1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
28 | #include <living.h> |
29 | #include <living.h> |
29 | #include <object.h> |
30 | #include <object.h> |
30 | #include <spells.h> |
31 | #include <spells.h> |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #ifdef COZY_SERVER |
34 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
35 | #include <functional> |
35 | #endif |
|
|
36 | |
36 | |
37 | player * |
37 | playervec players; |
38 | find_player (const char *plname) |
|
|
39 | { |
|
|
40 | player *pl; |
|
|
41 | |
|
|
42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
43 | { |
|
|
44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
45 | return pl; |
|
|
46 | }; |
|
|
47 | return NULL; |
|
|
48 | } |
|
|
49 | |
|
|
50 | player * |
|
|
51 | find_player_partial_name (const char *plname) |
|
|
52 | { |
|
|
53 | player *pl; |
|
|
54 | player *found = NULL; |
|
|
55 | size_t namelen = strlen (plname); |
|
|
56 | |
|
|
57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
58 | { |
|
|
59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
60 | continue; |
|
|
61 | |
|
|
62 | if (!strcmp (pl->ob->name, plname)) |
|
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63 | return pl; |
|
|
64 | |
|
|
65 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
66 | { |
|
|
67 | if (found) |
|
|
68 | return NULL; |
|
|
69 | |
|
|
70 | found = pl; |
|
|
71 | } |
|
|
72 | } |
|
|
73 | return found; |
|
|
74 | } |
|
|
75 | |
38 | |
76 | void |
39 | void |
77 | display_motd (const object *op) |
40 | display_motd (const object *op) |
78 | { |
41 | { |
79 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
82 | int comp; |
45 | int comp; |
83 | int size; |
46 | int size; |
84 | |
47 | |
85 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
48 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
86 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
49 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
87 | { |
|
|
88 | return; |
50 | return; |
89 | } |
51 | |
90 | motd[0] = '\0'; |
52 | motd[0] = '\0'; |
91 | size = 0; |
53 | size = 0; |
|
|
54 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
55 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
56 | { |
94 | if (*buf == '#') |
57 | if (*buf == '#') |
95 | continue; |
58 | continue; |
|
|
59 | |
96 | strncat (motd + size, buf, HUGE_BUF - size); |
60 | strncat (motd + size, buf, HUGE_BUF - size); |
97 | size += strlen (buf); |
61 | size += strlen (buf); |
98 | } |
62 | } |
|
|
63 | |
99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
64 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
100 | close_and_delete (fp, comp); |
65 | close_and_delete (fp, comp); |
101 | } |
66 | } |
102 | |
67 | |
103 | void |
68 | void |
… | |
… | |
109 | int comp; |
74 | int comp; |
110 | int size; |
75 | int size; |
111 | |
76 | |
112 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
77 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
78 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
114 | { |
|
|
115 | return; |
79 | return; |
116 | } |
80 | |
117 | rules[0] = '\0'; |
81 | rules[0] = '\0'; |
118 | size = 0; |
82 | size = 0; |
|
|
83 | |
119 | while (fgets (buf, MAX_BUF, fp) != NULL) |
84 | while (fgets (buf, MAX_BUF, fp)) |
120 | { |
85 | { |
121 | if (*buf == '#') |
86 | if (*buf == '#') |
122 | continue; |
87 | continue; |
|
|
88 | |
123 | if (size + strlen (buf) >= HUGE_BUF) |
89 | if (size + strlen (buf) >= HUGE_BUF) |
124 | { |
90 | { |
125 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
91 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
126 | break; |
92 | break; |
127 | } |
93 | } |
|
|
94 | |
128 | strncat (rules + size, buf, HUGE_BUF - size); |
95 | strncat (rules + size, buf, HUGE_BUF - size); |
129 | size += strlen (buf); |
96 | size += strlen (buf); |
130 | } |
97 | } |
|
|
98 | |
131 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
132 | close_and_delete (fp, comp); |
100 | close_and_delete (fp, comp); |
133 | } |
101 | } |
134 | |
102 | |
135 | void |
103 | void |
… | |
… | |
143 | int size; |
111 | int size; |
144 | |
112 | |
145 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
113 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
146 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
147 | return; |
115 | return; |
|
|
116 | |
148 | news[0] = '\0'; |
117 | news[0] = '\0'; |
149 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
150 | size = 0; |
119 | size = 0; |
|
|
120 | |
151 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
152 | { |
122 | { |
153 | if (*buf == '#') |
123 | if (*buf == '#') |
154 | continue; |
124 | continue; |
|
|
125 | |
155 | if (*buf == '%') |
126 | if (*buf == '%') |
156 | { /* send one news */ |
127 | { /* send one news */ |
157 | if (size > 0) |
128 | if (size > 0) |
158 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
129 | 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 */ |
|
|
130 | |
159 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
160 | strip_endline (subject); |
132 | strip_endline (subject); |
161 | size = 0; |
133 | size = 0; |
162 | news[0] = '\0'; |
134 | news[0] = '\0'; |
163 | } |
135 | } |
… | |
… | |
176 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
177 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
178 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
179 | } |
151 | } |
180 | |
152 | |
181 | int |
|
|
182 | playername_ok (const char *cp) |
|
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183 | { |
|
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184 | /* Don't allow - or _ as first character in the name */ |
|
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185 | if (*cp == '-' || *cp == '_') |
|
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186 | return 0; |
|
|
187 | |
|
|
188 | for (; *cp != '\0'; cp++) |
|
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189 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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190 | return 0; |
|
|
191 | return 1; |
|
|
192 | } |
|
|
193 | |
|
|
194 | /* This no longer sets the player map. Also, it now updates |
|
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195 | * all the pointers so the caller doesn't need to do that. |
|
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196 | * Caller is responsible for setting the correct map. |
|
|
197 | */ |
|
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198 | |
|
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199 | /* Redo this to do both get_player_ob and get_player. |
|
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200 | * Hopefully this will be less bugfree and simpler. |
|
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201 | * Returns the player structure. If 'p' is null, |
|
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202 | * we create a new one. Otherwise, we recycle |
|
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203 | * the one that is passed. |
|
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204 | */ |
|
|
205 | static player * |
|
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206 | get_player (player *p) |
|
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207 | { |
|
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208 | object *op = arch_to_object (get_player_archetype (0)); |
|
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209 | int i; |
|
|
210 | |
|
|
211 | /* Clears basically the entire player structure except |
|
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212 | * for next and socket. |
|
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213 | */ |
|
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214 | p->clear (); |
|
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215 | |
|
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216 | /* There are some elements we want initialized to non zero value - |
|
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217 | * we deal with that below this point. |
|
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218 | */ |
|
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219 | p->party = NULL; |
|
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220 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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221 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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222 | p->unapply = unapply_nochoice; |
|
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223 | p->Swap_First = -1; |
|
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224 | |
|
|
225 | #ifdef AUTOSAVE |
|
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226 | p->last_save_tick = 9999999; |
|
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227 | #endif |
|
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228 | |
|
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229 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
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230 | |
|
|
231 | op->contr = p; /* this aren't yet in archetype */ |
|
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232 | p->ob = op; |
|
|
233 | op->speed_left = 0.5; |
|
|
234 | op->speed = 1.0; |
|
|
235 | op->direction = 5; /* So player faces south */ |
