… | |
… | |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <pwd.h> |
25 | #include <pwd.h> |
26 | #ifndef __CEXTRACT__ |
|
|
27 | # include <sproto.h> |
26 | #include <sproto.h> |
28 | #endif |
|
|
29 | #include <sounds.h> |
27 | #include <sounds.h> |
30 | #include <living.h> |
28 | #include <living.h> |
31 | #include <object.h> |
29 | #include <object.h> |
32 | #include <spells.h> |
30 | #include <spells.h> |
33 | #include <skills.h> |
31 | #include <skills.h> |
34 | #include <newclient.h> |
|
|
35 | |
32 | |
36 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
37 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
38 | #endif |
|
|
39 | |
35 | |
40 | player * |
36 | player * |
41 | find_player (const char *plname) |
37 | find_player (const char *plname) |
42 | { |
38 | { |
43 | player *pl; |
39 | player *pl; |
44 | |
40 | |
45 | for (pl = first_player; pl != NULL; pl = pl->next) |
41 | for (pl = first_player; pl; pl = pl->next) |
46 | { |
|
|
47 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
42 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
48 | return pl; |
43 | return pl; |
49 | }; |
44 | |
50 | return NULL; |
45 | return 0; |
51 | } |
|
|
52 | |
|
|
53 | player * |
|
|
54 | find_player_partial_name (const char *plname) |
|
|
55 | { |
|
|
56 | player *pl; |
|
|
57 | player *found = NULL; |
|
|
58 | size_t namelen = strlen (plname); |
|
|
59 | |
|
|
60 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
61 | { |
|
|
62 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
63 | continue; |
|
|
64 | |
|
|
65 | if (!strcmp (pl->ob->name, plname)) |
|
|
66 | return pl; |
|
|
67 | |
|
|
68 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
69 | { |
|
|
70 | if (found) |
|
|
71 | return NULL; |
|
|
72 | |
|
|
73 | found = pl; |
|
|
74 | } |
|
|
75 | } |
|
|
76 | return found; |
|
|
77 | } |
46 | } |
78 | |
47 | |
79 | void |
48 | void |
80 | display_motd (const object *op) |
49 | display_motd (const object *op) |
81 | { |
50 | { |
… | |
… | |
85 | int comp; |
54 | int comp; |
86 | int size; |
55 | int size; |
87 | |
56 | |
88 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
57 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
89 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
58 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
90 | { |
|
|
91 | return; |
59 | return; |
92 | } |
60 | |
93 | motd[0] = '\0'; |
61 | motd[0] = '\0'; |
94 | size = 0; |
62 | size = 0; |
|
|
63 | |
95 | while (fgets (buf, MAX_BUF, fp) != NULL) |
64 | while (fgets (buf, MAX_BUF, fp)) |
96 | { |
65 | { |
97 | if (*buf == '#') |
66 | if (*buf == '#') |
98 | continue; |
67 | continue; |
|
|
68 | |
99 | strncat (motd + size, buf, HUGE_BUF - size); |
69 | strncat (motd + size, buf, HUGE_BUF - size); |
100 | size += strlen (buf); |
70 | size += strlen (buf); |
101 | } |
71 | } |
|
|
72 | |
102 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
73 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
103 | close_and_delete (fp, comp); |
74 | close_and_delete (fp, comp); |
104 | } |
75 | } |
105 | |
76 | |
106 | void |
77 | void |
… | |
… | |
112 | int comp; |
83 | int comp; |
113 | int size; |
84 | int size; |
114 | |
85 | |
115 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
86 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
116 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
87 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
117 | { |
|
|
118 | return; |
88 | return; |
119 | } |
89 | |
120 | rules[0] = '\0'; |
90 | rules[0] = '\0'; |
121 | size = 0; |
91 | size = 0; |
|
|
92 | |
122 | while (fgets (buf, MAX_BUF, fp) != NULL) |
93 | while (fgets (buf, MAX_BUF, fp)) |
123 | { |
94 | { |
124 | if (*buf == '#') |
95 | if (*buf == '#') |
125 | continue; |
96 | continue; |
|
|
97 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
98 | if (size + strlen (buf) >= HUGE_BUF) |
127 | { |
99 | { |
128 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
100 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
129 | break; |
101 | break; |
130 | } |
102 | } |
|
|
103 | |
131 | strncat (rules + size, buf, HUGE_BUF - size); |
104 | strncat (rules + size, buf, HUGE_BUF - size); |
132 | size += strlen (buf); |
105 | size += strlen (buf); |
133 | } |
106 | } |
|
|
107 | |
134 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
108 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
135 | close_and_delete (fp, comp); |
109 | close_and_delete (fp, comp); |
136 | } |
110 | } |
137 | |
111 | |
138 | void |
112 | void |
… | |
… | |
146 | int size; |
120 | int size; |
147 | |
121 | |
148 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
122 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
149 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
123 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
150 | return; |
124 | return; |
|
|
125 | |
151 | news[0] = '\0'; |
126 | news[0] = '\0'; |
152 | subject[0] = '\0'; |
127 | subject[0] = '\0'; |
153 | size = 0; |
128 | size = 0; |
|
|
129 | |
154 | while (fgets (buf, MAX_BUF, fp) != NULL) |
130 | while (fgets (buf, MAX_BUF, fp) != NULL) |
155 | { |
131 | { |
156 | if (*buf == '#') |
132 | if (*buf == '#') |
157 | continue; |
133 | continue; |
|
|
134 | |
158 | if (*buf == '%') |
135 | if (*buf == '%') |
159 | { /* send one news */ |
136 | { /* send one news */ |
160 | if (size > 0) |
137 | if (size > 0) |
161 | 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 */ |
138 | 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 */ |
162 | strcpy (subject, buf + 1); |
139 | strcpy (subject, buf + 1); |
… | |
… | |
179 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
156 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
180 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
157 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
181 | close_and_delete (fp, comp); |
158 | close_and_delete (fp, comp); |
182 | } |
159 | } |
183 | |
160 | |
184 | int |
161 | /* This loads the first map an puts the player on it. */ |
185 | playername_ok (const char *cp) |
162 | static void |
|
|
163 | set_first_map (object *op) |
186 | { |
164 | { |
187 | /* Don't allow - or _ as first character in the name */ |
165 | strcpy (op->contr->maplevel, first_map_path); |
188 | if (*cp == '-' || *cp == '_') |
166 | op->x = -1; |
189 | return 0; |
167 | op->y = -1; |
190 | |
168 | enter_exit (op, 0); |
191 | for (; *cp != '\0'; cp++) |
|
|
192 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
|
193 | return 0; |
|
|
194 | return 1; |
|
|
195 | } |
169 | } |
196 | |
170 | |
197 | /* This no longer sets the player map. Also, it now updates |
171 | // connect the player with a specific client |
198 | * all the pointers so the caller doesn't need to do that. |
172 | // also changed, rationalises, and fixes some incorrect settings |
199 | * Caller is responsible for setting the correct map. |
173 | void |
200 | */ |
174 | player::connect (client *ns) |
201 | |
|
|
202 | /* Redo this to do both get_player_ob and get_player. |
|
|
203 | * Hopefully this will be less bugfree and simpler. |
|
|
204 | * Returns the player structure. If 'p' is null, |
|
|
205 | * we create a new one. Otherwise, we recycle |
|
|
206 | * the one that is passed. |
|
|
207 | */ |
|
|
208 | static player * |
|
|
209 | get_player (player *p) |
|
|
210 | { |
175 | { |
211 | object *op = arch_to_object (get_player_archetype (NULL)); |
176 | this->ns = ns; |
212 | int i; |
177 | ns->pl = this; |
213 | |
178 | |
214 | if (!p) |
179 | next = first_player; |
215 | { |
|
|
216 | p = new player; |
|
|
217 | |
|
|
218 | /* This adds the player in the linked list. There is extra |
|
|
219 | * complexity here because we want to add the new player at the |
|
|
220 | * end of the list - there is in fact no compelling reason that |
|
|
221 | * that needs to be done except for things like output of |
|
|
222 | * 'who'. |
|
|
223 | */ |
|
|
224 | player *tmp = first_player; |
|
|
225 | |
|
|
226 | while (tmp != NULL && tmp->next != NULL) |
|
|
227 | tmp = tmp->next; |
|
|
228 | if (tmp != NULL) |
|
|
229 | tmp->next = p; |
|
|
230 | else |
|
|
231 | first_player = p; |
180 | first_player = this; |
232 | |
181 | |
233 | p->next = NULL; |
182 | ns->update_look = 0; |
234 | } |
183 | ns->look_position = 0; |
235 | |
184 | |
236 | /* Clears basically the entire player structure except |
185 | clear_los (ob); |
237 | * for next and socket. |
186 | |
|
|
187 | ob->type = PLAYER; // we are paranoid |
|
|
188 | ob->race = ob->arch->clone.race; |
|
|
189 | |
|
|
190 | if (!legal_range (ob, shoottype)) |
|
|
191 | shoottype = range_none; |
|
|
192 | |
|
|
193 | ob->carrying = sum_weight (ob); |
|
|
194 | link_player_skills (ob); |
|
|
195 | |
|
|
196 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
197 | ob->update_stats (); |
|
|
198 | update_ob_speed (ob); |
|
|
199 | |
|
|
200 | assign (title, ob->arch->clone.name); |
|
|
201 | |
|
|
202 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
203 | * from the class, and not race. I don't see any way to get the class information |
|
|
204 | * to then update this. I don't think this will actually break anything - anyone |
|
|
205 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
206 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
207 | * should be able to use a shield. However, old Q's won't get that advantage. |
238 | */ |
208 | */ |
239 | p->clear (); |
209 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
210 | SET_FLAG (ob, FLAG_USE_SHIELD); |
240 | |
211 | |
|
|
212 | /* if it's a dragon player, set the correct title here */ |
|
|
213 | if (is_dragon_pl (ob)) |
|
|
214 | { |
|
|
215 | object *tmp, *abil = 0, *skin = 0; |
|
|
216 | |
|
|
217 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
218 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
219 | |
|
|
220 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
221 | if (tmp->type == FORCE) |
|
|
222 | if (tmp->arch->name == dragon_ability_force) |
|
|
223 | abil = tmp; |
|
|
224 | else if (tmp->arch->name == dragon_skin_force) |
|
|
225 | skin = tmp; |
|
|
226 | |
|
|
227 | set_dragon_name (ob, abil, skin); |
|
|
228 | } |
|
|
229 | |
|
|
230 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
231 | add_friendly_object (ob); |
|
|
232 | |
|
|
233 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
234 | |
|
|
235 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
236 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
|
237 | |
|
|
238 | ns->floorbox_update (); |
|
|
239 | |
|
|
240 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
241 | esrv_send_inventory (ob, ob); |
|
|
242 | esrv_add_spells (this, 0); |
|
|
243 | |
|
|
244 | enter_exit (ob, 0); |
|
|
245 | |
|
|
246 | // send_rules (ob);//TODO |
|
|
247 | // send_news (ob);//TODO |
|
|
248 | // display_motd (ob);//TODO |
|
|
249 | INVOKE_PLAYER (LOGIN, this); |
|
|
250 | } |
|
|
251 | |
|
|
252 | // the need for this function can be explained |
|
|
253 | // by load_object not returning the object |
|
|
254 | void |
|
|
255 | player::set_object (object *op) |
|
|
256 | { |
|
|
257 | ob = op; |
|
|
258 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
259 | |
|
|
260 | ob->speed_left = 0.5; |
|
|
261 | ob->speed = 1.0; |
|
|
262 | ob->direction = 5; /* So player faces south */ |
|
|
263 | ob->stats.wc = 2; |
|
|
264 | ob->run_away = 25; /* Then we panick... */ |
|
|
265 | |
|
|
266 | set_first_map (ob); |
|
|
267 | |
|
|
268 | ob->roll_stats (); |
|
|
269 | } |
|
|
270 | |
|
|
271 | player::player () |
|
|
272 | { |
241 | /* There are some elements we want initialized to non zero value - |
273 | /* There are some elements we want initialized to non zero value - |
242 | * we deal with that below this point. |
274 | * we deal with that below this point. |
243 | */ |
275 | */ |
244 | p->party = NULL; |
|
|
245 | p->outputs_sync = 16; /* Every 2 seconds */ |
276 | outputs_sync = 16; /* Every 2 seconds */ |
246 | p->outputs_count = 8; /* Keeps present behaviour */ |
277 | outputs_count = 8; /* Keeps present behaviour */ |
247 | p->unapply = unapply_nochoice; |
278 | unapply = unapply_nochoice; |
248 | p->Swap_First = -1; |
|
|
249 | |
279 | |
250 | #ifdef AUTOSAVE |
|
|
251 | p->last_save_tick = 9999999; |
|
|
252 | #endif |
|
