1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
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4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
|
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
8 | * |
7 | This program is free software; you can redistribute it and/or modify |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
12 | * option) any later version. |
11 | |
13 | * |
12 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
16 | |
18 | * |
17 | You should have received a copy of the GNU General Public License |
19 | * 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 |
20 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
20 | |
22 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
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25 | |
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26 | //+GPL |
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27 | |
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28 | #include <algorithm> |
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29 | #include <functional> |
23 | |
30 | |
24 | #include <global.h> |
31 | #include <global.h> |
25 | #include <pwd.h> |
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26 | #include <sproto.h> |
32 | #include <sproto.h> |
27 | #include <sounds.h> |
33 | #include <sounds.h> |
28 | #include <living.h> |
34 | #include <living.h> |
29 | #include <object.h> |
35 | #include <object.h> |
30 | #include <spells.h> |
36 | #include <spells.h> |
31 | #include <skills.h> |
37 | #include <skills.h> |
32 | |
38 | |
33 | #ifdef COZY_SERVER |
39 | 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 != NULL; pl = pl->next) |
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43 | { |
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44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
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45 | return pl; |
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46 | }; |
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47 | return NULL; |
|
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48 | } |
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49 | |
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50 | player * |
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51 | find_player_partial_name (const char *plname) |
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52 | { |
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53 | player *pl; |
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54 | player *found = NULL; |
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55 | size_t namelen = strlen (plname); |
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56 | |
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57 | for (pl = first_player; pl != NULL; pl = pl->next) |
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58 | { |
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59 | if ((size_t) strlen (pl->ob->name) < namelen) |
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60 | continue; |
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61 | |
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62 | if (!strcmp (pl->ob->name, plname)) |
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63 | return pl; |
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64 | |
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65 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
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66 | { |
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67 | if (found) |
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68 | return NULL; |
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69 | |
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70 | found = pl; |
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71 | } |
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72 | } |
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73 | return found; |
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74 | } |
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75 | |
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76 | void |
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77 | display_motd (const object *op) |
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78 | { |
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79 | char buf[MAX_BUF]; |
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80 | char motd[HUGE_BUF]; |
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81 | FILE *fp; |
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82 | int comp; |
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83 | int size; |
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84 | |
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85 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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86 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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87 | { |
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88 | return; |
|
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89 | } |
|
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90 | motd[0] = '\0'; |
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91 | size = 0; |
|
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92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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93 | { |
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94 | if (*buf == '#') |
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95 | continue; |
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96 | strncat (motd + size, buf, HUGE_BUF - size); |
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97 | size += strlen (buf); |
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98 | } |
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99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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100 | close_and_delete (fp, comp); |
|
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101 | } |
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102 | |
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103 | void |
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104 | send_rules (const object *op) |
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105 | { |
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106 | char buf[MAX_BUF]; |
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107 | char rules[HUGE_BUF]; |
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108 | FILE *fp; |
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109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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114 | { |
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115 | return; |
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116 | } |
|
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117 | rules[0] = '\0'; |
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118 | size = 0; |
|
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119 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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120 | { |
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121 | if (*buf == '#') |
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122 | continue; |
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123 | if (size + strlen (buf) >= HUGE_BUF) |
|
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124 | { |
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125 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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126 | break; |
|
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127 | } |
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128 | strncat (rules + size, buf, HUGE_BUF - size); |
|
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129 | size += strlen (buf); |
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130 | } |
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131 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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132 | close_and_delete (fp, comp); |
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133 | } |
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134 | |
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135 | void |
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136 | send_news (const object *op) |
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137 | { |
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138 | char buf[MAX_BUF]; |
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139 | char news[HUGE_BUF]; |
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140 | char subject[MAX_BUF]; |
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141 | FILE *fp; |
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142 | int comp; |
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143 | int size; |
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144 | |
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145 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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146 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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147 | return; |
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148 | news[0] = '\0'; |
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149 | subject[0] = '\0'; |
|
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150 | size = 0; |
|
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151 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
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152 | { |
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153 | if (*buf == '#') |
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154 | continue; |
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155 | if (*buf == '%') |
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156 | { /* send one news */ |
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157 | if (size > 0) |
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158 | 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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159 | strcpy (subject, buf + 1); |
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160 | strip_endline (subject); |
|
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161 | size = 0; |
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162 | news[0] = '\0'; |
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163 | } |
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164 | else |
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165 | { |
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166 | if (size + strlen (buf) >= HUGE_BUF) |
|
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167 | { |
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168 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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169 | break; |
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170 | } |
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171 | strncat (news + size, buf, HUGE_BUF - size); |
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172 | size += strlen (buf); |
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173 | } |
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174 | } |
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175 | |
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176 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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177 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
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178 | close_and_delete (fp, comp); |
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179 | } |
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180 | |
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181 | int |
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182 | playername_ok (const char *cp) |
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183 | { |
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184 | /* Don't allow - or _ as first character in the name */ |
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185 | if (*cp == '-' || *cp == '_') |
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186 | return 0; |
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187 | |
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188 | for (; *cp != '\0'; cp++) |
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189 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
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190 | return 0; |
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191 | return 1; |
|
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192 | } |
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193 | |
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194 | /* This no longer sets the player map. Also, it now updates |
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195 | * all the pointers so the caller doesn't need to do that. |
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196 | * Caller is responsible for setting the correct map. |
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197 | */ |
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198 | |
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199 | /* Redo this to do both get_player_ob and get_player. |
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200 | * Hopefully this will be less bugfree and simpler. |
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201 | * Returns the player structure. If 'p' is null, |
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202 | * we create a new one. Otherwise, we recycle |
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203 | * the one that is passed. |
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204 | */ |
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205 | static player * |
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206 | get_player (player *p) |
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207 | { |
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208 | object *op = arch_to_object (get_player_archetype (0)); |
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209 | int i; |
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210 | |
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211 | /* Clears basically the entire player structure except |
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212 | * for next and socket. |
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213 | */ |
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214 | p->clear (); |
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215 | |
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216 | /* There are some elements we want initialized to non zero value - |
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217 | * we deal with that below this point. |
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218 | */ |
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219 | p->party = NULL; |
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220 | p->outputs_sync = 16; /* Every 2 seconds */ |
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221 | p->outputs_count = 8; /* Keeps present behaviour */ |
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222 | p->unapply = unapply_nochoice; |
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223 | p->Swap_First = -1; |
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224 | |
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225 | #ifdef AUTOSAVE |
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226 | p->last_save_tick = 9999999; |
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227 | #endif |
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228 | |
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229 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
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230 | |
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231 | op->contr = p; /* this aren't yet in archetype */ |
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232 | p->ob = op; |
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233 | op->speed_left = 0.5; |
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234 | op->speed = 1.0; |
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235 | op->direction = 5; /* So player faces south */ |
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236 | op->stats.wc = 2; |
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237 | op->run_away = 25; /* Then we panick... */ |
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238 | |
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239 | { |
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240 | int oldmon = p->socket->monitor_spells; // what a hack |
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241 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
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242 | roll_stats (op); |
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243 | p->socket->monitor_spells = oldmon; |
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244 | } |
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245 | p->state = ST_ROLL_STAT; |
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246 | clear_los (op); |
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247 | |
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248 | p->gen_sp_armour = 10; |
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249 | p->last_speed = -1; |
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250 | p->shoottype = range_none; |
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251 | p->bowtype = bow_normal; |
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252 | p->petmode = pet_normal; |
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253 | p->listening = 10; |
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254 | p->usekeys = containers; |
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255 | p->last_weapon_sp = -1; |
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256 | p->peaceful = 1; /* default peaceful */ |
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257 | p->do_los = 1; |
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258 | p->explore = 0; |
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259 | p->no_shout = 0; /* default can shout */ |
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260 | |
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261 | assign (p->title, op->arch->clone.name); |
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262 | op->race = op->arch->clone.race; |
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263 | |
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264 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
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265 | |
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266 | /* we need to clear these to -1 and not zero - otherwise, |
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267 | * if a player quits and starts a new character, we wont |
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268 | * send new values to the client, as things like exp start |
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269 | * at zero. |
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270 | */ |
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271 | for (i = 0; i < NUM_SKILLS; i++) |
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272 | { |
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273 | p->last_skill_exp[i] = -1; |
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274 | p->last_skill_ob[i] = NULL; |
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275 | } |
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276 | |
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277 | for (i = 0; i < NROFATTACKS; i++) |
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278 | p->last_resist[i] = -1; |
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279 | |
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280 | p->last_stats.exp = -1; |
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281 | p->last_weight = (uint32) - 1; |
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282 | |
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283 | p->socket->update_look = 0; |
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284 | p->socket->look_position = 0; |
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285 | |
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286 | return p; |
|
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287 | } |
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288 | |
40 | |
289 | /* This loads the first map an puts the player on it. */ |
41 | /* This loads the first map an puts the player on it. */ |
290 | static void |
42 | static void |
291 | set_first_map (object *op) |
43 | set_first_map (object *op) |
292 | { |
44 | { |
293 | strcpy (op->contr->maplevel, first_map_path); |
45 | op->contr->maplevel = first_map_path; |
294 | op->x = -1; |
46 | op->x = -1; |
295 | op->y = -1; |
47 | op->y = -1; |
296 | enter_exit (op, NULL); |
|
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297 | } |
48 | } |
298 | |
49 | |
299 | /* Tries to add player on the connection passwd in ns. |
50 | void |
300 | * All we can really get in this is some settings like host and display |
51 | player::activate () |
301 | * mode. |
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302 | */ |
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303 | |
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304 | int |
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305 | add_player (client *ns) |
|
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306 | { |
52 | { |
307 | player *p = new player; |
53 | if (active) |
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54 | return; |
308 | |
55 | |
309 | p->socket = ns; |
56 | players.insert (this); |
310 | ns->pl = p; |
57 | ob->remove (); |
311 | |
58 | ob->map = 0; |
312 | p->next = first_player; |
59 | ob->activate_recursive (); |
313 | first_player = p; |
60 | ob->clr_flag (FLAG_FRIENDLY); |
314 | |
|
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315 | p = get_player (p); |
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316 | |
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317 | set_first_map (p->ob); |
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318 | |
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319 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
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320 | add_friendly_object (p->ob); |
61 | add_friendly_object (ob); |
321 | send_rules (p->ob); |
62 | } |
322 | send_news (p->ob); |
|
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323 | display_motd (p->ob); |
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324 | get_name (p->ob); |
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325 | |
63 | |
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64 | void |
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65 | player::deactivate () |
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66 | { |
|
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67 | if (!active) |
326 | return 0; |
68 | return; |
|
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69 | |
|
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70 | terminate_all_pets (ob); |
|
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71 | remove_friendly_object (ob); |
|
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72 | ob->deactivate_recursive (); |
|
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73 | |
|
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74 | if (ob->map) |
|
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75 | maplevel = ob->map->path; |
|
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76 | |
|
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77 | ob->remove (); |
|
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78 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
|
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79 | ob->map = 0; |
|
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80 | party = 0; |
|
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81 | |
|
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82 | players.erase (this); |
|
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83 | } |
|
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84 | |
|
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85 | // connect the player with a specific client |
|
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86 | // also changes, rationalises, and fixes some incorrect settings |
|
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87 | void |
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88 | player::connect (client *ns) |
|
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89 | { |
|
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90 | this->ns = ns; |
|
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91 | ns->pl = this; |
|
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92 | |
|
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93 | run_on = 0; |
|
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94 | fire_on = 0; |
|
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95 | ob->close_container (); //TODO: client-specific |
|
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96 | |
|
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97 | ns->update_look = 0; |
|
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98 | ns->look_position = 0; |
|
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99 | |
|
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100 | clear_los (); |
|
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101 | |
|
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102 | ns->reset_stats (); |
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103 | |
|
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104 | /* make sure he's a player -- needed because of class change. */ |
|
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105 | ob->type = PLAYER; // we are paranoid |
|
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106 | ob->race = ob->arch->race; |
|
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107 | |
|
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108 | ob->update_weight (); |
|
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109 | link_skills (); |
|
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110 | |
|
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111 | assign (title, ob->arch->object::name); |
|
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112 | |
|
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113 | /* if it's a dragon player, set the correct title here */ |
|
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114 | if (ob->is_dragon ()) |
|
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115 | { |
|
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116 | object *tmp, *abil = 0, *skin = 0; |
|
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117 | |
|
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118 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
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119 | if (tmp->type == FORCE) |
|
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120 | if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
121 | abil = tmp; |
|
|
122 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
|
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123 | skin = tmp; |
|
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124 | |
|
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125 | set_dragon_name (ob, abil, skin); |
|
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126 | } |
|
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127 | |
|
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128 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
129 | |
|
|
130 | esrv_new_player (this); |
|
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131 | |
|
|
132 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
133 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