|
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236 | op->stats.wc = 2; |
|
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237 | op->run_away = 25; /* Then we panick... */ |
|
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238 | |
|
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239 | { |
|
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240 | int oldmon = p->socket->monitor_spells; // what a hack |
|
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241 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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242 | roll_stats (op); |
|
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243 | p->socket->monitor_spells = oldmon; |
|
|
244 | } |
|
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245 | p->state = ST_ROLL_STAT; |
|
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246 | clear_los (op); |
|
|
247 | |
|
|
248 | p->gen_sp_armour = 10; |
|
|
249 | p->last_speed = -1; |
|
|
250 | p->shoottype = range_none; |
|
|
251 | p->bowtype = bow_normal; |
|
|
252 | p->petmode = pet_normal; |
|
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253 | p->listening = 10; |
|
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254 | p->usekeys = containers; |
|
|
255 | p->last_weapon_sp = -1; |
|
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256 | p->peaceful = 1; /* default peaceful */ |
|
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257 | p->do_los = 1; |
|
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258 | p->explore = 0; |
|
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259 | p->no_shout = 0; /* default can shout */ |
|
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260 | |
|
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261 | assign (p->title, op->arch->clone.name); |
|
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262 | op->race = op->arch->clone.race; |
|
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263 | |
|
|
264 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
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265 | |
|
|
266 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
267 | * if a player quits and starts a new character, we wont |
|
|
268 | * send new values to the client, as things like exp start |
|
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269 | * at zero. |
|
|
270 | */ |
|
|
271 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
272 | { |
|
|
273 | p->last_skill_exp[i] = -1; |
|
|
274 | p->last_skill_ob[i] = NULL; |
|
|
275 | } |
|
|
276 | |
|
|
277 | for (i = 0; i < NROFATTACKS; i++) |
|
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278 | p->last_resist[i] = -1; |
|
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279 | |
|
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280 | p->last_stats.exp = -1; |
|
|
281 | p->last_weight = (uint32) - 1; |
|
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282 | |
|
|
283 | p->socket->update_look = 0; |
|
|
284 | p->socket->look_position = 0; |
|
|
285 | |
|
|
286 | return p; |
|
|
287 | } |
|
|
288 | |
|
|
289 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
290 | static void |
154 | static void |
291 | set_first_map (object *op) |
155 | set_first_map (object *op) |
292 | { |
156 | { |
293 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
294 | op->x = -1; |
158 | op->x = -1; |
295 | op->y = -1; |
159 | op->y = -1; |
296 | enter_exit (op, NULL); |
|
|
297 | } |
160 | } |
298 | |
161 | |
|
|
162 | void |
|
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163 | player::enter_map () |
|
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164 | { |
|
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165 | object *tmp = object::create (); |
|
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166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
|
|
174 | |
|
|
175 | void |
|
|
176 | player::activate () |
|
|
177 | { |
|
|
178 | if (active) |
|
|
179 | return; |
|
|
180 | |
|
|
181 | players.insert (this); |
|
|
182 | ob->remove (); |
|
|
183 | ob->map = 0; |
|
|
184 | ob->activate_recursive (); |
|
|
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
186 | add_friendly_object (ob); |
|
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187 | enter_map (); |
|
|
188 | } |
|
|
189 | |
|
|
190 | void |
|
|
191 | player::deactivate () |
|
|
192 | { |
|
|
193 | if (!active) |
|
|
194 | return; |
|
|
195 | |
|
|
196 | terminate_all_pets (ob); |
|
|
197 | remove_friendly_object (ob); |
|
|
198 | ob->deactivate_recursive (); |
|
|
199 | maplevel = ob->map->path; |
|
|
200 | ob->remove (); |
|
|
201 | ob->map = 0; |
|
|
202 | |
|
|
203 | // for weird reasons, this is often "ob", keeping a circular reference |
|
|
204 | ranges [range_skill] = 0; |
|
|
205 | |
|
|
206 | players.erase (this); |
|
|
207 | } |
|
|
208 | |
|
|
209 | // connect the player with a specific client |
|
|
210 | // also changed, rationalises, and fixes some incorrect settings |
|
|
211 | void |
|
|
212 | player::connect (client *ns) |
|
|
213 | { |
|
|
214 | this->ns = ns; |
|
|
215 | ns->pl = this; |
|
|
216 | |
|
|
217 | run_on = 0; |
|
|
218 | fire_on = 0; |
|
|
219 | ob->container = 0; //TODO: client-specific |
|
|
220 | |
|
|
221 | ns->update_look = 0; |
|
|
222 | ns->look_position = 0; |
|
|
223 | |
|
|
224 | clear_los (ob); |
|
|
225 | |
|
|
226 | ns->reset_stats (); |
|
|
227 | |
|
|
228 | /* make sure he's a player -- needed because of class change. */ |
|
|
229 | ob->type = PLAYER; // we are paranoid |
|
|
230 | ob->race = ob->arch->clone.race; |
|
|
231 | |
|
|
232 | if (!legal_range (ob, shoottype)) |
|
|
233 | shoottype = range_none; |
|
|
234 | |
|
|
235 | ob->carrying = sum_weight (ob); |
|
|
236 | link_player_skills (ob); |
|
|
237 | |
|
|
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
239 | |
|
|
240 | assign (title, ob->arch->clone.name); |
|
|
241 | |
|
|
242 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
243 | * from the class, and not race. I don't see any way to get the class information |
|
|
244 | * to then update this. I don't think this will actually break anything - anyone |
|
|
245 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
246 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
247 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
248 | */ |
|
|
249 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
250 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
251 | |
|
|
252 | /* if it's a dragon player, set the correct title here */ |
|
|
253 | if (is_dragon_pl (ob)) |
|
|
254 | { |
|
|
255 | object *tmp, *abil = 0, *skin = 0; |
|
|
256 | |
|
|
257 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
258 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
259 | |
|
|
260 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
261 | if (tmp->type == FORCE) |
|
|
262 | if (tmp->arch->name == dragon_ability_force) |
|
|
263 | abil = tmp; |
|
|
264 | else if (tmp->arch->name == dragon_skin_force) |
|
|
265 | skin = tmp; |
|
|
266 | |
|
|
267 | set_dragon_name (ob, abil, skin); |
|
|
268 | } |
|
|
269 | |
|
|
270 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
271 | |
|
|
272 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
273 | |
|
|
274 | ob->update_stats (); |
|
|
275 | ns->floorbox_update (); |
|
|
276 | |
|
|
277 | esrv_send_inventory (ob, ob); |
|
|
278 | esrv_add_spells (this, 0); |
|
|
279 | |
|
|
280 | activate (); |
|
|
281 | |
|
|
282 | send_rules (ob); |
|
|
283 | send_news (ob); |
|
|
284 | display_motd (ob); |
|
|
285 | |
|
|
286 | INVOKE_PLAYER (CONNECT, this); |
|
|
287 | INVOKE_PLAYER (LOGIN, this); |
|
|
288 | } |
|
|
289 | |
|
|
290 | void |
|
|
291 | player::disconnect () |
|
|
292 | { |
|
|
293 | if (ns) |
|
|
294 | { |
|
|
295 | if (active) |
|
|
296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
297 | |
|
|
298 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
299 | |
|
|
300 | ns->reset_stats (); |
|
|
301 | ns->pl = 0; |
|
|
302 | this->ns = 0; |
|
|
303 | } |
|
|
304 | |
|
|
305 | ob->container = 0; //TODO: client-specific |
|
|
306 | deactivate (); |
|
|
307 | } |
|
|
308 | |
|
|
309 | // the need for this function can be explained |
|
|
310 | // by load_object not returning the object |
|
|
311 | void |
|
|
312 | player::set_object (object *op) |
|
|
313 | { |
|
|
314 | ob = op; |
|
|
315 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
316 | |
|
|
317 | ob->speed_left = 0.5; |
|
|
318 | ob->speed = 1.0; |
|
|
319 | ob->direction = 5; /* So player faces south */ |
|
|
320 | ob->stats.wc = 2; |
|
|
321 | ob->run_away = 25; /* Then we panick... */ |
|
|
322 | |
|
|
323 | ob->roll_stats (); |
|
|
324 | } |
|
|
325 | |
|
|
326 | player::player () |
|
|
327 | { |
|
|
328 | /* There are some elements we want initialised to non zero value - |
|
|
329 | * we deal with that below this point. |
|
|
330 | */ |
|
|
331 | outputs_sync = 16; /* Every 2 seconds */ |
|
|
332 | outputs_count = 8; /* Keeps present behaviour */ |
|
|
333 | unapply = unapply_nochoice; |
|
|
334 | |
|
|
335 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
336 | |
|
|
337 | gen_sp_armour = 10; |
|
|
338 | shoottype = range_none; |
|
|
339 | bowtype = bow_normal; |
|
|
340 | petmode = pet_normal; |
|
|