|
253 | |
|
|
254 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
280 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
255 | |
281 | |
256 | op->contr = p; /* this aren't yet in archetype */ |
|
|
257 | p->ob = op; |
|
|
258 | op->speed_left = 0.5; |
|
|
259 | op->speed = 1.0; |
|
|
260 | op->direction = 5; /* So player faces south */ |
|
|
261 | op->stats.wc = 2; |
|
|
262 | op->run_away = 25; /* Then we panick... */ |
|
|
263 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
264 | |
|
|
265 | roll_stats (op); |
|
|
266 | p->state = ST_ROLL_STAT; |
|
|
267 | clear_los (op); |
|
|
268 | |
|
|
269 | p->gen_sp_armour = 10; |
282 | gen_sp_armour = 10; |
270 | p->last_speed = -1; |
283 | last_speed = -1; |
271 | p->shoottype = range_none; |
284 | shoottype = range_none; |
272 | p->bowtype = bow_normal; |
285 | bowtype = bow_normal; |
273 | p->petmode = pet_normal; |
286 | petmode = pet_normal; |
274 | p->listening = 10; |
287 | listening = 10; |
275 | p->usekeys = containers; |
288 | usekeys = containers; |
276 | p->last_weapon_sp = -1; |
289 | last_weapon_sp = -1; |
277 | p->peaceful = 1; /* default peaceful */ |
290 | peaceful = 1; /* default peaceful */ |
278 | p->do_los = 1; |
291 | do_los = 1; |
279 | p->explore = 0; |
|
|
280 | p->no_shout = 0; /* default can shout */ |
|
|
281 | |
|
|
282 | assign (p->title, op->arch->clone.name); |
|
|
283 | op->race = op->arch->clone.race; |
|
|
284 | |
|
|
285 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
286 | |
292 | |
287 | /* we need to clear these to -1 and not zero - otherwise, |
293 | /* we need to clear these to -1 and not zero - otherwise, |
288 | * if a player quits and starts a new character, we wont |
294 | * if a player quits and starts a new character, we wont |
289 | * send new values to the client, as things like exp start |
295 | * send new values to the client, as things like exp start |
290 | * at zero. |
296 | * at zero. |
291 | */ |
297 | */ |
292 | for (i = 0; i < NUM_SKILLS; i++) |
298 | for (int i = 0; i < NUM_SKILLS; i++) |
293 | { |
|
|
294 | p->last_skill_exp[i] = -1; |
299 | last_skill_exp[i] = -1; |
295 | p->last_skill_ob[i] = NULL; |
300 | |
296 | } |
|
|
297 | for (i = 0; i < NROFATTACKS; i++) |
301 | for (int i = 0; i < NROFATTACKS; i++) |
298 | { |
|
|
299 | p->last_resist[i] = -1; |
302 | last_resist[i] = -1; |
300 | } |
303 | |
301 | p->last_stats.exp = -1; |
304 | last_stats.exp = -1; |
302 | p->last_weight = (uint32) - 1; |
305 | last_weight = (uint32) - 1; |
303 | |
|
|
304 | p->socket.update_look = 0; |
|
|
305 | p->socket.look_position = 0; |
|
|
306 | return p; |
|
|
307 | } |
306 | } |
308 | |
307 | |
309 | /* This loads the first map an puts the player on it. */ |
308 | player::~player () |
310 | static void |
|
|
311 | set_first_map (object *op) |
|
|
312 | { |
309 | { |
313 | strcpy (op->contr->maplevel, first_map_path); |
310 | terminate_all_pets (ob); |
314 | op->x = -1; |
|
|
315 | op->y = -1; |
|
|
316 | enter_exit (op, NULL); |
|
|
317 | } |
|
|
318 | |
311 | |
|
|
312 | if (first_player != this) |
|
|
313 | { |
|
|
314 | player *prev = first_player; |
|
|
315 | |
|
|
316 | while (prev && prev->next && prev->next != this) |
|
|
317 | prev = prev->next; |
|
|
318 | |
|
|
319 | if (prev->next != this) |
|
|
320 | { |
|
|
321 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
322 | abort (); |
|
|
323 | } |
|
|
324 | |
|
|
325 | prev->next = next; |
|
|
326 | } |
|
|
327 | else |
|
|
328 | first_player = next; |
|
|
329 | |
|
|
330 | if (ob) |
|
|
331 | { |
|
|
332 | ob->contr = 0; |
|
|
333 | ob->destroy (1); |
|
|
334 | } |
|
|
335 | |
|
|
336 | if (ns) |
|
|
337 | { |
|
|
338 | ns->send_packet ("goodbye"); |
|
|
339 | ns->flush (); |
|
|
340 | ns->pl = 0; |
|
|
341 | ns->destroy (); |
|
|
342 | } |
|
|
343 | |
|
|
344 | /* Clear item stack */ |
|
|
345 | free (stack_items); |
|
|
346 | } |
|
|
347 | |
319 | /* Tries to add player on the connection passwd in ns. |
348 | /* Tries to add player on the connection passed in ns. |
320 | * All we can really get in this is some settings like host and display |
349 | * All we can really get in this is some settings like host and display |
321 | * mode. |
350 | * mode. |
322 | */ |
351 | */ |
323 | |
|
|
324 | int |
|
|
325 | add_player (client_socket * ns) |
|
|
326 | { |
|
|
327 | player *p; |
352 | player * |
|
|
353 | player::create () |
|
|
354 | { |
|
|
355 | player *pl = new player; |
328 | |
356 | |
329 | p = get_player (NULL); |
357 | pl->set_object (arch_to_object (get_player_archetype (0))); |
330 | p->socket = *ns; |
|
|
331 | p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
332 | |
358 | |
333 | if (p->socket.faces_sent == NULL) |
|
|
334 | fatal (OUT_OF_MEMORY); |
|
|
335 | |
|
|
336 | memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
337 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
338 | * Note that this can result in a client reset if there is partial data |
|
|
339 | * on the uncoming socket. |
|
|
340 | */ |
|
|
341 | //TODO socket copying is EVIL, do not do this |
|
|
342 | p->socket.inbuf_len = 0; |
|
|
343 | set_first_map (p->ob); |
|
|
344 | |
|
|
345 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
346 | add_friendly_object (p->ob); |
|
|
347 | send_rules (p->ob); |
|
|
348 | send_news (p->ob); |
|
|
349 | display_motd (p->ob); |
|
|
350 | get_name (p->ob); |
|
|
351 | |
|
|
352 | return 0; |
359 | return pl; |
353 | } |
360 | } |
354 | |
361 | |
355 | /* |
362 | /* |
356 | * get_player_archetype() return next player archetype from archetype |
363 | * get_player_archetype() return next player archetype from archetype |
357 | * list. Not very efficient routine, but used only creating new players. |
364 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
366 | { |
373 | { |
367 | if (at == NULL || at->next == NULL) |
374 | if (at == NULL || at->next == NULL) |
368 | at = first_archetype; |
375 | at = first_archetype; |
369 | else |
376 | else |
370 | at = at->next; |
377 | at = at->next; |
|
|
378 | |
371 | if (at->clone.type == PLAYER) |
379 | if (at->clone.type == PLAYER) |
372 | return at; |
380 | return at; |
|
|
381 | |
373 | if (at == start) |
382 | if (at == start) |
374 | { |
383 | { |
375 | LOG (llevError, "No Player archetypes\n"); |
384 | LOG (llevError, "No Player archetypes\n"); |
376 | exit (-1); |
385 | exit (-1); |
377 | } |
386 | } |
378 | } |
387 | } |
379 | } |
388 | } |
380 | |
|
|
381 | |
389 | |
382 | object * |
390 | object * |
383 | get_nearest_player (object *mon) |
391 | get_nearest_player (object *mon) |
384 | { |
392 | { |
385 | object *op = NULL; |
393 | object *op = NULL; |
… | |
… | |
462 | * circling behaviour. Unfortunately, this function is also used to determined |
470 | * circling behaviour. Unfortunately, this function is also used to determined |
463 | * if the creature should cast a spell, so returning a direction in that case |
471 | * if the creature should cast a spell, so returning a direction in that case |
464 | * is probably not a good thing. |
472 | * is probably not a good thing. |
465 | */ |
473 | */ |
466 | #define MAX_SPACES 50 |
474 | #define MAX_SPACES 50 |
467 | |
|
|
468 | |
475 | |
469 | /* |
476 | /* |
470 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
477 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
471 | * modified to verify there is a path to the player. Does this by stepping towards |
478 | * modified to verify there is a path to the player. Does this by stepping towards |
472 | * player and if path is blocked then see if blockage is close enough to player that |
479 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
711 | /* Need to set up the skill pointers */ |
718 | /* Need to set up the skill pointers */ |
712 | link_player_skills (pl); |
719 | link_player_skills (pl); |
713 | } |
720 | } |
714 | |
721 | |
715 | void |
722 | void |
716 | get_name (object *op) |
|
|
717 | { |
|
|
718 | op->contr->write_buf[0] = '\0'; |
|
|
719 | op->contr->state = ST_GET_NAME; |
|
|
720 | send_query (&op->contr->socket, 0, "What is your name?\n:"); |
|
|
721 | } |
|
|
722 | |
|
|
723 | void |
|
|
724 | get_password (object *op) |
|
|
725 | { |
|
|
726 | op->contr->write_buf[0] = '\0'; |
|
|
727 | op->contr->state = ST_GET_PASSWORD; |
|
|
728 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
729 | } |
|
|
730 | |
|
|
731 | void |
|
|
732 | play_again (object *op) |
|
|
733 | { |
|
|
734 | op->contr->state = ST_PLAY_AGAIN; |
|
|
735 | op->chosen_skill = NULL; |
|
|
736 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
737 | /* a bit of a hack, but there are various places early in th |
|
|
738 | * player creation process that a user can quit (eg, roll |
|
|
739 | * stats) that isn't removing the player. Taking a quick |
|
|
740 | * look, there are many places that call play_again without |
|
|
741 | * removing the player - it probably makes more sense |
|
|
742 | * to leave it to play_again to remove the object in all |
|
|
743 | * cases. |
|
|
744 | */ |
|
|
745 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
746 | op->remove (); |
|
|
747 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
748 | * and draw() doesn't check to see if the player is removed, only if |
|
|
749 | * the map is null or not swapped out. |
|
|
750 | */ |
|
|
751 | op->map = NULL; |
|
|
752 | } |
|
|
753 | |
|
|
754 | int |
|
|
755 | receive_play_again (object *op, char key) |
|
|
756 | { |
|
|
757 | if (key == 'q' || key == 'Q') |
|
|
758 | { |
|
|
759 | remove_friendly_object (op); |
|
|
760 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
761 | return 2; |
|
|
762 | } |
|
|
763 | else if (key == 'a' || key == 'A') |
|
|
764 | { |
|
|
765 | player *pl = op->contr; |
|
|
766 | shstr name = op->name; |
|
|
767 | |
|
|
768 | op->contr = 0; |
|
|
769 | op->type = 0; |
|
|
770 | op->destroy (1); |
|
|
771 | pl = get_player (pl); |
|
|
772 | op = pl->ob; |
|
|
773 | add_friendly_object (op); |
|
|
774 | op->contr->password[0] = '~'; |
|
|
775 | op->name = op->name_pl = 0; |
|
|
776 | /* Lets put a space in here */ |
|
|
777 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
778 | get_name (op); |
|
|
779 | op->name = op->name_pl = name; |
|
|
780 | set_first_map (op); |
|
|
781 | } |
|
|
782 | else |
|
|
783 | /* user pressed something else so just ask again... */ |
|
|
784 | play_again (op); |
|
|
785 | |
|
|
786 | return 0; |
|
|
787 | } |
|
|
788 | |
|
|
789 | void |
|
|
790 | confirm_password (object *op) |
|
|
791 | { |
|
|
792 | |
|
|
793 | op->contr->write_buf[0] = '\0'; |
|
|
794 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
795 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
796 | } |
|
|
797 | |
|
|
798 | void |
|
|
799 | get_party_password (object *op, partylist *party) |
723 | get_party_password (object *op, partylist *party) |
800 | { |
724 | { |
801 | if (party == NULL) |
725 | if (party == NULL) |
802 | { |
726 | { |
803 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
727 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
804 | return; |
728 | return; |
805 | } |
729 | } |
|
|
730 | |
806 | op->contr->write_buf[0] = '\0'; |
731 | op->contr->write_buf[0] = '\0'; |
807 | op->contr->state = ST_GET_PARTY_PASSWORD; |
732 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
808 | op->contr->party_to_join = party; |
733 | op->contr->party_to_join = party; |
809 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
734 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
810 | } |
735 | } |
811 | |
|
|
812 | |
736 | |
813 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
737 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
814 | int |
738 | static int |
815 | roll_stat (void) |
739 | roll_stat (void) |
816 | { |
740 | { |
817 | int a[4], i, j, k; |
741 | int a[4], i, j, k; |
818 | |
742 | |
819 | for (i = 0; i < 4; i++) |
743 | for (i = 0; i < 4; i++) |
… | |
… | |
822 | for (i = 0, j = 0, k = 7; i < 4; i++) |
746 | for (i = 0, j = 0, k = 7; i < 4; i++) |
823 | if (a[i] < k) |
747 | if (a[i] < k) |
824 | k = a[i], j = i; |
748 | k = a[i], j = i; |
825 | |
749 | |
826 | for (i = 0, k = 0; i < 4; i++) |
750 | for (i = 0, k = 0; i < 4; i++) |
827 | { |
|
|
828 | if (i != j) |
751 | if (i != j) |
829 | k += a[i]; |
752 | k += a[i]; |
830 | } |