134 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
135 | ob->flag [FLAG_READY_BOW] = false; |
|
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136 | |
|
|
137 | ob->update_stats (); |
|
|
138 | |
|
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139 | ns->floorbox_update (); |
|
|
140 | esrv_send_inventory (ob, ob); |
|
|
141 | esrv_add_spells (this, 0); |
|
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142 | |
|
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143 | activate (); |
|
|
144 | |
|
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145 | INVOKE_PLAYER (CONNECT, this); |
|
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146 | INVOKE_PLAYER (LOGIN, this); |
|
|
147 | } |
|
|
148 | |
|
|
149 | void |
|
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150 | player::disconnect () |
|
|
151 | { |
|
|
152 | if (ob) |
|
|
153 | { |
|
|
154 | ob->close_container (); //TODO: client-specific |
|
|
155 | ob->drop_unpaid_items (); |
|
|
156 | } |
|
|
157 | |
|
|
158 | if (ns) |
|
|
159 | { |
|
|
160 | if (active) |
|
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161 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
162 | |
|
|
163 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
164 | |
|
|
165 | ns->reset_stats (); |
|
|
166 | ns->pl = 0; |
|
|
167 | ns = 0; |
|
|
168 | } |
|
|
169 | |
|
|
170 | // this is important for the player scheduler to get the correct refcount |
|
|
171 | // when ns = 0 |
|
|
172 | observe = viewpoint = ob; |
|
|
173 | |
|
|
174 | deactivate (); |
|
|
175 | } |
|
|
176 | |
|
|
177 | //-GPL |
|
|
178 | |
|
|
179 | // the need for this function can be explained |
|
|
180 | // by load_object not returning the object |
|
|
181 | void |
|
|
182 | player::set_object (object *op) |
|
|
183 | { |
|
|
184 | ob = observe = viewpoint = op; |
|
|
185 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
186 | |
|
|
187 | ob->speed = 1.0f; // object still inactive, keep it that way |
|
|
188 | ob->speed_left = 0.5f; |
|
|
189 | |
|
|
190 | ob->direction = 5; /* So player faces south */ |
|
|
191 | } |
|
|
192 | |
|
|
193 | void |
|
|
194 | player::set_observe (object *op) |
|
|
195 | { |
|
|
196 | observe = viewpoint = op ? op : ob; |
|
|
197 | do_los = 1; |
|
|
198 | } |
|
|
199 | |
|
|
200 | void |
|
|
201 | player::set_viewpoint (object *op) |
|
|
202 | { |
|
|
203 | viewpoint = op ? op : (object *)observe; |
|
|
204 | do_los = 1; |
|
|
205 | } |
|
|
206 | |
|
|
207 | //+GPL |
|
|
208 | |
|
|
209 | player::player () |
|
|
210 | { |
|
|
211 | /* There are some elements we want initialised to non zero value - |
|
|
212 | * we deal with that below this point. |
|
|
213 | */ |
|
|
214 | outputs_sync = 4; |
|
|
215 | outputs_count = 4; |
|
|
216 | unapply = unapply_nochoice; |
|
|
217 | |
|
|
218 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
219 | |
|
|
220 | gen_sp_armour = 10; |
|
|
221 | bowtype = bow_normal; |
|
|
222 | petmode = pet_normal; |
|
|
223 | usekeys = containers; |
|
|
224 | peaceful = 1; /* default peaceful */ |
|
|
225 | do_los = 1; |
|
|
226 | |
|
|
227 | weapon_sp = 1.0f; |
|
|
228 | weapon_sp_left = 0.5f; |
|
|
229 | } |
|
|
230 | |
|
|
231 | void |
|
|
232 | player::do_destroy () |
|
|
233 | { |
|
|
234 | disconnect (); |
|
|
235 | |
|
|
236 | attachable::do_destroy (); |
|
|
237 | |
|
|
238 | if (ob) |
|
|
239 | { |
|
|
240 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
|
|
241 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
|
|
242 | //ob->contr = 0; |
|
|
243 | ob->destroy (); |
|
|
244 | } |
|
|
245 | |
|
|
246 | ob = observe = viewpoint = 0; |
|
|
247 | } |
|
|
248 | |
|
|
249 | player::~player () |
|
|
250 | { |
|
|
251 | /* Clear item stack */ |
|
|
252 | free (stack_items); |
327 | } |
253 | } |
328 | |
254 | |
329 | /* |
255 | /* |
330 | * get_player_archetype() return next player archetype from archetype |
256 | * get_player_archetype() return next player archetype from archetype |
331 | * list. Not very efficient routine, but used only creating new players. |
257 | * list. Not very efficient routine, but used only creating new players. |
332 | * Note: there MUST be at least one player archetype! |
258 | * Note: there MUST be at least one player archetype! |
333 | */ |
259 | */ |
334 | archetype * |
260 | static archetype * |
335 | get_player_archetype (archetype *at) |
261 | get_player_archetype (archetype *at) |
336 | { |
262 | { |
337 | archetype *start = at; |
263 | // archetypes could have been reloaded |
|
|
264 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
265 | |
|
|
266 | if (!nat) |
|
|
267 | return at; |
|
|
268 | |
|
|
269 | archvec::iterator i = archetypes.find (nat); |
338 | |
270 | |
339 | for (;;) |
271 | for (;;) |
340 | { |
272 | { |
341 | if (at == NULL || at->next == NULL) |
273 | if (++i == archetypes.end ()) |
342 | at = first_archetype; |
274 | i = archetypes.begin (); |
343 | else |
275 | else if (*i == at) |
344 | at = at->next; |
276 | cleanup ("not a single player archetype found"); |
|
|
277 | |
345 | if (at->clone.type == PLAYER) |
278 | if ((*i)->type == PLAYER) |
346 | return at; |
279 | return *i; |
347 | if (at == start) |
|
|
348 | { |
|
|
349 | LOG (llevError, "No Player archetypes\n"); |
|
|
350 | exit (-1); |
|
|
351 | } |
|
|
352 | } |
280 | } |
353 | } |
281 | } |
354 | |
282 | |
|
|
283 | /* Tries to add player on the connection passed in ns. |
|
|
284 | * All we can really get in this is some settings like host and display |
|
|
285 | * mode. |
|
|
286 | */ |
|
|
287 | player * |
|
|
288 | player::create () |
|
|
289 | { |
|
|
290 | player *pl = new player; |
|
|
291 | |
|
|
292 | pl->set_object (get_player_archetype (0)->instance ()); |
|
|
293 | |
|
|
294 | pl->ob->roll_stats (); |
|
|
295 | pl->ob->stats.wc = 2; |
|
|
296 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
297 | |
|
|
298 | set_first_map (pl->ob); |
|
|
299 | |
|
|
300 | return pl; |
|
|
301 | } |
355 | |
302 | |
356 | object * |
303 | object * |
357 | get_nearest_player (object *mon) |
304 | get_nearest_player (object *mon) |
358 | { |
305 | { |
359 | object *op = NULL; |
306 | object *op = NULL; |
360 | player *pl = NULL; |
|
|
361 | objectlink *ol; |
307 | objectlink *ol; |
362 | unsigned lastdist; |
308 | unsigned lastdist; |
363 | rv_vector rv; |
309 | rv_vector rv; |
364 | |
310 | |
365 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
311 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
366 | { |
312 | { |
367 | /* We should not find free objects on this friendly list, but it |
|
|
368 | * does periodically happen. Given that, lets deal with it. |
|
|
369 | * While unlikely, it is possible the next object on the friendly |
|
|
370 | * list is also free, so encapsulate this in a while loop. |
|
|
371 | */ |
|
|
372 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
373 | { |
|
|
374 | object *tmp = ol->ob; |
|
|
375 | |
|
|
376 | /* Can't do much more other than log the fact, because the object |
|
|
377 | * itself will have been cleared. |
|
|
378 | */ |
|
|
379 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
380 | ol = ol->next; |
|
|
381 | remove_friendly_object (tmp); |
|
|
382 | if (!ol) |
|
|
383 | return op; |
|
|
384 | } |
|
|
385 | |
|
|
386 | /* Remove special check for player from this. First, it looks to cause |
|
|
387 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
388 | * complicated method of state checking would be needed in any case - |
|
|
389 | * as it was, a clever player could type quit, and the function would |
|
|
390 | * skip them over while waiting for confirmation. Remove |
|
|
391 | * on_same_map check, as can_detect_enemy also does this |
|
|
392 | */ |
|
|
393 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
313 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
394 | continue; |
314 | continue; |
395 | |
315 | |
396 | if (lastdist > rv.distance) |
316 | if (lastdist > rv.distance) |
397 | { |
317 | { |
398 | op = ol->ob; |
318 | op = ol->ob; |
399 | lastdist = rv.distance; |
319 | lastdist = rv.distance; |
400 | } |
320 | } |
401 | } |
321 | } |
402 | for (pl = first_player; pl != NULL; pl = pl->next) |
322 | |
403 | { |
323 | for_all_players (pl) |
404 | if (can_detect_enemy (mon, pl->ob, &rv)) |
324 | if (can_detect_enemy (mon, pl->ob, &rv)) |
405 | { |
|
|
406 | |
|
|
407 | if (lastdist > rv.distance) |
325 | if (lastdist > rv.distance) |
408 | { |
326 | { |
409 | op = pl->ob; |
327 | op = pl->ob; |
410 | lastdist = rv.distance; |
328 | lastdist = rv.distance; |
411 | } |
329 | } |
412 | } |
330 | |
413 | } |
|
|
414 | #if 0 |
331 | #if 0 |
415 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
332 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
416 | #endif |
333 | #endif |
417 | return op; |
334 | return op; |
418 | } |
335 | } |
419 | |
336 | |
420 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
337 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
421 | * result in a monster paths backtracking. It basically determines how large a |
338 | * result in a monster paths backtracking. It basically determines how large a |
422 | * detour a monster will take from the direction path when looking |
339 | * detour a monster will take from the direction path when looking |
423 | * for a path to the player. The values are in the amount of direction |
340 | * for a path to the player. The values are in the amount of direction |
424 | * the deviation is |
341 | * the deviation is |
425 | */ |
342 | */ |
426 | #define DETOUR_AMOUNT 2 |
343 | #define DETOUR_AMOUNT 2 |
… | |
… | |
436 | * circling behaviour. Unfortunately, this function is also used to determined |
353 | * circling behaviour. Unfortunately, this function is also used to determined |
437 | * if the creature should cast a spell, so returning a direction in that case |
354 | * if the creature should cast a spell, so returning a direction in that case |
438 | * is probably not a good thing. |
355 | * is probably not a good thing. |
439 | */ |
356 | */ |
440 | #define MAX_SPACES 50 |
357 | #define MAX_SPACES 50 |
441 | |
|
|
442 | |
358 | |
443 | /* |
359 | /* |
444 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
360 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
445 | * modified to verify there is a path to the player. Does this by stepping towards |
361 | * modified to verify there is a path to the player. Does this by stepping towards |
446 | * player and if path is blocked then see if blockage is close enough to player that |
362 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
463 | */ |
379 | */ |
464 | int |
380 | int |
465 | path_to_player (object *mon, object *pl, unsigned mindiff) |
381 | path_to_player (object *mon, object *pl, unsigned mindiff) |
466 | { |
382 | { |
467 | rv_vector rv; |
383 | rv_vector rv; |
468 | sint16 x, y; |
|
|
469 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
384 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
470 | maptile *m, *lastmap; |
|
|
471 | |
385 | |
472 | get_rangevector (mon, pl, &rv, 0); |
386 | get_rangevector (mon, pl, &rv, 0); |
473 | |
387 | |
474 | if (rv.distance < mindiff) |
388 | if (rv.distance < mindiff) |
475 | return 0; |
389 | return 0; |
476 | |
390 | |
477 | x = mon->x; |
391 | mapxy pos (mon); |
478 | y = mon->y; |
|
|
479 | m = mon->map; |
|
|
480 | dir = rv.direction; |
392 | dir = rv.direction; |
481 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
393 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
482 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
394 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
395 | |
483 | /* If we can't solve it within the search distance, return now. */ |
396 | /* If we can't solve it within the search distance, return now. */ |
484 | if (diff > max) |
397 | if (diff > max) |
485 | return 0; |
398 | return 0; |
|
|
399 | |
486 | while (diff > 1 && max > 0) |
400 | while (diff > 1 && max > 0) |
487 | { |
401 | { |
488 | lastx = x; |
402 | mapxy lastpos = pos; |
489 | lasty = y; |
|
|
490 | lastmap = m; |
|
|
491 | x = lastx + freearr_x[dir]; |
|
|
492 | y = lasty + freearr_y[dir]; |
|
|
493 | |
403 | |
494 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
404 | pos.move (dir); |
495 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
496 | |
405 | |
497 | /* Space is blocked - try changing direction a little */ |
406 | /* Space is blocked - try changing direction a little */ |
498 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
407 | if (!pos.normalise () |
499 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
408 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
409 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
500 | { |
410 | { |
501 | /* recalculate direction from last good location. Possible |
411 | /* recalculate direction from last good location. Possible |
502 | * we were not traversing ideal location before. |
412 | * we were not traversing ideal location before. |
503 | */ |
413 | */ |
504 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
414 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
505 | if (rv.direction != dir) |
415 | if (rv.direction != dir) |
506 | { |
416 | { |
507 | /* OK - says direction should be different - lets reset the |
417 | /* OK - says direction should be different - lets reset the |
508 | * the values so it will try again. |
418 | * the values so it will try again. |
509 | */ |
419 | */ |
510 | x = lastx; |
|
|
511 | y = lasty; |
|
|
512 | m = lastmap; |
420 | pos = lastpos; |
513 | dir = firstdir = rv.direction; |
421 | dir = firstdir = rv.direction; |
514 | } |
422 | } |
515 | else |
423 | else |
516 | { |
424 | { |
517 | /* direct path is blocked - try taking a side step to |
425 | /* direct path is blocked - try taking a side step to |
518 | * either the left or right. |
426 | * either the left or right. |
519 | * Note increase the values in the loop below to be |
427 | * Note increase the values in the loop below to be |
520 | * more than -1/1 respectively will mean the monster takes |
428 | * more than -1/1 respectively will mean the monster takes |
521 | * bigger detour. Have to be careful about these values getting |
429 | * bigger detour. Have to be careful about these values getting |
522 | * too big (3 or maybe 4 or higher) as the monster may just try |
430 | * too big (3 or maybe 4 or higher) as the monster may just try |
523 | * stepping back and forth |
431 | * stepping back and forth |
524 | */ |
432 | */ |
525 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
433 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
526 | { |
434 | { |
527 | if (i == 0) |
435 | if (i == 0) |
528 | continue; /* already did this, so skip it */ |
436 | continue; /* already did this, so skip it */ |
|
|
437 | |
529 | /* Use lastdir here - otherwise, |
438 | /* Use lastdir here - otherwise, |
530 | * since the direction that the creature should move in |
439 | * since the direction that the creature should move in |
531 | * may change, you could get infinite loops. |
440 | * may change, you could get infinite loops. |
532 | * ie, player is northwest, but monster can only |
441 | * ie, player is northwest, but monster can only |
533 | * move west, so it does that. It goes some distance, |
442 | * move west, so it does that. It goes some distance, |
… | |
… | |
535 | * can't do that, but now finds it can move east, and |
444 | * can't do that, but now finds it can move east, and |
536 | * gets back to its original point. lastdir contains |
445 | * gets back to its original point. lastdir contains |
537 | * the last direction the creature has successfully |
446 | * the last direction the creature has successfully |
538 | * moved. |
447 | * moved. |
539 | */ |
448 | */ |
540 | |
|
|
541 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
542 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
543 | m = lastmap; |
449 | pos = lastpos; |
544 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
450 | pos.move (absdir (lastdir + i)); |
545 | if (mflags & P_OUT_OF_MAP) |
451 | |
|
|
452 | if (!pos.normalise ()) |
546 | continue; |
453 | continue; |
547 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
454 | |
548 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
455 | mapspace &ms = *pos; |
|
|
456 | |
|
|
457 | if (ms.flags () & P_BLOCKSVIEW) |
549 | continue; |
458 | continue; |
550 | if (mflags & P_BLOCKSVIEW) |
459 | |
|
|
460 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
551 | continue; |
461 | continue; |
552 | |
462 | |
553 | if (m == mon->map && blocked_link (mon, m, x, y)) |
463 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
554 | break; |
464 | break; |
555 | } |
465 | } |
|
|
466 | |
556 | /* go through entire loop without finding a valid |
467 | /* go through entire loop without finding a valid |
557 | * sidestep to take - thus, no valid path. |
468 | * sidestep to take - thus, no valid path. |
558 | */ |
469 | */ |
559 | if (i == (DETOUR_AMOUNT + 1)) |
470 | if (i == DETOUR_AMOUNT + 1) |
560 | return 0; |
471 | return 0; |
|
|
472 | |
561 | diff--; |
473 | diff--; |
562 | lastdir = dir; |
474 | lastdir = dir; |
563 | max--; |
475 | max--; |
564 | if (!firstdir) |
476 | if (!firstdir) |
565 | firstdir = dir + i; |
477 | firstdir = dir + i; |
… | |
… | |
569 | { |
481 | { |
570 | /* we moved towards creature, so diff is less */ |
482 | /* we moved towards creature, so diff is less */ |
571 | diff--; |
483 | diff--; |
572 | max--; |
484 | max--; |
573 | lastdir = dir; |
485 | lastdir = dir; |
|
|
486 | |
574 | if (!firstdir) |
487 | if (!firstdir) |
575 | firstdir = dir; |
488 | firstdir = dir; |
576 | } |
489 | } |
|
|
490 | |
577 | if (diff <= 1) |
491 | if (diff <= 1) |
578 | { |
492 | { |
579 | /* Recalculate diff (distance) because we may not have actually |
493 | /* Recalculate diff (distance) because we may not have actually |
580 | * headed toward player for entire distance. |
494 | * headed toward player for entire distance. |
581 | */ |
495 | */ |
582 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
496 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
583 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
497 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
584 | } |
498 | } |
|
|
499 | |
585 | if (diff > max) |
500 | if (diff > max) |
586 | return 0; |
501 | return 0; |
587 | } |
502 | } |
|
|
503 | |
588 | /* If we reached the max, didn't find a direction in time */ |
504 | /* If we reached the max, didn't find a direction in time */ |
589 | if (!max) |
505 | if (!max) |
590 | return 0; |
506 | return 0; |
591 | |
507 | |
592 | return firstdir; |
508 | return firstdir; |
593 | } |
509 | } |
594 | |
510 | |
595 | void |
511 | void |
596 | give_initial_items (object *pl, treasurelist * items) |
512 | give_initial_items (object *pl, treasurelist *items) |
597 | { |
513 | { |
598 | object *op, *next = NULL; |
|
|
599 | |
|
|
600 | if (pl->randomitems != NULL) |
514 | if (pl->randomitems) |
601 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
515 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
602 | |
516 | |
603 | for (op = pl->inv; op; op = next) |
517 | for (object *next, *op = pl->inv; op; op = next) |
604 | { |
518 | { |
605 | next = op->below; |
519 | next = op->below; |
606 | |
520 | |
607 | /* Forces get applied per default, unless they have the |
521 | /* Forces get applied per default, unless they have the |
608 | * flag "neutral" set. Sorry but I can't think of a better way |
522 | * flag "neutral" set. Sorry but I can't think of a better way |
609 | */ |
523 | */ |
610 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
524 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
611 | SET_FLAG (op, FLAG_APPLIED); |
525 | op->set_flag (FLAG_APPLIED); |
612 | |
526 | |
613 | /* we never give weapons/armour if these cannot be used |
527 | /* we never give weapons/armour if these cannot be used |
614 | * by this player due to race restrictions |
528 | * by this player due to race restrictions |
615 | */ |
529 | */ |
616 | if (pl->type == PLAYER) |
530 | if (pl->type == PLAYER) |
617 | { |
531 | { |
618 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
532 | if ((!pl->flag [FLAG_USE_ARMOUR] |
|
|
533 | && |
619 | (op->type == ARMOUR || op->type == BOOTS || |
534 | (op->type == ARMOUR || op->type == BOOTS |
620 | op->type == CLOAK || op->type == HELMET || |
535 | || op->type == CLOAK || op->type == HELMET |
621 | op->type == SHIELD || op->type == GLOVES || |
536 | || op->type == SHIELD || op->type == GLOVES |
622 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
537 | || op->type == BRACERS || op->type == GIRDLE)) |
|
|
538 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
623 | { |
539 | { |
624 | op->destroy (); |
540 | op->destroy (); |
625 | continue; |
541 | continue; |
626 | } |
542 | } |
627 | } |
543 | } |
628 | |
544 | |
629 | /* This really needs to be better - we should really give |
545 | /* Here we remove duplicated skills (as duplicated spell objects have |
630 | * a substitute spellbook. The problem is that we don't really |
546 | * _very_ confusing effects for players), which could for instance be |
631 | * have a good idea what to replace it with (need something like |
547 | * generated by multiple treasurelists specifying the same skills. |
632 | * a first level treasurelist for each skill.) |
|
|
633 | * remove duplicate skills also |
|
|
634 | */ |
548 | */ |
635 | if (op->type == SPELLBOOK || op->type == SKILL) |
549 | if (op->type == SKILL) |
636 | { |
550 | { |
637 | object *tmp; |
|
|
638 | |
|
|
639 | for (tmp = op->below; tmp; tmp = tmp->below) |
551 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
640 | if (tmp->type == op->type && tmp->name == op->name) |
552 | if (tmp->type == op->type && tmp->name == op->name) |
641 | break; |
|
|
642 | |
|
|
643 | if (tmp) |
|
|
644 | { |
553 | { |
645 | op->destroy (); |
554 | op->destroy (); |
646 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
555 | break; |
647 | continue; |
|
|
648 | } |
556 | } |
649 | |
557 | |
650 | if (op->nrof > 1) |
558 | if (op->nrof > 1) |
651 | op->nrof = 1; |
559 | op->nrof = 1; |
652 | } |
560 | } |
653 | |
561 | |
654 | if (op->type == SPELLBOOK && op->inv) |
562 | if (op->type == SPELLBOOK && op->inv) |
655 | { |
563 | op->inv->clr_flag (FLAG_STARTEQUIP); |
656 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
657 | } |
|
|
658 | |
564 | |
659 | /* Give starting characters identified, uncursed, and undamned |
565 | /* Give starting characters identified, uncursed, and undamned |
660 | * items. Just don't identify gold or silver, or it won't be |
566 | * items. Just don't identify gold or silver, or it won't be |
661 | * merged properly. |
567 | * merged properly. |
662 | */ |
568 | */ |
663 | if (need_identify (op)) |
569 | if (op->need_identify ()) |
664 | { |
|
|
665 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
666 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
667 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
668 | } |
570 | { |
|
|
571 | op->set_flag (FLAG_IDENTIFIED); |
|
|
572 | op->clr_flag (FLAG_CURSED); |
|
|
573 | op->clr_flag (FLAG_DAMNED); |
|
|
574 | } |
|
|
575 | |
669 | if (op->type == SPELL) |
576 | if (op->type == SPELL) |
670 | { |
577 | { |
671 | op->destroy (); |
578 | op->destroy (); |
672 | continue; |
579 | continue; |
673 | } |
580 | } |
674 | else if (op->type == SKILL) |
581 | else if (op->type == SKILL) |
675 | { |
582 | { |
676 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
583 | op->set_flag (FLAG_CAN_USE_SKILL); |
677 | op->stats.exp = 0; |
584 | op->stats.exp = 0; |
678 | op->level = 1; |
585 | op->level = 1; |
679 | } |
586 | } |
680 | /* lock all 'normal items by default */ |
587 | else /* lock all 'normal items by default */ |
681 | else |
588 | op->set_flag (FLAG_INV_LOCKED); |
682 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
683 | } /* for loop of objects in player inv */ |
589 | } /* for loop of objects in player inv */ |
684 | |
590 | |
685 | /* Need to set up the skill pointers */ |
591 | /* Need to set up the skill pointers */ |
686 | link_player_skills (pl); |
592 | pl->contr->link_skills (); |
687 | } |
|
|
688 | |
|
|
689 | void |
|
|
690 | get_name (object *op) |
|
|
691 | { |
|
|
692 | op->contr->write_buf[0] = '\0'; |
|
|
693 | op->contr->state = ST_GET_NAME; |
|
|
694 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
695 | } |
|
|
696 | |
|
|
697 | void |
|
|
698 | get_password (object *op) |
|
|
699 | { |
|
|
700 | op->contr->write_buf[0] = '\0'; |
|
|
701 | op->contr->state = ST_GET_PASSWORD; |
|
|
702 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
703 | } |
|
|
704 | |
|
|
705 | void |
|
|
706 | play_again (object *op) |
|
|
707 | { |
|
|
708 | op->contr->state = ST_PLAY_AGAIN; |
|
|
709 | op->chosen_skill = NULL; |
|
|
710 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
711 | /* a bit of a hack, but there are various places early in th |
|
|
712 | * player creation process that a user can quit (eg, roll |
|
|
713 | * stats) that isn't removing the player. Taking a quick |
|
|
714 | * look, there are many places that call play_again without |
|
|
715 | * removing the player - it probably makes more sense |
|
|
716 | * to leave it to play_again to remove the object in all |
|
|
717 | * cases. |
|
|
718 | */ |
|
|
719 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
720 | op->remove (); |
|
|
721 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
722 | * and draw() doesn't check to see if the player is removed, only if |
|
|
723 | * the map is null or not swapped out. |
|
|
724 | */ |
|
|
725 | op->map = NULL; |
|
|
726 | } |
|
|
727 | |
|
|
728 | int |
|
|
729 | receive_play_again (object *op, char key) |
|
|
730 | { |
|
|
731 | if (key == 'q' || key == 'Q') |
|
|
732 | { |
|
|
733 | remove_friendly_object (op); |
|
|
734 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
735 | return 2; |
|
|
736 | } |
|
|
737 | else if (key == 'a' || key == 'A') |
|
|
738 | { |
|
|
739 | player *pl = op->contr; |
|
|
740 | shstr name = op->name; |
|
|
741 | |
|
|
742 | op->contr = 0; |
|
|
743 | op->type = 0; |
|
|
744 | op->destroy (1); |
|
|
745 | pl = get_player (pl); |
|
|
746 | op = pl->ob; |
|
|
747 | add_friendly_object (op); |
|
|
748 | op->contr->password[0] = '~'; |
|
|
749 | op->name = op->name_pl = 0; |
|
|
750 | /* Lets put a space in here */ |
|
|
751 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
752 | get_name (op); |
|
|
753 | op->name = op->name_pl = name; |
|
|
754 | set_first_map (op); |
|
|
755 | } |
|
|
756 | else |
|
|
757 | /* user pressed something else so just ask again... */ |
|
|
758 | play_again (op); |
|
|
759 | |
|
|
760 | return 0; |
|
|
761 | } |
|
|
762 | |
|
|
763 | void |
|
|
764 | confirm_password (object *op) |
|
|
765 | { |
|
|
766 | |
|
|
767 | op->contr->write_buf[0] = '\0'; |
|
|
768 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
769 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
770 | } |
593 | } |
771 | |
594 | |
772 | void |
595 | void |
773 | get_party_password (object *op, partylist *party) |
596 | get_party_password (object *op, partylist *party) |
774 | { |
597 | { |
775 | if (party == NULL) |
598 | if (party == NULL) |
776 | { |
599 | { |
777 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
600 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
778 | return; |
601 | return; |
779 | } |
602 | } |
|
|
603 | |
780 | op->contr->write_buf[0] = '\0'; |
604 | op->contr->write_buf[0] = '\0'; |
781 | op->contr->state = ST_GET_PARTY_PASSWORD; |
605 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
782 | op->contr->party_to_join = party; |
606 | op->contr->party_to_join = party; |
783 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
607 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
784 | } |
608 | } |
785 | |
|
|
786 | |
609 | |
787 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
610 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
788 | int |
611 | static int |
789 | roll_stat (void) |
612 | roll_stat () |
790 | { |
613 | { |
791 | int a[4], i, j, k; |
614 | int a[4], i, j, k; |
792 | |
615 | |
793 | for (i = 0; i < 4; i++) |
616 | for (i = 0; i < 4; i++) |
794 | a[i] = (int) RANDOM () % 6 + 1; |
617 | a[i] = rndm (1, 6); |
795 | |
618 | |
796 | for (i = 0, j = 0, k = 7; i < 4; i++) |
619 | for (i = 0, j = 0, k = 7; i < 4; i++) |
797 | if (a[i] < k) |
620 | if (a[i] < k) |
798 | k = a[i], j = i; |
621 | k = a[i], j = i; |
799 | |
622 | |
800 | for (i = 0, k = 0; i < 4; i++) |
623 | for (i = 0, k = 0; i < 4; i++) |
801 | { |
|
|
802 | if (i != j) |
624 | if (i != j) |
803 | k += a[i]; |
625 | k += a[i]; |
804 | } |
626 | |
805 | return k; |
627 | return k; |
806 | } |
628 | } |
807 | |
629 | |
808 | void |
630 | void |
809 | roll_stats (object *op) |