341 | listening = 10; |
|
|
342 | usekeys = containers; |
|
|
343 | peaceful = 1; /* default peaceful */ |
|
|
344 | do_los = 1; |
|
|
345 | } |
|
|
346 | |
|
|
347 | void |
|
|
348 | player::do_destroy () |
|
|
349 | { |
|
|
350 | disconnect (); |
|
|
351 | |
|
|
352 | attachable::do_destroy (); |
|
|
353 | |
|
|
354 | if (ob) |
|
|
355 | { |
|
|
356 | ob->destroy_inv (false); |
|
|
357 | ob->destroy (); |
|
|
358 | } |
|
|
359 | } |
|
|
360 | |
|
|
361 | player::~player () |
|
|
362 | { |
|
|
363 | /* Clear item stack */ |
|
|
364 | free (stack_items); |
|
|
365 | } |
|
|
366 | |
299 | /* Tries to add player on the connection passwd in ns. |
367 | /* Tries to add player on the connection passed in ns. |
300 | * All we can really get in this is some settings like host and display |
368 | * All we can really get in this is some settings like host and display |
301 | * mode. |
369 | * mode. |
302 | */ |
370 | */ |
303 | |
371 | player * |
304 | int |
372 | player::create () |
305 | add_player (client *ns) |
|
|
306 | { |
373 | { |
307 | player *p = new player; |
374 | player *pl = new player; |
308 | |
375 | |
309 | p->socket = ns; |
376 | pl->set_object (arch_to_object (get_player_archetype (0))); |
310 | ns->pl = p; |
|
|
311 | |
|
|
312 | p->next = first_player; |
|
|
313 | first_player = p; |
|
|
314 | |
|
|
315 | p = get_player (p); |
|
|
316 | |
|
|
317 | set_first_map (p->ob); |
377 | set_first_map (pl->ob); |
318 | |
378 | |
319 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
320 | add_friendly_object (p->ob); |
|
|
321 | send_rules (p->ob); |
|
|
322 | send_news (p->ob); |
|
|
323 | display_motd (p->ob); |
|
|
324 | get_name (p->ob); |
|
|
325 | |
|
|
326 | return 0; |
379 | return pl; |
327 | } |
380 | } |
328 | |
381 | |
329 | /* |
382 | /* |
330 | * get_player_archetype() return next player archetype from archetype |
383 | * get_player_archetype() return next player archetype from archetype |
331 | * list. Not very efficient routine, but used only creating new players. |
384 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
340 | { |
393 | { |
341 | if (at == NULL || at->next == NULL) |
394 | if (at == NULL || at->next == NULL) |
342 | at = first_archetype; |
395 | at = first_archetype; |
343 | else |
396 | else |
344 | at = at->next; |
397 | at = at->next; |
|
|
398 | |
345 | if (at->clone.type == PLAYER) |
399 | if (at->clone.type == PLAYER) |
346 | return at; |
400 | return at; |
|
|
401 | |
347 | if (at == start) |
402 | if (at == start) |
348 | { |
403 | { |
349 | LOG (llevError, "No Player archetypes\n"); |
404 | LOG (llevError, "No Player archetypes\n"); |
350 | exit (-1); |
405 | exit (-1); |
351 | } |
406 | } |
352 | } |
407 | } |
353 | } |
408 | } |
354 | |
409 | |
355 | |
|
|
356 | object * |
410 | object * |
357 | get_nearest_player (object *mon) |
411 | get_nearest_player (object *mon) |
358 | { |
412 | { |
359 | object *op = NULL; |
413 | object *op = NULL; |
360 | player *pl = NULL; |
|
|
361 | objectlink *ol; |
414 | objectlink *ol; |
362 | unsigned lastdist; |
415 | unsigned lastdist; |
363 | rv_vector rv; |
416 | rv_vector rv; |
364 | |
417 | |
365 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
418 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
366 | { |
419 | { |
367 | /* We should not find free objects on this friendly list, but it |
420 | /* We should not find free objects on this friendly list, but it |
368 | * does periodically happen. Given that, lets deal with it. |
421 | * does periodically happen. Given that, lets deal with it. |
369 | * While unlikely, it is possible the next object on the friendly |
422 | * While unlikely, it is possible the next object on the friendly |
370 | * list is also free, so encapsulate this in a while loop. |
423 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
374 | object *tmp = ol->ob; |
427 | object *tmp = ol->ob; |
375 | |
428 | |
376 | /* Can't do much more other than log the fact, because the object |
429 | /* Can't do much more other than log the fact, because the object |
377 | * itself will have been cleared. |
430 | * itself will have been cleared. |
378 | */ |
431 | */ |
379 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
432 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
433 | tmp->debug_desc ()); |
380 | ol = ol->next; |
434 | ol = ol->next; |
381 | remove_friendly_object (tmp); |
435 | remove_friendly_object (tmp); |
382 | if (!ol) |
436 | if (!ol) |
383 | return op; |
437 | return op; |
384 | } |
438 | } |
… | |
… | |
397 | { |
451 | { |
398 | op = ol->ob; |
452 | op = ol->ob; |
399 | lastdist = rv.distance; |
453 | lastdist = rv.distance; |
400 | } |
454 | } |
401 | } |
455 | } |
402 | for (pl = first_player; pl != NULL; pl = pl->next) |
456 | |
403 | { |
457 | for_all_players (pl) |
404 | if (can_detect_enemy (mon, pl->ob, &rv)) |
458 | if (can_detect_enemy (mon, pl->ob, &rv)) |
405 | { |
|
|
406 | |
|
|
407 | if (lastdist > rv.distance) |
459 | if (lastdist > rv.distance) |
408 | { |
460 | { |
409 | op = pl->ob; |
461 | op = pl->ob; |
410 | lastdist = rv.distance; |
462 | lastdist = rv.distance; |
411 | } |
463 | } |
412 | } |
464 | |
413 | } |
|
|
414 | #if 0 |
465 | #if 0 |
415 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
466 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
416 | #endif |
467 | #endif |
417 | return op; |
468 | return op; |
418 | } |
469 | } |
… | |
… | |
436 | * circling behaviour. Unfortunately, this function is also used to determined |
487 | * circling behaviour. Unfortunately, this function is also used to determined |
437 | * if the creature should cast a spell, so returning a direction in that case |
488 | * if the creature should cast a spell, so returning a direction in that case |
438 | * is probably not a good thing. |
489 | * is probably not a good thing. |
439 | */ |
490 | */ |
440 | #define MAX_SPACES 50 |
491 | #define MAX_SPACES 50 |
441 | |
|
|
442 | |
492 | |
443 | /* |
493 | /* |
444 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
494 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
445 | * modified to verify there is a path to the player. Does this by stepping towards |
495 | * modified to verify there is a path to the player. Does this by stepping towards |
446 | * player and if path is blocked then see if blockage is close enough to player that |
496 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
477 | x = mon->x; |
527 | x = mon->x; |
478 | y = mon->y; |
528 | y = mon->y; |
479 | m = mon->map; |
529 | m = mon->map; |
480 | dir = rv.direction; |
530 | dir = rv.direction; |
481 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
531 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
482 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
532 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
533 | |
483 | /* If we can't solve it within the search distance, return now. */ |
534 | /* If we can't solve it within the search distance, return now. */ |
484 | if (diff > max) |
535 | if (diff > max) |
485 | return 0; |
536 | return 0; |
|
|
537 | |
486 | while (diff > 1 && max > 0) |
538 | while (diff > 1 && max > 0) |
487 | { |
539 | { |
488 | lastx = x; |
540 | lastx = x; |
489 | lasty = y; |
541 | lasty = y; |
490 | lastmap = m; |
542 | lastmap = m; |
… | |
… | |
572 | max--; |
624 | max--; |
573 | lastdir = dir; |
625 | lastdir = dir; |
574 | if (!firstdir) |
626 | if (!firstdir) |
575 | firstdir = dir; |
627 | firstdir = dir; |
576 | } |
628 | } |
|
|
629 | |
577 | if (diff <= 1) |
630 | if (diff <= 1) |
578 | { |
631 | { |
579 | /* Recalculate diff (distance) because we may not have actually |
632 | /* Recalculate diff (distance) because we may not have actually |
580 | * headed toward player for entire distance. |
633 | * headed toward player for entire distance. |
581 | */ |
634 | */ |
582 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
635 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
583 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
636 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
584 | } |
637 | } |
|
|
638 | |
585 | if (diff > max) |
639 | if (diff > max) |
586 | return 0; |
640 | return 0; |
587 | } |
641 | } |
|
|
642 | |
588 | /* If we reached the max, didn't find a direction in time */ |
643 | /* If we reached the max, didn't find a direction in time */ |
589 | if (!max) |
644 | if (!max) |
590 | return 0; |
645 | return 0; |
591 | |
646 | |
592 | return firstdir; |
647 | return firstdir; |
… | |
… | |
685 | /* Need to set up the skill pointers */ |
740 | /* Need to set up the skill pointers */ |
686 | link_player_skills (pl); |
741 | link_player_skills (pl); |
687 | } |
742 | } |
688 | |
743 | |
689 | void |
744 | void |
690 | get_name (object *op) |
|
|
691 | { |
|
|
692 | op->contr->write_buf[0] = '\0'; |
|
|
693 | op->contr->state = ST_GET_NAME; |
|
|
694 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
695 | } |
|
|
696 | |
|
|
697 | void |
|
|
698 | get_password (object *op) |
|
|
699 | { |
|
|
700 | op->contr->write_buf[0] = '\0'; |
|
|
701 | op->contr->state = ST_GET_PASSWORD; |
|
|
702 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
703 | } |
|
|
704 | |
|
|
705 | void |
|
|
706 | play_again (object *op) |
|
|
707 | { |
|
|
708 | op->contr->state = ST_PLAY_AGAIN; |
|
|