753 | |
831 | return k; |
754 | return k; |
832 | } |
755 | } |
833 | |
756 | |
834 | void |
757 | void |
835 | roll_stats (object *op) |
758 | object::roll_stats () |
836 | { |
759 | { |
837 | int sum = 0; |
|
|
838 | int i = 0, j = 0; |
|
|
839 | int statsort[7]; |
760 | int statsort [7]; |
840 | |
761 | |
841 | do |
762 | for (;;) |
842 | { |
|
|
843 | op->stats.Str = roll_stat (); |
|
|
844 | op->stats.Dex = roll_stat (); |
|
|
845 | op->stats.Int = roll_stat (); |
|
|
846 | op->stats.Con = roll_stat (); |
|
|
847 | op->stats.Wis = roll_stat (); |
|
|
848 | op->stats.Pow = roll_stat (); |
|
|
849 | op->stats.Cha = roll_stat (); |
|
|
850 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
851 | } |
763 | { |
852 | while (sum < 82 || sum > 116); |
764 | int sum = 0; |
|
|
765 | for (int i = 7; i--; ) |
|
|
766 | sum += statsort [i] = roll_stat (); |
853 | |
767 | |
|
|
768 | if (sum >= 82 && sum <= 116) |
|
|
769 | break; |
|
|
770 | } |
|
|
771 | |
854 | /* Sort the stats so that rerolling is easier... */ |
772 | // Sort the stats so that rerolling is easier... |
855 | statsort[0] = op->stats.Str; |
773 | std::sort (statsort, statsort + 7, std::greater<int>()); |
856 | statsort[1] = op->stats.Dex; |
|
|
857 | statsort[2] = op->stats.Int; |
|
|
858 | statsort[3] = op->stats.Con; |
|
|
859 | statsort[4] = op->stats.Wis; |
|
|
860 | statsort[5] = op->stats.Pow; |
|
|
861 | statsort[6] = op->stats.Cha; |
|
|
862 | |
774 | |
863 | /* a quick and dirty bubblesort? */ |
|
|
864 | do |
|
|
865 | { |
|
|
866 | if (statsort[i] < statsort[i + 1]) |
|
|
867 | { |
|
|
868 | j = statsort[i]; |
|
|
869 | statsort[i] = statsort[i + 1]; |
|
|
870 | statsort[i + 1] = j; |
|
|
871 | i = 0; |
|
|
872 | } |
|
|
873 | else |
|
|
874 | { |
|
|
875 | i++; |
|
|
876 | } |
|
|
877 | } |
|
|
878 | while (i < 6); |
|
|
879 | |
|
|
880 | op->stats.Str = statsort[0]; |
775 | stats.Str = statsort[0]; |
881 | op->stats.Dex = statsort[1]; |
776 | stats.Dex = statsort[1]; |
882 | op->stats.Con = statsort[2]; |
777 | stats.Con = statsort[2]; |
883 | op->stats.Int = statsort[3]; |
778 | stats.Int = statsort[3]; |
884 | op->stats.Wis = statsort[4]; |
779 | stats.Wis = statsort[4]; |
885 | op->stats.Pow = statsort[5]; |
780 | stats.Pow = statsort[5]; |
886 | op->stats.Cha = statsort[6]; |
781 | stats.Cha = statsort[6]; |
887 | |
782 | |
888 | |
|
|
889 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
890 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
891 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
892 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
893 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
894 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
895 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
896 | |
|
|
897 | op->level = 1; |
|
|
898 | op->stats.exp = 0; |
783 | stats.exp = 0; |
899 | op->stats.ac = 0; |
784 | stats.ac = 0; |
900 | |
785 | |
901 | op->contr->levhp[1] = 9; |
|
|
902 | op->contr->levsp[1] = 6; |
|
|
903 | op->contr->levgrace[1] = 3; |
|
|
904 | |
|
|
905 | fix_player (op); |
|
|
906 | op->stats.hp = op->stats.maxhp; |
786 | stats.hp = stats.maxhp; |
907 | op->stats.sp = op->stats.maxsp; |
787 | stats.sp = stats.maxsp; |
908 | op->stats.grace = op->stats.maxgrace; |
788 | stats.grace = stats.maxgrace; |
|
|
789 | |
|
|
790 | if (contr) |
|
|
791 | { |
|
|
792 | contr->levhp[1] = 9; |
|
|
793 | contr->levsp[1] = 6; |
|
|
794 | contr->levgrace[1] = 3; |
|
|
795 | |
909 | op->contr->orig_stats = op->stats; |
796 | contr->orig_stats = stats; |
|
|
797 | } |
910 | } |
798 | } |
911 | |
799 | |
912 | void |
800 | void |
913 | Roll_Again (object *op) |
801 | object::swap_stats (int a, int b) |
914 | { |
802 | { |
915 | esrv_new_player (op->contr, 0); |
|
|
916 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
917 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
918 | } |
|
|
919 | |
|
|
920 | void |
|
|
921 | Swap_Stat (object *op, int Swap_Second) |
|
|
922 | { |
|
|
923 | signed char tmp; |
|
|
924 | char buf[MAX_BUF]; |
|
|
925 | |
|
|
926 | if (op->contr->Swap_First == -1) |
|
|
927 | { |
|
|
928 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
929 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
930 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
931 | return; |
|
|
932 | } |
|
|
933 | |
|
|
934 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
803 | int tmp = get_attr_value (&contr->orig_stats, a); |
935 | |
|
|
936 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
804 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
937 | |
|
|
938 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
805 | set_attr_value (&contr->orig_stats, b, tmp); |
939 | |
806 | |
940 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
941 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
942 | op->stats.Str = op->contr->orig_stats.Str; |
807 | stats.Str = contr->orig_stats.Str; |
943 | op->stats.Dex = op->contr->orig_stats.Dex; |
808 | stats.Dex = contr->orig_stats.Dex; |
944 | op->stats.Con = op->contr->orig_stats.Con; |
809 | stats.Con = contr->orig_stats.Con; |
945 | op->stats.Int = op->contr->orig_stats.Int; |
810 | stats.Int = contr->orig_stats.Int; |
946 | op->stats.Wis = op->contr->orig_stats.Wis; |
811 | stats.Wis = contr->orig_stats.Wis; |
947 | op->stats.Pow = op->contr->orig_stats.Pow; |
812 | stats.Pow = contr->orig_stats.Pow; |
948 | op->stats.Cha = op->contr->orig_stats.Cha; |
813 | stats.Cha = contr->orig_stats.Cha; |
|
|
814 | |
|
|
815 | //TODO: the following code looks so borked and should, at the very least, |
|
|
816 | // be merged with the similar code in roll_stats |
949 | op->stats.ac = 0; |
817 | stats.ac = 0; |
950 | |
818 | |
951 | op->level = 1; |
819 | level = 1; |
952 | op->stats.exp = 0; |
820 | stats.exp = 0; |
953 | op->stats.ac = 0; |
821 | stats.ac = 0; |
954 | |
822 | |
955 | op->contr->levhp[1] = 9; |
|
|
956 | op->contr->levsp[1] = 6; |
|
|
957 | op->contr->levgrace[1] = 3; |
|
|
958 | |
|
|
959 | fix_player (op); |
|
|
960 | op->stats.hp = op->stats.maxhp; |
823 | stats.hp = stats.maxhp; |
961 | op->stats.sp = op->stats.maxsp; |
824 | stats.sp = stats.maxsp; |
962 | op->stats.grace = op->stats.maxgrace; |
825 | stats.grace = stats.maxgrace; |
|
|
826 | |
|
|
827 | if (contr) |
|
|
828 | { |
|
|
829 | contr->levhp[1] = 9; |
|
|
830 | contr->levsp[1] = 6; |
|
|
831 | contr->levgrace[1] = 3; |
|
|
832 | |
963 | op->contr->orig_stats = op->stats; |
833 | contr->orig_stats = stats; |
964 | op->contr->Swap_First = -1; |
|
|
965 | } |
|
|
966 | |
|
|
967 | |
|
|
968 | /* This code has been greatly reduced, because with set_attr_value |
|
|
969 | * and get_attr_value, the stats can be accessed just numeric |
|
|
970 | * ids. stat_trans is a table that translate the number entered |
|
|
971 | * into the actual stat. It is needed because the order the stats |
|
|
972 | * are displayed in the stat window is not the same as how |
|
|
973 | * the number's access that stat. The table does that translation. |
|
|
974 | */ |
|
|
975 | int |
|
|
976 | key_roll_stat (object *op, char key) |
|
|
977 | { |
|
|
978 | int keynum = key - '0'; |
|
|
979 | char buf[MAX_BUF]; |
|
|
980 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
981 | |
|
|
982 | if (keynum > 0 && keynum <= 7) |
|
|
983 | { |
834 | } |
984 | if (op->contr->Swap_First == -1) |
|
|
985 | { |
|
|
986 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
987 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
988 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
989 | } |
|
|
990 | else |
|
|
991 | Swap_Stat (op, stat_trans[keynum]); |
|
|
992 | |
|
|
993 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
994 | return 1; |
|
|
995 | } |
|
|
996 | switch (key) |
|
|
997 | { |
|
|
998 | case 'n': |
|
|
999 | case 'N': |
|
|
1000 | { |
|
|
1001 | SET_FLAG (op, FLAG_WIZ); |
|
|
1002 | if (op->map == NULL) |
|
|
1003 | { |
|
|
1004 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
1005 | break; |
|
|
1006 | } |
|
|
1007 | |
|
|
1008 | #if 0 |
|
|
1009 | /* So that enter_exit will put us at startx/starty */ |
|
|
1010 | op->x = -1; |
|
|
1011 | |
|
|
1012 | enter_exit (op, NULL); |
|
|
1013 | #endif |
|
|
1014 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1015 | /* Enter exit adds a player otherwise */ |
|
|
1016 | add_statbonus (op); |
|
|
1017 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1018 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1019 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1020 | if (op->msg) |
|
|
1021 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1022 | return 0; |
|
|
1023 | } |
|
|
1024 | case 'y': |
|
|
1025 | case 'Y': |
|
|
1026 | roll_stats (op); |
|
|
1027 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1028 | return 1; |
|
|
1029 | |
|
|
1030 | case 'q': |
|
|
1031 | case 'Q': |
|
|
1032 | play_again (op); |
|
|
1033 | return 1; |
|
|
1034 | |
|
|
1035 | default: |
|
|
1036 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1037 | return 0; |
|
|
1038 | } |
|
|
1039 | return 0; |
|
|
1040 | } |
835 | } |
1041 | |
836 | |
1042 | /* This function takes the key that is passed, and does the |
837 | /* This function takes the key that is passed, and does the |
1043 | * appropriate action with it (change race, or other things). |
838 | * appropriate action with it (change race, or other things). |
1044 | * The function name is for historical reasons - now we have |
839 | * The function name is for historical reasons - now we have |
1045 | * separate race and class; this actually changes the RACE, |
840 | * separate race and class; this actually changes the RACE, |
1046 | * not the class. |
841 | * not the class. |
1047 | */ |
842 | */ |
1048 | |
|
|
1049 | int |
843 | int |
1050 | key_change_class (object *op, char key) |
844 | key_change_class (object *op, char key) |
1051 | { |
845 | { |
1052 | int tmp_loop; |
846 | int tmp_loop; |
1053 | |
847 | |
1054 | if (key == 'q' || key == 'Q') |
|
|
1055 | { |
|
|
1056 | op->remove (); |
|
|
1057 | play_again (op); |
|
|
1058 | return 0; |
|
|
1059 | } |
|
|
1060 | if (key == 'd' || key == 'D') |
848 | if (key == 'd' || key == 'D') |
1061 | { |
849 | { |
1062 | char buf[MAX_BUF]; |
850 | char buf[MAX_BUF]; |
1063 | |
851 | |
1064 | /* this must before then initial items are given */ |
852 | /* this must before then initial items are given */ |
… | |
… | |
1069 | create_treasure (tl, op, 0, 0, 0); |
857 | create_treasure (tl, op, 0, 0, 0); |
1070 | |
858 | |
1071 | INVOKE_PLAYER (BIRTH, op->contr); |
859 | INVOKE_PLAYER (BIRTH, op->contr); |
1072 | INVOKE_PLAYER (LOGIN, op->contr); |
860 | INVOKE_PLAYER (LOGIN, op->contr); |
1073 | |
861 | |
1074 | op->contr->state = ST_PLAYING; |
862 | op->contr->ns->state = ST_PLAYING; |
1075 | |
863 | |
1076 | if (op->msg) |
864 | if (op->msg) |
1077 | op->msg = NULL; |
865 | op->msg = NULL; |
1078 | |
866 | |
1079 | /* We create this now because some of the unique maps will need it |
867 | /* We create this now because some of the unique maps will need it |
… | |
… | |
1088 | start_info (op); |
876 | start_info (op); |
1089 | CLEAR_FLAG (op, FLAG_WIZ); |
877 | CLEAR_FLAG (op, FLAG_WIZ); |
1090 | give_initial_items (op, op->randomitems); |
878 | give_initial_items (op, op->randomitems); |
1091 | link_player_skills (op); |
879 | link_player_skills (op); |
1092 | esrv_send_inventory (op, op); |
880 | esrv_send_inventory (op, op); |
1093 | fix_player (op); |
881 | op->update_stats (); |
1094 | |
882 | |
1095 | /* This moves the player to a different start map, if there |
883 | /* This moves the player to a different start map, if there |
1096 | * is one for this race |
884 | * is one for this race |
1097 | */ |
885 | */ |
1098 | if (*first_map_ext_path) |
886 | if (*first_map_ext_path) |
… | |
… | |
1109 | * if the map isn't there, then stay on the |
897 | * if the map isn't there, then stay on the |
1110 | * default initial map */ |
898 | * default initial map */ |
1111 | tmp->destroy (); |
899 | tmp->destroy (); |
1112 | } |
900 | } |
1113 | else |
901 | else |
1114 | { |
|
|
1115 | LOG (llevDebug, "first_map_ext_path not set\n"); |
902 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1116 | } |
903 | |
1117 | return 0; |
904 | return 0; |