631 | object::roll_stats () |
810 | { |
632 | { |
|
|
633 | int statsort [NUM_STATS]; |
|
|
634 | |
|
|
635 | for (;;) |
|
|
636 | { |
811 | int sum = 0; |
637 | int sum = 0; |
812 | int i = 0, j = 0; |
638 | for (int i = NUM_STATS; i--; ) |
813 | int statsort[7]; |
639 | sum += statsort [i] = roll_stat (); |
814 | |
640 | |
815 | do |
641 | if (sum >= 82 && sum <= 116) |
|
|
642 | break; |
816 | { |
643 | } |
817 | op->stats.Str = roll_stat (); |
|
|
818 | op->stats.Dex = roll_stat (); |
|
|
819 | op->stats.Int = roll_stat (); |
|
|
820 | op->stats.Con = roll_stat (); |
|
|
821 | op->stats.Wis = roll_stat (); |
|
|
822 | op->stats.Pow = roll_stat (); |
|
|
823 | op->stats.Cha = roll_stat (); |
|
|
824 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
825 | } |
|
|
826 | while (sum < 82 || sum > 116); |
|
|
827 | |
644 | |
828 | /* Sort the stats so that rerolling is easier... */ |
645 | // Sort the stats so that rerolling is easier... |
829 | statsort[0] = op->stats.Str; |
646 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
830 | statsort[1] = op->stats.Dex; |
|
|
831 | statsort[2] = op->stats.Int; |
|
|
832 | statsort[3] = op->stats.Con; |
|
|
833 | statsort[4] = op->stats.Wis; |
|
|
834 | statsort[5] = op->stats.Pow; |
|
|
835 | statsort[6] = op->stats.Cha; |
|
|
836 | |
647 | |
837 | /* a quick and dirty bubblesort? */ |
648 | for (int i = 0; i < NUM_STATS; ++i) |
838 | do |
649 | stats.stat (i) = statsort [i]; |
839 | { |
|
|
840 | if (statsort[i] < statsort[i + 1]) |
|
|
841 | { |
|
|
842 | j = statsort[i]; |
|
|
843 | statsort[i] = statsort[i + 1]; |
|
|
844 | statsort[i + 1] = j; |
|
|
845 | i = 0; |
|
|
846 | } |
|
|
847 | else |
|
|
848 | { |
|
|
849 | i++; |
|
|
850 | } |
|
|
851 | } |
|
|
852 | while (i < 6); |
|
|
853 | |
650 | |
854 | op->stats.Str = statsort[0]; |
|
|
855 | op->stats.Dex = statsort[1]; |
|
|
856 | op->stats.Con = statsort[2]; |
|
|
857 | op->stats.Int = statsort[3]; |
|
|
858 | op->stats.Wis = statsort[4]; |
|
|
859 | op->stats.Pow = statsort[5]; |
|
|
860 | op->stats.Cha = statsort[6]; |
|
|
861 | |
|
|
862 | |
|
|
863 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
864 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
865 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
866 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
867 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
868 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
869 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
870 | |
|
|
871 | op->level = 1; |
|
|
872 | op->stats.exp = 0; |
651 | stats.exp = 0; |
873 | op->stats.ac = 0; |
652 | stats.ac = 0; |
874 | |
653 | |
875 | op->contr->levhp[1] = 9; |
|
|
876 | op->contr->levsp[1] = 6; |
|
|
877 | op->contr->levgrace[1] = 3; |
|
|
878 | |
|
|
879 | fix_player (op); |
|
|
880 | op->stats.hp = op->stats.maxhp; |
654 | stats.hp = stats.maxhp; |
881 | op->stats.sp = op->stats.maxsp; |
655 | stats.sp = stats.maxsp; |
882 | op->stats.grace = op->stats.maxgrace; |
656 | stats.grace = stats.maxgrace; |
|
|
657 | |
|
|
658 | if (contr) |
|
|
659 | { |
|
|
660 | contr->levhp[1] = 9; |
|
|
661 | contr->levsp[1] = 6; |
|
|
662 | contr->levgrace[1] = 3; |
|
|
663 | |
883 | op->contr->orig_stats = op->stats; |
664 | contr->orig_stats = stats; |
|
|
665 | } |
884 | } |
666 | } |
885 | |
667 | |
886 | void |
668 | void |
887 | Roll_Again (object *op) |
669 | object::swap_stats (int a, int b) |
888 | { |
670 | { |
889 | esrv_new_player (op->contr, 0); |
671 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
890 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
891 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
892 | } |
|
|
893 | |
672 | |
894 | void |
673 | for (int i = 0; i < NUM_STATS; ++i) |
895 | Swap_Stat (object *op, int Swap_Second) |
674 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
675 | |
|
|
676 | //TODO: the following code looks so borked and should, at the very least, |
|
|
677 | // be merged with the similar code in roll_stats |
|
|
678 | stats.ac = 0; |
|
|
679 | |
|
|
680 | level = 1; |
|
|
681 | stats.exp = 0; |
|
|
682 | stats.ac = 0; |
|
|
683 | |
|
|
684 | stats.hp = stats.maxhp; |
|
|
685 | stats.sp = stats.maxsp; |
|
|
686 | stats.grace = stats.maxgrace; |
|
|
687 | |
|
|
688 | if (contr) |
|
|
689 | { |
|
|
690 | contr->levhp[1] = 9; |
|
|
691 | contr->levsp[1] = 6; |
|
|
692 | contr->levgrace[1] = 3; |
|
|
693 | |
|
|
694 | contr->orig_stats = stats; |
|
|
695 | } |
|
|
696 | } |
|
|
697 | |
|
|
698 | static void |
|
|
699 | start_info (object *op) |
896 | { |
700 | { |
897 | signed char tmp; |
|
|
898 | char buf[MAX_BUF]; |
701 | char buf[MAX_BUF]; |
899 | |
702 | |
900 | if (op->contr->Swap_First == -1) |
703 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
901 | { |
|
|
902 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
903 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
904 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
905 | return; |
|
|
906 | } |
|
|
907 | |
|
|
908 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
909 | |
|
|
910 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
911 | |
|
|
912 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
913 | |
|
|
914 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
915 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
704 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
916 | op->stats.Str = op->contr->orig_stats.Str; |
|
|
917 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
918 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
919 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
920 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
921 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
922 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
923 | op->stats.ac = 0; |
|
|
924 | |
|
|
925 | op->level = 1; |
|
|
926 | op->stats.exp = 0; |
|
|
927 | op->stats.ac = 0; |
|
|
928 | |
|
|
929 | op->contr->levhp[1] = 9; |
|
|
930 | op->contr->levsp[1] = 6; |
|
|
931 | op->contr->levgrace[1] = 3; |
|
|
932 | |
|
|
933 | fix_player (op); |
|
|
934 | op->stats.hp = op->stats.maxhp; |
|
|
935 | op->stats.sp = op->stats.maxsp; |
|
|
936 | op->stats.grace = op->stats.maxgrace; |
|
|
937 | op->contr->orig_stats = op->stats; |
|
|
938 | op->contr->Swap_First = -1; |
|
|
939 | } |
|
|
940 | |
|
|
941 | |
|
|
942 | /* This code has been greatly reduced, because with set_attr_value |
|
|
943 | * and get_attr_value, the stats can be accessed just numeric |
|
|
944 | * ids. stat_trans is a table that translate the number entered |
|
|
945 | * into the actual stat. It is needed because the order the stats |
|
|
946 | * are displayed in the stat window is not the same as how |
|
|
947 | * the number's access that stat. The table does that translation. |
|
|
948 | */ |
|
|
949 | int |
|
|
950 | key_roll_stat (object *op, char key) |
|
|
951 | { |
|
|
952 | int keynum = key - '0'; |
|
|
953 | char buf[MAX_BUF]; |
|
|
954 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
955 | |
|
|
956 | if (keynum > 0 && keynum <= 7) |
|
|
957 | { |
|
|
958 | if (op->contr->Swap_First == -1) |
|
|
959 | { |
|
|
960 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
961 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
962 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
963 | } |
|
|
964 | else |
|
|
965 | Swap_Stat (op, stat_trans[keynum]); |
|
|
966 | |
|
|
967 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
968 | return 1; |
|
|
969 | } |
|
|
970 | switch (key) |
|
|
971 | { |
|
|
972 | case 'n': |
|
|
973 | case 'N': |
|
|
974 | { |
|
|
975 | SET_FLAG (op, FLAG_WIZ); |
|
|
976 | if (op->map == NULL) |
|
|
977 | { |
|
|
978 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
979 | break; |
|
|
980 | } |
|
|
981 | |
|
|
982 | #if 0 |
|
|
983 | /* So that enter_exit will put us at startx/starty */ |
|
|
984 | op->x = -1; |
|
|
985 | |
|
|
986 | enter_exit (op, NULL); |
|
|
987 | #endif |
|
|
988 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
989 | /* Enter exit adds a player otherwise */ |
|
|
990 | add_statbonus (op); |
|
|
991 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
992 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
993 | op->contr->state = ST_CHANGE_CLASS; |
|
|
994 | if (op->msg) |
|
|
995 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
996 | return 0; |
|
|
997 | } |
|
|
998 | case 'y': |
|
|
999 | case 'Y': |
|
|
1000 | roll_stats (op); |
|
|
1001 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1002 | return 1; |
|
|
1003 | |
|
|
1004 | case 'q': |
|
|
1005 | case 'Q': |
|
|
1006 | play_again (op); |
|
|
1007 | return 1; |
|
|
1008 | |
|
|
1009 | default: |
|
|
1010 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1011 | return 0; |
|
|
1012 | } |
|
|
1013 | return 0; |
|
|
1014 | } |
705 | } |
1015 | |
706 | |
1016 | /* This function takes the key that is passed, and does the |
707 | /* This function takes the key that is passed, and does the |
1017 | * appropriate action with it (change race, or other things). |
708 | * appropriate action with it (change race, or other things). |
1018 | * The function name is for historical reasons - now we have |
709 | * The function name is for historical reasons - now we have |
1019 | * separate race and class; this actually changes the RACE, |
710 | * separate race and class; this actually changes the RACE, |
1020 | * not the class. |
711 | * not the class. |
1021 | */ |
712 | */ |
1022 | |
713 | void |
1023 | int |
714 | player::chargen_race_done () |
1024 | key_change_class (object *op, char key) |
|
|
1025 | { |
715 | { |
1026 | int tmp_loop; |
|
|
1027 | |
|
|
1028 | if (key == 'q' || key == 'Q') |
|
|
1029 | { |
|
|
1030 | op->remove (); |
|
|
1031 | play_again (op); |
|
|
1032 | return 0; |
|
|
1033 | } |
|
|
1034 | if (key == 'd' || key == 'D') |
|
|
1035 | { |
|
|
1036 | char buf[MAX_BUF]; |
|
|
1037 | |
|
|
1038 | /* this must before then initial items are given */ |
716 | /* this must before then initial items are given */ |
1039 | esrv_new_player (op->contr, op->weight + op->carrying); |
717 | esrv_new_player (ob->contr); |
1040 | |
718 | |
1041 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
719 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
1042 | if (tl) |
720 | if (tl) |
1043 | create_treasure (tl, op, 0, 0, 0); |
721 | create_treasure (tl, ob, 0, 0, 0); |
1044 | |
722 | |
1045 | INVOKE_PLAYER (BIRTH, op->contr); |
723 | INVOKE_PLAYER (BIRTH, ob->contr); |
1046 | INVOKE_PLAYER (LOGIN, op->contr); |
|
|
1047 | |
724 | |
1048 | op->contr->state = ST_PLAYING; |
725 | ob->contr->ns->state = ST_PLAYING; |
1049 | |
726 | |
1050 | if (op->msg) |
727 | if (ob->msg) |
1051 | op->msg = NULL; |
728 | ob->msg = 0; |
1052 | |
729 | |
1053 | /* We create this now because some of the unique maps will need it |
|
|
1054 | * to save here. |
|
|
1055 | */ |
|
|
1056 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
1057 | make_path_to_file (buf); |
|
|
1058 | |
|
|
1059 | #ifdef AUTOSAVE |
|
|
1060 | op->contr->last_save_tick = pticks; |
|
|
1061 | #endif |
|
|
1062 | start_info (op); |
730 | start_info (ob); |
1063 | CLEAR_FLAG (op, FLAG_WIZ); |
731 | ob->clr_flag (FLAG_WIZ); |
1064 | give_initial_items (op, op->randomitems); |
732 | give_initial_items (ob, ob->randomitems); |
1065 | link_player_skills (op); |
|
|
1066 | esrv_send_inventory (op, op); |
733 | esrv_send_inventory (ob, ob); |
1067 | fix_player (op); |
734 | ob->update_stats (); |
1068 | |
735 | |
1069 | /* This moves the player to a different start map, if there |
736 | /* This moves the player to a different start map, if there |
1070 | * is one for this race |
737 | * is one for this race |
1071 | */ |
738 | */ |
1072 | if (*first_map_ext_path) |
739 | if (*first_map_ext_path) |
1073 | { |
740 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
1074 | object *tmp; |
|
|
1075 | char mapname[MAX_BUF]; |
|
|
1076 | |
|
|
1077 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
|
|
1078 | tmp = object::create (); |
|
|
1079 | EXIT_PATH (tmp) = mapname; |
|
|
1080 | EXIT_X (tmp) = op->x; |
|
|
1081 | EXIT_Y (tmp) = op->y; |
|
|
1082 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
|
|
1083 | * if the map isn't there, then stay on the |
|
|
1084 | * default initial map */ |
|
|
1085 | tmp->destroy (); |
|
|
1086 | } |
|
|
1087 | else |
741 | else |
1088 | { |
|
|
1089 | LOG (llevDebug, "first_map_ext_path not set\n"); |
742 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1090 | } |
743 | } |
1091 | return 0; |
|
|
1092 | } |
|
|
1093 | |
744 | |
|
|
745 | /* |
|
|
746 | * Returns true if the given player is a legal class. |
|
|
747 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
748 | * check if the stat becomes negative, thus this function |
|
|
749 | * merely checks that all stats are 1 or more, and returns |
|
|
750 | * false otherwise. |
|
|
751 | */ |
|
|
752 | static int |
|
|
753 | allowed_class (const object *op) |
|
|
754 | { |
|
|
755 | return op->stats.Dex > 0 |
|
|
756 | && op->stats.Str > 0 |
|
|
757 | && op->stats.Con > 0 |
|
|
758 | && op->stats.Int > 0 |
|
|
759 | && op->stats.Wis > 0 |
|
|
760 | && op->stats.Pow > 0 |
|
|
761 | && op->stats.Cha > 0; |
|
|
762 | } |
|
|
763 | |
|
|
764 | void |
|
|
765 | player::chargen_race_next () |
|
|
766 | { |
1094 | /* Following actually changes the race - this is the default command |
767 | /* Following actually changes the race - this is the default command |
1095 | * if we don't match with one of the options above. |
768 | * if we don't match with one of the options above. |
1096 | */ |
769 | */ |
1097 | |
770 | |
1098 | tmp_loop = 0; |
771 | do |
1099 | while (!tmp_loop) |
|
|
1100 | { |
772 | { |
1101 | shstr name = op->name; |
773 | shstr name = ob->name; |
1102 | int x = op->x, y = op->y; |
774 | int x = ob->x, y = ob->y; |
1103 | |
775 | |
1104 | remove_statbonus (op); |
776 | ob->remove_statbonus (); |
1105 | op->remove (); |
777 | ob->remove (); |
1106 | op->arch = get_player_archetype (op->arch); |
778 | ob->arch = get_player_archetype (ob->arch); |
1107 | op->arch->clone.copy_to (op); |
779 | ob->arch->copy_to (ob); |
1108 | op->instantiate (); |
780 | ob->instantiate (); |
1109 | op->stats = op->contr->orig_stats; |
781 | ob->stats = ob->contr->orig_stats; |
1110 | op->name = op->name_pl = name; |
782 | ob->name = ob->name_pl = name; |
1111 | op->x = x; |
783 | ob->x = x; |
1112 | op->y = y; |
784 | ob->y = y; |
1113 | SET_ANIMATION (op, 2); /* So player faces south */ |
785 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1114 | insert_ob_in_map (op, op->map, op, 0); |
786 | insert_ob_in_map (ob, ob->map, ob, 0); |
1115 | assign (op->contr->title, op->arch->clone.name); |
787 | assign (ob->contr->title, ob->arch->object::name); |
1116 | add_statbonus (op); |
788 | ob->add_statbonus (); |
1117 | tmp_loop = allowed_class (op); |
|
|
1118 | } |
789 | } |
|
|
790 | while (!allowed_class (ob)); |
1119 | |
791 | |
1120 | update_object (op, UP_OBJ_FACE); |
792 | update_object (ob, UP_OBJ_FACE); |
1121 | esrv_update_item (UPD_FACE, op, op); |
793 | esrv_update_item (UPD_FACE, ob, ob); |
1122 | fix_player (op); |
794 | ob->update_stats (); |
1123 | op->stats.hp = op->stats.maxhp; |
795 | ob->stats.hp = ob->stats.maxhp; |
1124 | op->stats.sp = op->stats.maxsp; |
796 | ob->stats.sp = ob->stats.maxsp; |
1125 | op->stats.grace = 0; |
797 | ob->stats.grace = 0; |
1126 | |
|
|
1127 | if (op->msg) |
|
|
1128 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1129 | |
|
|
1130 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1131 | return 0; |
|
|
1132 | } |
798 | } |
1133 | |
799 | |
1134 | int |
800 | static void |
1135 | key_confirm_quit (object *op, char key) |
|
|
1136 | { |
|
|
1137 | char buf[MAX_BUF]; |
|
|
1138 | |
|
|
1139 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1140 | { |
|
|
1141 | op->contr->state = ST_PLAYING; |
|
|
1142 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1143 | return 1; |
|
|
1144 | } |
|
|
1145 | |
|
|
1146 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1147 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1148 | |
|
|
1149 | terminate_all_pets (op); |
|
|
1150 | leave_map (op); |
|
|
1151 | op->direction = 0; |
|
|
1152 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1153 | |
|
|
1154 | strcpy (op->contr->killer, "quit"); |
|
|
1155 | check_score (op); |
|
|
1156 | op->contr->party = NULL; |
|
|
1157 | if (settings.set_title == TRUE) |
|
|
1158 | op->contr->own_title[0] = '\0'; |
|
|
1159 | |
|
|
1160 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1161 | { |
|
|
1162 | maptile *mp, *next; |
|
|
1163 | |
|
|
1164 | /* We need to hunt for any per player unique maps in memory and |
|
|
1165 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1166 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1167 | */ |
|
|
1168 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1169 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1170 | { |
|
|
1171 | next = mp->next; |
|
|
1172 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1173 | delete_map (mp); |
|
|
1174 | } |
|
|
1175 | |
|
|
1176 | delete_character (op->name, 1); |
|
|
1177 | } |
|
|
1178 | |
|
|
1179 | play_again (op); |
|
|
1180 | return 1; |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | void |
|
|
1184 | flee_player (object *op) |
801 | flee_player (object *op) |
1185 | { |
802 | { |
1186 | int dir, diff; |
803 | int dir, diff; |
1187 | rv_vector rv; |
804 | rv_vector rv; |
1188 | |
805 | |
1189 | if (op->stats.hp < 0) |
806 | if (op->stats.hp < 0) |
1190 | { |
807 | { |
1191 | LOG (llevDebug, "Fleeing player is dead.\n"); |
808 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1192 | CLEAR_FLAG (op, FLAG_SCARED); |
809 | op->clr_flag (FLAG_SCARED); |
1193 | return; |
810 | return; |
1194 | } |
811 | } |
1195 | |
812 | |
1196 | if (op->enemy == NULL) |
813 | if (!op->enemy) |
1197 | { |
814 | { |
1198 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
815 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1199 | CLEAR_FLAG (op, FLAG_SCARED); |
816 | op->clr_flag (FLAG_SCARED); |
1200 | return; |
817 | return; |
1201 | } |
818 | } |
1202 | |
819 | |
1203 | /* Seen some crashes here. Since we don't store an |
820 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1204 | * op->enemy_count, it is possible that something destroys the |
|
|
1205 | * actual enemy, and the object is recycled. |
|
|
1206 | */ |
|
|
1207 | if (op->enemy->map == NULL) |
|
|
1208 | { |
821 | { |
1209 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1210 | op->enemy = NULL; |
822 | op->enemy = NULL; |
|
|
823 | op->clr_flag (FLAG_SCARED); |
1211 | return; |
824 | return; |
1212 | } |
825 | } |
1213 | |
826 | |
1214 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
1215 | { |
|
|
1216 | op->enemy = NULL; |
|
|
1217 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1218 | return; |
|
|
1219 | } |
|
|
1220 | get_rangevector (op, op->enemy, &rv, 0); |
827 | get_rangevector (op, op->enemy, &rv, 0); |
1221 | |
828 | |
1222 | dir = absdir (4 + rv.direction); |
829 | dir = absdir (4 + rv.direction); |
1223 | for (diff = 0; diff < 3; diff++) |
830 | for (diff = 0; diff < 3; diff++) |
1224 | { |
831 | { |
1225 | int m = 1 - (RANDOM () & 2); |
832 | int m = 1 - rndm (2) * 2; |
1226 | |
833 | |
1227 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
834 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1228 | { |
|
|
1229 | return; |
835 | return; |
1230 | } |
|
|
1231 | } |
836 | } |
|
|
837 | |
1232 | /* Cornered, get rid of scared */ |
838 | /* Cornered, get rid of scared */ |
1233 | CLEAR_FLAG (op, FLAG_SCARED); |
839 | op->clr_flag (FLAG_SCARED); |
1234 | op->enemy = NULL; |
840 | op->enemy = NULL; |
1235 | } |
841 | } |
1236 | |
842 | |
1237 | |
|
|
1238 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
843 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1239 | * IT returns 1 if the player should keep on moving, 0 if he should |
844 | * It returns 1 if the player should keep on moving, 0 if he should |
1240 | * stop. |
845 | * stop. |
1241 | */ |
846 | */ |
1242 | int |
847 | int |
1243 | check_pick (object *op) |
848 | check_pick (object *op) |
1244 | { |
849 | { |
1245 | object *tmp, *next; |
850 | object *tmp, *next; |
1246 | int stop = 0; |
851 | int stop = 0; |
1247 | int j, k, wvratio; |
852 | int wvratio; |
1248 | char putstring[128], tmpstr[16]; |
|
|
1249 | |
853 | |
1250 | /* if you're flying, you cna't pick up anything */ |
854 | /* if you're flying, you can't pick up anything */ |
1251 | if (op->move_type & MOVE_FLYING) |
855 | if (op->move_type & MOVE_FLYING) |
1252 | return 1; |
856 | return 1; |
1253 | |
857 | |
1254 | next = op->below; |
858 | next = op->below; |
|
|
859 | |
|
|
860 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
861 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1255 | |
862 | |
1256 | /* loop while there are items on the floor that are not marked as |
863 | /* loop while there are items on the floor that are not marked as |
1257 | * destroyed */ |
864 | * destroyed */ |
1258 | while (next && !next->destroyed ()) |
865 | while (next && !next->destroyed ()) |
1259 | { |
866 | { |
1260 | tmp = next; |
867 | tmp = next; |
1261 | next = tmp->below; |
868 | next = tmp->below; |
1262 | |
869 | |
|
|
870 | if (cnt <= 0) |
|
|
871 | { |
|
|
872 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
873 | return 0; |
|
|
874 | } |
|
|
875 | |
1263 | if (op->destroyed ()) |
876 | if (op->destroyed ()) |
1264 | return 0; |
877 | return 0; |
1265 | |
878 | |
1266 | if (!can_pick (op, tmp)) |
879 | if (!can_pick (op, tmp)) |
1267 | continue; |
880 | continue; |
1268 | |
881 | |
1269 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
882 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1270 | { |
883 | { |
1271 | if (item_matched_string (op, tmp, op->contr->search_str)) |
884 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1272 | pick_up (op, tmp); |
885 | CHK_PICK_PICKUP; |
|
|
886 | |
1273 | continue; |
887 | continue; |
1274 | } |
888 | } |
1275 | |
889 | |
1276 | /* high not bit set? We're using the old autopickup model */ |
890 | /* pickup handling */ |
|
|
891 | if (op->contr->mode & PU_DEBUG) |
|
|
892 | { |
|
|
893 | /* some debugging code to figure out item information */ |
|
|
894 | const char *str = tmp->name |
|
|
895 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
896 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
897 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
898 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
899 | |
|
|
900 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
901 | } |
|
|
902 | |
|
|
903 | if (op->contr->mode & PU_INHIBIT) |
|
|
904 | return 1; |
|
|
905 | |
|
|
906 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
907 | return 1; |
|
|
908 | |
|
|
909 | /* philosophy: |
|
|
910 | * It's easy to grab an item type from a pile, as long as it's |
|
|
911 | * generic. This takes no game-time. For more detailed pickups |
|
|
912 | * and selections, select-items should be used. This is a |
|
|
913 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
914 | * example. |
|
|
915 | * The drawback: right now it has no frontend, so you need to |
|
|
916 | * stick the bits you want into a calculator in hex mode and then |
|
|
917 | * convert to decimal and then 'pickup <#> |
|
|
918 | */ |
|
|
919 | |
|
|
920 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
921 | * STOP then we stop. All the rest are applied sequentially, |
|
|
922 | * meaning if any test passes, the item gets picked up. */ |
|
|
923 | |
|
|
924 | /* if mode is set to pick nothing up, return */ |
|
|
925 | if (op->contr->mode == PU_NOTHING) |
|
|
926 | return 1; |
|
|
927 | |
|
|
928 | /* if mode is set to stop when encountering objects, return */ |
|
|
929 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
930 | * anything up */ |
|
|
931 | if (op->contr->mode & PU_STOP) |
|
|
932 | return 0; |
|
|
933 | |
|
|
934 | /* useful for going into stores and not losing your settings... */ |
|
|
935 | /* and for battles wher you don't want to get loaded down while |
|
|
936 | * fighting */ |
|
|
937 | if (op->contr->mode & PU_INHIBIT) |
|
|
938 | return 1; |
|
|
939 | |
|
|
940 | /* prevent us from turning into auto-thieves :) */ |
|
|
941 | if (tmp->flag [FLAG_UNPAID]) |
|
|
942 | continue; |
|
|
943 | |
|
|
944 | /* ignore known cursed objects */ |
|
|
945 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
946 | continue; |
|
|
947 | |
|
|
948 | /* all food and drink if desired */ |
|
|
949 | /* question: don't pick up known-poisonous stuff? */ |
1277 | if (!(op->contr->mode & PU_NEWMODE)) |
950 | if (op->contr->mode & PU_FOOD) |
|
|
951 | if (tmp->type == FOOD) |
1278 | { |
952 | { |
1279 | switch (op->contr->mode) |
953 | CHK_PICK_PICKUP; |
|
|
954 | continue; |
|
|
955 | } |
|
|
956 | |
|
|
957 | if (op->contr->mode & PU_DRINK) |
|
|
958 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
959 | { |
|
|
960 | CHK_PICK_PICKUP; |
|
|
961 | continue; |
|
|
962 | } |
|
|
963 | |
|
|
964 | if (op->contr->mode & PU_POTION) |
|
|
965 | if (tmp->type == POTION) |
|
|
966 | { |
|
|
967 | CHK_PICK_PICKUP; |
|
|
968 | continue; |
|
|
969 | } |
|
|
970 | |
|
|
971 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
972 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
973 | if (tmp->type == SPELLBOOK) |
|
|
974 | { |
|
|
975 | CHK_PICK_PICKUP; |
|
|
976 | continue; |
|
|
977 | } |
|
|
978 | |
|
|
979 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
980 | if (tmp->type == SKILLSCROLL) |
|
|
981 | { |
|
|
982 | CHK_PICK_PICKUP; |
|
|
983 | continue; |
|
|
984 | } |
|
|
985 | |
|
|
986 | if (op->contr->mode & PU_READABLES) |
|
|
987 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
988 | { |
|
|
989 | CHK_PICK_PICKUP; |
|
|
990 | continue; |
|
|
991 | } |
|
|
992 | |
|
|
993 | /* wands/staves/rods/horns */ |
|
|
994 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
995 | if (tmp->type == WAND |
|
|
996 | || tmp->type == ROD |
|
|
997 | || tmp->type == HORN |
|
|
998 | || tmp->type == POWER_CRYSTAL) |
|
|
999 | { |
|
|
1000 | CHK_PICK_PICKUP; |
|
|
1001 | continue; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | /* pick up all magical items */ |
|
|
1005 | if (op->contr->mode & PU_MAGICAL) |
|
|
1006 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
1007 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
1008 | { |
|
|
1009 | CHK_PICK_PICKUP; |
|
|
1010 | continue; |
|
|
1011 | } |
|
|
1012 | |
|
|
1013 | if (op->contr->mode & PU_VALUABLES) |
|
|
1014 | { |
|
|
1015 | if (tmp->type == MONEY || tmp->type == GEM) |
1280 | { |
1016 | { |
1281 | case 0: |
1017 | CHK_PICK_PICKUP; |
1282 | return 1; /* don't pick up */ |
1018 | continue; |
1283 | case 1: |
|
|
1284 | pick_up (op, tmp); |
|
|
1285 | return 1; |
|
|
1286 | case 2: |
|
|
1287 | pick_up (op, tmp); |
|
|
1288 | return 0; |
|
|
1289 | case 3: |
|
|
1290 | return 0; /* stop before pickup */ |
|
|
1291 | case 4: |
|
|
1292 | pick_up (op, tmp); |
|
|
1293 | break; |
|
|
1294 | case 5: |
|
|
1295 | pick_up (op, tmp); |
|
|
1296 | stop = 1; |
|
|
1297 | break; |
|
|
1298 | case 6: |
|
|
1299 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1300 | pick_up (op, tmp); |
|
|
1301 | break; |
|
|
1302 | |
|
|
1303 | case 7: |
|
|
1304 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1305 | pick_up (op, tmp); |
|
|
1306 | break; |
|
|
1307 | |
|
|
1308 | default: |
|
|
1309 | /* use value density */ |
|
|
1310 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1311 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1312 | pick_up (op, tmp); |
|
|
1313 | } |
1019 | } |
1314 | } |
1020 | } |
1315 | else |
1021 | |
1316 | { /* old model */ |
1022 | /* rings & amulets - talismans seems to be typed AMULET */ |
1317 | /* NEW pickup handling */ |
|
|
1318 | if (op->contr->mode & PU_DEBUG) |
1023 | if (op->contr->mode & PU_JEWELS) |
|
|
1024 | if (tmp->type == RING |
|
|
1025 | || tmp->type == AMULET |
|
|
1026 | || tmp->type == GIRDLE |
|
|
1027 | || tmp->type == SKILL_TOOL) |
1319 | { |
1028 | { |
1320 | /* some debugging code to figure out item information */ |
1029 | CHK_PICK_PICKUP; |
1321 | if (tmp->name != NULL) |
|
|
1322 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1323 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1324 | else |
|
|
1325 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1326 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1327 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1328 | |
|
|
1329 | sprintf (putstring, "...flags: "); |
|
|
1330 | for (k = 0; k < 4; k++) |
|
|
1331 | { |
|
|
1332 | for (j = 0; j < 32; j++) |
|
|
1333 | { |
|
|
1334 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1335 | { |
|
|