709 | op->chosen_skill = NULL; |
|
|
710 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
711 | /* a bit of a hack, but there are various places early in th |
|
|
712 | * player creation process that a user can quit (eg, roll |
|
|
713 | * stats) that isn't removing the player. Taking a quick |
|
|
714 | * look, there are many places that call play_again without |
|
|
715 | * removing the player - it probably makes more sense |
|
|
716 | * to leave it to play_again to remove the object in all |
|
|
717 | * cases. |
|
|
718 | */ |
|
|
719 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
720 | op->remove (); |
|
|
721 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
722 | * and draw() doesn't check to see if the player is removed, only if |
|
|
723 | * the map is null or not swapped out. |
|
|
724 | */ |
|
|
725 | op->map = NULL; |
|
|
726 | } |
|
|
727 | |
|
|
728 | int |
|
|
729 | receive_play_again (object *op, char key) |
|
|
730 | { |
|
|
731 | if (key == 'q' || key == 'Q') |
|
|
732 | { |
|
|
733 | remove_friendly_object (op); |
|
|
734 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
735 | return 2; |
|
|
736 | } |
|
|
737 | else if (key == 'a' || key == 'A') |
|
|
738 | { |
|
|
739 | player *pl = op->contr; |
|
|
740 | shstr name = op->name; |
|
|
741 | |
|
|
742 | op->contr = 0; |
|
|
743 | op->type = 0; |
|
|
744 | op->destroy (1); |
|
|
745 | pl = get_player (pl); |
|
|
746 | op = pl->ob; |
|
|
747 | add_friendly_object (op); |
|
|
748 | op->contr->password[0] = '~'; |
|
|
749 | op->name = op->name_pl = 0; |
|
|
750 | /* Lets put a space in here */ |
|
|
751 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
752 | get_name (op); |
|
|
753 | op->name = op->name_pl = name; |
|
|
754 | set_first_map (op); |
|
|
755 | } |
|
|
756 | else |
|
|
757 | /* user pressed something else so just ask again... */ |
|
|
758 | play_again (op); |
|
|
759 | |
|
|
760 | return 0; |
|
|
761 | } |
|
|
762 | |
|
|
763 | void |
|
|
764 | confirm_password (object *op) |
|
|
765 | { |
|
|
766 | |
|
|
767 | op->contr->write_buf[0] = '\0'; |
|
|
768 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
769 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
770 | } |
|
|
771 | |
|
|
772 | void |
|
|
773 | get_party_password (object *op, partylist *party) |
745 | get_party_password (object *op, partylist *party) |
774 | { |
746 | { |
775 | if (party == NULL) |
747 | if (party == NULL) |
776 | { |
748 | { |
777 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
749 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
778 | return; |
750 | return; |
779 | } |
751 | } |
|
|
752 | |
780 | op->contr->write_buf[0] = '\0'; |
753 | op->contr->write_buf[0] = '\0'; |
781 | op->contr->state = ST_GET_PARTY_PASSWORD; |
754 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
782 | op->contr->party_to_join = party; |
755 | op->contr->party_to_join = party; |
783 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
756 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
784 | } |
757 | } |
785 | |
|
|
786 | |
758 | |
787 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
759 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
788 | int |
760 | static int |
789 | roll_stat (void) |
761 | roll_stat (void) |
790 | { |
762 | { |
791 | int a[4], i, j, k; |
763 | int a[4], i, j, k; |
792 | |
764 | |
793 | for (i = 0; i < 4; i++) |
765 | for (i = 0; i < 4; i++) |
794 | a[i] = (int) RANDOM () % 6 + 1; |
766 | a[i] = (int) rndm (6) + 1; |
795 | |
767 | |
796 | for (i = 0, j = 0, k = 7; i < 4; i++) |
768 | for (i = 0, j = 0, k = 7; i < 4; i++) |
797 | if (a[i] < k) |
769 | if (a[i] < k) |
798 | k = a[i], j = i; |
770 | k = a[i], j = i; |
799 | |
771 | |
800 | for (i = 0, k = 0; i < 4; i++) |
772 | for (i = 0, k = 0; i < 4; i++) |
801 | { |
|
|
802 | if (i != j) |
773 | if (i != j) |
803 | k += a[i]; |
774 | k += a[i]; |
804 | } |
775 | |
805 | return k; |
776 | return k; |
806 | } |
777 | } |
807 | |
778 | |
808 | void |
779 | void |
809 | roll_stats (object *op) |
780 | object::roll_stats () |
810 | { |
781 | { |
811 | int sum = 0; |
|
|
812 | int i = 0, j = 0; |
|
|
813 | int statsort[7]; |
782 | int statsort [7]; |
814 | |
783 | |
815 | do |
784 | for (;;) |
816 | { |
|
|
817 | op->stats.Str = roll_stat (); |
|
|
818 | op->stats.Dex = roll_stat (); |
|
|
819 | op->stats.Int = roll_stat (); |
|
|
820 | op->stats.Con = roll_stat (); |
|
|
821 | op->stats.Wis = roll_stat (); |
|
|
822 | op->stats.Pow = roll_stat (); |
|
|
823 | op->stats.Cha = roll_stat (); |
|
|
824 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
825 | } |
785 | { |
826 | while (sum < 82 || sum > 116); |
786 | int sum = 0; |
|
|
787 | for (int i = 7; i--; ) |
|
|
788 | sum += statsort [i] = roll_stat (); |
827 | |
789 | |
|
|
790 | if (sum >= 82 && sum <= 116) |
|
|
791 | break; |
|
|
792 | } |
|
|
793 | |
828 | /* Sort the stats so that rerolling is easier... */ |
794 | // Sort the stats so that rerolling is easier... |
829 | statsort[0] = op->stats.Str; |
795 | std::sort (statsort, statsort + 7, std::greater<int>()); |
830 | statsort[1] = op->stats.Dex; |
|
|
831 | statsort[2] = op->stats.Int; |
|
|
832 | statsort[3] = op->stats.Con; |
|
|
833 | statsort[4] = op->stats.Wis; |
|
|
834 | statsort[5] = op->stats.Pow; |
|
|
835 | statsort[6] = op->stats.Cha; |
|
|
836 | |
796 | |
837 | /* a quick and dirty bubblesort? */ |
|
|
838 | do |
|
|
839 | { |
|
|
840 | if (statsort[i] < statsort[i + 1]) |
|
|
841 | { |
|
|
842 | j = statsort[i]; |
|
|
843 | statsort[i] = statsort[i + 1]; |
|
|
844 | statsort[i + 1] = j; |
|
|
845 | i = 0; |
|
|
846 | } |
|
|
847 | else |
|
|
848 | { |
|
|
849 | i++; |
|
|
850 | } |
|
|
851 | } |
|
|
852 | while (i < 6); |
|
|
853 | |
|
|
854 | op->stats.Str = statsort[0]; |
797 | stats.Str = statsort[0]; |
855 | op->stats.Dex = statsort[1]; |
798 | stats.Dex = statsort[1]; |
856 | op->stats.Con = statsort[2]; |
799 | stats.Con = statsort[2]; |
857 | op->stats.Int = statsort[3]; |
800 | stats.Int = statsort[3]; |
858 | op->stats.Wis = statsort[4]; |
801 | stats.Wis = statsort[4]; |
859 | op->stats.Pow = statsort[5]; |
802 | stats.Pow = statsort[5]; |
860 | op->stats.Cha = statsort[6]; |
803 | stats.Cha = statsort[6]; |
861 | |
804 | |
862 | |
|
|
863 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
864 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
865 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
866 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
867 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
868 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
869 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
870 | |
|
|
871 | op->level = 1; |
|
|
872 | op->stats.exp = 0; |
805 | stats.exp = 0; |
873 | op->stats.ac = 0; |
806 | stats.ac = 0; |
874 | |
807 | |
875 | op->contr->levhp[1] = 9; |
|
|
876 | op->contr->levsp[1] = 6; |
|
|
877 | op->contr->levgrace[1] = 3; |
|
|
878 | |
|
|
879 | fix_player (op); |
|
|
880 | op->stats.hp = op->stats.maxhp; |
808 | stats.hp = stats.maxhp; |
881 | op->stats.sp = op->stats.maxsp; |
809 | stats.sp = stats.maxsp; |
882 | op->stats.grace = op->stats.maxgrace; |
810 | stats.grace = stats.maxgrace; |
|
|
811 | |
|
|
812 | if (contr) |
|
|
813 | { |
|
|
814 | contr->levhp[1] = 9; |
|
|
815 | contr->levsp[1] = 6; |
|
|
816 | contr->levgrace[1] = 3; |
|
|
817 | |
883 | op->contr->orig_stats = op->stats; |
818 | contr->orig_stats = stats; |
|
|
819 | } |
884 | } |
820 | } |
885 | |
821 | |
886 | void |
822 | void |
887 | Roll_Again (object *op) |
823 | object::swap_stats (int a, int b) |
888 | { |
824 | { |
889 | esrv_new_player (op->contr, 0); |
825 | int tmp = get_attr_value (&contr->orig_stats, a); |
890 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
826 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
891 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
827 | set_attr_value (&contr->orig_stats, b, tmp); |
892 | } |
|
|
893 | |
828 | |
894 | void |
829 | stats.Str = contr->orig_stats.Str; |
895 | Swap_Stat (object *op, int Swap_Second) |
830 | stats.Dex = contr->orig_stats.Dex; |
|
|
831 | stats.Con = contr->orig_stats.Con; |
|
|
832 | stats.Int = contr->orig_stats.Int; |
|
|
833 | stats.Wis = contr->orig_stats.Wis; |
|
|
834 | stats.Pow = contr->orig_stats.Pow; |
|
|
835 | stats.Cha = contr->orig_stats.Cha; |
|
|
836 | |
|
|
837 | //TODO: the following code looks so borked and should, at the very least, |
|
|
838 | // be merged with the similar code in roll_stats |
|
|
839 | stats.ac = 0; |
|
|
840 | |
|
|
841 | level = 1; |
|
|
842 | stats.exp = 0; |
|
|
843 | stats.ac = 0; |
|
|
844 | |
|
|
845 | stats.hp = stats.maxhp; |
|
|
846 | stats.sp = stats.maxsp; |
|
|
847 | stats.grace = stats.maxgrace; |
|
|
848 | |
|
|
849 | if (contr) |
|
|
850 | { |
|
|
851 | contr->levhp[1] = 9; |
|
|
852 | contr->levsp[1] = 6; |
|
|
853 | contr->levgrace[1] = 3; |
|
|
854 | |
|
|
855 | contr->orig_stats = stats; |
|
|
856 | } |
|
|
857 | } |
|
|
858 | |
|
|
859 | static void |
|
|
860 | start_info (object *op) |
896 | { |
861 | { |
897 | signed char tmp; |
|
|
898 | char buf[MAX_BUF]; |
862 | char buf[MAX_BUF]; |
899 | |
863 | |
900 | if (op->contr->Swap_First == -1) |
864 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
901 | { |
|
|
902 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