1118 | } |
905 | } |
1119 | |
906 | |
1120 | /* Following actually changes the race - this is the default command |
907 | /* Following actually changes the race - this is the default command |
1121 | * if we don't match with one of the options above. |
908 | * if we don't match with one of the options above. |
… | |
… | |
1125 | while (!tmp_loop) |
912 | while (!tmp_loop) |
1126 | { |
913 | { |
1127 | shstr name = op->name; |
914 | shstr name = op->name; |
1128 | int x = op->x, y = op->y; |
915 | int x = op->x, y = op->y; |
1129 | |
916 | |
1130 | remove_statbonus (op); |
917 | op->remove_statbonus (); |
1131 | op->remove (); |
918 | op->remove (); |
1132 | op->arch = get_player_archetype (op->arch); |
919 | op->arch = get_player_archetype (op->arch); |
1133 | op->arch->clone.copy_to (op); |
920 | op->arch->clone.copy_to (op); |
1134 | op->instantiate (); |
921 | op->instantiate (); |
1135 | op->stats = op->contr->orig_stats; |
922 | op->stats = op->contr->orig_stats; |
… | |
… | |
1137 | op->x = x; |
924 | op->x = x; |
1138 | op->y = y; |
925 | op->y = y; |
1139 | SET_ANIMATION (op, 2); /* So player faces south */ |
926 | SET_ANIMATION (op, 2); /* So player faces south */ |
1140 | insert_ob_in_map (op, op->map, op, 0); |
927 | insert_ob_in_map (op, op->map, op, 0); |
1141 | assign (op->contr->title, op->arch->clone.name); |
928 | assign (op->contr->title, op->arch->clone.name); |
1142 | add_statbonus (op); |
929 | op->add_statbonus (); |
1143 | tmp_loop = allowed_class (op); |
930 | tmp_loop = allowed_class (op); |
1144 | } |
931 | } |
1145 | |
932 | |
1146 | update_object (op, UP_OBJ_FACE); |
933 | update_object (op, UP_OBJ_FACE); |
1147 | esrv_update_item (UPD_FACE, op, op); |
934 | esrv_update_item (UPD_FACE, op, op); |
1148 | fix_player (op); |
935 | op->update_stats (); |
1149 | op->stats.hp = op->stats.maxhp; |
936 | op->stats.hp = op->stats.maxhp; |
1150 | op->stats.sp = op->stats.maxsp; |
937 | op->stats.sp = op->stats.maxsp; |
1151 | op->stats.grace = 0; |
938 | op->stats.grace = 0; |
1152 | |
939 | |
1153 | if (op->msg) |
940 | if (op->msg) |
1154 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
941 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1155 | |
942 | |
1156 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
943 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1157 | return 0; |
944 | return 0; |
1158 | } |
945 | } |
1159 | |
946 | |
1160 | int |
947 | int |
1161 | key_confirm_quit (object *op, char key) |
948 | key_confirm_quit (object *op, char key) |
1162 | { |
949 | { |
1163 | char buf[MAX_BUF]; |
|
|
1164 | |
|
|
1165 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
950 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
1166 | { |
951 | { |
1167 | op->contr->state = ST_PLAYING; |
952 | op->contr->ns->state = ST_PLAYING; |
1168 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
953 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
1169 | return 1; |
954 | return 1; |
1170 | } |
955 | } |
1171 | |
956 | |
1172 | INVOKE_PLAYER (LOGOUT, op->contr); |
957 | INVOKE_PLAYER (LOGOUT, op->contr); |
… | |
… | |
1177 | op->direction = 0; |
962 | op->direction = 0; |
1178 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
963 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
1179 | |
964 | |
1180 | strcpy (op->contr->killer, "quit"); |
965 | strcpy (op->contr->killer, "quit"); |
1181 | check_score (op); |
966 | check_score (op); |
1182 | op->contr->party = NULL; |
967 | op->contr->party = 0; |
1183 | if (settings.set_title == TRUE) |
|
|
1184 | op->contr->own_title[0] = '\0'; |
968 | op->contr->own_title[0] = '\0'; |
1185 | |
969 | |
1186 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
970 | object_ptr ob = op; |
1187 | { |
|
|
1188 | maptile *mp, *next; |
|
|
1189 | |
971 | |
|
|
972 | delete ob->contr; |
|
|
973 | |
1190 | /* We need to hunt for any per player unique maps in memory and |
974 | /* We need to hunt for any per player unique maps in memory and |
1191 | * get rid of them. The trailing slash in the path is intentional, |
975 | * get rid of them. The trailing slash in the path is intentional, |
1192 | * so that players named 'Ab' won't match against players 'Abe' pathname |
976 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1193 | */ |
977 | */ |
|
|
978 | char buf[MAX_BUF]; |
1194 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
979 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1195 | for (mp = first_map; mp != NULL; mp = next) |
980 | |
1196 | { |
981 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
982 | { |
1197 | next = mp->next; |
983 | next = mp->next; |
|
|
984 | |
1198 | if (!strncmp (mp->path, buf, strlen (buf))) |
985 | if (!strncmp (mp->path, buf, strlen (buf))) |
1199 | delete_map (mp); |
986 | delete_map (mp); |
1200 | } |
987 | } |
1201 | |
988 | |
1202 | delete_character (op->name, 1); |
989 | delete_character (ob->name, 1); |
1203 | } |
|
|
1204 | |
990 | |
1205 | play_again (op); |
|
|
1206 | return 1; |
991 | return 1; |
1207 | } |
992 | } |
1208 | |
993 | |
1209 | void |
994 | void |
1210 | flee_player (object *op) |
995 | flee_player (object *op) |
… | |
… | |
1241 | { |
1026 | { |
1242 | op->enemy = NULL; |
1027 | op->enemy = NULL; |
1243 | CLEAR_FLAG (op, FLAG_SCARED); |
1028 | CLEAR_FLAG (op, FLAG_SCARED); |
1244 | return; |
1029 | return; |
1245 | } |
1030 | } |
|
|
1031 | |
1246 | get_rangevector (op, op->enemy, &rv, 0); |
1032 | get_rangevector (op, op->enemy, &rv, 0); |
1247 | |
1033 | |
1248 | dir = absdir (4 + rv.direction); |
1034 | dir = absdir (4 + rv.direction); |
1249 | for (diff = 0; diff < 3; diff++) |
1035 | for (diff = 0; diff < 3; diff++) |
1250 | { |
1036 | { |
1251 | int m = 1 - (RANDOM () & 2); |
1037 | int m = 1 - (RANDOM () & 2); |
1252 | |
1038 | |
1253 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1039 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1254 | { |
|
|
1255 | return; |
1040 | return; |
1256 | } |
|
|
1257 | } |
1041 | } |
|
|
1042 | |
1258 | /* Cornered, get rid of scared */ |
1043 | /* Cornered, get rid of scared */ |
1259 | CLEAR_FLAG (op, FLAG_SCARED); |
1044 | CLEAR_FLAG (op, FLAG_SCARED); |
1260 | op->enemy = NULL; |
1045 | op->enemy = NULL; |
1261 | } |
1046 | } |
1262 | |
1047 | |
… | |
… | |
1818 | if (!dir) |
1603 | if (!dir) |
1819 | { |
1604 | { |
1820 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1605 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1821 | return 0; |
1606 | return 0; |
1822 | } |
1607 | } |
|
|
1608 | |
1823 | if (op->type == PLAYER) |
1609 | if (op->type == PLAYER) |
1824 | bow = op->contr->ranges[range_bow]; |
1610 | bow = op->contr->ranges[range_bow]; |
1825 | else |
1611 | else |
1826 | { |
1612 | { |
1827 | for (bow = op->inv; bow; bow = bow->below) |
1613 | for (bow = op->inv; bow; bow = bow->below) |
… | |
… | |
1835 | { |
1621 | { |
1836 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1622 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1837 | return 0; |
1623 | return 0; |
1838 | } |
1624 | } |
1839 | } |
1625 | } |
|
|
1626 | |
1840 | if (!bow->race || !bow->skill) |
1627 | if (!bow->race || !bow->skill) |
1841 | { |
1628 | { |
1842 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1629 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1843 | return 0; |
1630 | return 0; |
1844 | } |
1631 | } |
… | |
… | |
1846 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1633 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1847 | |
1634 | |
1848 | /* penalize ROF for bestarrow */ |
1635 | /* penalize ROF for bestarrow */ |
1849 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1636 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1850 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1637 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1638 | |
1851 | if (bowspeed < 1) |
1639 | if (bowspeed < 1) |
1852 | bowspeed = 1; |
1640 | bowspeed = 1; |
1853 | |
1641 | |
1854 | if (arrow == NULL) |
1642 | if (arrow == NULL) |
1855 | { |
1643 | { |
… | |
… | |
1861 | else |
1649 | else |
1862 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1650 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1863 | return 0; |
1651 | return 0; |
1864 | } |
1652 | } |
1865 | } |
1653 | } |
|
|
1654 | |
1866 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1655 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1867 | if (mflags & P_OUT_OF_MAP) |
1656 | if (mflags & P_OUT_OF_MAP) |
1868 | { |
|
|
1869 | return 0; |
1657 | return 0; |
1870 | } |
1658 | |
1871 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1659 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1872 | { |
1660 | { |
1873 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1661 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1874 | return 0; |
1662 | return 0; |
1875 | } |
1663 | } |
… | |
… | |
1881 | return 0; |
1669 | return 0; |
1882 | } |
1670 | } |
1883 | |
1671 | |
1884 | left = arrow; /* these are arrows left to the player */ |
1672 | left = arrow; /* these are arrows left to the player */ |
1885 | arrow = get_split_ob (arrow, 1); |
1673 | arrow = get_split_ob (arrow, 1); |
1886 | if (arrow == NULL) |
1674 | if (!arrow) |
1887 | { |
1675 | { |
1888 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1676 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1889 | return 0; |
1677 | return 0; |
1890 | } |
1678 | } |
|
|
1679 | |
1891 | arrow->set_owner (op); |
1680 | arrow->set_owner (op); |
1892 | arrow->skill = bow->skill; |
1681 | arrow->skill = bow->skill; |
1893 | |
1682 | |
1894 | arrow->direction = dir; |
1683 | arrow->direction = dir; |
1895 | arrow->x = sx; |
1684 | arrow->x = sx; |
1896 | arrow->y = sy; |
1685 | arrow->y = sy; |
1897 | |
1686 | |
1898 | if (op->type == PLAYER) |
1687 | if (op->type == PLAYER) |
1899 | { |
1688 | { |
1900 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1689 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1901 | fix_player (op); |
1690 | op->update_stats (); |
1902 | } |
1691 | } |
1903 | |
1692 | |
1904 | SET_ANIMATION (arrow, arrow->direction); |
1693 | SET_ANIMATION (arrow, arrow->direction); |
1905 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1694 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1906 | arrow->stats.hp = arrow->stats.dam; |
1695 | arrow->stats.hp = arrow->stats.dam; |
1907 | arrow->stats.grace = arrow->attacktype; |
1696 | arrow->stats.grace = arrow->attacktype; |
1908 | if (arrow->slaying != NULL) |
1697 | if (arrow->slaying != NULL) |
1909 | arrow->spellarg = strdup_local (arrow->slaying); |
1698 | arrow->spellarg = strdup (arrow->slaying); |
1910 | |
1699 | |
1911 | /* Note that this was different for monsters - they got their level |
1700 | /* Note that this was different for monsters - they got their level |
1912 | * added to the damage. I think the strength bonus is more proper. |
1701 | * added to the damage. I think the strength bonus is more proper. |
1913 | */ |
1702 | */ |
1914 | |
1703 | |
… | |
… | |
1938 | } |
1727 | } |
1939 | |
1728 | |
1940 | if (arrow->attacktype == AT_PHYSICAL) |
1729 | if (arrow->attacktype == AT_PHYSICAL) |
1941 | arrow->attacktype |= bow->attacktype; |
1730 | arrow->attacktype |= bow->attacktype; |
1942 | |
1731 | |
1943 | if (bow->slaying != NULL) |
1732 | if (bow->slaying) |
1944 | arrow->slaying = bow->slaying; |
1733 | arrow->slaying = bow->slaying; |
1945 | |
1734 | |
1946 | arrow->map = m; |
1735 | arrow->map = m; |
1947 | arrow->move_type = MOVE_FLY_LOW; |
1736 | arrow->move_type = MOVE_FLY_LOW; |
1948 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1737 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
… | |
… | |
2064 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1853 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2065 | item->face = item->arch->clone.face; |
1854 | item->face = item->arch->clone.face; |
2066 | item->speed = 0; |
1855 | item->speed = 0; |
2067 | update_ob_speed (item); |
1856 | update_ob_speed (item); |
2068 | } |
1857 | } |
2069 | if ((tmp = is_player_inv (item))) |
1858 | if ((tmp = item->in_player ())) |
2070 | esrv_update_item (UPD_ANIM, tmp, item); |
1859 | esrv_update_item (UPD_ANIM, tmp, item); |
2071 | } |
1860 | } |
2072 | } |
1861 | } |
