a light on a pitch dark map */ |
3478 | if (has_carried_lights (ob)) |
2849 | if (ob->has_carried_lights ()) |
3479 | level = -(10 + (2 * ob->map->darkness)); |
2850 | level = -(10 + (2 * ob->map->darklevel ())); |
3480 | |
2851 | |
3481 | /* scan through all nearby squares for terrain to hide in */ |
2852 | /* scan through all nearby squares for terrain to hide in */ |
3482 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2853 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2854 | i <= SIZEOFFREE1; |
|
|
2855 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3483 | { |
2856 | { |
3484 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2857 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3485 | if (mflag & P_OUT_OF_MAP) |
2858 | if (mflag & P_OUT_OF_MAP) |
3486 | { |
|
|
3487 | continue; |
2859 | continue; |
3488 | } |
2860 | |
3489 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2861 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3490 | level += 2; |
2862 | level += 2; |
3491 | else /* open terrain! */ |
2863 | else /* open terrain! */ |
3492 | level -= 1; |
2864 | level -= 1; |
3493 | } |
2865 | } |
… | |
… | |
3501 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2873 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3502 | * every time they move - as we subtract off 'invisibility' |
2874 | * every time they move - as we subtract off 'invisibility' |
3503 | * AND, for players, if they move into a ridiculously unhideable |
2875 | * AND, for players, if they move into a ridiculously unhideable |
3504 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2876 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3505 | */ |
2877 | */ |
3506 | |
|
|
3507 | void |
2878 | void |
3508 | do_hidden_move (object *op) |
2879 | do_hidden_move (object *op) |
3509 | { |
2880 | { |
3510 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2881 | int hide = 0; |
3511 | object *skop; |
|
|
3512 | |
2882 | |
3513 | if (!op || !op->map) |
2883 | if (!op || !op->map) |
3514 | return; |
2884 | return; |
3515 | |
2885 | |
3516 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2886 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2887 | int num = random_roll (0, 19, op, PREFER_LOW); |
3517 | |
2888 | |
3518 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2889 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3519 | if (op->type == PLAYER && op->contr->run_on) |
2890 | if (op->type == PLAYER && op->contr->run_on) |
3520 | { |
|
|
3521 | if (!skop || num >= skop->level) |
2891 | if (!skop || num >= skop->level) |
3522 | { |
2892 | { |
3523 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
2893 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3524 | make_visible (op); |
2894 | make_visible (op); |
3525 | return; |
2895 | return; |
3526 | } |
2896 | } |
3527 | else |
2897 | else |
3528 | num += 20; |
2898 | num += 20; |
3529 | } |
2899 | |
3530 | num += op->map->difficulty; |
2900 | num += op->map->difficulty; |
3531 | hide = hideability (op); /* modify by terrain hidden level */ |
2901 | hide = hideability (op); /* modify by terrain hidden level */ |
3532 | num -= hide; |
2902 | num -= hide; |
|
|
2903 | |
3533 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2904 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3534 | { |
2905 | { |
3535 | make_visible (op); |
2906 | make_visible (op); |
|
|
2907 | |
3536 | if (op->type == PLAYER) |
2908 | if (op->type == PLAYER) |
3537 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2909 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3538 | } |
2910 | } |
3539 | else if (op->type == PLAYER && skop) |
2911 | else if (op->type == PLAYER && skop) |
3540 | { |
|
|
3541 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2912 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3542 | } |
|
|
3543 | } |
2913 | } |
3544 | |
2914 | |
3545 | /* determine if who is standing near a hostile creature. */ |
2915 | /* determine if who is standing near a hostile creature. */ |
3546 | |
2916 | |
3547 | int |
2917 | int |