903 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
904 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
905 | return; |
|
|
906 | } |
|
|
907 | |
|
|
908 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
909 | |
|
|
910 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
911 | |
|
|
912 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
913 | |
|
|
914 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
915 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
865 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
916 | op->stats.Str = op->contr->orig_stats.Str; |
866 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
917 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
918 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
919 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
920 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
921 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
922 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
923 | op->stats.ac = 0; |
|
|
924 | |
|
|
925 | op->level = 1; |
|
|
926 | op->stats.exp = 0; |
|
|
927 | op->stats.ac = 0; |
|
|
928 | |
|
|
929 | op->contr->levhp[1] = 9; |
|
|
930 | op->contr->levsp[1] = 6; |
|
|
931 | op->contr->levgrace[1] = 3; |
|
|
932 | |
|
|
933 | fix_player (op); |
|
|
934 | op->stats.hp = op->stats.maxhp; |
|
|
935 | op->stats.sp = op->stats.maxsp; |
|
|
936 | op->stats.grace = op->stats.maxgrace; |
|
|
937 | op->contr->orig_stats = op->stats; |
|
|
938 | op->contr->Swap_First = -1; |
|
|
939 | } |
|
|
940 | |
|
|
941 | |
|
|
942 | /* This code has been greatly reduced, because with set_attr_value |
|
|
943 | * and get_attr_value, the stats can be accessed just numeric |
|
|
944 | * ids. stat_trans is a table that translate the number entered |
|
|
945 | * into the actual stat. It is needed because the order the stats |
|
|
946 | * are displayed in the stat window is not the same as how |
|
|
947 | * the number's access that stat. The table does that translation. |
|
|
948 | */ |
|
|
949 | int |
|
|
950 | key_roll_stat (object *op, char key) |
|
|
951 | { |
|
|
952 | int keynum = key - '0'; |
|
|
953 | char buf[MAX_BUF]; |
|
|
954 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
955 | |
|
|
956 | if (keynum > 0 && keynum <= 7) |
|
|
957 | { |
|
|
958 | if (op->contr->Swap_First == -1) |
|
|
959 | { |
|
|
960 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
961 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
962 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
867 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
963 | } |
|
|
964 | else |
|
|
965 | Swap_Stat (op, stat_trans[keynum]); |
|
|
966 | |
|
|
967 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
968 | return 1; |
|
|
969 | } |
|
|
970 | switch (key) |
|
|
971 | { |
|
|
972 | case 'n': |
|
|
973 | case 'N': |
|
|
974 | { |
|
|
975 | SET_FLAG (op, FLAG_WIZ); |
|
|
976 | if (op->map == NULL) |
|
|
977 | { |
|
|
978 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
979 | break; |
|
|
980 | } |
|
|
981 | |
|
|
982 | #if 0 |
|
|
983 | /* So that enter_exit will put us at startx/starty */ |
|
|
984 | op->x = -1; |
|
|
985 | |
|
|
986 | enter_exit (op, NULL); |
|
|
987 | #endif |
|
|
988 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
989 | /* Enter exit adds a player otherwise */ |
|
|
990 | add_statbonus (op); |
|
|
991 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
992 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
993 | op->contr->state = ST_CHANGE_CLASS; |
|
|
994 | if (op->msg) |
|
|
995 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
996 | return 0; |
|
|
997 | } |
|
|
998 | case 'y': |
|
|
999 | case 'Y': |
|
|
1000 | roll_stats (op); |
|
|
1001 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1002 | return 1; |
|
|
1003 | |
|
|
1004 | case 'q': |
|
|
1005 | case 'Q': |
|
|
1006 | play_again (op); |
|
|
1007 | return 1; |
|
|
1008 | |
|
|
1009 | default: |
|
|
1010 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1011 | return 0; |
|
|
1012 | } |
|
|
1013 | return 0; |
|
|
1014 | } |
868 | } |
1015 | |
869 | |
1016 | /* This function takes the key that is passed, and does the |
870 | /* This function takes the key that is passed, and does the |
1017 | * appropriate action with it (change race, or other things). |
871 | * appropriate action with it (change race, or other things). |
1018 | * The function name is for historical reasons - now we have |
872 | * The function name is for historical reasons - now we have |
1019 | * separate race and class; this actually changes the RACE, |
873 | * separate race and class; this actually changes the RACE, |
1020 | * not the class. |
874 | * not the class. |
1021 | */ |
875 | */ |
1022 | |
|
|
1023 | int |
876 | int |
1024 | key_change_class (object *op, char key) |
877 | key_change_class (object *op, char key) |
1025 | { |
878 | { |
1026 | int tmp_loop; |
879 | int tmp_loop; |
1027 | |
880 | |
1028 | if (key == 'q' || key == 'Q') |
|
|
1029 | { |
|
|
1030 | op->remove (); |
|
|
1031 | play_again (op); |
|
|
1032 | return 0; |
|
|
1033 | } |
|
|
1034 | if (key == 'd' || key == 'D') |
881 | if (key == 'd' || key == 'D') |
1035 | { |
882 | { |
1036 | char buf[MAX_BUF]; |
883 | char buf[MAX_BUF]; |
1037 | |
884 | |
1038 | /* this must before then initial items are given */ |
885 | /* this must before then initial items are given */ |
… | |
… | |
1043 | create_treasure (tl, op, 0, 0, 0); |
890 | create_treasure (tl, op, 0, 0, 0); |
1044 | |
891 | |
1045 | INVOKE_PLAYER (BIRTH, op->contr); |
892 | INVOKE_PLAYER (BIRTH, op->contr); |
1046 | INVOKE_PLAYER (LOGIN, op->contr); |
893 | INVOKE_PLAYER (LOGIN, op->contr); |
1047 | |
894 | |
1048 | op->contr->state = ST_PLAYING; |
895 | op->contr->ns->state = ST_PLAYING; |
1049 | |
896 | |
1050 | if (op->msg) |
897 | if (op->msg) |
1051 | op->msg = NULL; |
898 | op->msg = NULL; |
1052 | |
899 | |
1053 | /* We create this now because some of the unique maps will need it |
900 | /* We create this now because some of the unique maps will need it |
1054 | * to save here. |
901 | * to save here. |
1055 | */ |
902 | */ |
1056 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
903 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
1057 | make_path_to_file (buf); |
904 | make_path_to_file (buf); |
1058 | |
905 | |
1059 | #ifdef AUTOSAVE |
|
|
1060 | op->contr->last_save_tick = pticks; |
|
|
1061 | #endif |
|
|
1062 | start_info (op); |
906 | start_info (op); |
1063 | CLEAR_FLAG (op, FLAG_WIZ); |
907 | CLEAR_FLAG (op, FLAG_WIZ); |
1064 | give_initial_items (op, op->randomitems); |
908 | give_initial_items (op, op->randomitems); |
1065 | link_player_skills (op); |
909 | link_player_skills (op); |
1066 | esrv_send_inventory (op, op); |
910 | esrv_send_inventory (op, op); |
1067 | fix_player (op); |
911 | op->update_stats (); |
1068 | |
912 | |
1069 | /* This moves the player to a different start map, if there |
913 | /* This moves the player to a different start map, if there |
1070 | * is one for this race |
914 | * is one for this race |
1071 | */ |
915 | */ |
1072 | if (*first_map_ext_path) |
916 | if (*first_map_ext_path) |
1073 | { |
917 | { |
1074 | object *tmp; |
918 | object *tmp; |
1075 | char mapname[MAX_BUF]; |
919 | char mapname[MAX_BUF]; |
1076 | |
920 | |
1077 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
921 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
1078 | tmp = object::create (); |
922 | tmp = object::create (); |
1079 | EXIT_PATH (tmp) = mapname; |
923 | EXIT_PATH (tmp) = mapname; |
1080 | EXIT_X (tmp) = op->x; |
924 | EXIT_X (tmp) = op->x; |
1081 | EXIT_Y (tmp) = op->y; |
925 | EXIT_Y (tmp) = op->y; |
1082 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
926 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
1083 | * if the map isn't there, then stay on the |
927 | * if the map isn't there, then stay on the |
1084 | * default initial map */ |
928 | * default initial map */ |
1085 | tmp->destroy (); |
929 | tmp->destroy (); |
1086 | } |
930 | } |
1087 | else |
931 | else |
1088 | { |
|
|
1089 | LOG (llevDebug, "first_map_ext_path not set\n"); |
932 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1090 | } |
933 | |
1091 | return 0; |
934 | return 0; |
1092 | } |
935 | } |
1093 | |
936 | |
1094 | /* Following actually changes the race - this is the default command |
937 | /* Following actually changes the race - this is the default command |
1095 | * if we don't match with one of the options above. |
938 | * if we don't match with one of the options above. |
… | |
… | |
1099 | while (!tmp_loop) |
942 | while (!tmp_loop) |
1100 | { |
943 | { |
1101 | shstr name = op->name; |
944 | shstr name = op->name; |
1102 | int x = op->x, y = op->y; |
945 | int x = op->x, y = op->y; |
1103 | |
946 | |
1104 | remove_statbonus (op); |
947 | op->remove_statbonus (); |
1105 | op->remove (); |
948 | op->remove (); |
1106 | op->arch = get_player_archetype (op->arch); |
949 | op->arch = get_player_archetype (op->arch); |
1107 | op->arch->clone.copy_to (op); |
950 | op->arch->clone.copy_to (op); |
1108 | op->instantiate (); |
951 | op->instantiate (); |
1109 | op->stats = op->contr->orig_stats; |
952 | op->stats = op->contr->orig_stats; |
… | |
… | |
1111 | op->x = x; |
954 | op->x = x; |
1112 | op->y = y; |