2073 | else if (item->type == ROD || item->type == HORN) |
1862 | else if (item->type == ROD || item->type == HORN) |
2074 | { |
1863 | { |
… | |
… | |
2224 | * 0 otherwise |
2013 | * 0 otherwise |
2225 | */ |
2014 | */ |
2226 | static int |
2015 | static int |
2227 | player_attack_door (object *op, object *door) |
2016 | player_attack_door (object *op, object *door) |
2228 | { |
2017 | { |
2229 | |
|
|
2230 | /* If its a door, try to find a use a key. If we do destroy the door, |
2018 | /* If its a door, try to find a use a key. If we do destroy the door, |
2231 | * might as well return immediately as there is nothing more to do - |
2019 | * might as well return immediately as there is nothing more to do - |
2232 | * otherwise, we fall through to the rest of the code. |
2020 | * otherwise, we fall through to the rest of the code. |
2233 | */ |
2021 | */ |
2234 | object *key = find_key (op, op, door); |
2022 | object *key = find_key (op, op, door); |
… | |
… | |
2272 | * It should keep the code cleaner. |
2060 | * It should keep the code cleaner. |
2273 | * When this is called, the players direction has been updated |
2061 | * When this is called, the players direction has been updated |
2274 | * (taking into account confusion.) The player is also actually |
2062 | * (taking into account confusion.) The player is also actually |
2275 | * going to try and move (not fire weapons). |
2063 | * going to try and move (not fire weapons). |
2276 | */ |
2064 | */ |
2277 | |
|
|
2278 | void |
2065 | void |
2279 | move_player_attack (object *op, int dir) |
2066 | move_player_attack (object *op, int dir) |
2280 | { |
2067 | { |
2281 | object *tmp, *mon; |
2068 | object *tmp, *mon; |
2282 | sint16 nx, ny; |
2069 | sint16 nx, ny; |
… | |
… | |
2284 | maptile *m; |
2071 | maptile *m; |
2285 | |
2072 | |
2286 | nx = freearr_x[dir] + op->x; |
2073 | nx = freearr_x[dir] + op->x; |
2287 | ny = freearr_y[dir] + op->y; |
2074 | ny = freearr_y[dir] + op->y; |
2288 | |
2075 | |
2289 | on_battleground = op_on_battleground (op, NULL, NULL); |
2076 | on_battleground = op_on_battleground (op, 0, 0); |
2290 | |
2077 | |
2291 | /* If braced, or can't move to the square, and it is not out of the |
2078 | /* If braced, or can't move to the square, and it is not out of the |
2292 | * map, attack it. Note order of if statement is important - don't |
2079 | * map, attack it. Note order of if statement is important - don't |
2293 | * want to be calling move_ob if braced, because move_ob will move the |
2080 | * want to be calling move_ob if braced, because move_ob will move the |
2294 | * player. This is a pretty nasty hack, because if we could |
2081 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2306 | return; /* Don't think this should happen */ |
2093 | return; /* Don't think this should happen */ |
2307 | } |
2094 | } |
2308 | else |
2095 | else |
2309 | m = op->map; |
2096 | m = op->map; |
2310 | |
2097 | |
2311 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2098 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2312 | { |
2099 | { |
2313 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
2100 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
2314 | return; |
2101 | return; |
2315 | } |
2102 | } |
2316 | |
2103 | |
2317 | mon = NULL; |
2104 | mon = 0; |
2318 | /* Go through all the objects, and find ones of interest. Only stop if |
2105 | /* Go through all the objects, and find ones of interest. Only stop if |
2319 | * we find a monster - that is something we know we want to attack. |
2106 | * we find a monster - that is something we know we want to attack. |
2320 | * if its a door or barrel (can roll) see if there may be monsters |
2107 | * if its a door or barrel (can roll) see if there may be monsters |
2321 | * on the space |
2108 | * on the space |
2322 | */ |
2109 | */ |
2323 | while (tmp != NULL) |
2110 | while (tmp) |
2324 | { |
2111 | { |
2325 | if (tmp == op) |
2112 | if (tmp == op) |
2326 | { |
2113 | { |
2327 | tmp = tmp->above; |
2114 | tmp = tmp->above; |
2328 | continue; |
2115 | continue; |
… | |
… | |
2338 | mon = tmp; |
2125 | mon = tmp; |
2339 | |
2126 | |
2340 | tmp = tmp->above; |
2127 | tmp = tmp->above; |
2341 | } |
2128 | } |
2342 | |
2129 | |
2343 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2130 | if (!mon) /* This happens anytime the player tries to move */ |
2344 | return; /* into a wall */ |
2131 | return; /* into a wall */ |
2345 | |
2132 | |
2346 | if (mon->head != NULL) |
2133 | if (mon->head) |
2347 | mon = mon->head; |
2134 | mon = mon->head; |
2348 | |
2135 | |
2349 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2136 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2350 | if (player_attack_door (op, mon)) |
2137 | if (player_attack_door (op, mon)) |
2351 | return; |
2138 | return; |
… | |
… | |
2388 | * attack them either. |
2175 | * attack them either. |
2389 | */ |
2176 | */ |
2390 | if ((mon->type == PLAYER || mon->enemy != op) && |
2177 | if ((mon->type == PLAYER || mon->enemy != op) && |
2391 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2178 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2392 | #ifdef PROHIBIT_PLAYERKILL |
2179 | #ifdef PROHIBIT_PLAYERKILL |
2393 | (op->contr->peaceful |
2180 | (op->contr->peaceful |
2394 | || (mon->type == PLAYER |
2181 | || (mon->type == PLAYER |
2395 | && mon->contr-> |
2182 | && mon->contr-> |
2396 | peaceful)) && |
2183 | peaceful)) && |
2397 | #else |
2184 | #else |
2398 | op->contr->peaceful && |
2185 | op->contr->peaceful && |
2399 | #endif |
2186 | #endif |
2400 | !on_battleground)) |
2187 | !on_battleground)) |
2401 | { |
2188 | { |
2402 | if (!op->contr->braced) |
2189 | if (!op->contr->braced) |
2403 | { |
2190 | { |
2404 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2191 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2405 | (void) push_ob (mon, dir, op); |
2192 | (void) push_ob (mon, dir, op); |
2406 | } |
2193 | } |
2407 | else |
2194 | else |
2408 | { |
|
|
2409 | new_draw_info (0, 0, op, "You withhold your attack"); |
2195 | new_draw_info (0, 0, op, "You withhold your attack"); |
2410 | } |
2196 | |
2411 | if (op->contr->tmp_invis || op->hide) |
2197 | if (op->contr->tmp_invis || op->hide) |
2412 | make_visible (op); |
2198 | make_visible (op); |
2413 | } |
2199 | } |
2414 | |
2200 | |
2415 | /* If the object is a boulder or other rollable object, then |
2201 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2443 | op->speed_left += op->speed / op->contr->weapon_sp; |
2229 | op->speed_left += op->speed / op->contr->weapon_sp; |
2444 | |
2230 | |
2445 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2231 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2446 | } |
2232 | } |
2447 | |
2233 | |
2448 | skill_attack (mon, op, 0, NULL, NULL); |
2234 | skill_attack (mon, op, 0, 0, 0); |
2449 | |
2235 | |
2450 | /* If attacking another player, that player gets automatic |
2236 | /* If attacking another player, that player gets automatic |
2451 | * hitback, and doesn't loose luck either. |
2237 | * hitback, and doesn't loose luck either. |
2452 | * Disable hitback on the battleground or if the target is |
2238 | * Disable hitback on the battleground or if the target is |
2453 | * the wiz. |
2239 | * the wiz. |
… | |
… | |
2455 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2241 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2456 | { |
2242 | { |
2457 | short luck = mon->stats.luck; |
2243 | short luck = mon->stats.luck; |
2458 | |
2244 | |
2459 | mon->contr->has_hit = 1; |
2245 | mon->contr->has_hit = 1; |
2460 | skill_attack (op, mon, 0, NULL, NULL); |
2246 | skill_attack (op, mon, 0, 0, 0); |
2461 | mon->stats.luck = luck; |
2247 | mon->stats.luck = luck; |
2462 | } |
2248 | } |
|
|
2249 | |
2463 | if (action_makes_visible (op)) |
2250 | if (action_makes_visible (op)) |
2464 | make_visible (op); |
2251 | make_visible (op); |
2465 | } |
2252 | } |
2466 | } /* if player should attack something */ |
2253 | } /* if player should attack something */ |
2467 | } |
2254 | } |
… | |
… | |
2502 | |
2289 | |
2503 | /* Add special check for newcs players and fire on - this way, the |
2290 | /* Add special check for newcs players and fire on - this way, the |
2504 | * server can handle repeat firing. |
2291 | * server can handle repeat firing. |
2505 | */ |
2292 | */ |
2506 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2293 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2507 | { |
|
|
2508 | op->direction = dir; |
2294 | op->direction = dir; |
2509 | } |
|
|
2510 | else |
2295 | else |
2511 | { |
|
|
2512 | op->direction = 0; |
2296 | op->direction = 0; |
2513 | } |
2297 | |
2514 | /* Update how the player looks. Use the facing, so direction may |
2298 | /* Update how the player looks. Use the facing, so direction may |
2515 | * get reset to zero. This allows for full animation capabilities |
2299 | * get reset to zero. This allows for full animation capabilities |
2516 | * for players. |
2300 | * for players. |
2517 | */ |
2301 | */ |
2518 | animate_object (op, op->facing); |
2302 | animate_object (op, op->facing); |
… | |
… | |
2570 | |
2354 | |
2571 | /* call this here - we also will call this in do_ericserver, but |
2355 | /* call this here - we also will call this in do_ericserver, but |
2572 | * the players time has been increased when doericserver has been |
2356 | * the players time has been increased when doericserver has been |
2573 | * called, so we recheck it here. |
2357 | * called, so we recheck it here. |
2574 | */ |
2358 | */ |
2575 | HandleClient (&op->contr->socket, op->contr); |
2359 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
|
|
2360 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2361 | ; |
|
|
2362 | |
2576 | if (op->speed_left < 0) |
2363 | if (op->speed_left < 0) |
2577 | return 0; |
2364 | return 0; |
2578 | |
2365 | |
2579 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2366 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2580 | { |
2367 | { |
… | |
… | |
2589 | if (op->speed_left > 0) |
2376 | if (op->speed_left > 0) |
2590 | return 1; |
2377 | return 1; |
2591 | else |
2378 | else |
2592 | return 0; |
2379 | return 0; |
2593 | } |
2380 | } |
|
|
2381 | |
2594 | return 0; |
2382 | return 0; |
2595 | } |
2383 | } |
2596 | |
2384 | |
2597 | int |
2385 | int |
2598 | save_life (object *op) |
2386 | save_life (object *op) |
2599 | { |
2387 | { |
2600 | object *tmp; |
|
|
2601 | |
|
|
2602 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2388 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2603 | return 0; |
2389 | return 0; |
2604 | |
2390 | |
2605 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2391 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2606 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2392 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2607 | { |
2393 | { |
2608 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2394 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2609 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2395 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2610 | |
2396 | |
… | |
… | |
2618 | op->stats.hp = op->stats.maxhp; |
2404 | op->stats.hp = op->stats.maxhp; |
2619 | |
2405 | |
2620 | if (op->stats.food < 0) |
2406 | if (op->stats.food < 0) |
2621 | op->stats.food = 999; |
2407 | op->stats.food = 999; |
2622 | |
2408 | |
2623 | fix_player (op); |
2409 | op->update_stats (); |
2624 | return 1; |
2410 | return 1; |
2625 | } |
2411 | } |
|
|
2412 | |
2626 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2413 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2627 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2414 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2628 | enter_player_savebed (op); /* bring him home. */ |
2415 | enter_player_savebed (op); /* bring him home. */ |
2629 | return 0; |
2416 | return 0; |
2630 | } |
2417 | } |
… | |
… | |
2653 | esrv_del_item (env->contr, op->count); |
2440 | esrv_del_item (env->contr, op->count); |
2654 | insert_ob_in_map (op, env->map, NULL, 0); |
2441 | insert_ob_in_map (op, env->map, NULL, 0); |
2655 | } |
2442 | } |
2656 | else if (op->inv) |
2443 | else if (op->inv) |
2657 | remove_unpaid_objects (op->inv, env); |