1336 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1337 | strcat (putstring, tmpstr); |
|
|
1338 | } |
|
|
1339 | } |
|
|
1340 | } |
|
|
1341 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1342 | |
|
|
1343 | #if 0 |
|
|
1344 | /* print the flags too */ |
|
|
1345 | for (k = 0; k < 4; k++) |
|
|
1346 | { |
|
|
1347 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1348 | for (j = 0; j < 32; j++) |
|
|
1349 | { |
|
|
1350 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1351 | if (!((j + 1) % 4)) |
|
|
1352 | fprintf (stderr, " "); |
|
|
1353 | } |
|
|
1354 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1355 | } |
|
|
1356 | #endif |
|
|
1357 | } |
|
|
1358 | /* philosophy: |
|
|
1359 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1360 | * generic. This takes no game-time. For more detailed pickups |
|
|
1361 | * and selections, select-items shoul dbe used. This is a |
|
|
1362 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1363 | * example. |
|
|
1364 | * The drawback: right now it has no frontend, so you need to |
|
|
1365 | * stick the bits you want into a calculator in hex mode and then |
|
|
1366 | * convert to decimal and then 'pickup <#> |
|
|
1367 | */ |
|
|
1368 | |
|
|
1369 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1370 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1371 | * meaning if any test passes, the item gets picked up. */ |
|
|
1372 | |
|
|
1373 | /* if mode is set to pick nothing up, return */ |
|
|
1374 | |
|
|
1375 | if (op->contr->mode & PU_NOTHING) |
|
|
1376 | return 1; |
|
|
1377 | |
|
|
1378 | /* if mode is set to stop when encountering objects, return */ |
|
|
1379 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1380 | * anything up */ |
|
|
1381 | |
|
|
1382 | if (op->contr->mode & PU_STOP) |
|
|
1383 | return 0; |
|
|
1384 | |
|
|
1385 | /* useful for going into stores and not losing your settings... */ |
|
|
1386 | /* and for battles wher you don't want to get loaded down while |
|
|
1387 | * fighting */ |
|
|
1388 | if (op->contr->mode & PU_INHIBIT) |
|
|
1389 | return 1; |
|
|
1390 | |
|
|
1391 | /* prevent us from turning into auto-thieves :) */ |
|
|
1392 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1393 | continue; |
1030 | continue; |
|
|
1031 | } |
1394 | |
1032 | |
1395 | /* ignore known cursed objects */ |
1033 | /* we don't forget dragon food */ |
1396 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1034 | if (op->contr->mode & PU_FLESH) |
|
|
1035 | if (tmp->type == FLESH) |
|
|
1036 | { |
|
|
1037 | CHK_PICK_PICKUP; |
1397 | continue; |
1038 | continue; |
|
|
1039 | } |
1398 | |
1040 | |
1399 | /* all food and drink if desired */ |
1041 | /* bows and arrows. Bows are good for selling! */ |
1400 | /* question: don't pick up known-poisonous stuff? */ |
1042 | if (op->contr->mode & PU_BOW) |
|
|
1043 | if (tmp->type == BOW) |
|
|
1044 | { |
|
|
1045 | CHK_PICK_PICKUP; |
|
|
1046 | continue; |
|
|
1047 | } |
|
|
1048 | |
|
|
1049 | if (op->contr->mode & PU_ARROW) |
|
|
1050 | if (tmp->type == ARROW) |
|
|
1051 | { |
|
|
1052 | CHK_PICK_PICKUP; |
|
|
1053 | continue; |
|
|
1054 | } |
|
|
1055 | |
|
|
1056 | /* all kinds of armor etc. */ |
|
|
1057 | if (op->contr->mode & PU_ARMOUR) |
|
|
1058 | if (tmp->type == ARMOUR) |
|
|
1059 | { |
|
|
1060 | CHK_PICK_PICKUP; |
|
|
1061 | continue; |
|
|
1062 | } |
|
|
1063 | |
|
|
1064 | if (op->contr->mode & PU_HELMET) |
|
|
1065 | if (tmp->type == HELMET) |
|
|
1066 | { |
|
|
1067 | CHK_PICK_PICKUP; |
|
|
1068 | continue; |
|
|
1069 | } |
|
|
1070 | |
|
|
1071 | if (op->contr->mode & PU_SHIELD) |
|
|
1072 | if (tmp->type == SHIELD) |
|
|
1073 | { |
|
|
1074 | CHK_PICK_PICKUP; |
|
|
1075 | continue; |
|
|
1076 | } |
|
|
1077 | |
1401 | if (op->contr->mode & PU_FOOD) |
1078 | if (op->contr->mode & PU_BOOTS) |
1402 | if (tmp->type == FOOD) |
1079 | if (tmp->type == BOOTS) |
|
|
1080 | { |
|
|
1081 | CHK_PICK_PICKUP; |
|
|
1082 | continue; |
|
|
1083 | } |
|
|
1084 | |
|
|
1085 | if (op->contr->mode & PU_GLOVES) |
|
|
1086 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1087 | { |
|
|
1088 | CHK_PICK_PICKUP; |
|
|
1089 | continue; |
|
|
1090 | } |
|
|
1091 | |
|
|
1092 | if (op->contr->mode & PU_CLOAK) |
|
|
1093 | if (tmp->type == CLOAK) |
|
|
1094 | { |
|
|
1095 | CHK_PICK_PICKUP; |
|
|
1096 | continue; |
|
|
1097 | } |
|
|
1098 | |
|
|
1099 | /* hoping to catch throwing daggers here */ |
|
|
1100 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1101 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1102 | { |
|
|
1103 | CHK_PICK_PICKUP; |
|
|
1104 | continue; |
|
|
1105 | } |
|
|
1106 | |
|
|
1107 | /* careful: chairs and tables are weapons! */ |
|
|
1108 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1109 | { |
|
|
1110 | if (tmp->type == WEAPON) |
|
|
1111 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1403 | { |
1112 | { |
1404 | pick_up (op, tmp); |
1113 | CHK_PICK_PICKUP; |
1405 | continue; |
1114 | continue; |
1406 | } |
1115 | } |
|
|
1116 | } |
1407 | |
1117 | |
|
|
1118 | /* misc stuff that's useful */ |
1408 | if (op->contr->mode & PU_DRINK) |
1119 | if (op->contr->mode & PU_KEY) |
1409 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1120 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1410 | { |
1121 | { |
1411 | pick_up (op, tmp); |
1122 | CHK_PICK_PICKUP; |
1412 | continue; |
1123 | continue; |
1413 | } |
1124 | } |
1414 | |
1125 | |
|
|
1126 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1127 | * pickups */ |
1415 | if (op->contr->mode & PU_POTION) |
1128 | if (op->contr->mode & PU_RATIO) |
1416 | if (tmp->type == POTION) |
1129 | { |
|
|
1130 | /* use value density to decide what else to grab */ |
|
|
1131 | /* >=7 was >= op->contr->mode */ |
|
|
1132 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1417 | { |
1133 | */ |
1418 | pick_up (op, tmp); |
|
|
1419 | continue; |
|
|
1420 | } |
|
|
1421 | |
|
|
1422 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1423 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1424 | if (tmp->type == SPELLBOOK) |
|
|
1425 | { |
|
|
1426 | pick_up (op, tmp); |
|
|
1427 | continue; |
|
|
1428 | } |
|
|
1429 | |
|
|
1430 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1431 | if (tmp->type == SKILLSCROLL) |
|
|
1432 | { |
|
|
1433 | pick_up (op, tmp); |
|
|
1434 | continue; |
|
|
1435 | } |
|
|
1436 | |
|
|
1437 | if (op->contr->mode & PU_READABLES) |
|
|
1438 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1439 | { |
|
|
1440 | pick_up (op, tmp); |
|
|
1441 | continue; |
|
|
1442 | } |
|
|
1443 | |
|
|
1444 | /* wands/staves/rods/horns */ |
|
|
1445 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1446 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1447 | { |
|
|
1448 | pick_up (op, tmp); |
|
|
1449 | continue; |
|
|
1450 | } |
|
|
1451 | |
|
|
1452 | /* pick up all magical items */ |
|
|
1453 | if (op->contr->mode & PU_MAGICAL) |
1134 | wvratio = op->contr->mode & PU_RATIO; |
1454 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1135 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1455 | { |
|
|
1456 | pick_up (op, tmp); |
|
|
1457 | continue; |
|
|
1458 | } |
|
|
1459 | |
|
|
1460 | if (op->contr->mode & PU_VALUABLES) |
|
|
1461 | { |
1136 | { |
1462 | if (tmp->type == MONEY || tmp->type == GEM) |
1137 | #if 0 |
|
|
1138 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1139 | if (tmp->name != NULL) |
1463 | { |
1140 | { |
1464 | pick_up (op, tmp); |
1141 | fprintf (stderr, "%s", tmp->name); |
1465 | continue; |
|
|
1466 | } |
1142 | } |
1467 | } |
|
|
1468 | |
|
|
1469 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1470 | if (op->contr->mode & PU_JEWELS) |
|
|
1471 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1472 | { |
|
|
1473 | pick_up (op, tmp); |
|
|
1474 | continue; |
|
|
1475 | } |
|
|
1476 | |
|
|
1477 | /* we don't forget dragon food */ |
|
|
1478 | if (op->contr->mode & PU_FLESH) |
|
|
1479 | if (tmp->type == FLESH) |
|
|
1480 | { |
|
|
1481 | pick_up (op, tmp); |
|
|
1482 | continue; |
|
|
1483 | } |
|
|
1484 | |
|
|
1485 | /* bows and arrows. Bows are good for selling! */ |
|
|
1486 | if (op->contr->mode & PU_BOW) |
|
|
1487 | if (tmp->type == BOW) |
|
|
1488 | { |
|
|
1489 | pick_up (op, tmp); |
|
|
1490 | continue; |
|
|
1491 | } |
|
|
1492 | |
|
|
1493 | if (op->contr->mode & PU_ARROW) |
|
|
1494 | if (tmp->type == ARROW) |
|
|
1495 | { |
|
|
1496 | pick_up (op, tmp); |
|
|
1497 | continue; |
|
|
1498 | } |
|
|
1499 | |
|
|
1500 | /* all kinds of armor etc. */ |
|
|
1501 | if (op->contr->mode & PU_ARMOUR) |
|
|
1502 | if (tmp->type == ARMOUR) |
|
|
1503 | { |
|
|
1504 | pick_up (op, tmp); |
|
|
1505 | continue; |
|
|
1506 | } |
|
|
1507 | |
|
|
1508 | if (op->contr->mode & PU_HELMET) |
|
|
1509 | if (tmp->type == HELMET) |
|
|
1510 | { |
|
|
1511 | pick_up (op, tmp); |
|
|
1512 | continue; |
|
|
1513 | } |
|
|
1514 | |
|
|
1515 | if (op->contr->mode & PU_SHIELD) |
|
|
1516 | if (tmp->type == SHIELD) |
|
|
1517 | { |
|
|
1518 | pick_up (op, tmp); |
|
|
1519 | continue; |
|
|
1520 | } |
|
|
1521 | |
|
|
1522 | if (op->contr->mode & PU_BOOTS) |
|
|
1523 | if (tmp->type == BOOTS) |
|
|
1524 | { |
|
|
1525 | pick_up (op, tmp); |
|
|
1526 | continue; |
|
|
1527 | } |
|
|
1528 | |
|
|
1529 | if (op->contr->mode & PU_GLOVES) |
|
|
1530 | if (tmp->type == GLOVES) |
|
|
1531 | { |
|
|
1532 | pick_up (op, tmp); |
|
|
1533 | continue; |
|
|
1534 | } |
|
|
1535 | |
|
|
1536 | if (op->contr->mode & PU_CLOAK) |
|
|
1537 | if (tmp->type == CLOAK) |
|
|
1538 | { |
|
|
1539 | pick_up (op, tmp); |
|
|
1540 | continue; |
|
|
1541 | } |
|
|
1542 | |
|
|
1543 | /* hoping to catch throwing daggers here */ |
|
|
1544 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1545 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1546 | { |
|
|
1547 | pick_up (op, tmp); |
|
|
1548 | continue; |
|
|
1549 | } |
|
|
1550 | |
|
|
1551 | /* careful: chairs and tables are weapons! */ |
|
|
1552 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1553 | { |
|
|
1554 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1555 | { |
|
|
1556 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1557 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1558 | { |
|
|
1559 | pick_up (op, tmp); |
|
|
1560 | continue; |
|
|
1561 | } |
|
|
1562 | } |
|
|
1563 | |
|
|
1564 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1565 | { |
|
|
1566 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1567 | { |
|
|
1568 | pick_up (op, tmp); |
|
|
1569 | continue; |
|
|
1570 | } |
|
|
1571 | } |
|
|
1572 | } |
|
|
1573 | |
|
|
1574 | /* misc stuff that's useful */ |
|
|
1575 | if (op->contr->mode & PU_KEY) |
|
|
1576 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1577 | { |
|
|
1578 | pick_up (op, tmp); |
|
|
1579 | continue; |
|
|
1580 | } |
|
|
1581 | |
|
|
1582 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1583 | * pickups */ |
|
|
1584 | if (op->contr->mode & PU_RATIO) |
|
|
1585 | { |
|
|
1586 | /* use value density to decide what else to grab */ |
|
|
1587 | /* >=7 was >= op->contr->mode */ |
|
|
1588 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1589 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1590 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1591 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1592 | { |
|
|
1593 | pick_up (op, tmp); |
|
|
1594 | #if 0 |
|
|
1595 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1596 | if (tmp->name != NULL) |
|
|
1597 | { |
|
|
1598 | fprintf (stderr, "%s", tmp->name); |
|
|
1599 | } |
|
|
1600 | else |
1143 | else |
1601 | fprintf (stderr, "%s", tmp->arch->name); |
1144 | fprintf (stderr, "%s", tmp->arch->archname); |
1602 | fprintf (stderr, ",%d] = ", tmp->type); |
1145 | fprintf (stderr, ",%d] = ", tmp->type); |
1603 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1146 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1604 | #endif |
1147 | #endif |
|
|
1148 | CHK_PICK_PICKUP; |
1605 | continue; |
1149 | continue; |
1606 | } |
|
|
1607 | } |
1150 | } |
1608 | } /* the new pickup model */ |
1151 | } /* the new pickup model */ |
1609 | } |
1152 | } |
1610 | |
1153 | |
1611 | return !stop; |
1154 | return !stop; |
1612 | } |
1155 | } |
1613 | |
1156 | |
|
|
1157 | /* routine for both players and monsters. We call this when |
|
|
1158 | * there is a possibility for our action distrubing our hiding |
|
|
1159 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1160 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1161 | * return 0. |
|
|
1162 | */ |
|
|
1163 | static int |
|
|
1164 | action_makes_visible (object *op) |
|
|
1165 | { |
|
|
1166 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1167 | { |
|
|
1168 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1169 | { |
|
|
1170 | // artefact invisibility is permanent, but we still make noise |
|
|
1171 | // this is important for game-balance. |
|
|
1172 | if (op->contr) |
|
|
1173 | op->make_noise (); |
|
|
1174 | |
|
|
1175 | return 0; |
|
|
1176 | } |
|
|
1177 | |
|
|
1178 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1179 | return 0; |
|
|
1180 | |
|
|
1181 | /* If monsters, they should become visible */ |
|
|
1182 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1183 | { |
|
|
1184 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1185 | return 1; |
|
|
1186 | } |
|
|
1187 | } |
|
|
1188 | |
|
|
1189 | return 0; |
|
|
1190 | } |
|
|
1191 | |
1614 | /* |
1192 | /* |
1615 | * Find an arrow in the inventory and after that |
1193 | * Find an arrow in the inventory and after that |
1616 | * in the right type container (quiver). Pointer to the |
1194 | * in the right type container (quiver). Pointer to the |
1617 | * found object is returned. |
1195 | * found object is returned. |
1618 | */ |
1196 | */ |
1619 | object * |
1197 | static object * |
1620 | find_arrow (object *op, const char *type) |
1198 | find_arrow (object *op, const char *type) |
1621 | { |
1199 | { |
1622 | object *tmp = NULL; |
|
|
1623 | |
|
|
1624 | for (op = op->inv; op; op = op->below) |
1200 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1625 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1626 | tmp = find_arrow (op, type); |
|
|
1627 | else if (op->type == ARROW && op->race == type) |
1201 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1202 | return splay (tmp); |
|
|
1203 | |
|
|
1204 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1205 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
|
|
1206 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1207 | { |
|
|
1208 | splay (tmp); |
1628 | return op; |
1209 | return arrow; |
|
|
1210 | } |
|
|
1211 | |
1629 | return tmp; |
1212 | return 0; |
1630 | } |
1213 | } |
1631 | |
1214 | |
1632 | /* |
1215 | /* |
1633 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1216 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1634 | * against the target. A full test is not performed, simply a basic test |
1217 | * against the target. A full test is not performed, simply a basic test |
1635 | * of resistances. The archer is making a quick guess at what he sees down |
1218 | * of resistances. The archer is making a quick guess at what he sees down |
1636 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1219 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1637 | */ |
1220 | */ |
1638 | |
1221 | static object * |
1639 | object * |
|
|
1640 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1222 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1641 | { |
1223 | { |
1642 | object *tmp = NULL, *arrow, *ntmp; |
1224 | object *tmp = NULL, *arrow, *ntmp; |
1643 | int attacknum, attacktype, betterby = 0, i; |
1225 | int attacknum, attacktype, betterby = 0, i; |
1644 | |
1226 | |
1645 | if (!type) |
1227 | if (!type) |
1646 | return NULL; |
1228 | return NULL; |
1647 | |
1229 | |
1648 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1230 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1649 | { |
1231 | { |
1650 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1232 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1651 | { |
1233 | { |
1652 | i = 0; |
1234 | i = 0; |
1653 | ntmp = find_better_arrow (arrow, target, type, &i); |
1235 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1236 | |
1654 | if (i > betterby) |
1237 | if (i > betterby) |
1655 | { |
1238 | { |
1656 | tmp = ntmp; |
1239 | tmp = ntmp; |
1657 | betterby = i; |
1240 | betterby = i; |
1658 | } |
1241 | } |
1659 | } |
1242 | } |
1660 | else if (arrow->type == ARROW && arrow->race == type) |
1243 | else if (arrow->type == ARROW && arrow->race == type) |
1661 | { |
1244 | { |
1662 | /* allways prefer assasination/slaying */ |
1245 | /* allways prefer assasination/slaying */ |
1663 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1246 | if (target->race && arrow->slaying.contains (target->race)) |
1664 | { |
1247 | { |
1665 | if (arrow->attacktype & AT_DEATH) |
1248 | if (arrow->attacktype & AT_DEATH) |
1666 | { |
1249 | { |
1667 | *better = 100; |
1250 | *better = 100; |
1668 | return arrow; |
1251 | return arrow; |
… | |
… | |
1676 | else |
1259 | else |
1677 | { |
1260 | { |
1678 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1261 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1679 | { |
1262 | { |
1680 | attacktype = 1 << attacknum; |
1263 | attacktype = 1 << attacknum; |
1681 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1264 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1682 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1265 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1683 | { |
1266 | { |
1684 | tmp = arrow; |
1267 | tmp = arrow; |
1685 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1268 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1686 | } |
1269 | } |
1687 | } |
1270 | } |
|
|
1271 | |
1688 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1272 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1689 | { |
1273 | { |
1690 | tmp = arrow; |
1274 | tmp = arrow; |
1691 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1275 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1692 | } |
1276 | } |
|
|
1277 | |
1693 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1278 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1694 | { |
1279 | { |
1695 | tmp = arrow; |
1280 | tmp = arrow; |
1696 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1281 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1697 | } |
1282 | } |
1698 | } |
1283 | } |
1699 | } |
1284 | } |
1700 | } |
1285 | } |
|
|
1286 | |
1701 | if (tmp == NULL && arrow == NULL) |
1287 | if (tmp == NULL && arrow == NULL) |
1702 | return find_arrow (op, type); |
1288 | return find_arrow (op, type); |
1703 | |
1289 | |
1704 | *better = betterby; |
1290 | *better = betterby; |
1705 | return tmp; |
1291 | return tmp; |
… | |
… | |
1709 | * find_better_arrow to find a decent arrow to use. |
1295 | * find_better_arrow to find a decent arrow to use. |
1710 | * op = the shooter |
1296 | * op = the shooter |
1711 | * type = bow->race |
1297 | * type = bow->race |
1712 | * dir = fire direction |
1298 | * dir = fire direction |
1713 | */ |
1299 | */ |
1714 | |
1300 | static object * |
1715 | object * |
|
|
1716 | pick_arrow_target (object *op, const char *type, int dir) |
1301 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1717 | { |
1302 | { |
1718 | object *tmp = NULL; |
1303 | object *tmp = NULL; |
1719 | maptile *m; |
1304 | maptile *m; |
1720 | int i, mflags, found, number; |
1305 | int i, mflags, found, number; |
1721 | sint16 x, y; |
1306 | sint16 x, y; |
… | |
… | |
1733 | y = op->y; |
1318 | y = op->y; |
1734 | |
1319 | |
1735 | /* find the first target */ |
1320 | /* find the first target */ |
1736 | for (i = 0, found = 0; i < 20; i++) |
1321 | for (i = 0, found = 0; i < 20; i++) |
1737 | { |
1322 | { |
1738 | x += freearr_x[dir]; |
1323 | x += DIRX (dir); |
1739 | y += freearr_y[dir]; |
1324 | y += DIRY (dir); |
1740 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1325 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1326 | |
1741 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1327 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1742 | { |
1328 | { |
1743 | tmp = NULL; |
1329 | tmp = 0; |
1744 | break; |
1330 | break; |
1745 | } |
1331 | } |
1746 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1332 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1747 | { |
1333 | { |
1748 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1334 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1749 | * perhaps a bad assumption. |
1335 | * perhaps a bad assumption. |
1750 | */ |
1336 | */ |
1751 | tmp = NULL; |
1337 | tmp = 0; |
1752 | break; |
1338 | break; |
1753 | } |
1339 | } |
|
|
1340 | |
1754 | if (mflags & P_IS_ALIVE) |
1341 | if (mflags & P_IS_ALIVE) |
1755 | { |
|
|
1756 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1342 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1757 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1343 | if (tmp->flag [FLAG_ALIVE]) |
1758 | { |
|
|
1759 | found++; |
|
|
1760 | break; |
|
|
1761 | } |
|
|
1762 | if (found) |
|
|
1763 | break; |
1344 | break; |
1764 | } |
|
|
1765 | } |
1345 | } |
1766 | if (tmp == NULL) |
1346 | |
|
|
1347 | if (!tmp) |
1767 | return find_arrow (op, type); |
1348 | return find_arrow (op, type); |
1768 | |
1349 | |
1769 | if (tmp->head) |
1350 | if (tmp->head) |
1770 | tmp = tmp->head; |
1351 | tmp = tmp->head; |
1771 | |
1352 | |
1772 | return find_better_arrow (op, tmp, type, &i); |
1353 | return find_better_arrow (op, tmp, type, &i); |
1773 | } |
1354 | } |
1774 | |
1355 | |
1775 | /* |
1356 | /* |
1776 | * Creature fires a bow - op can be monster or player. Returns |
1357 | * Creature fires a bow - op can be monster or player. Returns |
1777 | * 1 if bow was actually fired, 0 otherwise. |
1358 | * 1 if bow was actually fired, 0 otherwise. |
1778 | * op is the object firing the bow. |
1359 | * op is the object firing the bow. |
1779 | * part is for multipart creatures - the part firing the bow. |
1360 | * part is for multipart creatures - the part firing the bow. |
1780 | * dir is the direction of fire. |
1361 | * dir is the direction of fire. |
1781 | * wc_mod is any special modifier to give (used in special player fire modes) |
1362 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1784 | */ |
1365 | */ |
1785 | int |
1366 | int |
1786 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1367 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1787 | { |
1368 | { |
1788 | object *left, *bow; |
1369 | object *left, *bow; |
1789 | int bowspeed, mflags; |
1370 | int mflags; |
1790 | maptile *m; |
1371 | maptile *m; |
1791 | |
1372 | |
1792 | if (!dir) |
1373 | if (!dir) |
1793 | { |
1374 | { |
1794 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1375 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1795 | return 0; |
1376 | return 0; |
1796 | } |
1377 | } |
1797 | if (op->type == PLAYER) |
1378 | |
1798 | bow = op->contr->ranges[range_bow]; |
1379 | if (op->contr) |
|
|
1380 | bow = op->current_weapon; |
1799 | else |
1381 | else |
1800 | { |
1382 | { |
1801 | for (bow = op->inv; bow; bow = bow->below) |
1383 | for (bow = op->inv; bow; bow = bow->below) |
1802 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1384 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1803 | * don't need to switch back and forth between bows and weapons. |
1385 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1808 | if (!bow) |
1390 | if (!bow) |
1809 | { |
1391 | { |
1810 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1392 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1811 | return 0; |
1393 | return 0; |
1812 | } |
1394 | } |
|
|
1395 | |
|
|
1396 | // optimisation: move object to top so we will find it quickly again |
|
|
1397 | splay (bow); |
1813 | } |
1398 | } |
|
|
1399 | |
1814 | if (!bow->race || !bow->skill) |
1400 | if (!bow->race || !bow->skill) |
1815 | { |
1401 | { |
1816 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1402 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1817 | return 0; |
1403 | return 0; |
1818 | } |
1404 | } |
1819 | |
|
|
1820 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1821 | |
|
|
1822 | /* penalize ROF for bestarrow */ |
|
|
1823 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1824 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1825 | if (bowspeed < 1) |
|
|
1826 | bowspeed = 1; |
|
|
1827 | |
1405 | |
1828 | if (arrow == NULL) |
1406 | if (arrow == NULL) |
1829 | { |
1407 | { |
1830 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1408 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1831 | { |
1409 | { |
1832 | if (op->type == PLAYER) |
1410 | if (op->type == PLAYER) |
1833 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1411 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1834 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1412 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1835 | else |
1413 | else |
1836 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1414 | op->clr_flag (FLAG_READY_BOW); |
|
|
1415 | |
1837 | return 0; |
1416 | return 0; |
1838 | } |
1417 | } |
1839 | } |
1418 | } |
|
|
1419 | |
1840 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1420 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1841 | if (mflags & P_OUT_OF_MAP) |
1421 | if (mflags & P_OUT_OF_MAP) |
1842 | { |
|
|
1843 | return 0; |
1422 | return 0; |
1844 | } |
1423 | |
1845 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1424 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1846 | { |
1425 | { |
1847 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1426 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1848 | return 0; |
1427 | return 0; |
1849 | } |
1428 | } |
1850 | |
1429 | |
1851 | /* this should not happen, but sometimes does */ |
1430 | /* this should not happen, but sometimes does */ |
1852 | if (arrow->nrof == 0) |
1431 | if (arrow->nrof == 0) |
1853 | { |
1432 | { |
|
|
1433 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1854 | arrow->destroy (); |
1434 | arrow->destroy (); |
1855 | return 0; |
1435 | return 0; |
1856 | } |
1436 | } |
1857 | |
1437 | |
1858 | left = arrow; /* these are arrows left to the player */ |
1438 | left = arrow; /* these are arrows left to the player */ |
1859 | arrow = get_split_ob (arrow, 1); |
1439 | arrow = arrow->split (); |
1860 | if (arrow == NULL) |
1440 | if (!arrow) |
1861 | { |
1441 | { |
1862 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1442 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1863 | return 0; |
1443 | return 0; |
1864 | } |
1444 | } |
|
|
1445 | |
1865 | arrow->set_owner (op); |
1446 | arrow->set_owner (op); |
1866 | arrow->skill = bow->skill; |
1447 | arrow->skill = bow->skill; |
1867 | |
|
|
1868 | arrow->direction = dir; |
1448 | arrow->direction = dir; |
1869 | arrow->x = sx; |
1449 | |
1870 | arrow->y = sy; |
1450 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1451 | arrow->stats.hp = arrow->stats.dam; |
|
|
1452 | arrow->stats.grace = arrow->attacktype; |
|
|
1453 | arrow->custom_name = arrow->slaying; |
|
|
1454 | |
|
|
1455 | #if 0 |
|
|
1456 | if (player *pl = op->contr) |
|
|
1457 | { |
|
|
1458 | float speed = pl->weapon_sp; |
|
|
1459 | |
|
|
1460 | /* penalize ROF for bestarrow */ |
|
|
1461 | if (pl->bowtype == bow_bestarrow) |
|
|
1462 | speed *= .9f; |
|
|
1463 | else |
|
|
1464 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1465 | |
|
|
1466 | op->speed_left += speed - op->speed; |
|
|
1467 | } |
|
|
1468 | #endif |
|
|
1469 | |
|
|
1470 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1471 | |
|
|
1472 | /* update the speed */ |
|
|
1473 | |
|
|
1474 | arrow->speed_left = 0; |
|
|
1475 | arrow->set_speed (max (2.f, |
|
|
1476 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1477 | + bow->stats.dam / 7.f |
|
|
1478 | )); |
|
|
1479 | |
|
|
1480 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1871 | |
1481 | |
1872 | if (op->type == PLAYER) |
1482 | if (op->type == PLAYER) |
1873 | { |
1483 | { |
1874 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1875 | fix_player (op); |
|
|
1876 | } |
|
|
1877 | |
|
|
1878 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1879 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1880 | arrow->stats.hp = arrow->stats.dam; |
|
|
1881 | arrow->stats.grace = arrow->attacktype; |
|
|
1882 | if (arrow->slaying != NULL) |
|
|
1883 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1884 | |
|
|
1885 | /* Note that this was different for monsters - they got their level |
|
|
1886 | * added to the damage. I think the strength bonus is more proper. |
|
|
1887 | */ |
|
|
1888 | |
|
|
1889 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1890 | |
|
|
1891 | /* update the speed */ |