955 | op->y = y; |
1113 | SET_ANIMATION (op, 2); /* So player faces south */ |
956 | SET_ANIMATION (op, 2); /* So player faces south */ |
1114 | insert_ob_in_map (op, op->map, op, 0); |
957 | insert_ob_in_map (op, op->map, op, 0); |
1115 | assign (op->contr->title, op->arch->clone.name); |
958 | assign (op->contr->title, op->arch->clone.name); |
1116 | add_statbonus (op); |
959 | op->add_statbonus (); |
1117 | tmp_loop = allowed_class (op); |
960 | tmp_loop = allowed_class (op); |
1118 | } |
961 | } |
1119 | |
962 | |
1120 | update_object (op, UP_OBJ_FACE); |
963 | update_object (op, UP_OBJ_FACE); |
1121 | esrv_update_item (UPD_FACE, op, op); |
964 | esrv_update_item (UPD_FACE, op, op); |
1122 | fix_player (op); |
965 | op->update_stats (); |
1123 | op->stats.hp = op->stats.maxhp; |
966 | op->stats.hp = op->stats.maxhp; |
1124 | op->stats.sp = op->stats.maxsp; |
967 | op->stats.sp = op->stats.maxsp; |
1125 | op->stats.grace = 0; |
968 | op->stats.grace = 0; |
1126 | |
969 | |
1127 | if (op->msg) |
970 | if (op->msg) |
1128 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
971 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1129 | |
972 | |
1130 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
973 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1131 | return 0; |
974 | return 0; |
1132 | } |
|
|
1133 | |
|
|
1134 | int |
|
|
1135 | key_confirm_quit (object *op, char key) |
|
|
1136 | { |
|
|
1137 | char buf[MAX_BUF]; |
|
|
1138 | |
|
|
1139 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1140 | { |
|
|
1141 | op->contr->state = ST_PLAYING; |
|
|
1142 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1143 | return 1; |
|
|
1144 | } |
|
|
1145 | |
|
|
1146 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1147 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1148 | |
|
|
1149 | terminate_all_pets (op); |
|
|
1150 | leave_map (op); |
|
|
1151 | op->direction = 0; |
|
|
1152 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1153 | |
|
|
1154 | strcpy (op->contr->killer, "quit"); |
|
|
1155 | check_score (op); |
|
|
1156 | op->contr->party = NULL; |
|
|
1157 | if (settings.set_title == TRUE) |
|
|
1158 | op->contr->own_title[0] = '\0'; |
|
|
1159 | |
|
|
1160 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1161 | { |
|
|
1162 | maptile *mp, *next; |
|
|
1163 | |
|
|
1164 | /* We need to hunt for any per player unique maps in memory and |
|
|
1165 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1166 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1167 | */ |
|
|
1168 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1169 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1170 | { |
|
|
1171 | next = mp->next; |
|
|
1172 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1173 | delete_map (mp); |
|
|
1174 | } |
|
|
1175 | |
|
|
1176 | delete_character (op->name, 1); |
|
|
1177 | } |
|
|
1178 | |
|
|
1179 | play_again (op); |
|
|
1180 | return 1; |
|
|
1181 | } |
975 | } |
1182 | |
976 | |
1183 | void |
977 | void |
1184 | flee_player (object *op) |
978 | flee_player (object *op) |
1185 | { |
979 | { |
… | |
… | |
1215 | { |
1009 | { |
1216 | op->enemy = NULL; |
1010 | op->enemy = NULL; |
1217 | CLEAR_FLAG (op, FLAG_SCARED); |
1011 | CLEAR_FLAG (op, FLAG_SCARED); |
1218 | return; |
1012 | return; |
1219 | } |
1013 | } |
|
|
1014 | |
1220 | get_rangevector (op, op->enemy, &rv, 0); |
1015 | get_rangevector (op, op->enemy, &rv, 0); |
1221 | |
1016 | |
1222 | dir = absdir (4 + rv.direction); |
1017 | dir = absdir (4 + rv.direction); |
1223 | for (diff = 0; diff < 3; diff++) |
1018 | for (diff = 0; diff < 3; diff++) |
1224 | { |
1019 | { |
1225 | int m = 1 - (RANDOM () & 2); |
1020 | int m = 1 - (RANDOM () & 2); |
1226 | |
1021 | |
1227 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1022 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1228 | { |
|
|
1229 | return; |
1023 | return; |
1230 | } |
|
|
1231 | } |
1024 | } |
|
|
1025 | |
1232 | /* Cornered, get rid of scared */ |
1026 | /* Cornered, get rid of scared */ |
1233 | CLEAR_FLAG (op, FLAG_SCARED); |
1027 | CLEAR_FLAG (op, FLAG_SCARED); |
1234 | op->enemy = NULL; |
1028 | op->enemy = NULL; |
1235 | } |
1029 | } |
1236 | |
1030 | |
… | |
… | |
1322 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1116 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1323 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1117 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1324 | else |
1118 | else |
1325 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1119 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1326 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1120 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1121 | |
1327 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1122 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1328 | |
|
|
1329 | sprintf (putstring, "...flags: "); |
|
|
1330 | for (k = 0; k < 4; k++) |
|
|
1331 | { |
|
|
1332 | for (j = 0; j < 32; j++) |
|
|
1333 | { |
|
|
1334 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1335 | { |
|
|
1336 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1337 | strcat (putstring, tmpstr); |
|
|
1338 | } |
|
|
1339 | } |
|
|
1340 | } |
|
|
1341 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1342 | |
|
|
1343 | #if 0 |
|
|
1344 | /* print the flags too */ |
|
|
1345 | for (k = 0; k < 4; k++) |
|
|
1346 | { |
|
|
1347 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1348 | for (j = 0; j < 32; j++) |
|
|
1349 | { |
|
|
1350 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1351 | if (!((j + 1) % 4)) |
|
|
1352 | fprintf (stderr, " "); |
|
|
1353 | } |
|
|
1354 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1355 | } |
|
|
1356 | #endif |
|
|
1357 | } |
1123 | } |
|
|
1124 | |
1358 | /* philosophy: |
1125 | /* philosophy: |
1359 | * It's easy to grab an item type from a pile, as long as it's |
1126 | * It's easy to grab an item type from a pile, as long as it's |
1360 | * generic. This takes no game-time. For more detailed pickups |
1127 | * generic. This takes no game-time. For more detailed pickups |
1361 | * and selections, select-items shoul dbe used. This is a |
1128 | * and selections, select-items should be used. This is a |
1362 | * grab-as-you-run type mode that's really useful for arrows for |
1129 | * grab-as-you-run type mode that's really useful for arrows for |
1363 | * example. |
1130 | * example. |
1364 | * The drawback: right now it has no frontend, so you need to |
1131 | * The drawback: right now it has no frontend, so you need to |
1365 | * stick the bits you want into a calculator in hex mode and then |
1132 | * stick the bits you want into a calculator in hex mode and then |
1366 | * convert to decimal and then 'pickup <#> |
1133 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1792 | if (!dir) |
1559 | if (!dir) |
1793 | { |
1560 | { |
1794 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1561 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1795 | return 0; |
1562 | return 0; |
1796 | } |
1563 | } |
|
|
1564 | |
1797 | if (op->type == PLAYER) |
1565 | if (op->type == PLAYER) |
1798 | bow = op->contr->ranges[range_bow]; |
1566 | bow = op->contr->ranges[range_bow]; |
1799 | else |
1567 | else |
1800 | { |
1568 | { |
1801 | for (bow = op->inv; bow; bow = bow->below) |
1569 | for (bow = op->inv; bow; bow = bow->below) |
… | |
… | |
1809 | { |
1577 | { |
1810 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1578 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1811 | return 0; |
1579 | return 0; |
1812 | } |
1580 | } |
1813 | } |
1581 | } |
|
|
1582 | |
1814 | if (!bow->race || !bow->skill) |
1583 | if (!bow->race || !bow->skill) |
1815 | { |
1584 | { |
1816 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1585 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1817 | return 0; |
1586 | return 0; |
1818 | } |
1587 | } |
… | |
… | |
1820 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1589 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1821 | |
1590 | |
1822 | /* penalize ROF for bestarrow */ |
1591 | /* penalize ROF for bestarrow */ |
1823 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1592 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1824 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1593 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1594 | |
1825 | if (bowspeed < 1) |
1595 | if (bowspeed < 1) |
1826 | bowspeed = 1; |
1596 | bowspeed = 1; |
1827 | |
1597 | |
1828 | if (arrow == NULL) |
1598 | if (arrow == NULL) |
1829 | { |
1599 | { |
… | |
… | |
1835 | else |
1605 | else |
1836 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1606 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1837 | return 0; |
1607 | return 0; |
1838 | } |
1608 | } |
1839 | } |
1609 | } |
|
|
1610 | |
1840 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1611 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1841 | if (mflags & P_OUT_OF_MAP) |
1612 | if (mflags & P_OUT_OF_MAP) |
1842 | { |
|
|
1843 | return 0; |
1613 | return 0; |
1844 | } |
1614 | |
1845 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1615 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1846 | { |
1616 | { |
1847 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1617 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1848 | return 0; |