2444 | remove_unpaid_objects (op->inv, env); |
|
|
2445 | |
2658 | op = next; |
2446 | op = next; |
2659 | } |
2447 | } |
2660 | } |
2448 | } |
2661 | |
|
|
2662 | |
2449 | |
2663 | /* |
2450 | /* |
2664 | * Returns pointer a static string containing gravestone text |
2451 | * Returns pointer a static string containing gravestone text |
2665 | * Moved from apply.c to player.c - player.c is what |
2452 | * Moved from apply.c to player.c - player.c is what |
2666 | * actually uses this function. player.c may not be quite the |
2453 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2677 | strcpy (buf2, " R.I.P.\n\n"); |
2464 | strcpy (buf2, " R.I.P.\n\n"); |
2678 | if (op->type == PLAYER) |
2465 | if (op->type == PLAYER) |
2679 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2466 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2680 | else |
2467 | else |
2681 | sprintf (buf, "%s\n", &op->name); |
2468 | sprintf (buf, "%s\n", &op->name); |
|
|
2469 | |
2682 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2470 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2683 | strcat (buf2, buf); |
2471 | strcat (buf2, buf); |
2684 | if (op->type == PLAYER) |
2472 | if (op->type == PLAYER) |
2685 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2473 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2686 | else |
2474 | else |
2687 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2475 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2476 | |
2688 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2477 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2689 | strcat (buf2, buf); |
2478 | strcat (buf2, buf); |
2690 | if (op->type == PLAYER) |
2479 | if (op->type == PLAYER) |
2691 | { |
2480 | { |
2692 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2481 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2693 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2482 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2694 | strcat (buf2, buf); |
2483 | strcat (buf2, buf); |
2695 | } |
2484 | } |
|
|
2485 | |
2696 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2486 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2697 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2487 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2698 | strcat (buf2, buf); |
2488 | strcat (buf2, buf); |
|
|
2489 | |
2699 | return buf2; |
2490 | return buf2; |
2700 | } |
2491 | } |
2701 | |
|
|
2702 | |
|
|
2703 | |
2492 | |
2704 | void |
2493 | void |
2705 | do_some_living (object *op) |
2494 | do_some_living (object *op) |
2706 | { |
2495 | { |
2707 | int last_food = op->stats.food; |
2496 | int last_food = op->stats.food; |
… | |
… | |
2716 | const int max_grace = 1; |
2505 | const int max_grace = 1; |
2717 | |
2506 | |
2718 | if (op->contr->outputs_sync) |
2507 | if (op->contr->outputs_sync) |
2719 | { |
2508 | { |
2720 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2509 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2721 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2510 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2722 | flush_output_element (op, &op->contr->outputs[i]); |
2511 | flush_output_element (op, &op->contr->outputs[i]); |
2723 | } |
2512 | } |
2724 | |
2513 | |
2725 | if (op->contr->state == ST_PLAYING) |
2514 | if (op->contr->ns->state == ST_PLAYING) |
2726 | { |
2515 | { |
2727 | |
|
|
2728 | /* these next three if clauses make it possible to SLOW DOWN |
2516 | /* these next three if clauses make it possible to SLOW DOWN |
2729 | hp/grace/spellpoint regeneration. */ |
2517 | hp/grace/spellpoint regeneration. */ |
2730 | if (op->contr->gen_hp >= 0) |
2518 | if (op->contr->gen_hp >= 0) |
2731 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2519 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2732 | else |
2520 | else |
2733 | { |
2521 | { |
2734 | gen_hp = op->stats.maxhp; |
2522 | gen_hp = op->stats.maxhp; |
2735 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2523 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2736 | } |
2524 | } |
|
|
2525 | |
2737 | if (op->contr->gen_sp >= 0) |
2526 | if (op->contr->gen_sp >= 0) |
2738 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2527 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2739 | else |
2528 | else |
2740 | { |
2529 | { |
2741 | gen_sp = op->stats.maxsp; |
2530 | gen_sp = op->stats.maxsp; |
2742 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2531 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2743 | } |
2532 | } |
|
|
2533 | |
2744 | if (op->contr->gen_grace >= 0) |
2534 | if (op->contr->gen_grace >= 0) |
2745 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2535 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2746 | else |
2536 | else |
2747 | { |
2537 | { |
2748 | gen_grace = op->stats.maxgrace; |
2538 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2764 | op->stats.food += op->contr->digestion; |
2554 | op->stats.food += op->contr->digestion; |
2765 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2555 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2766 | op->stats.food = last_food; |
2556 | op->stats.food = last_food; |
2767 | } |
2557 | } |
2768 | } |
2558 | } |
|
|
2559 | |
2769 | if (max_sp > 1) |
2560 | if (max_sp > 1) |
2770 | { |
2561 | { |
2771 | over_sp = (gen_sp + 10) / rate_sp; |
2562 | over_sp = (gen_sp + 10) / rate_sp; |
2772 | if (over_sp > 0) |
2563 | if (over_sp > 0) |
2773 | { |
2564 | { |
2774 | if (op->stats.sp < op->stats.maxsp) |
2565 | if (op->stats.sp < op->stats.maxsp) |
2775 | { |
2566 | { |
2776 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2567 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2568 | |
2777 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2569 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2778 | op->stats.sp--; |
2570 | op->stats.sp--; |
|
|
2571 | |
2779 | if (op->stats.sp > op->stats.maxsp) |
2572 | if (op->stats.sp > op->stats.maxsp) |
2780 | op->stats.sp = op->stats.maxsp; |
2573 | op->stats.sp = op->stats.maxsp; |
2781 | } |
2574 | } |
2782 | op->last_sp = 0; |
2575 | op->last_sp = 0; |
2783 | } |
2576 | } |
2784 | else |
2577 | else |
2785 | { |
|
|
2786 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2578 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2787 | } |
|
|
2788 | } |
2579 | } |
2789 | else |
2580 | else |
2790 | { |
|
|
2791 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2581 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2792 | } |
|
|
2793 | } |
2582 | } |
2794 | |
2583 | |
2795 | /* Regenerate Grace */ |
2584 | /* Regenerate Grace */ |
2796 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2585 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2797 | if (--op->last_grace < 0) |
2586 | if (--op->last_grace < 0) |
2798 | { |
2587 | { |
2799 | if (op->stats.grace < op->stats.maxgrace / 2) |
2588 | if (op->stats.grace < op->stats.maxgrace / 2) |
2800 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2589 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2590 | |
2801 | if (max_grace > 1) |
2591 | if (max_grace > 1) |
2802 | { |
2592 | { |
2803 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2593 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2804 | if (over_grace > 0) |
2594 | if (over_grace > 0) |
2805 | { |
2595 | { |
… | |
… | |
2833 | op->stats.food += op->contr->digestion; |
2623 | op->stats.food += op->contr->digestion; |
2834 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2624 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2835 | op->stats.food = last_food; |
2625 | op->stats.food = last_food; |
2836 | } |
2626 | } |
2837 | } |
2627 | } |
|
|
2628 | |
2838 | if (max_hp > 1) |
2629 | if (max_hp > 1) |
2839 | { |
2630 | { |
2840 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2631 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2841 | if (over_hp > 0) |
2632 | if (over_hp > 0) |
2842 | { |
2633 | { |
… | |
… | |
2866 | |
2657 | |
2867 | if (op->contr->gen_hp > 0) |
2658 | if (op->contr->gen_hp > 0) |
2868 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2659 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2869 | else |
2660 | else |
2870 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2661 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2662 | |
2871 | /* dms do not consume food */ |
2663 | /* dms do not consume food */ |
2872 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2664 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2873 | op->stats.food--; |
2665 | op->stats.food--; |
2874 | } |
2666 | } |
2875 | } |
|
|
2876 | |
2667 | |
2877 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2668 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2878 | { |
2669 | { |
2879 | object *tmp, *flesh = NULL; |
2670 | object *tmp, *flesh = 0; |
2880 | |
2671 | |
2881 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2672 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2882 | { |
2673 | { |
2883 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2674 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2884 | { |
|
|
2885 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2886 | { |
2675 | { |
|
|
2676 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2677 | { |
2887 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2678 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2888 | manual_apply (op, tmp, 0); |
2679 | manual_apply (op, tmp, 0); |
2889 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2680 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2890 | break; |
2681 | break; |
2891 | } |
2682 | } |
2892 | else if (tmp->type == FLESH) |
2683 | else if (tmp->type == FLESH) |
2893 | flesh = tmp; |
2684 | flesh = tmp; |
2894 | } /* End if paid for object */ |
2685 | } /* End if paid for object */ |
2895 | } /* end of for loop */ |
2686 | } /* end of for loop */ |
|
|
2687 | |
2896 | /* If player is still starving, it means they don't have any food, so |
2688 | /* If player is still starving, it means they don't have any food, so |
2897 | * eat flesh instead. |
2689 | * eat flesh instead. |
2898 | */ |
2690 | */ |
2899 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2691 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2900 | { |
2692 | { |
2901 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2693 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2902 | manual_apply (op, flesh, 0); |
2694 | manual_apply (op, flesh, 0); |
2903 | } |
2695 | } |
2904 | } /* end if player is starving */ |
2696 | } |
2905 | |
2697 | |
2906 | while (op->stats.food < 0 && op->stats.hp > 0) |
2698 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2907 | op->stats.food++, op->stats.hp--; |
2699 | op->stats.food++, op->stats.hp--; |
2908 | |
2700 | |
2909 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2701 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2910 | kill_player (op); |
2702 | kill_player (op); |
|
|
2703 | } |
2911 | } |
2704 | } |
2912 | |
|
|
2913 | |
|
|
2914 | |
2705 | |
2915 | /* If the player should die (lack of hp, food, etc), we call this. |
2706 | /* If the player should die (lack of hp, food, etc), we call this. |
2916 | * op is the player in jeopardy. If the player can not be saved (not |
2707 | * op is the player in jeopardy. If the player can not be saved (not |
2917 | * permadeath, no lifesave), this will take care of removing the player |
2708 | * permadeath, no lifesave), this will take care of removing the player |
2918 | * file. |
2709 | * file. |
… | |
… | |
3025 | x = op->x; |
2816 | x = op->x; |
3026 | y = op->y; |
2817 | y = op->y; |
3027 | map = op->map; |
2818 | map = op->map; |
3028 | |
2819 | |
3029 | |
2820 | |
3030 | if (settings.not_permadeth == TRUE) |
|
|
3031 | { |
|
|
3032 | /* NOT_PERMADEATH code. This basically brings the character back to |
2821 | /* NOT_PERMADEATH code. This basically brings the character back to |
3033 | * life if they are dead - it takes some exp and a random stat. |
2822 | * life if they are dead - it takes some exp and a random stat. |
3034 | * See the config.h file for a little more in depth detail about this. |
2823 | * See the config.h file for a little more in depth detail about this. |
3035 | */ |