|
|
1892 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1893 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1894 | |
|
|
1895 | if (arrow->speed < 1.0) |
|
|
1896 | arrow->speed = 1.0; |
|
|
1897 | update_ob_speed (arrow); |
|
|
1898 | arrow->speed_left = 0; |
|
|
1899 | |
|
|
1900 | if (op->type == PLAYER) |
|
|
1901 | { |
|
|
1902 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1903 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1904 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1905 | |
|
|
1906 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1484 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1485 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1486 | |
|
|
1487 | if (!arrow->slaying) |
|
|
1488 | arrow->slaying = op->slaying; |
|
|
1489 | |
|
|
1490 | arrow->attacktype |= op->attacktype; |
1907 | } |
1491 | } |
1908 | else |
1492 | else |
1909 | { |
1493 | { |
1910 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1911 | arrow->level = op->level; |
1494 | arrow->level = op->level; |
1912 | } |
1495 | arrow->stats.wc -= bow->magic; |
1913 | |
1496 | |
1914 | if (arrow->attacktype == AT_PHYSICAL) |
1497 | if (!arrow->slaying) |
|
|
1498 | arrow->slaying = bow->slaying; |
|
|
1499 | |
1915 | arrow->attacktype |= bow->attacktype; |
1500 | arrow->attacktype |= bow->attacktype; |
|
|
1501 | } |
1916 | |
1502 | |
1917 | if (bow->slaying != NULL) |
1503 | wc -= arrow->level; |
1918 | arrow->slaying = bow->slaying; |
1504 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1919 | |
1505 | |
1920 | arrow->map = m; |
1506 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1921 | arrow->move_type = MOVE_FLY_LOW; |
1507 | arrow->move_type = MOVE_FLY_LOW; |
1922 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1508 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1509 | arrow->set_flag (FLAG_NO_PICK); |
1923 | |
1510 | |
1924 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1511 | op->play_sound (sound_find ("fire_arrow")); |
1925 | insert_ob_in_map (arrow, m, op, 0); |
1512 | m->insert (arrow, sx, sy, op); |
1926 | |
1513 | |
1927 | if (!arrow->destroyed ()) |
1514 | if (!arrow->destroyed ()) |
1928 | move_arrow (arrow); |
1515 | move_arrow (arrow); |
1929 | |
|
|
1930 | if (op->type == PLAYER) |
|
|
1931 | { |
|
|
1932 | if (left->destroyed ()) |
|
|
1933 | esrv_del_item (op->contr, left->count); |
|
|
1934 | else |
|
|
1935 | esrv_send_item (op, left); |
|
|
1936 | } |
|
|
1937 | |
1516 | |
1938 | return 1; |
1517 | return 1; |
1939 | } |
1518 | } |
1940 | |
1519 | |
1941 | /* Special fire code for players - this takes into |
1520 | /* Special fire code for players - this takes into |
… | |
… | |
1943 | * but monsters can't. Putting that code here |
1522 | * but monsters can't. Putting that code here |
1944 | * makes the fire_bow code much cleaner. |
1523 | * makes the fire_bow code much cleaner. |
1945 | * this function should only be called if 'op' is a player, |
1524 | * this function should only be called if 'op' is a player, |
1946 | * hence the function name. |
1525 | * hence the function name. |
1947 | */ |
1526 | */ |
1948 | int |
1527 | static int |
1949 | player_fire_bow (object *op, int dir) |
1528 | player_fire_bow (object *op, int dir) |
1950 | { |
1529 | { |
1951 | int ret = 0, wcmod = 0; |
1530 | int ret; |
1952 | |
1531 | |
1953 | if (op->contr->bowtype == bow_bestarrow) |
1532 | if (op->contr->bowtype == bow_bestarrow) |
1954 | { |
1533 | { |
1955 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1534 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1956 | } |
1535 | } |
1957 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1536 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1958 | { |
1537 | { |
1959 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1538 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1960 | wcmod = -1; |
|
|
1961 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1539 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1962 | } |
1540 | } |
1963 | else if (op->contr->bowtype == bow_threewide) |
1541 | else if (op->contr->bowtype == bow_threewide) |
1964 | { |
1542 | { |
1965 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1543 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1966 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1544 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2))); |
1967 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1545 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2))); |
1968 | } |
1546 | } |
1969 | else if (op->contr->bowtype == bow_spreadshot) |
1547 | else if (op->contr->bowtype == bow_spreadshot) |
1970 | { |
1548 | { |
1971 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1549 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1972 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1550 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1973 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1551 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1974 | |
|
|
1975 | } |
1552 | } |
1976 | else |
1553 | else |
1977 | { |
1554 | { |
1978 | /* Simple case */ |
1555 | /* Simple case */ |
1979 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1556 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1980 | } |
1557 | } |
|
|
1558 | |
1981 | return ret; |
1559 | return ret; |
1982 | } |
1560 | } |
1983 | |
|
|
1984 | |
1561 | |
1985 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1562 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1986 | * Broken apart from 'fire' to keep it more readable. |
1563 | * Broken apart from 'fire' to keep it more readable. |
1987 | */ |
1564 | */ |
1988 | void |
1565 | static void |
1989 | fire_misc_object (object *op, int dir) |
1566 | fire_misc_object (object *op, int dir) |
1990 | { |
1567 | { |
1991 | object *item; |
1568 | object *item = op->contr->ranged_ob; |
1992 | |
1569 | |
1993 | if (!op->contr->ranges[range_misc]) |
1570 | if (!item) |
1994 | { |
1571 | { |
1995 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1572 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1996 | return; |
1573 | return; |
1997 | } |
1574 | } |
1998 | |
1575 | |
1999 | item = op->contr->ranges[range_misc]; |
|
|
2000 | if (!item->inv) |
1576 | if (!item->inv) |
2001 | { |
1577 | { |
2002 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1578 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2003 | return; |
1579 | return; |
2004 | } |
1580 | } |
|
|
1581 | |
|
|
1582 | if (!op->apply (item)) |
|
|
1583 | return; |
|
|
1584 | |
2005 | if (item->type == WAND) |
1585 | if (item->type == WAND) |
2006 | { |
1586 | { |
2007 | if (item->stats.food <= 0) |
1587 | if (item->stats.food <= 0) |
2008 | { |
1588 | { |
2009 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1589 | op->contr->play_sound (sound_find ("wand_poof")); |
2010 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1590 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1591 | |
2011 | return; |
1592 | return; |
2012 | } |
1593 | } |
2013 | } |
1594 | } |
2014 | else if (item->type == ROD || item->type == HORN) |
1595 | else if (item->type == ROD || item->type == HORN) |
2015 | { |
1596 | { |
2016 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1597 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1598 | |
|
|
1599 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1600 | // for a rod or horn, this fixes some broken rods. |
|
|
1601 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
2017 | { |
1602 | { |
2018 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1603 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1604 | |
2019 | if (item->type == ROD) |
1605 | if (item->type == ROD) |
2020 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1606 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2021 | else |
1607 | else |
2022 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1608 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1609 | |
2023 | return; |
1610 | return; |
2024 | } |
1611 | } |
2025 | } |
1612 | } |
2026 | |
1613 | |
2027 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1614 | if (cast_spell (op, item, dir, item->inv, NULL)) |
2028 | { |
1615 | { |
2029 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1616 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1617 | |
2030 | if (item->type == WAND) |
1618 | if (item->type == WAND) |
2031 | { |
1619 | { |
2032 | if (!(--item->stats.food)) |
1620 | if (!(--item->stats.food)) |
2033 | { |
1621 | { |
2034 | object *tmp; |
|
|
2035 | |
|
|
2036 | if (item->arch) |
1622 | if (item->arch) |
2037 | { |
1623 | { |
2038 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1624 | item->clr_flag (FLAG_ANIMATE); |
2039 | item->face = item->arch->clone.face; |
1625 | item->face = item->arch->face; |
2040 | item->speed = 0; |
1626 | item->set_speed (0); |
2041 | update_ob_speed (item); |
|
|
2042 | } |
1627 | } |
2043 | if ((tmp = is_player_inv (item))) |
1628 | |
|
|
1629 | if (object *pl = item->visible_to ()) |
2044 | esrv_update_item (UPD_ANIM, tmp, item); |
1630 | esrv_update_item (UPD_ANIM, pl, item); |
2045 | } |
1631 | } |
2046 | } |
1632 | } |
2047 | else if (item->type == ROD || item->type == HORN) |
1633 | else if (item->type == ROD || item->type == HORN) |
2048 | { |
|
|
2049 | drain_rod_charge (item); |
1634 | drain_rod_charge (item); |
2050 | } |
|
|
2051 | } |
1635 | } |
2052 | } |
1636 | } |
2053 | |
1637 | |
2054 | /* Received a fire command for the player - go and do it. |
1638 | /* Received a fire command for the player - go and do it. |
2055 | */ |
1639 | */ |
2056 | void |
1640 | bool |
2057 | fire (object *op, int dir) |
1641 | fire (object *who, int dir) |
2058 | { |
1642 | { |
2059 | int spellcost = 0; |
1643 | int spellcost = 0; |
2060 | |
1644 | |
|
|
1645 | player *pl = who->contr; |
|
|
1646 | |
|
|
1647 | if (pl->golem) |
|
|
1648 | { |
|
|
1649 | control_golem (who->contr->golem, dir); |
|
|
1650 | return false; |
|
|
1651 | } |
|
|
1652 | |
|
|
1653 | object *ob = pl->ranged_ob; |
|
|
1654 | |
|
|
1655 | if (!ob) |
|
|
1656 | return false; |
|
|
1657 | |
|
|
1658 | if (who->speed_left > 0.f) |
|
|
1659 | --who->speed_left; |
|
|
1660 | else |
|
|
1661 | return false; |
|
|
1662 | |
|
|
1663 | if (!who->apply (ob)) |
|
|
1664 | return false; |
|
|
1665 | |
2061 | /* check for loss of invisiblity/hide */ |
1666 | /* check for loss of invisiblity/hide */ |
2062 | if (action_makes_visible (op)) |
1667 | if (action_makes_visible (who)) |
2063 | make_visible (op); |
1668 | make_visible (who); |
2064 | |
1669 | |
2065 | switch (op->contr->shoottype) |
1670 | switch (ob->type) |
2066 | { |
1671 | { |
2067 | case range_none: |
1672 | case BOW: |
2068 | return; |
|
|
2069 | |
|
|
2070 | case range_bow: |
|
|
2071 | player_fire_bow (op, dir); |
1673 | player_fire_bow (who, dir); |
2072 | return; |
1674 | break; |
2073 | |
1675 | |
2074 | case range_magic: /* Casting spells */ |
1676 | case SPELL: |
2075 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1677 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
2076 | return; |
1678 | break; |
2077 | |
1679 | |
2078 | case range_misc: |
1680 | case BUILDER: |
2079 | fire_misc_object (op, dir); |
|
|
2080 | return; |
|
|
2081 | |
|
|
2082 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2083 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2084 | { |
|
|
2085 | op->contr->ranges[range_golem] = 0; |
|
|
2086 | op->contr->shoottype = range_none; |
|
|
2087 | } |
|
|
2088 | else |
|
|
2089 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2090 | return; |
|
|
2091 | |
|
|
2092 | case range_skill: |
|
|
2093 | if (!op->chosen_skill) |
|
|
2094 | { |
|
|
2095 | if (op->type == PLAYER) |
|
|
2096 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2097 | return; |
|
|
2098 | } |
|
|
2099 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2100 | return; |
|
|
2101 | case range_builder: |
|
|
2102 | apply_map_builder (op, dir); |
1681 | apply_map_builder (who, dir); |
2103 | return; |
1682 | break; |
|
|
1683 | |
|
|
1684 | case SKILL: |
|
|
1685 | do_skill (who, who, ob, dir, 0); |
|
|
1686 | break; |
|
|
1687 | |
|
|
1688 | case RANGED: |
|
|
1689 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1690 | break; |
|
|
1691 | |
2104 | default: |
1692 | default: |
2105 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1693 | fire_misc_object (who, dir); |
2106 | return; |
1694 | break; |
2107 | } |
1695 | } |
2108 | } |
|
|
2109 | |
1696 | |
|
|
1697 | return true; |
|
|
1698 | } |
2110 | |
1699 | |
2111 | |
1700 | static object * |
2112 | /* find_key |
|
|
2113 | * We try to find a key for the door as passed. If we find a key |
|
|
2114 | * and successfully use it, we return the key, otherwise NULL |
|
|
2115 | * This function merges both normal and locked door, since the logic |
|
|
2116 | * for both is the same - just the specific key is different. |
|
|
2117 | * pl is the player, |
|
|
2118 | * inv is the objects inventory to searched |
|
|
2119 | * door is the door we are trying to match against. |
|
|
2120 | * This function can be called recursively to search containers. |
|
|
2121 | */ |
|
|
2122 | |
|
|
2123 | object * |
|
|
2124 | find_key (object *pl, object *container, object *door) |
1701 | find_key_ (object *pl, object *container, object *door) |
2125 | { |
1702 | { |
2126 | object *tmp, *key; |
1703 | object *tmp, *key; |
2127 | |
1704 | |
2128 | /* Should not happen, but sanity checking is never bad */ |
1705 | /* Should not happen, but sanity checking is never bad */ |
2129 | if (container->inv == NULL) |
1706 | if (!container->inv) |
2130 | return NULL; |
1707 | return 0; |
2131 | |
1708 | |
2132 | /* First, lets try to find a key in the top level inventory */ |
1709 | /* First, lets try to find a key in the top level inventory */ |
2133 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1710 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2134 | { |
1711 | { |
2135 | if (door->type == DOOR && tmp->type == KEY) |
1712 | if (door->type == DOOR && tmp->type == KEY) |
2136 | break; |
1713 | break; |
|
|
1714 | |
2137 | /* For sanity, we should really check door type, but other stuff |
1715 | /* For sanity, we should really check door type, but other stuff |
2138 | * (like containers) can be locked with special keys |
1716 | * (like containers) can be locked with special keys |
2139 | */ |
1717 | */ |
2140 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1718 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2141 | break; |
1719 | break; |
2142 | } |
1720 | } |
|
|
1721 | |
2143 | /* No key found - lets search inventories now */ |
1722 | /* No key found - lets search inventories now */ |
2144 | /* If we find and use a key in an inventory, return at that time. |
1723 | /* If we find and use a key in an inventory, return at that time. |
2145 | * otherwise, if we search all the inventories and still don't find |
1724 | * otherwise, if we search all the inventories and still don't find |
2146 | * a key, return |
1725 | * a key, return |
2147 | */ |
1726 | */ |
2148 | if (!tmp) |
1727 | if (!tmp) |
2149 | { |
1728 | { |
2150 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1729 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2151 | { |
|
|
2152 | /* No reason to search empty containers */ |
1730 | /* No reason to search empty containers */ |
2153 | if (tmp->type == CONTAINER && tmp->inv) |
1731 | if (tmp->type == CONTAINER && tmp->inv) |
2154 | { |
|
|
2155 | if ((key = find_key (pl, tmp, door)) != NULL) |
1732 | if ((key = find_key_ (pl, tmp, door))) |
2156 | return key; |
1733 | return key; |
2157 | } |
1734 | |
2158 | } |
|
|
2159 | if (!tmp) |
1735 | if (!tmp) |
2160 | return NULL; |
1736 | return 0; |
2161 | } |
1737 | } |
|
|
1738 | |
2162 | /* We get down here if we have found a key. Now if its in a container, |
1739 | /* We get down here if we have found a key. Now if its in a container, |
2163 | * see if we actually want to use it |
1740 | * see if we actually want to use it |
2164 | */ |
1741 | */ |
2165 | if (pl != container) |
1742 | if (pl != container) |
2166 | { |
1743 | { |
2167 | /* Only let players use keys in containers */ |
1744 | /* Only let players use keys in containers */ |
2168 | if (!pl->contr) |
1745 | if (!pl->contr) |
2169 | return NULL; |
1746 | return 0; |
|
|
1747 | |
2170 | /* cases where this fails: |
1748 | /* cases where this fails: |
2171 | * If we only search the player inventory, return now since we |
1749 | * If we only search the player inventory, return now since we |
2172 | * are not in the players inventory. |
1750 | * are not in the players inventory. |
2173 | * If the container is not active, return now since only active |
1751 | * If the container is not active, return now since only active |
2174 | * containers can be used. |
1752 | * containers can be used. |
… | |
… | |
2178 | * inv must have been an container and must have been active. |
1756 | * inv must have been an container and must have been active. |
2179 | * |
1757 | * |
2180 | * Change the color so that the message doesn't disappear with |
1758 | * Change the color so that the message doesn't disappear with |
2181 | * all the others. |
1759 | * all the others. |
2182 | */ |
1760 | */ |
2183 | if (pl->contr->usekeys == key_inventory || |
1761 | if (pl->contr->usekeys == key_inventory |
2184 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1762 | || !container->flag [FLAG_APPLIED] |
2185 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1763 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
2186 | { |
1764 | { |
2187 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1765 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2188 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1766 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2189 | return NULL; |
1767 | return NULL; |
2190 | } |
1768 | } |
2191 | } |
1769 | } |
|
|
1770 | |
2192 | return tmp; |
1771 | return tmp; |
|
|
1772 | } |
|
|
1773 | |
|
|
1774 | /* find_key |
|
|
1775 | * We try to find a key for the door as passed. If we find a key |
|
|
1776 | * and successfully use it, we return the key, otherwise NULL |
|
|
1777 | * This function merges both normal and locked door, since the logic |
|
|
1778 | * for both is the same - just the specific key is different. |
|
|
1779 | * pl is the player, |
|
|
1780 | * inv is the objects inventory to searched |
|
|
1781 | * door is the door we are trying to match against. |
|
|
1782 | * This function can be called recursively to search containers. |
|
|
1783 | */ |
|
|
1784 | object * |
|
|
1785 | find_key (object *pl, object *container, object *door) |
|
|
1786 | { |
|
|
1787 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1788 | { |
|
|
1789 | // for match expressions, we try to find the key by applying the match |
|
|
1790 | // to the op itself, which is supposed to find the "key", instead |
|
|
1791 | // of searching through containers ourselves. |
|
|
1792 | |
|
|
1793 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1794 | } |
|
|
1795 | else |
|
|
1796 | return find_key_ (pl, container, door); |
2193 | } |
1797 | } |
2194 | |
1798 | |
2195 | /* moved door processing out of move_player_attack. |
1799 | /* moved door processing out of move_player_attack. |
2196 | * returns 1 if player has opened the door with a key |
1800 | * returns 1 if player has opened the door with a key |
2197 | * such that the caller should not do anything more, |
1801 | * such that the caller should not do anything more, |
2198 | * 0 otherwise |
1802 | * 0 otherwise |
2199 | */ |
1803 | */ |
2200 | static int |
1804 | static int |
2201 | player_attack_door (object *op, object *door) |
1805 | player_attack_door (object *op, object *door) |
2202 | { |
1806 | { |
2203 | |
|
|
2204 | /* If its a door, try to find a use a key. If we do destroy the door, |
1807 | /* If its a door, try to find a key. If we do destroy the door, |
2205 | * might as well return immediately as there is nothing more to do - |
1808 | * might as well return immediately as there is nothing more to do - |
2206 | * otherwise, we fall through to the rest of the code. |
1809 | * otherwise, we fall through to the rest of the code. |
2207 | */ |
1810 | */ |
2208 | object *key = find_key (op, op, door); |
1811 | object *key = find_key (op, op, door); |
2209 | |
1812 | |
2210 | /* IF we found a key, do some extra work */ |
1813 | /* If we found a key, do some extra work */ |
2211 | if (key) |
1814 | if (key) |
2212 | { |
1815 | { |
2213 | object *container = key->env; |
1816 | object *container = key->env; |
2214 | |
1817 | |
2215 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2216 | if (action_makes_visible (op)) |
1818 | if (action_makes_visible (op)) |
2217 | make_visible (op); |
1819 | make_visible (op); |
|
|
1820 | |
2218 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1821 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2219 | spring_trap (door->inv, op); |
1822 | spring_trap (door->inv, op); |
|
|
1823 | |
2220 | if (door->type == DOOR) |
1824 | if (door->type == DOOR) |
2221 | { |
|
|
2222 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1825 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2223 | } |
|
|
2224 | else if (door->type == LOCKED_DOOR) |
1826 | else if (door->type == LOCKED_DOOR) |
2225 | { |
1827 | { |
2226 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1828 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2227 | remove_door2 (door); /* remove door without violence ;-) */ |
1829 | remove_door2 (door); /* remove door without violence ;-) */ |
2228 | } |
1830 | } |
|
|
1831 | |
2229 | /* Do this after we print the message */ |
1832 | /* Do this after we print the message */ |
2230 | decrease_ob (key); /* Use up one of the keys */ |
1833 | key->decrease (); /* Use up one of the keys */ |
2231 | /* Need to update the weight the container the key was in */ |
1834 | |
2232 | if (container != op) |
|
|
2233 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2234 | return 1; /* Nothing more to do below */ |
1835 | return 1; /* Nothing more to do below */ |
2235 | } |
1836 | } |
2236 | else if (door->type == LOCKED_DOOR) |
1837 | else if (door->type == LOCKED_DOOR) |
2237 | { |
1838 | { |
2238 | /* Might as well return now - no other way to open this */ |
1839 | /* Might as well return now - no other way to open this */ |
2239 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1840 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2240 | return 1; |
1841 | return 1; |
2241 | } |
1842 | } |
|
|
1843 | |
2242 | return 0; |
1844 | return 0; |
2243 | } |
1845 | } |
2244 | |
1846 | |
2245 | /* This function is just part of a breakup from move_player. |
1847 | /* This function is just part of a breakup from move_player. |
2246 | * It should keep the code cleaner. |
1848 | * It should keep the code cleaner. |
2247 | * When this is called, the players direction has been updated |
1849 | * When this is called, the players direction has been updated |
2248 | * (taking into account confusion.) The player is also actually |
1850 | * (taking into account confusion.) The player is also actually |
2249 | * going to try and move (not fire weapons). |
1851 | * going to try and move (not fire weapons). |
2250 | */ |
1852 | */ |
2251 | |
1853 | bool |
2252 | void |
|
|
2253 | move_player_attack (object *op, int dir) |
1854 | move_player_attack (object *op, int dir) |
2254 | { |
1855 | { |
2255 | object *tmp, *mon; |
1856 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2256 | sint16 nx, ny; |
1857 | { |
2257 | int on_battleground; |
1858 | --op->speed_left; |
2258 | maptile *m; |
1859 | return true; |
|
|
1860 | } |
2259 | |
1861 | |
2260 | nx = freearr_x[dir] + op->x; |
1862 | sint16 nx = DIRX (dir) + op->x; |
2261 | ny = freearr_y[dir] + op->y; |
1863 | sint16 ny = DIRY (dir) + op->y; |
2262 | |
1864 | |
2263 | on_battleground = op_on_battleground (op, NULL, NULL); |
1865 | if (out_of_map (op->map, nx, ny)) |
|
|
1866 | return false; |
2264 | |
1867 | |
2265 | /* If braced, or can't move to the square, and it is not out of the |
1868 | /* If braced, or can't move to the square, and it is not out of the |
2266 | * map, attack it. Note order of if statement is important - don't |
1869 | * map, attack it. Note order of if statement is important - don't |
2267 | * want to be calling move_ob if braced, because move_ob will move the |
1870 | * want to be calling move_ob if braced, because move_ob will move the |
2268 | * player. This is a pretty nasty hack, because if we could |
1871 | * player. This is a pretty nasty hack, because if we could |
2269 | * move to some space, it then means that if we are braced, we should |
1872 | * move to some space, it then means that if we are braced, we should |
2270 | * do nothing at all. As it is, if we are braced, we go through |
1873 | * do nothing at all. As it is, if we are braced, we go through |
2271 | * quite a bit of processing. However, it probably is less than what |
1874 | * quite a bit of processing. However, it probably is less than what |
2272 | * move_ob uses. |
1875 | * move_ob uses. |
2273 | */ |
1876 | */ |
2274 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1877 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1878 | |
|
|
1879 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1880 | * we find a monster - that is something we know we want to attack. |
|
|
1881 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1882 | * on the space |
|
|
1883 | */ |
|
|
1884 | object *mon; |
|
|
1885 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1886 | { |
|
|
1887 | if ((mon->flag [FLAG_ALIVE] |
|
|
1888 | || mon->type == LOCKED_DOOR |
|
|
1889 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1890 | && mon != op) |
|
|
1891 | break; |
2275 | { |
1892 | } |
2276 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1893 | |
|
|
1894 | /* no monster == player tries to move into a wall or so */ |
|
|
1895 | if (!mon) |
|
|
1896 | { |
|
|
1897 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1898 | if (op->move_type & ob->move_block) |
2277 | { |
1899 | { |
2278 | m = get_map_from_coord (op->map, &nx, &ny); |
1900 | if (ob->move_block == MOVE_ALL) |
2279 | if (!m) |
1901 | move_into_wall (op, ob); |
2280 | return; /* Don't think this should happen */ |
1902 | else |
|
|
1903 | { |
|
|
1904 | if (op->contr->ns->bumpmsg) |
|
|
1905 | { |
|
|
1906 | op->play_sound (sound_find ("blocked_move")); |
|
|
1907 | |
|
|
1908 | op->statusmsg (ob->invisible |
|
|
1909 | ? "Something blocks you." |
|
|
1910 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1911 | ); |
|
|
1912 | } |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | break; |
|
|
1916 | } |
|
|
1917 | |
|
|
1918 | return false; |
|
|
1919 | } |
|
|
1920 | |
|
|
1921 | mon = mon->head_ (); |
|
|
1922 | |
|
|
1923 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1924 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1925 | if (player_attack_door (op, mon)) |
|
|
1926 | { |
|
|
1927 | --op->contr->weapon_sp_left; |
|
|
1928 | return true; |
|
|
1929 | } |
|
|
1930 | |
|
|
1931 | /* The following deals with possibly attacking peaceful |
|
|
1932 | * or friendly creatures. Basically, all players are considered |
|
|
1933 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1934 | * object should be pushed instead of attacked. It is assumed that |
|
|
1935 | * if you are braced, you will not attack friends accidently, |
|
|
1936 | * and thus will not push them. |
|
|
1937 | */ |
|
|
1938 | |
|
|
1939 | /* If the creature is a pet, push it even if the player is not |
|
|
1940 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1941 | * player owns it and it is either friendly or unagressive. |
|
|
1942 | */ |
|
|
1943 | if (op->type == PLAYER |
|
|
1944 | && ((mon->owner && mon->owner->contr |
|
|
1945 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1946 | || mon->owner == op) |
|
|
1947 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
|
|
1948 | { |
|
|
1949 | /* If we're braced, we don't want to switch places with it */ |
|
|
1950 | if (op->contr->braced) |
|
|
1951 | return false; |
|
|
1952 | |
|
|
1953 | if (op->speed_left > 0.f) |
|
|
1954 | { |
|
|
1955 | --op->speed_left; |
|
|
1956 | |
|
|
1957 | op->play_sound (sound_find ("push_player")); |
|
|
1958 | push_ob (mon, dir, op); |
|
|
1959 | |
|
|
1960 | if (action_makes_visible (op)) |
|
|
1961 | make_visible (op); |
|
|
1962 | |
|
|
1963 | return true; |
2281 | } |
1964 | } |
2282 | else |
1965 | else |
2283 | m = op->map; |
|
|
2284 | |
|
|
2285 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
|
|
2286 | { |
|
|
2287 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2288 | return; |
1966 | return false; |
2289 | } |
1967 | } |