… | |
… | |
3557 | |
2927 | |
3558 | if (who->type == PLAYER) |
2928 | if (who->type == PLAYER) |
3559 | player = 1; |
2929 | player = 1; |
3560 | |
2930 | |
3561 | else |
2931 | else |
3562 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2932 | friendly = who->flag [FLAG_FRIENDLY]; |
3563 | |
2933 | |
3564 | /* search adjacent squares */ |
2934 | /* search adjacent squares */ |
3565 | for (i = 1; i < 9; i++) |
2935 | for (i = 1; i < 9; i++) |
3566 | { |
2936 | { |
3567 | x = who->x + freearr_x[i]; |
2937 | x = who->x + freearr_x[i]; |
… | |
… | |
3576 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2946 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3577 | continue; |
2947 | continue; |
3578 | |
2948 | |
3579 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2949 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3580 | { |
2950 | { |
3581 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2951 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3582 | return 1; |
2952 | return 1; |
3583 | else if (tmp->type == PLAYER) |
2953 | else if (tmp->type == PLAYER) |
3584 | { |
2954 | { |
3585 | /*don't let a hidden DM prevent you from hiding */ |
2955 | /*don't let a hidden DM prevent you from hiding */ |
3586 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2956 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
3587 | return 1; |
2957 | return 1; |
3588 | } |
2958 | } |
3589 | } |
2959 | } |
3590 | } |
2960 | } |
3591 | return 0; |
2961 | return 0; |
… | |
… | |
3595 | * object op. This function works fine for monsters, |
2965 | * object op. This function works fine for monsters, |
3596 | * but we dont worry if the object isnt the top one in |
2966 | * but we dont worry if the object isnt the top one in |
3597 | * a pile (say a coin under a table would return "viewable" |
2967 | * a pile (say a coin under a table would return "viewable" |
3598 | * by this routine). Another question, should we be |
2968 | * by this routine). Another question, should we be |
3599 | * concerned with the direction the player is looking |
2969 | * concerned with the direction the player is looking |
3600 | * in? Realistically, most of use cant see stuff behind |
2970 | * in? Realistically, most of us can't see stuff behind |
3601 | * our backs...on the other hand, does the "facing" direction |
2971 | * our backs...on the other hand, does the "facing" direction |
3602 | * imply the way your head, or body is facing? Its possible |
2972 | * imply the way your head, or body is facing? It's possible |
3603 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2973 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3604 | * -b.t. |
2974 | * -b.t. |
3605 | * This function is now map tiling safe. |
2975 | * This function is now map tiling safe. |
3606 | */ |
2976 | */ |
3607 | |
|
|
3608 | int |
2977 | int |
3609 | player_can_view (object *pl, object *op) |
2978 | player_can_view (object *pl, object *op) |
3610 | { |
2979 | { |
3611 | rv_vector rv; |
2980 | rv_vector rv; |
3612 | int dx, dy; |
2981 | int dx, dy; |
… | |
… | |
3614 | if (pl->type != PLAYER) |
2983 | if (pl->type != PLAYER) |
3615 | { |
2984 | { |
3616 | LOG (llevError, "player_can_view() called for non-player object\n"); |
2985 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3617 | return -1; |
2986 | return -1; |
3618 | } |
2987 | } |
|
|
2988 | |
3619 | if (!pl || !op) |
2989 | if (!pl || !op) |
3620 | return 0; |
2990 | return 0; |
3621 | |
2991 | |
3622 | if (op->head) |
|
|
3623 | { |
|
|
3624 | op = op->head; |
2992 | op = op->head_ (); |
3625 | } |
2993 | |
3626 | get_rangevector (pl, op, &rv, 0x1); |
2994 | get_rangevector (pl, op, &rv, 0x1); |
3627 | |
2995 | |
3628 | /* starting with the 'head' part, lets loop |
2996 | /* starting with the 'head' part, lets loop |
3629 | * through the object and find if it has any |
2997 | * through the object and find if it has any |
3630 | * part that is in the los array but isnt on |
2998 | * part that is in the los array but isn't on |
3631 | * a blocked los square. |