2824 | */ |
3036 | |
2825 | |
3037 | /* Basically two ways to go - remove a stat permanently, or just |
2826 | /* Basically two ways to go - remove a stat permanently, or just |
3038 | * make it depletion. This bunch of code deals with that aspect |
2827 | * make it depletion. This bunch of code deals with that aspect |
3039 | * of death. |
2828 | * of death. |
3040 | */ |
2829 | */ |
3041 | #ifndef COZY_SERVER |
2830 | #ifndef COZY_SERVER |
3042 | if (settings.balanced_stat_loss) |
2831 | if (settings.balanced_stat_loss) |
3043 | { |
2832 | { |
3044 | /* If stat loss is permanent, lose one stat only. */ |
2833 | /* If stat loss is permanent, lose one stat only. */ |
3045 | /* Lower level chars don't lose as many stats because they suffer |
2834 | /* Lower level chars don't lose as many stats because they suffer |
3046 | more if they do. */ |
2835 | more if they do. */ |
3047 | /* Higher level characters can afford things such as potions of |
2836 | /* Higher level characters can afford things such as potions of |
3048 | restoration, or better, stat potions. So we slug them that |
2837 | restoration, or better, stat potions. So we slug them that |
3049 | little bit harder. */ |
2838 | little bit harder. */ |
3050 | /* GD */ |
2839 | /* GD */ |
3051 | if (settings.stat_loss_on_death) |
2840 | if (settings.stat_loss_on_death) |
3052 | num_stats_lose = 1; |
2841 | num_stats_lose = 1; |
3053 | else |
|
|
3054 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3055 | } |
|
|
3056 | else |
2842 | else |
3057 | { |
2843 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2844 | } |
|
|
2845 | else |
|
|
2846 | { |
3058 | num_stats_lose = 1; |
2847 | num_stats_lose = 1; |
3059 | } |
2848 | } |
3060 | lost_a_stat = 0; |
2849 | lost_a_stat = 0; |
3061 | |
2850 | |
3062 | for (z = 0; z < num_stats_lose; z++) |
2851 | for (z = 0; z < num_stats_lose; z++) |
3063 | { |
2852 | { |
3064 | i = RANDOM () % NUM_STATS; |
2853 | i = RANDOM () % NUM_STATS; |
3065 | |
2854 | |
3066 | if (settings.stat_loss_on_death) |
2855 | if (settings.stat_loss_on_death) |
3067 | { |
2856 | { |
3068 | /* Pick a random stat and take a point off it. Tell the player |
2857 | /* Pick a random stat and take a point off it. Tell the player |
3069 | * what he lost. |
2858 | * what he lost. |
3070 | */ |
2859 | */ |
3071 | change_attr_value (&(op->stats), i, -1); |
2860 | change_attr_value (&(op->stats), i, -1); |
3072 | check_stat_bounds (&(op->stats)); |
2861 | check_stat_bounds (&(op->stats)); |
3073 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2862 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3074 | check_stat_bounds (&(op->contr->orig_stats)); |
2863 | check_stat_bounds (&(op->contr->orig_stats)); |
3075 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2864 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3076 | lost_a_stat = 1; |
2865 | lost_a_stat = 1; |
|
|
2866 | } |
|
|
2867 | else |
|
|
2868 | { |
|
|
2869 | /* deplete a stat */ |
|
|
2870 | archetype *deparch = archetype::find ("depletion"); |
|
|
2871 | object *dep; |
|
|
2872 | |
|
|
2873 | dep = present_arch_in_ob (deparch, op); |
|
|
2874 | if (!dep) |
|
|
2875 | { |
|
|
2876 | dep = arch_to_object (deparch); |
|
|
2877 | insert_ob_in_ob (dep, op); |
3077 | } |
2878 | } |
3078 | else |
2879 | lose_this_stat = 1; |
|
|
2880 | if (settings.balanced_stat_loss) |
3079 | { |
2881 | { |
3080 | /* deplete a stat */ |
2882 | /* GD */ |
3081 | archetype *deparch = archetype::find ("depletion"); |
2883 | /* Get the stat that we're about to deplete. */ |
3082 | object *dep; |
2884 | this_stat = get_attr_value (&(dep->stats), i); |
3083 | |
2885 | if (this_stat < 0) |
3084 | dep = present_arch_in_ob (deparch, op); |
|
|
3085 | if (!dep) |
|
|
3086 | { |
2886 | { |
3087 | dep = arch_to_object (deparch); |
2887 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3088 | insert_ob_in_ob (dep, op); |
2888 | int keep_chance = this_stat * this_stat; |
3089 | } |
2889 | |
3090 | lose_this_stat = 1; |
2890 | /* Yes, I am paranoid. Sue me. */ |
3091 | if (settings.balanced_stat_loss) |
|
|
3092 | { |
|
|
3093 | /* GD */ |
|
|
3094 | /* Get the stat that we're about to deplete. */ |
|
|
3095 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3096 | if (this_stat < 0) |
2891 | if (keep_chance < 1) |
|
|
2892 | keep_chance = 1; |
|
|
2893 | |
|
|
2894 | /* There is a maximum depletion total per level. */ |
|
|
2895 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3097 | { |
2896 | { |
3098 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3099 | int keep_chance = this_stat * this_stat; |
|
|
3100 | |
|
|
3101 | /* Yes, I am paranoid. Sue me. */ |
|
|
3102 | if (keep_chance < 1) |
|
|
3103 | keep_chance = 1; |
|
|
3104 | |
|
|
3105 | /* There is a maximum depletion total per level. */ |
|
|
3106 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3107 | { |
|
|
3108 | lose_this_stat = 0; |
2897 | lose_this_stat = 0; |
3109 | /* Take loss chance vs keep chance to see if we |
2898 | /* Take loss chance vs keep chance to see if we |
3110 | retain the stat. */ |
2899 | retain the stat. */ |
3111 | } |
|
|
3112 | else |
|
|
3113 | { |
|
|
3114 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3115 | lose_this_stat = 0; |
|
|
3116 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3117 | this_stat, keep_chance, loss_chance, |
|
|
3118 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3119 | } |
|
|
3120 | } |
2900 | } |
3121 | } |
|
|
3122 | |
|
|
3123 | if (lose_this_stat) |
|
|
3124 | { |
|
|
3125 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3126 | /* We could try to do something clever like find another |
|
|
3127 | * stat to reduce if this fails. But chances are, if |
|
|
3128 | * stats have been depleted to -50, all are pretty low |
|
|
3129 | * and should be roughly the same, so it shouldn't make a |
|
|
3130 | * difference. |
|
|
3131 | */ |
2901 | else |
3132 | if (this_stat >= -50) |
|
|
3133 | { |
2902 | { |
3134 | change_attr_value (&(dep->stats), i, -1); |
2903 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3135 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3136 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3137 | fix_player (op); |
|
|
3138 | lost_a_stat = 1; |
2904 | lose_this_stat = 0; |
|
|
2905 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2906 | this_stat, keep_chance, loss_chance, |
|
|
2907 | lose_this_stat?"LOSE":"KEEP"); */ |
3139 | } |
2908 | } |
3140 | } |
2909 | } |
3141 | } |
2910 | } |
|
|
2911 | |
|
|
2912 | if (lose_this_stat) |
|
|
2913 | { |
|
|
2914 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2915 | /* We could try to do something clever like find another |
|
|
2916 | * stat to reduce if this fails. But chances are, if |
|
|
2917 | * stats have been depleted to -50, all are pretty low |
|
|
2918 | * and should be roughly the same, so it shouldn't make a |
|
|
2919 | * difference. |
|
|
2920 | */ |
|
|
2921 | if (this_stat >= -50) |
|
|
2922 | { |
|
|
2923 | change_attr_value (&(dep->stats), i, -1); |
|
|
2924 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2925 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2926 | op->update_stats (); |
|
|
2927 | lost_a_stat = 1; |
|
|
2928 | } |
3142 | } |
2929 | } |
|
|
2930 | } |
|
|
2931 | } |
3143 | /* If no stat lost, tell the player. */ |
2932 | /* If no stat lost, tell the player. */ |
3144 | if (!lost_a_stat) |
2933 | if (!lost_a_stat) |
3145 | { |
2934 | { |
3146 | /* determine_god() seems to not work sometimes... why is this? |
2935 | /* determine_god() seems to not work sometimes... why is this? |
3147 | Should I be using something else? GD */ |
2936 | Should I be using something else? GD */ |
3148 | const char *god = determine_god (op); |
2937 | const char *god = determine_god (op); |
3149 | |
2938 | |
3150 | if (god && (strcmp (god, "none"))) |
2939 | if (god && (strcmp (god, "none"))) |
3151 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2940 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3152 | else |
2941 | else |
3153 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2942 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3154 | } |
2943 | } |
3155 | #else |
2944 | #else |
3156 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2945 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3157 | #endif |
2946 | #endif |
3158 | |
2947 | |
3159 | /* Put a gravestone up where the character 'almost' died. List the |
2948 | /* Put a gravestone up where the character 'almost' died. List the |
3160 | * exp loss on the stone. |
2949 | * exp loss on the stone. |
3161 | */ |
2950 | */ |
3162 | tmp = arch_to_object (archetype::find ("gravestone")); |
2951 | tmp = arch_to_object (archetype::find ("gravestone")); |
3163 | sprintf (buf, "%s's gravestone", &op->name); |
2952 | sprintf (buf, "%s's gravestone", &op->name); |
3164 | tmp->name = buf; |
2953 | tmp->name = buf; |
3165 | sprintf (buf, "%s's gravestones", &op->name); |
2954 | sprintf (buf, "%s's gravestones", &op->name); |
3166 | tmp->name_pl = buf; |
2955 | tmp->name_pl = buf; |
3167 | 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); |
2956 | 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); |
3168 | tmp->msg = buf; |
2957 | tmp->msg = buf; |
3169 | tmp->x = op->x, tmp->y = op->y; |
2958 | tmp->x = op->x, tmp->y = op->y; |
3170 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2959 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3171 | |
2960 | |
3172 | /**************************************/ |
2961 | /**************************************/ |
3173 | /* */ |
2962 | /* */ |
3174 | /* Subtract the experience points, */ |
2963 | /* Subtract the experience points, */ |
3175 | /* if we died cause of food, give us */ |
2964 | /* if we died cause of food, give us */ |
3176 | /* food, and reset HP's... */ |
2965 | /* food, and reset HP's... */ |
3177 | /* */ |
2966 | /* */ |
3178 | /**************************************/ |
2967 | /**************************************/ |
3179 | |
2968 | |
3180 | /* remove any poisoning and confusion the character may be suffering. */ |
2969 | /* remove any poisoning and confusion the character may be suffering. */ |
3181 | /* restore player */ |
2970 | /* restore player */ |
3182 | at = archetype::find ("poisoning"); |
2971 | at = archetype::find ("poisoning"); |
3183 | tmp = present_arch_in_ob (at, op); |
2972 | tmp = present_arch_in_ob (at, op); |
3184 | |
2973 | |
3185 | if (tmp) |
2974 | if (tmp) |
3186 | { |
2975 | { |
3187 | tmp->destroy (); |
2976 | tmp->destroy (); |
3188 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2977 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3189 | } |
2978 | } |
3190 | |
2979 | |
3191 | at = archetype::find ("confusion"); |
2980 | at = archetype::find ("confusion"); |
3192 | tmp = present_arch_in_ob (at, op); |
2981 | tmp = present_arch_in_ob (at, op); |
3193 | if (tmp) |
2982 | if (tmp) |
3194 | { |
2983 | { |
3195 | tmp->destroy (); |
2984 | tmp->destroy (); |
3196 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2985 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3197 | } |
2986 | } |
3198 | |
2987 | |
3199 | cure_disease (op, 0); /* remove any disease */ |
2988 | cure_disease (op, 0); /* remove any disease */ |
3200 | |
2989 | |
3201 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2990 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3202 | apply_death_exp_penalty (op); |
2991 | apply_death_exp_penalty (op); |
3203 | if (op->stats.food < 100) |
2992 | if (op->stats.food < 100) |
3204 | op->stats.food = 900; |
2993 | op->stats.food = 900; |
3205 | op->stats.hp = op->stats.maxhp; |
2994 | op->stats.hp = op->stats.maxhp; |
3206 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2995 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3207 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2996 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3208 | |
2997 | |
3209 | /* |
2998 | /* |
3210 | * Check to see if the player is in a shop. IF so, then check to see if |
2999 | * Check to see if the player is in a shop. IF so, then check to see if |
3211 | * the player has any unpaid items. If so, remove them and put them back |
3000 | * the player has any unpaid items. If so, remove them and put them back |