2290 | |
1968 | |
2291 | mon = NULL; |
1969 | bool on_battleground = op_on_battleground (op, 0, 0); |
2292 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2293 | * we find a monster - that is something we know we want to attack. |
|
|
2294 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2295 | * on the space |
|
|
2296 | */ |
|
|
2297 | while (tmp != NULL) |
|
|
2298 | { |
|
|
2299 | if (tmp == op) |
|
|
2300 | { |
|
|
2301 | tmp = tmp->above; |
|
|
2302 | continue; |
|
|
2303 | } |
|
|
2304 | |
1970 | |
2305 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2306 | { |
|
|
2307 | mon = tmp; |
|
|
2308 | break; |
|
|
2309 | } |
|
|
2310 | |
|
|
2311 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2312 | mon = tmp; |
|
|
2313 | |
|
|
2314 | tmp = tmp->above; |
|
|
2315 | } |
|
|
2316 | |
|
|
2317 | if (mon == NULL) /* This happens anytime the player tries to move */ |
|
|
2318 | return; /* into a wall */ |
|
|
2319 | |
|
|
2320 | if (mon->head != NULL) |
|
|
2321 | mon = mon->head; |
|
|
2322 | |
|
|
2323 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2324 | if (player_attack_door (op, mon)) |
|
|
2325 | return; |
|
|
2326 | |
|
|
2327 | /* The following deals with possibly attacking peaceful |
|
|
2328 | * or frienddly creatures. Basically, all players are considered |
|
|
2329 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2330 | * object should be pushed instead of attacked. It is assumed that |
|
|
2331 | * if you are braced, you will not attack friends accidently, |
|
|
2332 | * and thus will not push them. |
|
|
2333 | */ |
|
|
2334 | |
|
|
2335 | /* If the creature is a pet, push it even if the player is not |
|
|
2336 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2337 | * player owns it and it is either friendly or unagressive. |
|
|
2338 | */ |
|
|
2339 | if ((op->type == PLAYER) |
|
|
2340 | #if COZY_SERVER |
|
|
2341 | && |
|
|
2342 | ((mon->owner && mon->owner->contr |
|
|
2343 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2344 | #else |
|
|
2345 | && mon->owner == op |
|
|
2346 | #endif |
|
|
2347 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2348 | { |
|
|
2349 | /* If we're braced, we don't want to switch places with it */ |
|
|
2350 | if (op->contr->braced) |
|
|
2351 | return; |
|
|
2352 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2353 | (void) push_ob (mon, dir, op); |
|
|
2354 | if (op->contr->tmp_invis || op->hide) |
|
|
2355 | make_visible (op); |
|
|
2356 | return; |
|
|
2357 | } |
|
|
2358 | |
|
|
2359 | /* in certain circumstances, you shouldn't attack friendly |
1971 | /* in certain circumstances, you shouldn't attack friendly |
2360 | * creatures. Note that if you are braced, you can't push |
1972 | * creatures. Note that if you are braced, you can't push |
2361 | * someone, but put it inside this loop so that you won't |
1973 | * someone, but put it inside this loop so that you won't |
2362 | * attack them either. |
1974 | * attack them either. |
2363 | */ |
1975 | */ |
2364 | if ((mon->type == PLAYER || mon->enemy != op) && |
1976 | if ((mon->type == PLAYER || mon->enemy != op) |
2365 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1977 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2366 | #ifdef PROHIBIT_PLAYERKILL |
1978 | && ((op->contr->peaceful |
2367 | (op->contr->peaceful |
1979 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2368 | || (mon->type == PLAYER |
1980 | && !on_battleground)) |
2369 | && mon->contr-> |
1981 | { |
2370 | peaceful)) && |
1982 | if (op->speed_left > 0.f) |
2371 | #else |
|
|
2372 | op->contr->peaceful && |
|
|
2373 | #endif |
|
|
2374 | !on_battleground)) |
|
|
2375 | { |
1983 | { |
|
|
1984 | --op->speed_left; |
|
|
1985 | |
2376 | if (!op->contr->braced) |
1986 | if (!op->contr->braced) |
2377 | { |
1987 | { |
2378 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1988 | op->play_sound (sound_find ("push_player")); |
2379 | (void) push_ob (mon, dir, op); |
1989 | push_ob (mon, dir, op); |
2380 | } |
1990 | } |
2381 | else |
1991 | else |
2382 | { |
1992 | op->statusmsg ("You withhold your attack"); |
2383 | new_draw_info (0, 0, op, "You withhold your attack"); |
1993 | |
2384 | } |
|
|
2385 | if (op->contr->tmp_invis || op->hide) |
1994 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2386 | make_visible (op); |
1995 | make_visible (op); |
2387 | } |
|
|
2388 | |
1996 | |
|
|
1997 | return true; |
|
|
1998 | } |
|
|
1999 | } |
2389 | /* If the object is a boulder or other rollable object, then |
2000 | /* If the object is a boulder or other rollable object, then |
2390 | * roll it if not braced. You can't roll it if you are braced. |
2001 | * roll it if not braced. You can't roll it if you are braced. |
2391 | */ |
2002 | */ |
2392 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2003 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
|
|
2004 | { |
|
|
2005 | if (op->speed_left > 0.f) |
2393 | { |
2006 | { |
|
|
2007 | --op->speed_left; |
|
|
2008 | |
2394 | recursive_roll (mon, dir, op); |
2009 | recursive_roll (mon, dir, op); |
2395 | if (action_makes_visible (op)) |
2010 | if (action_makes_visible (op)) |
2396 | make_visible (op); |
2011 | make_visible (op); |
2397 | } |
|
|
2398 | |
2012 | |
|
|
2013 | return true; |
|
|
2014 | } |
|
|
2015 | } |
2399 | /* Any generic living creature. Including things like doors. |
2016 | /* Any generic living creature. Including things like doors. |
2400 | * Way it works is like this: First, it must have some hit points |
2017 | * Way it works is like this: First, it must have some hit points |
2401 | * and be living. Then, it must be one of the following: |
2018 | * and be living. Then, it must be one of the following: |
2402 | * 1) Not a player, 2) A player, but of a different party. Note |
2019 | * 1) Not a player, 2) A player, but of a different party. Note |
2403 | * that party_number -1 is no party, so attacks can still happen. |
2020 | * that party_number -1 is no party, so attacks can still happen. |
2404 | */ |
2021 | */ |
2405 | |
|
|
2406 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2022 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2407 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2023 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2408 | { |
2024 | { |
2409 | |
2025 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2410 | /* If the player hasn't hit something this tick, and does |
|
|
2411 | * so, give them speed boost based on weapon speed. Doing |
|
|
2412 | * it here is better than process_players2, which basically |
|
|
2413 | * incurred a 1 tick offset. |
|
|
2414 | */ |
|
|
2415 | if (!op->contr->has_hit) |
|
|
2416 | { |
2026 | { |
2417 | op->speed_left += op->speed / op->contr->weapon_sp; |
2027 | --op->contr->weapon_sp_left; |
2418 | |
2028 | |
2419 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2420 | } |
|
|
2421 | |
|
|
2422 | skill_attack (mon, op, 0, NULL, NULL); |
2029 | skill_attack (mon, op, 0, 0, 0); |
2423 | |
2030 | |
2424 | /* If attacking another player, that player gets automatic |
|
|
2425 | * hitback, and doesn't loose luck either. |
|
|
2426 | * Disable hitback on the battleground or if the target is |
|
|
2427 | * the wiz. |
|
|
2428 | */ |
|
|
2429 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2430 | { |
|
|
2431 | short luck = mon->stats.luck; |
|
|
2432 | |
|
|
2433 | mon->contr->has_hit = 1; |
|
|
2434 | skill_attack (op, mon, 0, NULL, NULL); |
|
|
2435 | mon->stats.luck = luck; |
|
|
2436 | } |
|
|
2437 | if (action_makes_visible (op)) |
2031 | if (action_makes_visible (op)) |
2438 | make_visible (op); |
2032 | make_visible (op); |
2439 | } |
|
|
2440 | } /* if player should attack something */ |
|
|
2441 | } |
|
|
2442 | |
2033 | |
2443 | int |
2034 | return true; |
|
|
2035 | } |
|
|
2036 | } |
|
|
2037 | |
|
|
2038 | return false; |
|
|
2039 | } |
|
|
2040 | |
|
|
2041 | bool |
2444 | move_player (object *op, int dir) |
2042 | move_player (object *op, int dir) |
2445 | { |
2043 | { |
2446 | int pick; |
2044 | if (!op->map || op->map->state != MAP_ACTIVE) |
2447 | |
|
|
2448 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
|
|
2449 | return 0; |
2045 | return 0; |
2450 | |
2046 | |
2451 | /* Sanity check: make sure dir is valid */ |
2047 | /* Sanity check: make sure dir is valid */ |
2452 | if ((dir < 0) || (dir >= 9)) |
2048 | if (dir < 0 || dir > 8) |
2453 | { |
2049 | { |
2454 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2050 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2455 | return 0; |
2051 | return 0; |
2456 | } |
2052 | } |
2457 | |
2053 | |
2458 | /* peterm: added following line */ |
2054 | /* peterm: added following line */ |
2459 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2055 | if (op->flag [FLAG_CONFUSED] && dir) |
2460 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2056 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2461 | |
2057 | |
2462 | op->facing = dir; |
2058 | op->facing = dir; |
2463 | |
2059 | |
2464 | if (op->hide) |
2060 | if (op->flag [FLAG_HIDDEN]) |
2465 | do_hidden_move (op); |
2061 | do_hidden_move (op); |
2466 | |
2062 | |
|
|
2063 | bool retval; |
|
|
2064 | int pick = 0; |
|
|
2065 | |
2467 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2066 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2468 | /*nop */ ; |
2067 | retval = RESULT_INT (0); |
2469 | else if (op->contr->fire_on) |
2068 | else if (op->contr->fire_on) |
2470 | fire (op, dir); |
2069 | retval = fire (op, dir); |
2471 | else |
2070 | else |
2472 | { |
2071 | { |
2473 | move_player_attack (op, dir); |
2072 | retval = move_player_attack (op, dir); |
2474 | pick = check_pick (op); |
2073 | pick = check_pick (op); |
2475 | } |
2074 | } |
2476 | |
2075 | |
2477 | /* Add special check for newcs players and fire on - this way, the |
2076 | /* Add special check for newcs players and fire on - this way, the |
2478 | * server can handle repeat firing. |
2077 | * server can handle repeat firing. |
2479 | */ |
2078 | */ |
2480 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2079 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2481 | { |
|
|
2482 | op->direction = dir; |
2080 | op->direction = dir; |
2483 | } |
|
|
2484 | else |
2081 | else |
2485 | { |
|
|
2486 | op->direction = 0; |
2082 | op->direction = 0; |
2487 | } |
2083 | |
2488 | /* Update how the player looks. Use the facing, so direction may |
2084 | /* Update how the player looks. Use the facing, so direction may |
2489 | * get reset to zero. This allows for full animation capabilities |
2085 | * get reset to zero. This allows for full animation capabilities |
2490 | * for players. |
2086 | * for players. |
2491 | */ |
2087 | */ |
2492 | animate_object (op, op->facing); |
2088 | animate_object (op, op->facing); |
2493 | return 0; |
2089 | |
|
|
2090 | return retval; |
2494 | } |
2091 | } |
2495 | |
2092 | |
2496 | /* This is similar to handle_player, below, but is only used by the |
2093 | /* This is similar to handle_player, below, but is only used by the |
2497 | * new client/server stuff. |
2094 | * new client/server stuff. |
2498 | * This is sort of special, in that the new client/server actually uses |
2095 | * This is sort of special, in that the new client/server actually uses |
2499 | * the new speed values for commands. |
2096 | * the new speed values for commands. |
2500 | * |
2097 | * |
2501 | * Returns true if there are more actions we can do. |
2098 | * Returns true if there are more actions we can do. Should not do |
|
|
2099 | * many actions in a row, as that would be too unfair to other |
|
|
2100 | * players. |
2502 | */ |
2101 | */ |
2503 | int |
2102 | bool |
2504 | handle_newcs_player (object *op) |
2103 | handle_newcs_player (object *op) |
2505 | { |
2104 | { |
2506 | if (op->contr->hidden) |
2105 | if (op->flag [FLAG_SCARED]) |
2507 | { |
|
|
2508 | op->invisible = 1000; |
|
|
2509 | /* the socket code flashes the player visible/invisible |
|
|
2510 | * depending on the value of invisible, so we need to |
|
|
2511 | * alternate it here for it to work correctly. |
|
|
2512 | */ |
|
|
2513 | if (pticks & 2) |
|
|
2514 | op->invisible--; |
|
|
2515 | } |
2106 | { |
2516 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2107 | if (op->speed_left > 0.f) |
2517 | { |
|
|
2518 | op->invisible--; |
|
|
2519 | if (!op->invisible) |
|
|
2520 | { |
|
|
2521 | make_visible (op); |
|
|
2522 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2523 | } |
2108 | { |
2524 | } |
|
|
2525 | |
|
|
2526 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2527 | { |
|
|
2528 | flee_player (op); |
|
|
2529 | /* If player is still scared, that is his action for this tick */ |
|
|
2530 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2531 | { |
|
|
2532 | op->speed_left--; |
2109 | --op->speed_left; |
|
|
2110 | flee_player (op); |
|
|
2111 | |
2533 | return 0; |
2112 | return true; |
2534 | } |
2113 | } |
|
|
2114 | else |
|
|
2115 | return false; |
2535 | } |
2116 | } |
2536 | |
|
|
2537 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2538 | * the player object still points to the defunct golem. The code that |
|
|
2539 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2540 | * put this in a a workaround to clean up the golem pointer. |
|
|
2541 | */ |
|
|
2542 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2543 | op->contr->ranges[range_golem] = 0; |
|
|
2544 | |
2117 | |
2545 | /* call this here - we also will call this in do_ericserver, but |
2118 | /* call this here - we also will call this in do_ericserver, but |
2546 | * the players time has been increased when doericserver has been |
2119 | * the players time has been increased when doericserver has been |
2547 | * called, so we recheck it here. |
2120 | * called, so we recheck it here. |
2548 | */ |
2121 | */ |
2549 | HandleClient (op->contr->socket, op->contr); |
2122 | if (op->contr->ns->handle_command ()) |
2550 | if (op->speed_left < 0) |
2123 | return true; |
|
|
2124 | |
|
|
2125 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
|
|
2126 | return move_player (op, op->direction); |
|
|
2127 | |
|
|
2128 | return false; |
|
|
2129 | } |
|
|
2130 | |
|
|
2131 | static int |
|
|
2132 | save_life (object *op) |
|
|
2133 | { |
|
|
2134 | if (!op->flag [FLAG_LIFESAVE]) |
2551 | return 0; |
2135 | return 0; |
2552 | |
2136 | |
2553 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
|
|
2554 | { |
|
|
2555 | /* All move commands take 1 tick, at least for now */ |
|
|
2556 | op->speed_left--; |
|
|
2557 | |
|
|
2558 | /* Instead of all the stuff below, let move_player take care |
|
|
2559 | * of it. Also, some of the skill stuff is only put in |
|
|
2560 | * there, as well as the confusion stuff. |
|
|
2561 | */ |
|
|
2562 | move_player (op, op->direction); |
|
|
2563 | if (op->speed_left > 0) |
|
|
2564 | return 1; |
|
|
2565 | else |
|
|
2566 | return 0; |
|
|
2567 | } |
|
|
2568 | |
|
|
2569 | return 0; |
|
|
2570 | } |
|
|
2571 | |
|
|
2572 | int |
|
|
2573 | save_life (object *op) |
|
|
2574 | { |
|
|
2575 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
|
|
2576 | return 0; |
|
|
2577 | |
|
|
2578 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2137 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2579 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2138 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2580 | { |
2139 | { |
2581 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2140 | op->play_sound (sound_find ("ob_evaporate")); |
2582 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2141 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2583 | |
2142 | |
2584 | if (op->contr) |
|
|
2585 | esrv_del_item (op->contr, tmp->count); |
|
|
2586 | |
|
|
2587 | tmp->destroy (); |
2143 | tmp->destroy (); |
2588 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2144 | op->clr_flag (FLAG_LIFESAVE); |
2589 | |
2145 | |
2590 | if (op->stats.hp < 0) |
2146 | if (op->stats.hp < 0) |
2591 | op->stats.hp = op->stats.maxhp; |
2147 | op->stats.hp = op->stats.maxhp; |
2592 | |
2148 | |
2593 | if (op->stats.food < 0) |
2149 | if (op->stats.food < 0) |
2594 | op->stats.food = 999; |
2150 | op->stats.food = MAX_FOOD; |
2595 | |
2151 | |
2596 | fix_player (op); |
2152 | op->update_stats (); |
2597 | return 1; |
2153 | return 1; |
2598 | } |
2154 | } |
2599 | |
2155 | |
2600 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2156 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2601 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2157 | op->clr_flag (FLAG_LIFESAVE); |
2602 | enter_player_savebed (op); /* bring him home. */ |
2158 | enter_player_savebed (op); /* bring him home. */ |
2603 | return 0; |
2159 | return 0; |
2604 | } |
2160 | } |
2605 | |
2161 | |
2606 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2162 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2607 | * back in the map (location and map determined by values of env). This |
2163 | * back in the map (location and map determined by values of env). This |
2608 | * function will descend into containers. op is the object to start the search |
2164 | * function will descend into containers. op is the object to start the search |
2609 | * from. |
2165 | * from. |
2610 | */ |
2166 | */ |
|
|
2167 | static void |
|
|
2168 | drop_unpaid_items (object *op, object *env) |
|
|
2169 | { |
|
|
2170 | while (op) |
|
|
2171 | { |
|
|
2172 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2173 | |
|
|
2174 | if (op->flag [FLAG_UNPAID]) |
|
|
2175 | op->insert_at (env); |
|
|
2176 | else if (op->inv) |
|
|
2177 | drop_unpaid_items (op->inv, env); |
|
|
2178 | |
|
|
2179 | op = next; |
|
|
2180 | } |
|
|
2181 | } |
|
|
2182 | |
2611 | void |
2183 | void |
2612 | remove_unpaid_objects (object *op, object *env) |
2184 | object::drop_unpaid_items () |
2613 | { |
2185 | { |
2614 | object *next; |
2186 | if (!flag [FLAG_REMOVED]) |
2615 | |
2187 | ::drop_unpaid_items (inv, this); |
2616 | while (op) |
|
|
2617 | { |
|
|
2618 | next = op->below; /* Make sure we have a good value, in case |
|
|
2619 | * we remove object 'op' |
|
|
2620 | */ |
|
|
2621 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2622 | { |
|
|
2623 | op->remove (); |
|
|
2624 | op->x = env->x; |
|
|
2625 | op->y = env->y; |
|
|
2626 | if (env->type == PLAYER) |
|
|
2627 | esrv_del_item (env->contr, op->count); |
|
|
2628 | insert_ob_in_map (op, env->map, NULL, 0); |
|
|
2629 | } |
|
|
2630 | else if (op->inv) |
|
|
2631 | remove_unpaid_objects (op->inv, env); |
|
|
2632 | |
|
|
2633 | op = next; |
|
|
2634 | } |
|
|
2635 | } |
2188 | } |
2636 | |
|
|
2637 | |
|
|
2638 | /* |
|
|
2639 | * Returns pointer a static string containing gravestone text |
|
|
2640 | * Moved from apply.c to player.c - player.c is what |
|
|
2641 | * actually uses this function. player.c may not be quite the |
|
|
2642 | * best, a misc file for object actions is probably better, |
|
|
2643 | * but there isn't one in the server directory. |
|
|
2644 | */ |
|
|
2645 | char * |
|
|
2646 | gravestone_text (object *op) |
|
|
2647 | { |
|
|
2648 | static char buf2[MAX_BUF]; |
|
|
2649 | char buf[MAX_BUF]; |
|
|
2650 | time_t now = time (NULL); |
|
|
2651 | |
|
|
2652 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2653 | if (op->type == PLAYER) |
|
|
2654 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2655 | else |
|
|
2656 | sprintf (buf, "%s\n", &op->name); |
|
|
2657 | |
|
|
2658 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2659 | strcat (buf2, buf); |
|
|
2660 | if (op->type == PLAYER) |
|
|
2661 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2662 | else |
|
|
2663 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2664 | |
|
|
2665 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2666 | strcat (buf2, buf); |
|
|
2667 | if (op->type == PLAYER) |
|
|
2668 | { |
|
|
2669 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2670 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2671 | strcat (buf2, buf); |
|
|
2672 | } |
|
|
2673 | |
|
|
2674 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2675 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2676 | strcat (buf2, buf); |
|
|
2677 | |
|
|
2678 | return buf2; |
|
|
2679 | } |
|
|
2680 | |
|
|
2681 | |
|
|
2682 | |
2189 | |
2683 | void |
2190 | void |
2684 | do_some_living (object *op) |
2191 | do_some_living (object *op) |
2685 | { |
2192 | { |
2686 | int last_food = op->stats.food; |
2193 | int last_food = op->stats.food; |
2687 | int gen_hp, gen_sp, gen_grace; |
2194 | int gen_hp, gen_sp, gen_grace; |
2688 | int over_hp, over_sp, over_grace; |
|
|
2689 | int i; |
|
|
2690 | int rate_hp = 1200; |
2195 | int rate_hp = 1200; |
2691 | int rate_sp = 2500; |
2196 | int rate_sp = 2500; |
2692 | int rate_grace = 2000; |
2197 | int rate_grace = 2000; |
2693 | const int max_hp = 1; |
2198 | const int max_hp = 1; |
2694 | const int max_sp = 1; |
2199 | const int max_sp = 1; |
2695 | const int max_grace = 1; |
2200 | const int max_grace = 1; |
2696 | |
2201 | |
2697 | if (op->contr->outputs_sync) |
2202 | #if 0 |
2698 | { |
2203 | if (op->contr->hidden) |
2699 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2700 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2701 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2702 | } |
2204 | { |
|
|
2205 | op->invisible = 1000; |
|
|
2206 | /* the socket code flashes the player visible/invisible |
|
|
2207 | * depending on the value of invisible, so we need to |
|
|
2208 | * alternate it here for it to work correctly. |
|
|
2209 | */ |
|
|
2210 | if (server_tick & 2) |
|
|
2211 | op->invisible--; |
|
|
2212 | } |
|
|
2213 | else |
|
|
2214 | #endif |
|
|
2215 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
|
|
2216 | { |
|
|
2217 | if (!op->invisible--) |
|
|
2218 | { |
|
|
2219 | make_visible (op); |
|
|
2220 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2221 | } |
|
|
2222 | } |
2703 | |
2223 | |
2704 | if (op->contr->state == ST_PLAYING) |
2224 | if (op->contr->ns->state == ST_PLAYING) |
2705 | { |
2225 | { |
2706 | |
|
|
2707 | /* these next three if clauses make it possible to SLOW DOWN |
2226 | /* these next three if clauses make it possible to SLOW DOWN |
2708 | hp/grace/spellpoint regeneration. */ |
2227 | hp/grace/spellpoint regeneration. */ |
2709 | if (op->contr->gen_hp >= 0) |
2228 | if (op->contr->gen_hp >= 0) |
2710 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2229 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2711 | else |
2230 | else |
2712 | { |
2231 | { |
2713 | gen_hp = op->stats.maxhp; |
2232 | gen_hp = op->stats.maxhp; |
2714 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2233 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2715 | } |
2234 | } |
|
|
2235 | |
2716 | if (op->contr->gen_sp >= 0) |
2236 | if (op->contr->gen_sp >= 0) |
2717 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2237 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2718 | else |
2238 | else |
2719 | { |
2239 | { |
2720 | gen_sp = op->stats.maxsp; |
2240 | gen_sp = op->stats.maxsp; |
2721 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2241 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2722 | } |
2242 | } |
|
|
2243 | |
2723 | if (op->contr->gen_grace >= 0) |
2244 | if (op->contr->gen_grace >= 0) |
2724 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2245 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2725 | else |
2246 | else |
2726 | { |
2247 | { |
2727 | gen_grace = op->stats.maxgrace; |
2248 | gen_grace = op->stats.maxgrace; |
2728 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2249 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2729 | } |
2250 | } |
2730 | |
2251 | |
2731 | /* Regenerate Spell Points */ |
|
|
2732 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2733 | { |
|
|
2734 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2735 | if (op->stats.sp < op->stats.maxsp) |
|
|
2736 | { |
|
|
2737 | op->stats.sp++; |
|
|
2738 | /* dms do not consume food */ |
|
|
2739 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2740 | { |
|
|
2741 | op->stats.food--; |
|
|
2742 | if (op->contr->digestion < 0) |
|
|
2743 | op->stats.food += op->contr->digestion; |
|
|
2744 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2745 | op->stats.food = last_food; |
|
|
2746 | } |
|
|
2747 | } |
|
|
2748 | if (max_sp > 1) |
|
|
2749 | { |
|
|
2750 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2751 | if (over_sp > 0) |
|
|
2752 | { |
|
|
2753 | if (op->stats.sp < op->stats.maxsp) |
|
|
2754 | { |
|
|
2755 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2756 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2757 | op->stats.sp--; |
|
|
2758 | if (op->stats.sp > op->stats.maxsp) |
|
|
2759 | op->stats.sp = op->stats.maxsp; |
|
|
2760 | } |
|
|
2761 | op->last_sp = 0; |
|
|
2762 | } |
|
|
2763 | else |
|
|
2764 | { |
|
|
2765 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2766 | } |
|
|
2767 | } |
|
|
2768 | else |
|
|
2769 | { |
|
|
2770 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2771 | } |
|
|
2772 | } |
|
|
2773 | |
|
|
2774 | /* Regenerate Grace */ |
2252 | /* Regenerate Grace */ |
2775 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2253 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2776 | if (--op->last_grace < 0) |
2254 | if (--op->last_grace < 0) |
2777 | { |
2255 | { |
2778 | if (op->stats.grace < op->stats.maxgrace / 2) |
2256 | if (op->stats.grace < op->stats.maxgrace / 2) |
2779 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2257 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2258 | |
|
|
2259 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2260 | |
2780 | if (max_grace > 1) |
2261 | if (max_grace > 1) |
2781 | { |
2262 | { |
2782 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2263 | int over_grace = temp / rate_grace; |
|
|
2264 | |
2783 | if (over_grace > 0) |
2265 | if (over_grace > 0) |
2784 | { |
2266 | { |
2785 | op->stats.sp += over_grace |
2267 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2786 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2787 | op->last_grace = 0; |
2268 | op->last_grace = 0; |
2788 | } |
2269 | } |
2789 | else |
2270 | else |
2790 | { |
2271 | op->last_grace = rate_grace / temp; |
2791 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2792 | } |
|
|
2793 | } |
2272 | } |
2794 | else |
2273 | else |
|
|
2274 | op->last_grace = rate_grace / temp; |
|
|
2275 | |
|
|
2276 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2277 | } |
|
|
2278 | |
|
|
2279 | if (op->stats.food > 0) |
|
|
2280 | { |
|
|
2281 | /* Regenerate Spell Points */ |
|
|
2282 | if (!op->contr->golem && --op->last_sp < 0) |
2795 | { |
2283 | { |
2796 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2284 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2797 | } |
|
|
2798 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2799 | } |
|
|
2800 | |
2285 | |
2801 | /* Regenerate Hit Points */ |
|
|
2802 | if (--op->last_heal < 0) |
|
|
2803 | { |
|
|
2804 | if (op->stats.hp < op->stats.maxhp) |
2286 | if (op->stats.sp < op->stats.maxsp) |
2805 | { |
|
|
2806 | op->stats.hp++; |
|
|
2807 | /* dms do not consume food */ |
|
|
2808 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2809 | { |
2287 | { |
|
|
2288 | op->stats.sp++; |
|
|
2289 | |
|
|
2290 | /* dms do not consume food */ |
|
|
2291 | if (!op->flag [FLAG_WIZ]) |
|
|
2292 | { |
2810 | op->stats.food--; |
2293 | op->stats.food--; |
|
|
2294 | |
2811 | if (op->contr->digestion < 0) |
2295 | if (op->contr->digestion < 0) |
2812 | op->stats.food += op->contr->digestion; |
2296 | op->stats.food += op->contr->digestion; |
2813 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2297 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2814 | op->stats.food = last_food; |
2298 | op->stats.food = last_food; |
|
|
2299 | } |
2815 | } |
2300 | } |
2816 | } |
2301 | |
2817 | if (max_hp > 1) |
2302 | if (max_sp > 1) |
2818 | { |
|
|
2819 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2820 | if (over_hp > 0) |
|
|
2821 | { |
2303 | { |
2822 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2304 | int over_sp = (gen_sp + 10) / rate_sp; |
|
|
2305 | if (over_sp > 0) |
|
|
2306 | { |
|
|
2307 | if (op->stats.sp < op->stats.maxsp) |
|
|
2308 | { |
|
|
2309 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2310 | |
|
|
2311 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2312 | op->stats.sp--; |
|
|
2313 | |
|
|
2314 | if (op->stats.sp > op->stats.maxsp) |
|
|
2315 | op->stats.sp = op->stats.maxsp; |
|
|
2316 | } |
|
|
2317 | |
2823 | op->last_heal = 0; |
2318 | op->last_sp = 0; |
|
|
2319 | } |
|
|
2320 | else |
|
|
2321 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2824 | } |
2322 | } |
2825 | else |
2323 | else |
|
|
2324 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | /* Regenerate Hit Points */ |