1618 | return 0; |
1849 | } |
1619 | } |
… | |
… | |
1855 | return 0; |
1625 | return 0; |
1856 | } |
1626 | } |
1857 | |
1627 | |
1858 | left = arrow; /* these are arrows left to the player */ |
1628 | left = arrow; /* these are arrows left to the player */ |
1859 | arrow = get_split_ob (arrow, 1); |
1629 | arrow = get_split_ob (arrow, 1); |
1860 | if (arrow == NULL) |
1630 | if (!arrow) |
1861 | { |
1631 | { |
1862 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1632 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1863 | return 0; |
1633 | return 0; |
1864 | } |
1634 | } |
|
|
1635 | |
1865 | arrow->set_owner (op); |
1636 | arrow->set_owner (op); |
1866 | arrow->skill = bow->skill; |
1637 | arrow->skill = bow->skill; |
1867 | |
|
|
1868 | arrow->direction = dir; |
1638 | arrow->direction = dir; |
1869 | arrow->x = sx; |
|
|
1870 | arrow->y = sy; |
|
|
1871 | |
1639 | |
1872 | if (op->type == PLAYER) |
1640 | if (op->type == PLAYER) |
1873 | { |
1641 | { |
1874 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1642 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1875 | fix_player (op); |
1643 | op->update_stats (); |
1876 | } |
1644 | } |
1877 | |
1645 | |
1878 | SET_ANIMATION (arrow, arrow->direction); |
1646 | SET_ANIMATION (arrow, arrow->direction); |
1879 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1647 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1880 | arrow->stats.hp = arrow->stats.dam; |
1648 | arrow->stats.hp = arrow->stats.dam; |
… | |
… | |
1890 | |
1658 | |
1891 | /* update the speed */ |
1659 | /* update the speed */ |
1892 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1660 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1893 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1661 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1894 | |
1662 | |
1895 | if (arrow->speed < 1.0) |
1663 | arrow->set_speed (max (arrow->speed, 1.0)); |
1896 | arrow->speed = 1.0; |
|
|
1897 | update_ob_speed (arrow); |
|
|
1898 | arrow->speed_left = 0; |
1664 | arrow->speed_left = 0; |
1899 | |
1665 | |
1900 | if (op->type == PLAYER) |
1666 | if (op->type == PLAYER) |
1901 | { |
1667 | { |
1902 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1668 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1912 | } |
1678 | } |
1913 | |
1679 | |
1914 | if (arrow->attacktype == AT_PHYSICAL) |
1680 | if (arrow->attacktype == AT_PHYSICAL) |
1915 | arrow->attacktype |= bow->attacktype; |
1681 | arrow->attacktype |= bow->attacktype; |
1916 | |
1682 | |
1917 | if (bow->slaying != NULL) |
1683 | if (bow->slaying) |
1918 | arrow->slaying = bow->slaying; |
1684 | arrow->slaying = bow->slaying; |
1919 | |
1685 | |
1920 | arrow->map = m; |
|
|
1921 | arrow->move_type = MOVE_FLY_LOW; |
1686 | arrow->move_type = MOVE_FLY_LOW; |
1922 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1687 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1923 | |
1688 | |
1924 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1689 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1925 | insert_ob_in_map (arrow, m, op, 0); |
1690 | m->insert (arrow, sx, sy, op); |
1926 | |
1691 | |
1927 | if (!arrow->destroyed ()) |
1692 | if (!arrow->destroyed ()) |
1928 | move_arrow (arrow); |
1693 | move_arrow (arrow); |
1929 | |
1694 | |
1930 | if (op->type == PLAYER) |
1695 | if (op->type == PLAYER) |
… | |
… | |
1956 | } |
1721 | } |
1957 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1722 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1958 | { |
1723 | { |
1959 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1724 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1960 | wcmod = -1; |
1725 | wcmod = -1; |
|
|
1726 | |
1961 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1727 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1962 | } |
1728 | } |
1963 | else if (op->contr->bowtype == bow_threewide) |
1729 | else if (op->contr->bowtype == bow_threewide) |
1964 | { |
1730 | { |
1965 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1731 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2035 | |
1801 | |
2036 | if (item->arch) |
1802 | if (item->arch) |
2037 | { |
1803 | { |
2038 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1804 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2039 | item->face = item->arch->clone.face; |
1805 | item->face = item->arch->clone.face; |
2040 | item->speed = 0; |
1806 | item->set_speed (0); |
2041 | update_ob_speed (item); |
|
|
2042 | } |
1807 | } |
|
|
1808 | |
2043 | if ((tmp = is_player_inv (item))) |
1809 | if ((tmp = item->in_player ())) |
2044 | esrv_update_item (UPD_ANIM, tmp, item); |
1810 | esrv_update_item (UPD_ANIM, tmp, item); |
2045 | } |
1811 | } |
2046 | } |
1812 | } |
2047 | else if (item->type == ROD || item->type == HORN) |
1813 | else if (item->type == ROD || item->type == HORN) |
2048 | { |
|
|
2049 | drain_rod_charge (item); |
1814 | drain_rod_charge (item); |
2050 | } |
|
|
2051 | } |
1815 | } |
2052 | } |
1816 | } |
2053 | |
1817 | |
2054 | /* Received a fire command for the player - go and do it. |
1818 | /* Received a fire command for the player - go and do it. |
2055 | */ |
1819 | */ |
… | |
… | |
2094 | { |
1858 | { |
2095 | if (op->type == PLAYER) |
1859 | if (op->type == PLAYER) |
2096 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1860 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
2097 | return; |
1861 | return; |
2098 | } |
1862 | } |
|
|
1863 | |
2099 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1864 | do_skill (op, op, op->chosen_skill, dir, NULL); |
2100 | return; |
1865 | return; |
2101 | case range_builder: |
1866 | case range_builder: |
2102 | apply_map_builder (op, dir); |
1867 | apply_map_builder (op, dir); |
2103 | return; |
1868 | return; |
2104 | default: |
1869 | default: |
… | |
… | |
2198 | * 0 otherwise |
1963 | * 0 otherwise |
2199 | */ |
1964 | */ |
2200 | static int |
1965 | static int |
2201 | player_attack_door (object *op, object *door) |
1966 | player_attack_door (object *op, object *door) |
2202 | { |
1967 | { |
2203 | |
|
|
2204 | /* If its a door, try to find a use a key. If we do destroy the door, |
1968 | /* If its a door, try to find a use a key. If we do destroy the door, |
2205 | * might as well return immediately as there is nothing more to do - |
1969 | * might as well return immediately as there is nothing more to do - |
2206 | * otherwise, we fall through to the rest of the code. |
1970 | * otherwise, we fall through to the rest of the code. |
2207 | */ |
1971 | */ |
2208 | object *key = find_key (op, op, door); |
1972 | object *key = find_key (op, op, door); |
… | |
… | |
2246 | * It should keep the code cleaner. |
2010 | * It should keep the code cleaner. |
2247 | * When this is called, the players direction has been updated |
2011 | * When this is called, the players direction has been updated |
2248 | * (taking into account confusion.) The player is also actually |
2012 | * (taking into account confusion.) The player is also actually |
2249 | * going to try and move (not fire weapons). |
2013 | * going to try and move (not fire weapons). |
2250 | */ |
2014 | */ |
2251 | |
|
|
2252 | void |
2015 | void |
2253 | move_player_attack (object *op, int dir) |
2016 | move_player_attack (object *op, int dir) |
2254 | { |
2017 | { |
2255 | object *tmp, *mon; |
2018 | object *tmp, *mon; |
2256 | sint16 nx, ny; |
2019 | sint16 nx, ny; |
… | |
… | |
2258 | maptile *m; |
2021 | maptile *m; |
2259 | |
2022 | |
2260 | nx = freearr_x[dir] + op->x; |
2023 | nx = freearr_x[dir] + op->x; |
2261 | ny = freearr_y[dir] + op->y; |
2024 | ny = freearr_y[dir] + op->y; |
2262 | |
2025 | |
2263 | on_battleground = op_on_battleground (op, NULL, NULL); |
2026 | on_battleground = op_on_battleground (op, 0, 0); |
2264 | |
2027 | |
2265 | /* If braced, or can't move to the square, and it is not out of the |
2028 | /* If braced, or can't move to the square, and it is not out of the |
2266 | * map, attack it. Note order of if statement is important - don't |
2029 | * map, attack it. Note order of if statement is important - don't |
2267 | * want to be calling move_ob if braced, because move_ob will move the |
2030 | * want to be calling move_ob if braced, because move_ob will move the |
2268 | * player. This is a pretty nasty hack, because if we could |
2031 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2273 | */ |
2036 | */ |
2274 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2037 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2275 | { |
2038 | { |
2276 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2039 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2277 | { |
2040 | { |
2278 | m = get_map_from_coord (op->map, &nx, &ny); |
2041 | m = op->map->xy_find (nx, ny); |
2279 | if (!m) |
2042 | if (!m) |
2280 | return; /* Don't think this should happen */ |
2043 | return; /* Don't think this should happen */ |
2281 | } |
2044 | } |
2282 | else |
2045 | else |
2283 | m = op->map; |
2046 | m = op->map; |
2284 | |
2047 | |
2285 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2048 | if (!(tmp = m->at (nx, ny).bot)) |
2286 | { |
|
|
2287 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2288 | return; |
2049 | return; |