2999 | * a blocked los square. |
3632 | * we use the archetype to figure out offsets. |
3000 | * we use the archetype to figure out offsets. |
3633 | */ |
3001 | */ |
3634 | while (op) |
3002 | while (op) |
3635 | { |
3003 | { |
3636 | dx = rv.distance_x + op->arch->clone.x; |
3004 | dx = rv.distance_x + op->arch->x; |
3637 | dy = rv.distance_y + op->arch->clone.y; |
3005 | dy = rv.distance_y + op->arch->y; |
3638 | |
3006 | |
3639 | /* only the viewable area the player sees is updated by LOS |
3007 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3640 | * code, so we need to restrict ourselves to that range of values |
|
|
3641 | * for any meaningful values. |
|
|
3642 | */ |
|
|
3643 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3644 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3645 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3646 | return 1; |
3008 | return 1; |
|
|
3009 | |
3647 | op = op->more; |
3010 | op = op->more; |
3648 | } |
3011 | } |
3649 | return 0; |
|
|
3650 | } |
|
|
3651 | |
3012 | |
3652 | /* routine for both players and monsters. We call this when |
|
|
3653 | * there is a possibility for our action distrubing our hiding |
|
|
3654 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3655 | * effected by this. If we arent invisible to begin with, we |
|
|
3656 | * return 0. |
|
|
3657 | */ |
|
|
3658 | int |
|
|
3659 | action_makes_visible (object *op) |
|
|
3660 | { |
|
|
3661 | |
|
|
3662 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3663 | { |
|
|
3664 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3665 | return 0; |
|
|
3666 | |
|
|
3667 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3668 | return 0; |
|
|
3669 | |
|
|
3670 | /* If monsters, they should become visible */ |
|
|
3671 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3672 | { |
|
|
3673 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3674 | return 1; |
|
|
3675 | } |
|
|
3676 | } |
|
|
3677 | return 0; |
3013 | return 0; |
3678 | } |
3014 | } |
3679 | |
3015 | |
3680 | /* op_on_battleground - checks if the given object op (usually |
3016 | /* op_on_battleground - checks if the given object op (usually |
3681 | * a player) is standing on a valid battleground-tile, |
3017 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3686 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3022 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3687 | */ |
3023 | */ |
3688 | int |
3024 | int |
3689 | op_on_battleground (object *op, int *x, int *y) |
3025 | op_on_battleground (object *op, int *x, int *y) |
3690 | { |
3026 | { |
3691 | object *tmp; |
|
|
3692 | |
|
|
3693 | /* A battleground-tile needs the following attributes to be valid: |
3027 | /* A battleground-tile needs the following attributes to be valid: |
3694 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3028 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3695 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3029 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3696 | * and the exit-coordinates sp/hp must both be > 0. |
3030 | * and the exit-coordinates sp/hp must both be > 0. |
3697 | * => The intention here is to prevent abuse of the battleground- |
3031 | * => The intention here is to prevent abuse of the battleground- |
3698 | * feature (like pickable or hidden battleground tiles). */ |
3032 | * feature (like pickable or hidden battleground tiles). */ |
3699 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3033 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3700 | { |
3034 | { |
3701 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3035 | if (tmp->flag [FLAG_IS_FLOOR]) |
3702 | { |
3036 | { |
3703 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3037 | if (tmp->flag [FLAG_NO_PICK] |
3704 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3038 | && tmp->type == BATTLEGROUND |
|
|
3039 | && tmp->name == shstr_battleground |
|
|
3040 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3705 | { |
3041 | { |
3706 | /*before we assign the exit, check if this is a teambattle */ |