|
|
2328 | if (--op->last_heal < 0) |
|
|
2329 | { |
|
|
2330 | if (op->stats.hp < op->stats.maxhp) |
2826 | { |
2331 | { |
2827 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2332 | op->stats.hp++; |
|
|
2333 | |
|
|
2334 | /* dms do not consume food */ |
|
|
2335 | if (!op->flag [FLAG_WIZ]) |
|
|
2336 | { |
|
|
2337 | op->stats.food--; |
|
|
2338 | |
|
|
2339 | if (op->contr->digestion < 0) |
|
|
2340 | op->stats.food += op->contr->digestion; |
|
|
2341 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2342 | op->stats.food = last_food; |
|
|
2343 | } |
2828 | } |
2344 | } |
|
|
2345 | |
|
|
2346 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2347 | |
|
|
2348 | if (max_hp > 1) |
|
|
2349 | { |
|
|
2350 | int over_hp = temp / rate_hp; |
|
|
2351 | |
|
|
2352 | if (over_hp > 0) |
|
|
2353 | { |
|
|
2354 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
|
|
2355 | op->last_heal = 0; |
|
|
2356 | } |
|
|
2357 | else |
|
|
2358 | op->last_heal = rate_hp / temp; |
2829 | } |
2359 | } |
2830 | else |
2360 | else |
2831 | { |
2361 | op->last_heal = rate_hp / temp; |
2832 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2833 | } |
2362 | } |
2834 | } |
2363 | } |
2835 | |
2364 | |
2836 | /* Digestion */ |
2365 | /* Digestion */ |
2837 | if (--op->last_eat < 0) |
2366 | if (--op->last_eat < 0) |
2838 | { |
2367 | { |
2839 | #ifdef COZY_SERVER |
2368 | int bonus = max (0, op->contr->digestion), |
2840 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2369 | penalty = max (0, -op->contr->digestion); |
2841 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2842 | #else |
|
|
2843 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2844 | #endif |
|
|
2845 | |
2370 | |
2846 | if (op->contr->gen_hp > 0) |
|
|
2847 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2371 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2848 | else |
2372 | |
2849 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2850 | /* dms do not consume food */ |
2373 | /* dms do not consume food */ |
2851 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2374 | if (!op->flag [FLAG_WIZ]) |
2852 | op->stats.food--; |
2375 | op->stats.food--; |
2853 | } |
2376 | } |
2854 | } |
|
|
2855 | |
2377 | |
2856 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2378 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2857 | { |
2379 | { |
2858 | object *tmp, *flesh = NULL; |
2380 | object *flesh = 0; |
2859 | |
2381 | |
2860 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2382 | for_inv_removable (op, tmp) |
2861 | { |
|
|
2862 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2863 | { |
2383 | { |
|
|
2384 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2385 | continue; |
|
|
2386 | |
2864 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2387 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2865 | { |
2388 | { |
2866 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2389 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2390 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2867 | manual_apply (op, tmp, 0); |
2391 | op->apply (tmp); |
|
|
2392 | |
2868 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2393 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2869 | break; |
2394 | break; |
2870 | } |
2395 | } |
2871 | else if (tmp->type == FLESH) |
2396 | else if (tmp->type == FLESH) |
2872 | flesh = tmp; |
2397 | flesh = tmp; |
2873 | } /* End if paid for object */ |
2398 | } |
2874 | } /* end of for loop */ |
2399 | |
2875 | /* If player is still starving, it means they don't have any food, so |
2400 | /* If player is still starving, it means they don't have any food, so |
2876 | * eat flesh instead. |
2401 | * eat flesh instead. |
2877 | */ |
2402 | */ |
2878 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2403 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
|
|
2404 | { |
|
|
2405 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2406 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
|
|
2407 | op->apply (flesh); |
|
|
2408 | } |
|
|
2409 | |
|
|
2410 | // If player is still starving, alert him! |
|
|
2411 | if (op->stats.food < 0) |
|
|
2412 | op->failmsg ("You are starving! " |
|
|
2413 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2879 | { |
2414 | } |
2880 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2415 | |
2881 | manual_apply (op, flesh, 0); |
2416 | if (op->stats.food < 0) |
2882 | } |
2417 | { |
2883 | } /* end if player is starving */ |
2418 | op->stats.hp += op->stats.food; |
|
|
2419 | op->stats.food = 0; |
2884 | |
2420 | |
2885 | while (op->stats.food < 0 && op->stats.hp > 0) |
2421 | if (op->stats.hp < 0) |
2886 | op->stats.food++, op->stats.hp--; |
2422 | { |
|
|
2423 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2424 | op->contr->killer->destroy (); |
|
|
2425 | } |
|
|
2426 | } |
2887 | |
2427 | |
2888 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2428 | /* killer should be set here already */ |
|
|
2429 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2889 | kill_player (op); |
2430 | kill_player (op); |
|
|
2431 | } |
2890 | } |
2432 | } |
2891 | |
|
|
2892 | |
|
|
2893 | |
2433 | |
2894 | /* If the player should die (lack of hp, food, etc), we call this. |
2434 | /* If the player should die (lack of hp, food, etc), we call this. |
2895 | * op is the player in jeopardy. If the player can not be saved (not |
2435 | * op is the player in jeopardy. If the player can not be saved (not |
2896 | * permadeath, no lifesave), this will take care of removing the player |
2436 | * permadeath, no lifesave), this will take care of removing the player |
2897 | * file. |
2437 | * file. |
2898 | */ |
2438 | */ |
2899 | void |
2439 | void |
2900 | kill_player (object *op) |
2440 | kill_player (object *op) |
2901 | { |
2441 | { |
2902 | char buf[MAX_BUF]; |
|
|
2903 | int x, y; |
2442 | int x, y; |
2904 | |
|
|
2905 | //int i; |
|
|
2906 | maptile *map; /* this is for resurrection */ |
2443 | maptile *map; /* this is for resurrection */ |
2907 | |
|
|
2908 | /* int z; |
|
|
2909 | int num_stats_lose; |
|
|
2910 | int lost_a_stat; |
|
|
2911 | int lose_this_stat; |
|
|
2912 | int this_stat; */ |
|
|
2913 | int will_kill_again; |
2444 | int will_kill_again; |
2914 | archetype *at; |
2445 | archetype *at; |
2915 | object *tmp; |
2446 | object *tmp; |
2916 | |
2447 | |
2917 | if (save_life (op)) |
2448 | if (save_life (op)) |
2918 | return; |
2449 | return; |
2919 | |
2450 | |
|
|
2451 | dynbuf_text deathtab; |
|
|
2452 | |
|
|
2453 | /* restore player */ |
|
|
2454 | at = archetype::find (shstr_poisoning); |
|
|
2455 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2456 | { |
|
|
2457 | tmp->destroy (); |
|
|
2458 | deathtab << "Your body feels cleansed...\r"; |
|
|
2459 | } |
|
|
2460 | |
|
|
2461 | at = archetype::find (shstr_confusion); |
|
|
2462 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2463 | { |
|
|
2464 | tmp->destroy (); |
|
|
2465 | deathtab << "Your mind feels clearer...\r"; |
|
|
2466 | } |
|
|
2467 | |
|
|
2468 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2469 | |
|
|
2470 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2471 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2472 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2473 | max_it (op->stats.food , 200); |
|
|
2474 | |
|
|
2475 | // remove all spell effects that are active |
|
|
2476 | // to avoid long-term effects such as word-of-recall |
|
|
2477 | for (object *item = op->inv; item; ) |
|
|
2478 | { |
|
|
2479 | object *next = item->below; |
|
|
2480 | |
|
|
2481 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2482 | item->destroy (); |
|
|
2483 | |
|
|
2484 | item = next; |
|
|
2485 | } |
2920 | |
2486 | |
2921 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2487 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2922 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2488 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2923 | * Look at op_on_battleground() for more info --AndreasV |
2489 | * Look at op_on_battleground() for more info --AndreasV |
2924 | */ |
2490 | */ |
2925 | if (op_on_battleground (op, &x, &y)) |
2491 | if (op_on_battleground (op, &x, &y)) |
2926 | { |
2492 | { |
2927 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2493 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2928 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2929 | |
|
|
2930 | /* restore player */ |
|
|
2931 | at = archetype::find ("poisoning"); |
|
|
2932 | tmp = present_arch_in_ob (at, op); |
|
|
2933 | if (tmp) |
|
|
2934 | { |
|
|
2935 | tmp->destroy (); |
|
|
2936 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2937 | } |
|
|
2938 | |
|
|
2939 | at = archetype::find ("confusion"); |
|
|
2940 | tmp = present_arch_in_ob (at, op); |
|
|
2941 | if (tmp) |
|
|
2942 | { |
|
|
2943 | tmp->destroy (); |
|
|
2944 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2945 | } |
|
|
2946 | |
|
|
2947 | cure_disease (op, 0); /* remove any disease */ |
|
|
2948 | op->stats.hp = op->stats.maxhp; |
|
|
2949 | if (op->stats.food <= 0) |
|
|
2950 | op->stats.food = 999; |
|
|
2951 | |
2494 | |
2952 | /* create a bodypart-trophy to make the winner happy */ |
2495 | /* create a bodypart-trophy to make the winner happy */ |
2953 | tmp = arch_to_object (archetype::find ("finger")); |
2496 | object *tmp = archetype::find (shstr_finger)->instance (); |
2954 | if (tmp != NULL) |
2497 | |
2955 | { |
2498 | tmp->name = format ("%s's finger" , &op->name); |
2956 | sprintf (buf, "%s's finger", &op->name); |
2499 | tmp->name_pl = format ("%s's fingers", &op->name); |
2957 | tmp->name = buf; |
2500 | tmp->msg = format ( |
2958 | sprintf (buf, " This finger has been cut off %s\n" |
2501 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2959 | " the %s, when he was defeated at\n level %d by %s.\n", |
2502 | &op->name, op->contr->title, |
2960 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2503 | (int)op->level, |
2961 | tmp->msg = buf; |
2504 | op->contr->killer_name () |
|
|
2505 | ); |
2962 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2506 | tmp->value = 0, tmp->type = 0; |
2963 | tmp->materialname = NULL; |
2507 | tmp->material = name_to_material (shstr_organic); |
2964 | tmp->x = op->x, tmp->y = op->y; |
2508 | tmp->insert_at (op, tmp); |
2965 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2966 | } |
|
|
2967 | |
2509 | |
2968 | /* teleport defeated player to new destination */ |
2510 | /* teleport defeated player to new destination */ |
2969 | transfer_ob (op, x, y, 0, NULL); |
2511 | transfer_ob (op, x, y, 0, NULL); |
2970 | op->contr->braced = 0; |
2512 | op->contr->braced = 0; |
|
|
2513 | |
|
|
2514 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2971 | return; |
2515 | return; |
2972 | } |
2516 | } |
2973 | |
2517 | |
|
|
2518 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2519 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2520 | |
2974 | INVOKE_PLAYER (DEATH, op->contr); |
2521 | INVOKE_PLAYER (DEATH, op->contr); |
2975 | |
2522 | |
2976 | command_kill_pets (op, 0); |
2523 | command_kill_pets (op, 0); |
2977 | |
2524 | |
2978 | if (op->stats.food < 0) |
2525 | op->contr->play_sound (sound_find ("player_dies")); |
|
|
2526 | |
|
|
2527 | /* save the map location for corpse, gravestone */ |
|
|
2528 | x = op->x; |
|
|
2529 | y = op->y; |
|
|
2530 | map = op->map; |
|
|
2531 | |
|
|
2532 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
2533 | * life if they are dead - it takes some exp and a random stat. |
|
|
2534 | * See the config.h file for a little more in depth detail about this. |
|
|
2535 | */ |
|
|
2536 | |
|
|
2537 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
2538 | * make it depletion. This bunch of code deals with that aspect |
|
|
2539 | * of death. |
|
|
2540 | */ |
|
|
2541 | #ifndef COZY_SERVER |
|
|
2542 | if (settings.balanced_stat_loss) |
2979 | { |
2543 | { |
2980 | if (op->contr->explore) |
2544 | /* If stat loss is permanent, lose one stat only. */ |
2981 | { |
2545 | /* Lower level chars don't lose as many stats because they suffer |
2982 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
2546 | more if they do. */ |
2983 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2547 | /* Higher level characters can afford things such as potions of |
2984 | op->stats.food = 999; |
2548 | restoration, or better, stat potions. So we slug them that |
2985 | return; |
2549 | little bit harder. */ |
2986 | } |
2550 | /* GD */ |
2987 | sprintf (buf, "%s starved to death.", &op->name); |
2551 | if (settings.stat_loss_on_death) |
2988 | strcpy (op->contr->killer, "starvation"); |
2552 | num_stats_lose = 1; |
|
|
2553 | else |
|
|
2554 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2989 | } |
2555 | } |
2990 | else |
2556 | else |
2991 | { |
2557 | num_stats_lose = 1; |
2992 | if (op->contr->explore) |
2558 | |
2993 | { |
2559 | lost_a_stat = 0; |
2994 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
2560 | |
2995 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2561 | for (z = 0; z < num_stats_lose; z++) |
2996 | op->stats.hp = op->stats.maxhp; |
|
|
2997 | return; |
|
|
2998 | } |
|
|
2999 | sprintf (buf, "%s died.", &op->name); |
|
|
3000 | } |
2562 | { |
3001 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2563 | i = rndm (NUM_STATS); |
3002 | |
2564 | |
3003 | /* save the map location for corpse, gravestone */ |
|
|
3004 | x = op->x; |
|
|
3005 | y = op->y; |
|
|
3006 | map = op->map; |
|
|
3007 | |
|
|
3008 | |
|
|
3009 | if (settings.not_permadeth == TRUE) |
|
|
3010 | { |
|
|
3011 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
3012 | * life if they are dead - it takes some exp and a random stat. |
|
|
3013 | * See the config.h file for a little more in depth detail about this. |
|
|
3014 | */ |
|
|
3015 | |
|
|
3016 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
3017 | * make it depletion. This bunch of code deals with that aspect |
|
|
3018 | * of death. |
|
|
3019 | */ |
|
|
3020 | #ifndef COZY_SERVER |
|
|
3021 | if (settings.balanced_stat_loss) |
|
|
3022 | { |
|
|
3023 | /* If stat loss is permanent, lose one stat only. */ |
|
|
3024 | /* Lower level chars don't lose as many stats because they suffer |
|
|
3025 | more if they do. */ |
|
|
3026 | /* Higher level characters can afford things such as potions of |
|
|
3027 | restoration, or better, stat potions. So we slug them that |
|
|
3028 | little bit harder. */ |
|
|
3029 | /* GD */ |
|
|
3030 | if (settings.stat_loss_on_death) |
2565 | if (settings.stat_loss_on_death) |
3031 | num_stats_lose = 1; |
2566 | { |
3032 | else |
2567 | /* Pick a random stat and take a point off it. Tell the player |
3033 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2568 | * what he lost. |
|
|
2569 | */ |
|
|
2570 | change_attr_value (&(op->stats), i, -1); |
|
|
2571 | check_stat_bounds (&(op->stats)); |
|
|
2572 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
2573 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
2574 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2575 | lost_a_stat = 1; |
3034 | } |
2576 | } |
3035 | else |
2577 | else |
3036 | { |
2578 | { |
3037 | num_stats_lose = 1; |
2579 | /* deplete a stat */ |
3038 | } |
2580 | archetype *deparch = archetype::find (shstr_depletion); |
3039 | lost_a_stat = 0; |
2581 | object *dep; |
3040 | |
2582 | |
3041 | for (z = 0; z < num_stats_lose; z++) |
2583 | dep = present_arch_in_ob (deparch, op); |
3042 | { |
2584 | if (!dep) |
3043 | i = RANDOM () % NUM_STATS; |
|
|
3044 | |
|
|
3045 | if (settings.stat_loss_on_death) |
|
|
3046 | { |
2585 | { |
3047 | /* Pick a random stat and take a point off it. Tell the player |
2586 | dep = deparch->instance (); |
3048 | * what he lost. |
2587 | insert_ob_in_ob (dep, op); |
3049 | */ |
|
|
3050 | change_attr_value (&(op->stats), i, -1); |
|
|
3051 | check_stat_bounds (&(op->stats)); |
|
|
3052 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3053 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3054 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3055 | lost_a_stat = 1; |
|
|
3056 | } |
2588 | } |
3057 | else |
2589 | lose_this_stat = 1; |
|
|
2590 | if (settings.balanced_stat_loss) |
3058 | { |
2591 | { |
3059 | /* deplete a stat */ |
2592 | /* GD */ |
3060 | archetype *deparch = archetype::find ("depletion"); |
2593 | /* Get the stat that we're about to deplete. */ |
3061 | object *dep; |
2594 | this_stat = get_attr_value (&(dep->stats), i); |
3062 | |
2595 | if (this_stat < 0) |
3063 | dep = present_arch_in_ob (deparch, op); |
|
|
3064 | if (!dep) |
|
|
3065 | { |
2596 | { |
3066 | dep = arch_to_object (deparch); |
2597 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3067 | insert_ob_in_ob (dep, op); |
2598 | int keep_chance = this_stat * this_stat; |
3068 | } |
2599 | |
3069 | lose_this_stat = 1; |
2600 | /* Yes, I am paranoid. Sue me. */ |
3070 | if (settings.balanced_stat_loss) |
|
|
3071 | { |
|
|
3072 | /* GD */ |
|
|
3073 | /* Get the stat that we're about to deplete. */ |
|
|
3074 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3075 | if (this_stat < 0) |
2601 | if (keep_chance < 1) |
|
|
2602 | keep_chance = 1; |
|
|
2603 | |
|
|
2604 | /* There is a maximum depletion total per level. */ |
|
|
2605 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3076 | { |
2606 | { |
3077 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3078 | int keep_chance = this_stat * this_stat; |
|
|
3079 | |
|
|
3080 | /* Yes, I am paranoid. Sue me. */ |
|
|
3081 | if (keep_chance < 1) |
|
|
3082 | keep_chance = 1; |
|
|
3083 | |
|
|
3084 | /* There is a maximum depletion total per level. */ |
|
|
3085 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3086 | { |
|
|
3087 | lose_this_stat = 0; |
2607 | lose_this_stat = 0; |
3088 | /* Take loss chance vs keep chance to see if we |
2608 | /* Take loss chance vs keep chance to see if we |
3089 | retain the stat. */ |
2609 | retain the stat. */ |
3090 | } |
|
|
3091 | else |
|
|
3092 | { |
|
|
3093 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3094 | lose_this_stat = 0; |
|
|
3095 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3096 | this_stat, keep_chance, loss_chance, |
|
|
3097 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3098 | } |
|
|
3099 | } |
2610 | } |
3100 | } |
|
|
3101 | |
|
|
3102 | if (lose_this_stat) |
|
|
3103 | { |
|
|
3104 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3105 | /* We could try to do something clever like find another |
|
|
3106 | * stat to reduce if this fails. But chances are, if |
|
|
3107 | * stats have been depleted to -50, all are pretty low |
|
|
3108 | * and should be roughly the same, so it shouldn't make a |
|
|
3109 | * difference. |
|
|
3110 | */ |
2611 | else |
3111 | if (this_stat >= -50) |
|
|
3112 | { |
2612 | { |
3113 | change_attr_value (&(dep->stats), i, -1); |
2613 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3114 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3115 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3116 | fix_player (op); |
|
|
3117 | lost_a_stat = 1; |
2614 | lose_this_stat = 0; |
|
|
2615 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2616 | this_stat, keep_chance, loss_chance, |
|
|
2617 | lose_this_stat?"LOSE":"KEEP"); */ |
3118 | } |
2618 | } |
3119 | } |
2619 | } |
3120 | } |
2620 | } |
|
|
2621 | |
|
|
2622 | if (lose_this_stat) |
|
|
2623 | { |
|
|
2624 | this_stat = get_attr_value (&dep->stats, i); |
|
|
2625 | /* We could try to do something clever like find another |
|
|
2626 | * stat to reduce if this fails. But chances are, if |
|
|
2627 | * stats have been depleted to -50, all are pretty low |
|
|
2628 | * and should be roughly the same, so it shouldn't make a |
|
|
2629 | * difference. |
|
|
2630 | */ |
|
|
2631 | if (this_stat >= -50) |
|
|
2632 | { |
|
|
2633 | change_attr_value (&(dep->stats), i, -1); |
|
|
2634 | dep->set_flag (FLAG_APPLIED); |
|
|
2635 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2636 | op->update_stats (); |
|
|
2637 | lost_a_stat = 1; |
|
|
2638 | } |
3121 | } |
2639 | } |
|
|
2640 | } |
|
|
2641 | } |
|
|
2642 | |
3122 | /* If no stat lost, tell the player. */ |
2643 | /* If no stat lost, tell the player. */ |
3123 | if (!lost_a_stat) |
2644 | if (!lost_a_stat) |
3124 | { |
2645 | { |
3125 | /* determine_god() seems to not work sometimes... why is this? |
2646 | /* determine_god() seems to not work sometimes... why is this? |
3126 | Should I be using something else? GD */ |
2647 | Should I be using something else? GD */ |
3127 | const char *god = determine_god (op); |
2648 | shstr_tmp god = determine_god (op); |
3128 | |
2649 | |
3129 | if (god && (strcmp (god, "none"))) |
2650 | if (god != shstr_none) |
3130 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2651 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
3131 | else |
2652 | else |
3132 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2653 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
3133 | } |
2654 | } |
3134 | #else |
2655 | #else |
3135 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2656 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
3136 | #endif |
2657 | #endif |
3137 | |
2658 | |
3138 | /* Put a gravestone up where the character 'almost' died. List the |
2659 | /* Put a gravestone up where the character 'almost' died. List the |
3139 | * exp loss on the stone. |
2660 | * exp loss on the stone. |
3140 | */ |
2661 | */ |
3141 | tmp = arch_to_object (archetype::find ("gravestone")); |
2662 | tmp = archetype::find (shstr_gravestone)->instance (); |
3142 | sprintf (buf, "%s's gravestone", &op->name); |
2663 | tmp->name = format ("%s's gravestone", &op->name); |
3143 | tmp->name = buf; |
2664 | tmp->name_pl = format ("%s's gravestones", &op->name); |
3144 | sprintf (buf, "%s's gravestones", &op->name); |
2665 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
3145 | tmp->name_pl = buf; |
2666 | &op->name, op->contr->title, op->contr->killer_name ()); |
3146 | 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); |
|
|
3147 | tmp->msg = buf; |
|
|
3148 | tmp->x = op->x, tmp->y = op->y; |
2667 | tmp->x = op->x, tmp->y = op->y; |
3149 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2668 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3150 | |
2669 | |
3151 | /**************************************/ |
2670 | /**************************************/ |
3152 | /* */ |
2671 | /* */ |
3153 | /* Subtract the experience points, */ |
2672 | /* Subtract the experience points, */ |
3154 | /* if we died cause of food, give us */ |
|
|
3155 | /* food, and reset HP's... */ |
|
|
3156 | /* */ |
2673 | /* */ |
3157 | /**************************************/ |
2674 | /**************************************/ |
3158 | |
2675 | |
3159 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
3160 | /* restore player */ |
|
|
3161 | at = archetype::find ("poisoning"); |
|
|
3162 | tmp = present_arch_in_ob (at, op); |
|
|
3163 | |
|
|
3164 | if (tmp) |
|
|
3165 | { |
|
|
3166 | tmp->destroy (); |
|
|
3167 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
3168 | } |
|
|
3169 | |
|
|
3170 | at = archetype::find ("confusion"); |
|
|
3171 | tmp = present_arch_in_ob (at, op); |
|
|
3172 | if (tmp) |
|
|
3173 | { |
|
|
3174 | tmp->destroy (); |
|
|
3175 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
3176 | } |
|
|
3177 | |
|
|
3178 | cure_disease (op, 0); /* remove any disease */ |
|
|
3179 | |
|
|
3180 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2676 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3181 | apply_death_exp_penalty (op); |
2677 | apply_death_exp_penalty (op); |
3182 | if (op->stats.food < 100) |
|
|
3183 | op->stats.food = 900; |
|
|
3184 | op->stats.hp = op->stats.maxhp; |
|
|
3185 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
3186 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
3187 | |
2678 | |
3188 | /* |
2679 | /* |
3189 | * Check to see if the player is in a shop. IF so, then check to see if |
2680 | * Check to see if the player has any unpaid items. If so, remove them |
3190 | * the player has any unpaid items. If so, remove them and put them back |
2681 | * and put them back in the map. |
3191 | * in the map. |
2682 | */ |
3192 | */ |
2683 | op->drop_unpaid_items (); |
3193 | |
2684 | |
3194 | if (is_in_shop (op)) |
|
|
3195 | remove_unpaid_objects (op->inv, op); |
|
|
3196 | |
|
|
3197 | /****************************************/ |
2685 | /****************************************/ |
3198 | /* */ |
2686 | /* */ |
3199 | /* Move player to his current respawn- */ |
2687 | /* Move player to his current respawn- */ |
3200 | /* position (usually last savebed) */ |
2688 | /* position (usually last savebed) */ |
3201 | /* */ |
2689 | /* */ |
3202 | /****************************************/ |
2690 | /****************************************/ |
3203 | |
2691 | |
3204 | enter_player_savebed (op); |
2692 | enter_player_savebed (op); |
3205 | |
2693 | |
3206 | /* Save the player before inserting the force to reduce |
|
|
3207 | * chance of abuse. |
|
|
3208 | */ |
|
|
3209 | op->contr->braced = 0; |
2694 | op->contr->braced = 0; |
3210 | save_player (op, 1); |
|
|
3211 | |
2695 | |
3212 | /* it is possible that the player has blown something up |
2696 | /* it is possible that the player has blown something up |
3213 | * at his savebed location, and that can have long lasting |
2697 | * at his savebed location, and that can have long lasting |
3214 | * spell effects. So first see if there is a spell effect |
2698 | * spell effects. So first see if there is a spell effect |
3215 | * on the space that might harm the player. |
2699 | * on the space that might harm the player. |
3216 | */ |
2700 | */ |
3217 | will_kill_again = 0; |
2701 | will_kill_again = 0; |
3218 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2702 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3219 | if (tmp->type == SPELL_EFFECT) |
2703 | if (tmp->type == SPELL_EFFECT) |
3220 | will_kill_again |= tmp->attacktype; |
2704 | will_kill_again |= tmp->attacktype; |
3221 | |
2705 | |
3222 | if (will_kill_again) |
2706 | if (will_kill_again) |
3223 | { |
2707 | { |
3224 | object *force; |
2708 | object *force; |
3225 | int at; |
2709 | int at; |
3226 | |
2710 | |
3227 | force = get_archetype (FORCE_NAME); |
2711 | force = archetype::get (FORCE_NAME); |
3228 | /* 50 ticks should be enough time for the spell to abate */ |
2712 | /* 50 ticks should be enough time for the spell to abate */ |
3229 | force->speed = 0.1; |
|
|
3230 | force->speed_left = -5.0; |
2713 | force->speed_left = -5.f; |
3231 | SET_FLAG (force, FLAG_APPLIED); |
2714 | force->set_speed (0.1f); |
|
|
2715 | force->set_flag (FLAG_APPLIED); |
|
|
2716 | |
3232 | for (at = 0; at < NROFATTACKS; at++) |
2717 | for (at = 0; at < NROFATTACKS; at++) |
3233 | if (will_kill_again & (1 << at)) |
2718 | if (will_kill_again & (1 << at)) |
3234 | force->resist[at] = 100; |
2719 | force->resist[at] = 100; |
3235 | |
2720 | |
3236 | insert_ob_in_ob (force, op); |
2721 | insert_ob_in_ob (force, op); |
3237 | fix_player (op); |
2722 | op->update_stats (); |
3238 | |
|
|
3239 | } |
|
|
3240 | |
|
|
3241 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
|
|
3242 | return; |
|
|
3243 | } /* NOT_PERMADETH */ |
|
|
3244 | else |
|
|
3245 | { |
2723 | } |
3246 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3247 | * should probably be embedded in an else statement. |
|
|
3248 | */ |
|
|
3249 | |
2724 | |
3250 | op->contr->party = NULL; |
2725 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
3251 | if (settings.set_title == TRUE) |
|
|
3252 | op->contr->own_title[0] = '\0'; |
|
|
3253 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3254 | check_score (op); |
|
|
3255 | |
|
|
3256 | if (op->contr->ranges[range_golem]) |
|
|
3257 | { |
|
|
3258 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3259 | op->contr->ranges[range_golem]->destroy (); |
|
|
3260 | op->contr->ranges[range_golem] = 0; |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | loot_object (op); /* Remove some of the items for good */ |
|
|
3264 | op->remove (); |
|
|
3265 | op->direction = 0; |
|
|
3266 | |
|
|
3267 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3268 | { |
|
|
3269 | delete_character (op->name, 0); |
|
|
3270 | if (settings.resurrection == TRUE) |
|
|
3271 | { |
|
|
3272 | /* save playerfile sans equipment when player dies |
|
|
3273 | ** then save it as player.pl.dead so that future resurrection |
|
|
3274 | ** type spells will work on them nicely |
|
|
3275 | */ |
|
|
3276 | delete_character (op->name, 0); |
|
|
3277 | op->stats.hp = op->stats.maxhp; |
|
|
3278 | op->stats.food = 999; |
|
|
3279 | |
|
|
3280 | /* set the location of where the person will reappear when */ |