3212 | * in the map. |
3001 | * in the map. |
3213 | */ |
3002 | */ |
3214 | |
3003 | |
3215 | if (is_in_shop (op)) |
3004 | if (is_in_shop (op)) |
3216 | remove_unpaid_objects (op->inv, op); |
3005 | remove_unpaid_objects (op->inv, op); |
3217 | |
3006 | |
3218 | /****************************************/ |
3007 | /****************************************/ |
3219 | /* */ |
3008 | /* */ |
3220 | /* Move player to his current respawn- */ |
3009 | /* Move player to his current respawn- */ |
3221 | /* position (usually last savebed) */ |
3010 | /* position (usually last savebed) */ |
3222 | /* */ |
3011 | /* */ |
3223 | /****************************************/ |
3012 | /****************************************/ |
3224 | |
3013 | |
3225 | enter_player_savebed (op); |
3014 | enter_player_savebed (op); |
3226 | |
3015 | |
3227 | /* Save the player before inserting the force to reduce |
3016 | /* Save the player before inserting the force to reduce |
3228 | * chance of abuse. |
3017 | * chance of abuse. |
3229 | */ |
3018 | */ |
3230 | op->contr->braced = 0; |
3019 | op->contr->braced = 0; |
3231 | save_player (op, 1); |
3020 | op->contr->save (); |
3232 | |
3021 | |
3233 | /* it is possible that the player has blown something up |
3022 | /* it is possible that the player has blown something up |
3234 | * at his savebed location, and that can have long lasting |
3023 | * at his savebed location, and that can have long lasting |
3235 | * spell effects. So first see if there is a spell effect |
3024 | * spell effects. So first see if there is a spell effect |
3236 | * on the space that might harm the player. |
3025 | * on the space that might harm the player. |
3237 | */ |
3026 | */ |
3238 | will_kill_again = 0; |
3027 | will_kill_again = 0; |
3239 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3028 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3240 | if (tmp->type == SPELL_EFFECT) |
3029 | if (tmp->type == SPELL_EFFECT) |
3241 | will_kill_again |= tmp->attacktype; |
3030 | will_kill_again |= tmp->attacktype; |
3242 | |
3031 | |
3243 | if (will_kill_again) |
3032 | if (will_kill_again) |
3244 | { |
3033 | { |
3245 | object *force; |
3034 | object *force; |
3246 | int at; |
3035 | int at; |
3247 | |
3036 | |
3248 | force = get_archetype (FORCE_NAME); |
3037 | force = get_archetype (FORCE_NAME); |
3249 | /* 50 ticks should be enough time for the spell to abate */ |
3038 | /* 50 ticks should be enough time for the spell to abate */ |
3250 | force->speed = 0.1; |
3039 | force->speed = 0.1; |
3251 | force->speed_left = -5.0; |
3040 | force->speed_left = -5.0; |
3252 | SET_FLAG (force, FLAG_APPLIED); |
3041 | SET_FLAG (force, FLAG_APPLIED); |
3253 | for (at = 0; at < NROFATTACKS; at++) |
3042 | for (at = 0; at < NROFATTACKS; at++) |
3254 | if (will_kill_again & (1 << at)) |
3043 | if (will_kill_again & (1 << at)) |
3255 | force->resist[at] = 100; |
3044 | force->resist[at] = 100; |
3256 | |
3045 | |
3257 | insert_ob_in_ob (force, op); |
3046 | insert_ob_in_ob (force, op); |
3258 | fix_player (op); |
3047 | op->update_stats (); |
3259 | |
3048 | |
3260 | } |
3049 | } |
3261 | |
3050 | |
3262 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3051 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3263 | return; |
|
|
3264 | } /* NOT_PERMADETH */ |
|
|
3265 | else |
|
|
3266 | { |
|
|
3267 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3268 | * should probably be embedded in an else statement. |
|
|
3269 | */ |
|
|
3270 | |
|
|
3271 | op->contr->party = NULL; |
|
|
3272 | if (settings.set_title == TRUE) |
|
|
3273 | op->contr->own_title[0] = '\0'; |
|
|
3274 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3275 | check_score (op); |
|
|
3276 | |
|
|
3277 | if (op->contr->ranges[range_golem]) |
|
|
3278 | { |
|
|
3279 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3280 | op->contr->ranges[range_golem]->destroy (); |
|
|
3281 | op->contr->ranges[range_golem] = 0; |
|
|
3282 | } |
|
|
3283 | |
|
|
3284 | loot_object (op); /* Remove some of the items for good */ |
|
|
3285 | op->remove (); |
|
|
3286 | op->direction = 0; |
|
|
3287 | |
|
|
3288 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3289 | { |
|
|
3290 | delete_character (op->name, 0); |
|
|
3291 | if (settings.resurrection == TRUE) |
|
|
3292 | { |
|
|
3293 | /* save playerfile sans equipment when player dies |
|
|
3294 | ** then save it as player.pl.dead so that future resurrection |
|
|
3295 | ** type spells will work on them nicely |
|
|
3296 | */ |
|
|
3297 | delete_character (op->name, 0); |
|
|
3298 | op->stats.hp = op->stats.maxhp; |
|
|
3299 | op->stats.food = 999; |
|
|
3300 | |
|
|
3301 | /* set the location of where the person will reappear when */ |
|
|
3302 | /* maybe resurrection code should fix map also */ |
|
|
3303 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3304 | if (op->map != NULL) |
|
|
3305 | op->map = NULL; |
|
|
3306 | op->x = settings.emergency_x; |
|
|
3307 | op->y = settings.emergency_y; |
|
|
3308 | save_player (op, 0); |
|
|
3309 | op->map = map; |
|
|
3310 | /* please see resurrection.c: peterm */ |
|
|
3311 | dead_player (op); |
|
|
3312 | } |
|
|
3313 | else |
|
|
3314 | delete_character (op->name, 1); |
|
|
3315 | } |
|
|
3316 | |
|
|
3317 | play_again (op); |
|
|
3318 | |
|
|
3319 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3320 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3321 | sprintf (buf, "%s", &op->name); |
|
|
3322 | tmp->name = tmp->name_pl = buf; |
|
|
3323 | tmp->level = op->level; |
|
|
3324 | tmp->x = x; |
|
|
3325 | tmp->y = y; |
|
|
3326 | tmp->msg = gravestone_text (op); |
|
|
3327 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3328 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3329 | } |
|
|
3330 | } |
3052 | } |
3331 | |
|
|
3332 | |
3053 | |
3333 | void |
3054 | void |
3334 | loot_object (object *op) |
3055 | loot_object (object *op) |
3335 | { /* Grab and destroy some treasure */ |
3056 | { /* Grab and destroy some treasure */ |
3336 | object *tmp, *tmp2, *next; |
3057 | object *tmp, *tmp2, *next; |
3337 | |
3058 | |
3338 | if (op->container) |
3059 | if (op->container) |
3339 | { /* close open sack first */ |
|
|
3340 | esrv_apply_container (op, op->container); |
3060 | esrv_apply_container (op, op->container); /* close open sack first */ |
3341 | } |
|
|
3342 | |
3061 | |
3343 | for (tmp = op->inv; tmp != NULL; tmp = next) |
3062 | for (tmp = op->inv; tmp; tmp = next) |
3344 | { |
3063 | { |
3345 | next = tmp->below; |
3064 | next = tmp->below; |
3346 | if (tmp->type == EXPERIENCE || tmp->invisible) |
3065 | |
|
|
3066 | if (tmp->invisible) |
3347 | continue; |
3067 | continue; |
|
|
3068 | |
3348 | tmp->remove (); |
3069 | tmp->remove (); |
3349 | tmp->x = op->x, tmp->y = op->y; |
3070 | tmp->x = op->x, tmp->y = op->y; |
3350 | if (tmp->type == CONTAINER) |
3071 | if (tmp->type == CONTAINER) |
3351 | { /* empty container to ground */ |
3072 | { /* empty container to ground */ |
3352 | loot_object (tmp); |
3073 | loot_object (tmp); |
… | |
… | |
3374 | */ |
3095 | */ |
3375 | |
3096 | |
3376 | void |
3097 | void |
3377 | fix_weight (void) |
3098 | fix_weight (void) |
3378 | { |
3099 | { |
3379 | player *pl; |
|
|
3380 | |
|
|
3381 | for (pl = first_player; pl != NULL; pl = pl->next) |
3100 | for (player *pl = first_player; pl; pl = pl->next) |
3382 | { |
3101 | { |
3383 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3102 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3384 | |
3103 | |
3385 | if (old == sum) |
3104 | if (old == sum) |
3386 | continue; |
3105 | continue; |
3387 | fix_player (pl->ob); |
3106 | pl->ob->update_stats (); |
3388 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3107 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3389 | } |
3108 | } |
3390 | } |
3109 | } |
3391 | |
3110 | |
3392 | void |
3111 | void |
3393 | fix_luck (void) |
3112 | fix_luck (void) |
3394 | { |
3113 | { |
3395 | player *pl; |
|
|
3396 | |
|
|
3397 | for (pl = first_player; pl != NULL; pl = pl->next) |
3114 | for (player *pl = first_player; pl; pl = pl->next) |
3398 | if (!pl->ob->contr->state) |
3115 | if (!pl->ob->contr->ns->state) |
3399 | change_luck (pl->ob, 0); |
3116 | pl->ob->change_luck (0); |
3400 | } |
3117 | } |
3401 | |
|
|
3402 | |
3118 | |
3403 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3119 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3404 | * This is much simpler in the new spell code - we basically |
3120 | * This is much simpler in the new spell code - we basically |
3405 | * just treat this as any other spell casting object. |
3121 | * just treat this as any other spell casting object. |
3406 | */ |
3122 | */ |
3407 | |
|
|
3408 | void |
3123 | void |
3409 | cast_dust (object *op, object *throw_ob, int dir) |
3124 | cast_dust (object *op, object *throw_ob, int dir) |
3410 | { |
3125 | { |
3411 | object *skop, *spob; |
3126 | object *skop, *spob; |
3412 | |
3127 | |
… | |
… | |
3457 | object *tmp = NULL; |
3172 | object *tmp = NULL; |
3458 | |
3173 | |
3459 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3174 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3460 | return 1; |
3175 | return 1; |
3461 | |
3176 | |
3462 | if (op->type == PLAYER) |
|
|
3463 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3464 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3465 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3466 | return 1; |
|
|
3467 | return 0; |
3177 | return 0; |
3468 | } |
3178 | } |
3469 | |
3179 | |
3470 | /* look at the surrounding terrain to determine |
3180 | /* look at the surrounding terrain to determine |
3471 | * the hideability of this object. Positive levels |
3181 | * the hideability of this object. Positive levels |
… | |
… | |
3586 | if (mflags & P_OUT_OF_MAP) |
3296 | if (mflags & P_OUT_OF_MAP) |
3587 | continue; |
3297 | continue; |
3588 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3298 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3589 | continue; |
3299 | continue; |
3590 | |
3300 | |
3591 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3301 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3592 | { |
3302 | { |
3593 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3303 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3594 | return 1; |
3304 | return 1; |
3595 | else if (tmp->type == PLAYER) |
3305 | else if (tmp->type == PLAYER) |
3596 | { |
3306 | { |
… | |
… | |
3650 | |
3360 | |
3651 | /* only the viewable area the player sees is updated by LOS |
3361 | /* only the viewable area the player sees is updated by LOS |
3652 | * code, so we need to restrict ourselves to that range of values |
3362 | * code, so we need to restrict ourselves to that range of values |
3653 | * for any meaningful values. |
3363 | * for any meaningful values. |
3654 | */ |
3364 | */ |
3655 | if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3365 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3656 | FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3366 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3657 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3367 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3658 | return 1; |
3368 | return 1; |
3659 | op = op->more; |
3369 | op = op->more; |
3660 | } |
3370 | } |
3661 | return 0; |
3371 | return 0; |
3662 | } |
3372 | } |
… | |
… | |
3848 | { |
3558 | { |
3849 | /* forces in the treasurelist can alter the player's stats */ |
3559 | /* forces in the treasurelist can alter the player's stats */ |
3850 | object *skin; |
3560 | object *skin; |
3851 | |
3561 | |
3852 | /* first get the dragon skin force */ |
3562 | /* first get the dragon skin force */ |
|
|
3563 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3853 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3564 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3565 | ; |
|
|
3566 | |
3854 | if (skin == NULL) |
3567 | if (!skin) |
3855 | return; |
3568 | return; |
3856 | |
3569 | |
3857 | /* adding new spellpath attunements */ |
3570 | /* adding new spellpath attunements */ |
3858 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3571 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3859 | { |
3572 | { |