3042 | /* before we assign the exit, check if this is a teambattle */ |
3707 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3043 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3708 | { |
|
|
3709 | object *invtmp; |
|
|
3710 | |
|
|
3711 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3044 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3045 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3712 | { |
3046 | { |
3713 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3714 | { |
|
|
3715 | if (x != NULL && y != NULL) |
3047 | if (x && y) |
3716 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3048 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3049 | |
3717 | return 1; |
3050 | return 1; |
3718 | } |
|
|
3719 | } |
3051 | } |
3720 | } |
3052 | |
3721 | if (x != NULL && y != NULL) |
3053 | if (x && y) |
3722 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3054 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3055 | |
3723 | return 1; |
3056 | return 1; |
3724 | } |
3057 | } |
3725 | } |
3058 | } |
3726 | } |
3059 | } |
|
|
3060 | |
3727 | /* If we got here, did not find a battleground */ |
3061 | /* If we got here, did not find a battleground */ |
3728 | return 0; |
3062 | return 0; |
3729 | } |
3063 | } |
3730 | |
3064 | |
3731 | /* |
3065 | /* |
… | |
… | |
3747 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3081 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3748 | int i = 0, j = 0; |
3082 | int i = 0, j = 0; |
3749 | |
3083 | |
3750 | /* get the appropriate treasurelist */ |
3084 | /* get the appropriate treasurelist */ |
3751 | if (atnr == ATNR_FIRE) |
3085 | if (atnr == ATNR_FIRE) |
3752 | trlist = find_treasurelist ("dragon_ability_fire"); |
3086 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3753 | else if (atnr == ATNR_COLD) |
3087 | else if (atnr == ATNR_COLD) |
3754 | trlist = find_treasurelist ("dragon_ability_cold"); |
3088 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3755 | else if (atnr == ATNR_ELECTRICITY) |
3089 | else if (atnr == ATNR_ELECTRICITY) |
3756 | trlist = find_treasurelist ("dragon_ability_elec"); |
3090 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3757 | else if (atnr == ATNR_POISON) |
3091 | else if (atnr == ATNR_POISON) |
3758 | trlist = find_treasurelist ("dragon_ability_poison"); |
3092 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3759 | |
3093 | |
3760 | if (trlist == NULL || who->type != PLAYER) |
3094 | if (trlist == NULL || who->type != PLAYER) |
3761 | return; |
3095 | return; |
3762 | |
3096 | |
3763 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3097 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3764 | |
3098 | |
3765 | if (tr == NULL || tr->item == NULL) |
3099 | if (!tr || !tr->item) |
3766 | { |
3100 | { |
3767 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3101 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3768 | return; |
3102 | return; |
3769 | } |
3103 | } |
3770 | |
3104 | |
3771 | /* everything seems okay - now bring on the gift: */ |
3105 | /* everything seems okay - now bring on the gift: */ |
3772 | item = &(tr->item->clone); |
3106 | item = tr->item; |
3773 | |
3107 | |
3774 | if (item->type == SPELL) |
3108 | if (item->type == SPELL) |
3775 | { |
3109 | { |
3776 | if (check_spell_known (who, item->name)) |
3110 | if (check_spell_known (who, item->name)) |
3777 | return; |
3111 | return; |
… | |
… | |
3836 | { |
3170 | { |
3837 | /* forces in the treasurelist can alter the player's stats */ |
3171 | /* forces in the treasurelist can alter the player's stats */ |
3838 | object *skin; |
3172 | object *skin; |
3839 | |
3173 | |
3840 | /* first get the dragon skin force */ |
3174 | /* first get the dragon skin force */ |
3841 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3842 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3175 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3843 | ; |
3176 | ; |
3844 | |
3177 | |
3845 | if (!skin) |
3178 | if (!skin) |
3846 | return; |
3179 | return; |
3847 | |
3180 | |