|
|
3281 | /* maybe resurrection code should fix map also */ |
|
|
3282 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3283 | if (op->map != NULL) |
|
|
3284 | op->map = NULL; |
|
|
3285 | op->x = settings.emergency_x; |
|
|
3286 | op->y = settings.emergency_y; |
|
|
3287 | save_player (op, 0); |
|
|
3288 | op->map = map; |
|
|
3289 | /* please see resurrection.c: peterm */ |
|
|
3290 | dead_player (op); |
|
|
3291 | } |
|
|
3292 | else |
|
|
3293 | delete_character (op->name, 1); |
|
|
3294 | } |
|
|
3295 | |
|
|
3296 | play_again (op); |
|
|
3297 | |
|
|
3298 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3299 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3300 | sprintf (buf, "%s", &op->name); |
|
|
3301 | tmp->name = tmp->name_pl = buf; |
|
|
3302 | tmp->level = op->level; |
|
|
3303 | tmp->x = x; |
|
|
3304 | tmp->y = y; |
|
|
3305 | tmp->msg = gravestone_text (op); |
|
|
3306 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3307 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3308 | } |
|
|
3309 | } |
2726 | } |
3310 | |
2727 | |
3311 | |
2728 | static void |
3312 | void |
|
|
3313 | loot_object (object *op) |
2729 | loot_object (object *op) |
3314 | { /* Grab and destroy some treasure */ |
2730 | { /* Grab and destroy some treasure */ |
3315 | object *tmp, *tmp2, *next; |
2731 | object *tmp, *next; |
3316 | |
2732 | |
3317 | if (op->container) |
2733 | op->close_container (); /* close open sack first */ |
3318 | { /* close open sack first */ |
|
|
3319 | esrv_apply_container (op, op->container); |
|
|
3320 | } |
|
|
3321 | |
2734 | |
3322 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2735 | for (tmp = op->inv; tmp; tmp = next) |
3323 | { |
2736 | { |
3324 | next = tmp->below; |
2737 | next = tmp->below; |
3325 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2738 | |
|
|
2739 | if (tmp->invisible) |
3326 | continue; |
2740 | continue; |
|
|
2741 | |
3327 | tmp->remove (); |
2742 | tmp->remove (); |
3328 | tmp->x = op->x, tmp->y = op->y; |
2743 | tmp->x = op->x, tmp->y = op->y; |
|
|
2744 | |
3329 | if (tmp->type == CONTAINER) |
2745 | if (tmp->type == CONTAINER) |
3330 | { /* empty container to ground */ |
2746 | loot_object (tmp); /* empty container to ground */ |
3331 | loot_object (tmp); |
2747 | |
3332 | } |
2748 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
3333 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
|
|
3334 | { |
2749 | { |
3335 | if (tmp->nrof > 1) |
2750 | if (tmp->nrof > 1) |
3336 | { |
2751 | { |
3337 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2752 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3338 | tmp2->destroy (); |
|
|
3339 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2753 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3340 | } |
2754 | } |
3341 | else |
2755 | else |
3342 | tmp->destroy (); |
2756 | tmp->destroy (); |
3343 | } |
2757 | } |
… | |
… | |
3349 | /* |
2763 | /* |
3350 | * fix_weight(): Check recursively the weight of all players, and fix |
2764 | * fix_weight(): Check recursively the weight of all players, and fix |
3351 | * what needs to be fixed. Refresh windows and fix speed if anything |
2765 | * what needs to be fixed. Refresh windows and fix speed if anything |
3352 | * was changed. |
2766 | * was changed. |
3353 | */ |
2767 | */ |
3354 | |
|
|
3355 | void |
2768 | void |
3356 | fix_weight (void) |
2769 | fix_weight () |
3357 | { |
2770 | { |
3358 | player *pl; |
2771 | for_all_players (pl) |
3359 | |
|
|
3360 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3361 | { |
2772 | { |
3362 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2773 | weight_t old = pl->ob->carrying; |
3363 | |
2774 | |
3364 | if (old == sum) |
2775 | pl->ob->update_weight (); |
3365 | continue; |
2776 | |
3366 | fix_player (pl->ob); |
2777 | if (old != pl->ob->carrying) |
|
|
2778 | { |
|
|
2779 | pl->ob->update_stats (); |
3367 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2780 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2781 | } |
3368 | } |
2782 | } |
3369 | } |
2783 | } |
3370 | |
2784 | |
3371 | void |
2785 | void |
3372 | fix_luck (void) |
2786 | fix_luck () |
3373 | { |
2787 | { |
3374 | player *pl; |
2788 | for_all_players (pl) |
3375 | |
|
|
3376 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3377 | if (!pl->ob->contr->state) |
2789 | if (!pl->ob->contr->ns->state) |
3378 | change_luck (pl->ob, 0); |
2790 | pl->ob->change_luck (0); |
3379 | } |
2791 | } |
3380 | |
|
|
3381 | |
2792 | |
3382 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2793 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3383 | * This is much simpler in the new spell code - we basically |
2794 | * This is much simpler in the new spell code - we basically |
3384 | * just treat this as any other spell casting object. |
2795 | * just treat this as any other spell casting object. |
3385 | */ |
2796 | */ |
3386 | |
|
|
3387 | void |
2797 | void |
3388 | cast_dust (object *op, object *throw_ob, int dir) |
2798 | cast_dust (object *op, object *throw_ob, int dir) |
3389 | { |
2799 | { |
3390 | object *skop, *spob; |
2800 | object *skop, *spob; |
3391 | |
2801 | |
… | |
… | |
3418 | } |
2828 | } |
3419 | |
2829 | |
3420 | void |
2830 | void |
3421 | make_visible (object *op) |
2831 | make_visible (object *op) |
3422 | { |
2832 | { |
3423 | op->hide = 0; |
2833 | op->flag [FLAG_HIDDEN] = 0; |
3424 | op->invisible = 0; |
2834 | op->invisible = 0; |
|
|
2835 | |
3425 | if (op->type == PLAYER) |
2836 | if (op->type == PLAYER) |
3426 | { |
2837 | { |
3427 | op->contr->tmp_invis = 0; |
2838 | op->contr->tmp_invis = 0; |
3428 | op->contr->invis_race = 0; |
2839 | op->contr->invis_race = 0; |
3429 | } |
2840 | } |
|
|
2841 | |
3430 | update_object (op, UP_OBJ_FACE); |
2842 | update_object (op, UP_OBJ_CHANGE); |
3431 | } |
2843 | } |
3432 | |
2844 | |
3433 | int |
2845 | int |
3434 | is_true_undead (object *op) |
2846 | is_true_undead (object *op) |
3435 | { |
2847 | { |
3436 | object *tmp = NULL; |
2848 | if (op->arch->flag [FLAG_UNDEAD]) |
3437 | |
|
|
3438 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
3439 | return 1; |
2849 | return 1; |
3440 | |
2850 | |
3441 | if (op->type == PLAYER) |
|
|
3442 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3443 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3444 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3445 | return 1; |
|
|
3446 | return 0; |
2851 | return 0; |
3447 | } |
2852 | } |
3448 | |
2853 | |
3449 | /* look at the surrounding terrain to determine |
2854 | /* look at the surrounding terrain to determine |
3450 | * the hideability of this object. Positive levels |
2855 | * the hideability of this object. Positive levels |
3451 | * indicate greater hideability. |
2856 | * indicate greater hideability. |
3452 | */ |
2857 | */ |
3453 | |
|
|
3454 | int |
2858 | int |
3455 | hideability (object *ob) |
2859 | hideability (object *ob) |
3456 | { |
2860 | { |
3457 | int i, level = 0, mflag; |
2861 | int i, level = 0, mflag; |
3458 | sint16 x, y; |
2862 | sint16 x, y; |
3459 | |
2863 | |
3460 | if (!ob || !ob->map) |
2864 | if (!ob || !ob->map) |
3461 | return 0; |
2865 | return 0; |
3462 | |
2866 | |
3463 | /* so, on normal lighted maps, its hard to hide */ |
2867 | /* so, on normal lighted maps, its hard to hide */ |
3464 | level = ob->map->darkness - 2; |
2868 | level = ob->map->darklevel () - 2; |
3465 | |
2869 | |
3466 | /* this also picks up whether the object is glowing. |
2870 | /* this also picks up whether the object is glowing. |
3467 | * If you carry a light on a non-dark map, its not |
2871 | * If you carry a light on a non-dark map, its not |
3468 | * as bad as carrying a light on a pitch dark map */ |
2872 | * as bad as carrying a light on a pitch dark map */ |
3469 | if (has_carried_lights (ob)) |
2873 | if (ob->has_carried_lights ()) |
3470 | level = -(10 + (2 * ob->map->darkness)); |
2874 | level = -(10 + (2 * ob->map->darklevel ())); |
3471 | |
2875 | |
3472 | /* scan through all nearby squares for terrain to hide in */ |
2876 | /* scan through all nearby squares for terrain to hide in */ |
3473 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2877 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2878 | i <= SIZEOFFREE1; |
|
|
2879 | i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i)) |
3474 | { |
2880 | { |
3475 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2881 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3476 | if (mflag & P_OUT_OF_MAP) |
2882 | if (mflag & P_OUT_OF_MAP) |
3477 | { |
|
|
3478 | continue; |
2883 | continue; |
3479 | } |
2884 | |
3480 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2885 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3481 | level += 2; |
2886 | level += 2; |
3482 | else /* open terrain! */ |
2887 | else /* open terrain! */ |
3483 | level -= 1; |
2888 | level -= 1; |
3484 | } |
2889 | } |
… | |
… | |
3492 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2897 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3493 | * every time they move - as we subtract off 'invisibility' |
2898 | * every time they move - as we subtract off 'invisibility' |
3494 | * AND, for players, if they move into a ridiculously unhideable |
2899 | * AND, for players, if they move into a ridiculously unhideable |
3495 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2900 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3496 | */ |
2901 | */ |
3497 | |
|
|
3498 | void |
2902 | void |
3499 | do_hidden_move (object *op) |
2903 | do_hidden_move (object *op) |
3500 | { |
2904 | { |
3501 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2905 | int hide = 0; |
3502 | object *skop; |
|
|
3503 | |
2906 | |
3504 | if (!op || !op->map) |
2907 | if (!op || !op->map) |
3505 | return; |
2908 | return; |
3506 | |
2909 | |
3507 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2910 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2911 | int num = random_roll (0, 19, op, PREFER_LOW); |
3508 | |
2912 | |
3509 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2913 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3510 | if (op->type == PLAYER && op->contr->run_on) |
2914 | if (op->type == PLAYER && op->contr->run_on) |
3511 | { |
|
|
3512 | if (!skop || num >= skop->level) |
2915 | if (!skop || num >= skop->level) |
3513 | { |
2916 | { |
3514 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
2917 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3515 | make_visible (op); |
2918 | make_visible (op); |
3516 | return; |
2919 | return; |
3517 | } |
2920 | } |
3518 | else |
2921 | else |
3519 | num += 20; |
2922 | num += 20; |
3520 | } |
2923 | |
3521 | num += op->map->difficulty; |
2924 | num += op->map->difficulty; |
3522 | hide = hideability (op); /* modify by terrain hidden level */ |
2925 | hide = hideability (op); /* modify by terrain hidden level */ |
3523 | num -= hide; |
2926 | num -= hide; |
|
|
2927 | |
3524 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2928 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3525 | { |
2929 | { |
3526 | make_visible (op); |
2930 | make_visible (op); |
|
|
2931 | |
3527 | if (op->type == PLAYER) |
2932 | if (op->type == PLAYER) |
3528 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2933 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3529 | } |
2934 | } |
3530 | else if (op->type == PLAYER && skop) |
2935 | else if (op->type == PLAYER && skop) |
3531 | { |
|
|
3532 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2936 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3533 | } |
|
|
3534 | } |
2937 | } |
3535 | |
2938 | |
3536 | /* determine if who is standing near a hostile creature. */ |
2939 | /* determine if who is standing near a hostile creature. */ |
3537 | |
2940 | |
3538 | int |
2941 | int |
… | |
… | |
3548 | |
2951 | |
3549 | if (who->type == PLAYER) |
2952 | if (who->type == PLAYER) |
3550 | player = 1; |
2953 | player = 1; |
3551 | |
2954 | |
3552 | else |
2955 | else |
3553 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2956 | friendly = who->flag [FLAG_FRIENDLY]; |
3554 | |
2957 | |
3555 | /* search adjacent squares */ |
2958 | /* search adjacent squares */ |
3556 | for (i = 1; i < 9; i++) |
2959 | for (i = 1; i < 9; i++) |
3557 | { |
2960 | { |
3558 | x = who->x + freearr_x[i]; |
2961 | x = who->x + DIRX (i); |
3559 | y = who->y + freearr_y[i]; |
2962 | y = who->y + DIRY (i); |
3560 | m = who->map; |
2963 | m = who->map; |
3561 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2964 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
3562 | /* space must be blocked if there is a monster. If not |
2965 | /* space must be blocked if there is a monster. If not |
3563 | * blocked, don't need to check this space. |
2966 | * blocked, don't need to check this space. |
3564 | */ |
2967 | */ |
3565 | if (mflags & P_OUT_OF_MAP) |
2968 | if (mflags & P_OUT_OF_MAP) |
3566 | continue; |
2969 | continue; |
3567 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2970 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3568 | continue; |
2971 | continue; |
3569 | |
2972 | |
3570 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
2973 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3571 | { |
2974 | { |
3572 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2975 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3573 | return 1; |
2976 | return 1; |
3574 | else if (tmp->type == PLAYER) |
2977 | else if (tmp->type == PLAYER) |
3575 | { |
|
|
3576 | /*don't let a hidden DM prevent you from hiding */ |
|
|
3577 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3578 | return 1; |
2978 | return 1; |
3579 | } |
|
|
3580 | } |
2979 | } |
3581 | } |
2980 | } |
3582 | return 0; |
2981 | return 0; |
3583 | } |
2982 | } |
3584 | |
2983 | |
3585 | /* check the player los field for viewability of the |
2984 | /* check the player los field for viewability of the |
3586 | * object op. This function works fine for monsters, |
2985 | * object op. This function works fine for monsters, |
3587 | * but we dont worry if the object isnt the top one in |
2986 | * but we dont worry if the object isnt the top one in |
3588 | * a pile (say a coin under a table would return "viewable" |
2987 | * a pile (say a coin under a table would return "viewable" |
3589 | * by this routine). Another question, should we be |
2988 | * by this routine). Another question, should we be |
3590 | * concerned with the direction the player is looking |
2989 | * concerned with the direction the player is looking |
3591 | * in? Realistically, most of use cant see stuff behind |
2990 | * in? Realistically, most of us can't see stuff behind |
3592 | * our backs...on the other hand, does the "facing" direction |
2991 | * our backs...on the other hand, does the "facing" direction |
3593 | * imply the way your head, or body is facing? Its possible |
2992 | * imply the way your head, or body is facing? It's possible |
3594 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2993 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3595 | * -b.t. |
2994 | * -b.t. |
3596 | * This function is now map tiling safe. |
2995 | * This function is now map tiling safe. |
3597 | */ |
2996 | */ |
3598 | |
|
|
3599 | int |
2997 | int |
3600 | player_can_view (object *pl, object *op) |
2998 | player_can_view (object *pl, object *op) |
3601 | { |
2999 | { |
3602 | rv_vector rv; |
3000 | rv_vector rv; |
3603 | int dx, dy; |
3001 | int dx, dy; |
… | |
… | |
3605 | if (pl->type != PLAYER) |
3003 | if (pl->type != PLAYER) |
3606 | { |
3004 | { |
3607 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3005 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3608 | return -1; |
3006 | return -1; |
3609 | } |
3007 | } |
|
|
3008 | |
3610 | if (!pl || !op) |
3009 | if (!pl || !op) |
3611 | return 0; |
3010 | return 0; |
3612 | |
3011 | |
3613 | if (op->head) |
|
|
3614 | { |
|
|
3615 | op = op->head; |
3012 | op = op->head_ (); |
3616 | } |
3013 | |
3617 | get_rangevector (pl, op, &rv, 0x1); |
3014 | get_rangevector (pl, op, &rv, 0x1); |
3618 | |
3015 | |
3619 | /* starting with the 'head' part, lets loop |
3016 | /* starting with the 'head' part, lets loop |
3620 | * through the object and find if it has any |
3017 | * through the object and find if it has any |
3621 | * part that is in the los array but isnt on |
3018 | * part that is in the los array but isn't on |
3622 | * a blocked los square. |
3019 | * a blocked los square. |
3623 | * we use the archetype to figure out offsets. |
3020 | * we use the archetype to figure out offsets. |
3624 | */ |
3021 | */ |
3625 | while (op) |
3022 | while (op) |
3626 | { |
3023 | { |
3627 | dx = rv.distance_x + op->arch->clone.x; |
3024 | dx = rv.distance_x + op->arch->x; |
3628 | dy = rv.distance_y + op->arch->clone.y; |
3025 | dy = rv.distance_y + op->arch->y; |
3629 | |
3026 | |
3630 | /* only the viewable area the player sees is updated by LOS |
3027 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3631 | * code, so we need to restrict ourselves to that range of values |
|
|
3632 | * for any meaningful values. |
|
|
3633 | */ |
|
|
3634 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
|
|
3635 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
|
|
3636 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
|
|
3637 | return 1; |
3028 | return 1; |
|
|
3029 | |
3638 | op = op->more; |
3030 | op = op->more; |
3639 | } |
3031 | } |
3640 | return 0; |
|
|
3641 | } |
|
|
3642 | |
3032 | |
3643 | /* routine for both players and monsters. We call this when |
|
|
3644 | * there is a possibility for our action distrubing our hiding |
|
|
3645 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3646 | * effected by this. If we arent invisible to begin with, we |
|
|
3647 | * return 0. |
|
|
3648 | */ |
|
|
3649 | int |
|
|
3650 | action_makes_visible (object *op) |
|
|
3651 | { |
|
|
3652 | |
|
|
3653 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3654 | { |
|
|
3655 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3656 | return 0; |
|
|
3657 | |
|
|
3658 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3659 | return 0; |
|
|
3660 | |
|
|
3661 | /* If monsters, they should become visible */ |
|
|
3662 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3663 | { |
|
|
3664 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3665 | return 1; |
|
|
3666 | } |
|
|
3667 | } |
|
|
3668 | return 0; |
3033 | return 0; |
3669 | } |
3034 | } |
3670 | |
3035 | |
3671 | /* op_on_battleground - checks if the given object op (usually |
3036 | /* op_on_battleground - checks if the given object op (usually |
3672 | * a player) is standing on a valid battleground-tile, |
3037 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3677 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3042 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3678 | */ |
3043 | */ |
3679 | int |
3044 | int |
3680 | op_on_battleground (object *op, int *x, int *y) |
3045 | op_on_battleground (object *op, int *x, int *y) |
3681 | { |
3046 | { |
3682 | object *tmp; |
|
|
3683 | |
|
|
3684 | /* A battleground-tile needs the following attributes to be valid: |
3047 | /* A battleground-tile needs the following attributes to be valid: |
3685 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3048 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3686 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3049 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3687 | * and the exit-coordinates sp/hp must both be > 0. |
3050 | * and the exit-coordinates sp/hp must both be > 0. |
3688 | * => The intention here is to prevent abuse of the battleground- |
3051 | * => The intention here is to prevent abuse of the battleground- |
3689 | * feature (like pickable or hidden battleground tiles). */ |
3052 | * feature (like pickable or hidden battleground tiles). */ |
3690 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3053 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3691 | { |
3054 | { |
3692 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3055 | if (tmp->flag [FLAG_IS_FLOOR]) |
3693 | { |
3056 | { |
3694 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3057 | if (tmp->flag [FLAG_NO_PICK] |
3695 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3058 | && tmp->type == BATTLEGROUND |
|
|
3059 | && tmp->name == shstr_battleground |
|
|
3060 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3696 | { |
3061 | { |
3697 | /*before we assign the exit, check if this is a teambattle */ |
3062 | /* before we assign the exit, check if this is a teambattle */ |
3698 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3063 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3699 | { |
|
|
3700 | object *invtmp; |
|
|
3701 | |
|
|
3702 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3064 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3065 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3703 | { |
3066 | { |
3704 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3705 | { |
|
|
3706 | if (x != NULL && y != NULL) |
3067 | if (x && y) |
3707 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3068 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3069 | |
3708 | return 1; |
3070 | return 1; |
3709 | } |
|
|
3710 | } |
3071 | } |
3711 | } |
3072 | |
3712 | if (x != NULL && y != NULL) |
3073 | if (x && y) |
3713 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3074 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3075 | |
3714 | return 1; |
3076 | return 1; |
3715 | } |
3077 | } |
3716 | } |
3078 | } |
3717 | } |
3079 | } |
|
|
3080 | |
3718 | /* If we got here, did not find a battleground */ |
3081 | /* If we got here, did not find a battleground */ |
3719 | return 0; |
3082 | return 0; |
3720 | } |
3083 | } |
3721 | |
3084 | |
3722 | /* |
3085 | /* |
… | |
… | |
3738 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3101 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3739 | int i = 0, j = 0; |
3102 | int i = 0, j = 0; |
3740 | |
3103 | |
3741 | /* get the appropriate treasurelist */ |
3104 | /* get the appropriate treasurelist */ |
3742 | if (atnr == ATNR_FIRE) |
3105 | if (atnr == ATNR_FIRE) |
3743 | trlist = find_treasurelist ("dragon_ability_fire"); |
3106 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3744 | else if (atnr == ATNR_COLD) |
3107 | else if (atnr == ATNR_COLD) |
3745 | trlist = find_treasurelist ("dragon_ability_cold"); |
3108 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3746 | else if (atnr == ATNR_ELECTRICITY) |
3109 | else if (atnr == ATNR_ELECTRICITY) |
3747 | trlist = find_treasurelist ("dragon_ability_elec"); |
3110 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3748 | else if (atnr == ATNR_POISON) |
3111 | else if (atnr == ATNR_POISON) |
3749 | trlist = find_treasurelist ("dragon_ability_poison"); |
3112 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3750 | |
3113 | |
3751 | if (trlist == NULL || who->type != PLAYER) |
3114 | if (trlist == NULL || who->type != PLAYER) |
3752 | return; |
3115 | return; |
3753 | |
3116 | |
3754 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3117 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3755 | |
3118 | |
3756 | if (tr == NULL || tr->item == NULL) |
3119 | if (!tr || !tr->item) |
3757 | { |
3120 | { |
3758 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3121 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3759 | return; |
3122 | return; |
3760 | } |
3123 | } |
3761 | |
3124 | |
3762 | /* everything seems okay - now bring on the gift: */ |
3125 | /* everything seems okay - now bring on the gift: */ |
3763 | item = &(tr->item->clone); |
3126 | item = tr->item; |
3764 | |
3127 | |
3765 | if (item->type == SPELL) |
3128 | if (item->type == SPELL) |
3766 | { |
3129 | { |
3767 | if (check_spell_known (who, item->name)) |
3130 | if (check_spell_known (who, item->name)) |
3768 | return; |
3131 | return; |
… | |
… | |
3827 | { |
3190 | { |
3828 | /* forces in the treasurelist can alter the player's stats */ |
3191 | /* forces in the treasurelist can alter the player's stats */ |
3829 | object *skin; |
3192 | object *skin; |
3830 | |
3193 | |
3831 | /* first get the dragon skin force */ |
3194 | /* first get the dragon skin force */ |
3832 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3195 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
|
|
3196 | ; |
|
|
3197 | |
3833 | if (skin == NULL) |
3198 | if (!skin) |
3834 | return; |
3199 | return; |
3835 | |
3200 | |
3836 | /* adding new spellpath attunements */ |
3201 | /* adding new spellpath attunements */ |
3837 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3202 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3838 | { |
3203 | { |
… | |
… | |
3849 | else |
3214 | else |
3850 | j = 1; |
3215 | j = 1; |
3851 | strcat (buf, spellpathnames[i]); |
3216 | strcat (buf, spellpathnames[i]); |
3852 | } |
3217 | } |
3853 | } |
3218 | } |
|
|
3219 | |
3854 | strcat (buf, "."); |
3220 | strcat (buf, "."); |
3855 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3221 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3856 | } |
3222 | } |
3857 | |
3223 | |
3858 | /* evtl. adding flags: */ |
3224 | /* evtl. adding flags: */ |
3859 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3225 | if (item->flag [FLAG_XRAYS]) |
3860 | SET_FLAG (skin, FLAG_XRAYS); |
3226 | skin->set_flag (FLAG_XRAYS); |
3861 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3227 | if (item->flag [FLAG_STEALTH]) |
3862 | SET_FLAG (skin, FLAG_STEALTH); |
3228 | skin->set_flag (FLAG_STEALTH); |
3863 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3229 | if (item->flag [FLAG_SEE_IN_DARK]) |
3864 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3230 | skin->set_flag (FLAG_SEE_IN_DARK); |
3865 | |
3231 | |
3866 | /* print message if there is one */ |
3232 | /* print message if there is one */ |
3867 | if (item->msg != NULL) |
3233 | if (item->msg != NULL) |
3868 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3234 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3869 | } |
3235 | } |
3870 | else |
3236 | else |
3871 | { |
3237 | { |
3872 | /* generate misc. treasure */ |
3238 | /* generate misc. treasure */ |
3873 | tmp = arch_to_object (tr->item); |
3239 | tmp = tr->item->instance (); |
3874 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3240 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3875 | tmp = insert_ob_in_ob (tmp, who); |
3241 | who->insert (tmp); |
3876 | if (who->type == PLAYER) |
|
|
3877 | esrv_send_item (who, tmp); |
|
|
3878 | } |
3242 | } |
3879 | } |
3243 | } |
3880 | |
3244 | |
3881 | /** |
3245 | //-GPL |
3882 | * Unready an object for a player. This function does nothing if the object was |
3246 | |
3883 | * not readied. |
3247 | sint8 |
3884 | */ |
3248 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3249 | { |
|
|
3250 | if (!ns) |
|
|
3251 | return LOS_BLOCKED; |
|
|
3252 | |
|
|
3253 | int dx, dy; |
|
|
3254 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3255 | return LOS_BLOCKED; |
|
|
3256 | |
|
|
3257 | x += dx - ns->current_x; |
|
|
3258 | y += dy - ns->current_y; |
|
|
3259 | |
|
|
3260 | return blocked_los (x, y); |
|
|
3261 | } |
|
|
3262 | |
3885 | void |
3263 | void |
3886 | player_unready_range_ob (player *pl, object *ob) |
3264 | player::infobox (const char *title, const char *msg, int color) |
3887 | { |
3265 | { |
3888 | rangetype i; |
3266 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
3889 | |
|
|
3890 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
|
|
3891 | { |
|
|
3892 | if (pl->ranges[i] == ob) |
|
|
3893 | { |
|
|
3894 | pl->ranges[i] = NULL; |
|
|
3895 | if (pl->shoottype == i) |
|
|
3896 | { |
|
|
3897 | pl->shoottype = range_none; |
|
|
3898 | } |
|
|
3899 | } |
|
|
3900 | } |
|
|
3901 | } |
3267 | } |
|
|
3268 | |
|
|
3269 | void |
|
|
3270 | player::statusmsg (const char *msg, int color) |
|
|
3271 | { |
|
|
3272 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3273 | } |
|
|
3274 | |
|
|
3275 | void |
|
|
3276 | player::failmsg (const char *msg, int color) |
|
|
3277 | { |
|
|
3278 | play_sound (sound_find ("generic_failure")); |
|
|
3279 | statusmsg (msg, color); |
|
|
3280 | } |
|
|
3281 | |
|
|
3282 | void |
|
|
3283 | object::failmsgf (const char *format, ...) |
|
|
3284 | { |
|
|
3285 | if (!contr) |
|
|
3286 | return; |
|
|
3287 | |
|
|
3288 | va_list ap; |
|
|
3289 | va_start (ap, format); |
|
|
3290 | contr->failmsg (vformat (format, ap)); |
|
|
3291 | va_end (ap); |
|
|
3292 | } |
|
|
3293 | |
|
|
3294 | void |
|
|
3295 | player::failmsgf (const char *format, ...) |
|
|
3296 | { |
|
|
3297 | va_list ap; |
|
|
3298 | va_start (ap, format); |
|
|
3299 | failmsg (vformat (format, ap)); |
|
|
3300 | va_end (ap); |
|
|
3301 | } |
|
|
3302 | |