… | |
… | |
3861 | else |
3194 | else |
3862 | j = 1; |
3195 | j = 1; |
3863 | strcat (buf, spellpathnames[i]); |
3196 | strcat (buf, spellpathnames[i]); |
3864 | } |
3197 | } |
3865 | } |
3198 | } |
|
|
3199 | |
3866 | strcat (buf, "."); |
3200 | strcat (buf, "."); |
3867 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3201 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3868 | } |
3202 | } |
3869 | |
3203 | |
3870 | /* evtl. adding flags: */ |
3204 | /* evtl. adding flags: */ |
3871 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3205 | if (item->flag [FLAG_XRAYS]) |
3872 | SET_FLAG (skin, FLAG_XRAYS); |
3206 | skin->set_flag (FLAG_XRAYS); |
3873 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3207 | if (item->flag [FLAG_STEALTH]) |
3874 | SET_FLAG (skin, FLAG_STEALTH); |
3208 | skin->set_flag (FLAG_STEALTH); |
3875 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3209 | if (item->flag [FLAG_SEE_IN_DARK]) |
3876 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3210 | skin->set_flag (FLAG_SEE_IN_DARK); |
3877 | |
3211 | |
3878 | /* print message if there is one */ |
3212 | /* print message if there is one */ |
3879 | if (item->msg != NULL) |
3213 | if (item->msg != NULL) |
3880 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3214 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3881 | } |
3215 | } |
3882 | else |
3216 | else |
3883 | { |
3217 | { |
3884 | /* generate misc. treasure */ |
3218 | /* generate misc. treasure */ |
3885 | tmp = arch_to_object (tr->item); |
3219 | tmp = tr->item->instance (); |
3886 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3220 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3887 | tmp = insert_ob_in_ob (tmp, who); |
3221 | who->insert (tmp); |
3888 | if (who->type == PLAYER) |
|
|
3889 | esrv_send_item (who, tmp); |
|
|
3890 | } |
3222 | } |
3891 | } |
3223 | } |
3892 | |
3224 | |
3893 | /** |
3225 | //-GPL |
3894 | * Unready an object for a player. This function does nothing if the object was |
3226 | |
3895 | * not readied. |
3227 | sint8 |
3896 | */ |
3228 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3229 | { |
|
|
3230 | if (!ns) |
|
|
3231 | return LOS_BLOCKED; |
|
|
3232 | |
|
|
3233 | int dx, dy; |
|
|
3234 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3235 | return LOS_BLOCKED; |
|
|
3236 | |
|
|
3237 | x += dx - ns->current_x; |
|
|
3238 | y += dy - ns->current_y; |
|
|
3239 | |
|
|
3240 | return blocked_los (x, y); |
|
|
3241 | } |
|
|
3242 | |
3897 | void |
3243 | void |
3898 | player_unready_range_ob (player *pl, object *ob) |
3244 | player::infobox (const char *title, const char *msg, int color) |
3899 | { |
3245 | { |
3900 | rangetype i; |
3246 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
3901 | |
|
|
3902 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
|
|
3903 | { |
|
|
3904 | if (pl->ranges[i] == ob) |
|
|
3905 | { |
|
|
3906 | pl->ranges[i] = NULL; |
|
|
3907 | if (pl->shoottype == i) |
|
|
3908 | { |
|
|
3909 | pl->shoottype = range_none; |
|
|
3910 | } |
|
|
3911 | } |
|
|
3912 | } |
|
|
3913 | } |
3247 | } |
|
|
3248 | |
|
|
3249 | void |
|
|
3250 | player::statusmsg (const char *msg, int color) |
|
|
3251 | { |
|
|
3252 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3253 | } |
|
|
3254 | |
|
|
3255 | void |
|
|
3256 | player::failmsg (const char *msg, int color) |
|
|
3257 | { |
|
|
3258 | play_sound (sound_find ("generic_failure")); |
|
|
3259 | statusmsg (msg, color); |
|
|
3260 | } |
|
|
3261 | |
|
|
3262 | void |
|
|
3263 | object::failmsgf (const char *format, ...) |
|
|
3264 | { |
|
|
3265 | if (!contr) |
|
|
3266 | return; |
|
|
3267 | |
|
|
3268 | va_list ap; |
|
|
3269 | va_start (ap, format); |
|
|
3270 | contr->failmsg (vformat (format, ap)); |
|
|
3271 | va_end (ap); |
|
|
3272 | } |
|
|
3273 | |
|
|
3274 | void |
|
|
3275 | player::failmsgf (const char *format, ...) |
|
|
3276 | { |
|
|
3277 | va_list ap; |
|
|
3278 | va_start (ap, format); |
|
|
3279 | failmsg (vformat (format, ap)); |
|
|
3280 | va_end (ap); |
|
|
3281 | } |
|
|
3282 | |