2289 | } |
|
|
2290 | |
2050 | |
2291 | mon = NULL; |
2051 | mon = 0; |
2292 | /* Go through all the objects, and find ones of interest. Only stop if |
2052 | /* Go through all the objects, and find ones of interest. Only stop if |
2293 | * we find a monster - that is something we know we want to attack. |
2053 | * we find a monster - that is something we know we want to attack. |
2294 | * if its a door or barrel (can roll) see if there may be monsters |
2054 | * if its a door or barrel (can roll) see if there may be monsters |
2295 | * on the space |
2055 | * on the space |
2296 | */ |
2056 | */ |
2297 | while (tmp != NULL) |
2057 | while (tmp) |
2298 | { |
2058 | { |
2299 | if (tmp == op) |
2059 | if (tmp == op) |
2300 | { |
2060 | { |
2301 | tmp = tmp->above; |
2061 | tmp = tmp->above; |
2302 | continue; |
2062 | continue; |
… | |
… | |
2312 | mon = tmp; |
2072 | mon = tmp; |
2313 | |
2073 | |
2314 | tmp = tmp->above; |
2074 | tmp = tmp->above; |
2315 | } |
2075 | } |
2316 | |
2076 | |
2317 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2077 | if (!mon) /* This happens anytime the player tries to move */ |
2318 | return; /* into a wall */ |
2078 | return; /* into a wall */ |
2319 | |
2079 | |
2320 | if (mon->head != NULL) |
2080 | if (mon->head) |
2321 | mon = mon->head; |
2081 | mon = mon->head; |
2322 | |
2082 | |
2323 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2083 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2324 | if (player_attack_door (op, mon)) |
2084 | if (player_attack_door (op, mon)) |
2325 | return; |
2085 | return; |
… | |
… | |
2347 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2107 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2348 | { |
2108 | { |
2349 | /* If we're braced, we don't want to switch places with it */ |
2109 | /* If we're braced, we don't want to switch places with it */ |
2350 | if (op->contr->braced) |
2110 | if (op->contr->braced) |
2351 | return; |
2111 | return; |
|
|
2112 | |
2352 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2113 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2353 | (void) push_ob (mon, dir, op); |
2114 | (void) push_ob (mon, dir, op); |
2354 | if (op->contr->tmp_invis || op->hide) |
2115 | if (op->contr->tmp_invis || op->hide) |
2355 | make_visible (op); |
2116 | make_visible (op); |
|
|
2117 | |
2356 | return; |
2118 | return; |
2357 | } |
2119 | } |
2358 | |
2120 | |
2359 | /* in certain circumstances, you shouldn't attack friendly |
2121 | /* in certain circumstances, you shouldn't attack friendly |
2360 | * creatures. Note that if you are braced, you can't push |
2122 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2362 | * attack them either. |
2124 | * attack them either. |
2363 | */ |
2125 | */ |
2364 | if ((mon->type == PLAYER || mon->enemy != op) && |
2126 | if ((mon->type == PLAYER || mon->enemy != op) && |
2365 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2127 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2366 | #ifdef PROHIBIT_PLAYERKILL |
2128 | #ifdef PROHIBIT_PLAYERKILL |
2367 | (op->contr->peaceful |
2129 | (op->contr->peaceful |
2368 | || (mon->type == PLAYER |
2130 | || (mon->type == PLAYER |
2369 | && mon->contr-> |
2131 | && mon->contr-> |
2370 | peaceful)) && |
2132 | peaceful)) && |
2371 | #else |
2133 | #else |
2372 | op->contr->peaceful && |
2134 | op->contr->peaceful && |
2373 | #endif |
2135 | #endif |
2374 | !on_battleground)) |
2136 | !on_battleground)) |
2375 | { |
2137 | { |
2376 | if (!op->contr->braced) |
2138 | if (!op->contr->braced) |
2377 | { |
2139 | { |
2378 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2140 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2379 | (void) push_ob (mon, dir, op); |
2141 | push_ob (mon, dir, op); |
2380 | } |
2142 | } |
2381 | else |
2143 | else |
2382 | { |
|
|
2383 | new_draw_info (0, 0, op, "You withhold your attack"); |
2144 | new_draw_info (0, 0, op, "You withhold your attack"); |
2384 | } |
2145 | |
2385 | if (op->contr->tmp_invis || op->hide) |
2146 | if (op->contr->tmp_invis || op->hide) |
2386 | make_visible (op); |
2147 | make_visible (op); |
2387 | } |
2148 | } |
2388 | |
2149 | |
2389 | /* If the object is a boulder or other rollable object, then |
2150 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2400 | * Way it works is like this: First, it must have some hit points |
2161 | * Way it works is like this: First, it must have some hit points |
2401 | * and be living. Then, it must be one of the following: |
2162 | * and be living. Then, it must be one of the following: |
2402 | * 1) Not a player, 2) A player, but of a different party. Note |
2163 | * 1) Not a player, 2) A player, but of a different party. Note |
2403 | * that party_number -1 is no party, so attacks can still happen. |
2164 | * that party_number -1 is no party, so attacks can still happen. |
2404 | */ |
2165 | */ |
2405 | |
|
|
2406 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2166 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2407 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2167 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2408 | { |
2168 | { |
2409 | |
2169 | |
2410 | /* If the player hasn't hit something this tick, and does |
2170 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2417 | op->speed_left += op->speed / op->contr->weapon_sp; |
2177 | op->speed_left += op->speed / op->contr->weapon_sp; |
2418 | |
2178 | |
2419 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2179 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2420 | } |
2180 | } |
2421 | |
2181 | |
2422 | skill_attack (mon, op, 0, NULL, NULL); |
2182 | skill_attack (mon, op, 0, 0, 0); |
2423 | |
2183 | |
2424 | /* If attacking another player, that player gets automatic |
2184 | /* If attacking another player, that player gets automatic |
2425 | * hitback, and doesn't loose luck either. |
2185 | * hitback, and doesn't loose luck either. |
2426 | * Disable hitback on the battleground or if the target is |
2186 | * Disable hitback on the battleground or if the target is |
2427 | * the wiz. |
2187 | * the wiz. |
… | |
… | |
2429 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2189 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2430 | { |
2190 | { |
2431 | short luck = mon->stats.luck; |
2191 | short luck = mon->stats.luck; |
2432 | |
2192 | |
2433 | mon->contr->has_hit = 1; |
2193 | mon->contr->has_hit = 1; |
2434 | skill_attack (op, mon, 0, NULL, NULL); |
2194 | skill_attack (op, mon, 0, 0, 0); |
2435 | mon->stats.luck = luck; |
2195 | mon->stats.luck = luck; |
2436 | } |
2196 | } |
|
|
2197 | |
2437 | if (action_makes_visible (op)) |
2198 | if (action_makes_visible (op)) |
2438 | make_visible (op); |
2199 | make_visible (op); |
2439 | } |
2200 | } |
2440 | } /* if player should attack something */ |
2201 | } /* if player should attack something */ |
2441 | } |
2202 | } |
… | |
… | |
2443 | int |
2204 | int |
2444 | move_player (object *op, int dir) |
2205 | move_player (object *op, int dir) |
2445 | { |
2206 | { |
2446 | int pick; |
2207 | int pick; |
2447 | |
2208 | |
2448 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2209 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2449 | return 0; |
2210 | return 0; |
2450 | |
2211 | |
2451 | /* Sanity check: make sure dir is valid */ |
2212 | /* Sanity check: make sure dir is valid */ |
2452 | if ((dir < 0) || (dir >= 9)) |
2213 | if ((dir < 0) || (dir >= 9)) |
2453 | { |
2214 | { |
2454 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2215 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2455 | return 0; |
2216 | return 0; |
2456 | } |
2217 | } |
2457 | |
2218 | |
2458 | /* peterm: added following line */ |
2219 | /* peterm: added following line */ |
2459 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2220 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2460 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2221 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2461 | |
2222 | |
2462 | op->facing = dir; |
2223 | op->facing = dir; |
2463 | |
2224 | |
2464 | if (op->hide) |
2225 | if (op->hide) |
2465 | do_hidden_move (op); |
2226 | do_hidden_move (op); |
… | |
… | |
2476 | |
2237 | |
2477 | /* Add special check for newcs players and fire on - this way, the |
2238 | /* Add special check for newcs players and fire on - this way, the |
2478 | * server can handle repeat firing. |
2239 | * server can handle repeat firing. |
2479 | */ |
2240 | */ |
2480 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2241 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2481 | { |
|
|
2482 | op->direction = dir; |
2242 | op->direction = dir; |
2483 | } |
|
|
2484 | else |
2243 | else |
2485 | { |
|
|
2486 | op->direction = 0; |
2244 | op->direction = 0; |
2487 | } |
2245 | |
2488 | /* Update how the player looks. Use the facing, so direction may |
2246 | /* Update how the player looks. Use the facing, so direction may |
2489 | * get reset to zero. This allows for full animation capabilities |
2247 | * get reset to zero. This allows for full animation capabilities |
2490 | * for players. |
2248 | * for players. |
2491 | */ |
2249 | */ |
2492 | animate_object (op, op->facing); |
2250 | animate_object (op, op->facing); |
… | |
… | |
2544 | |
2302 | |
2545 | /* call this here - we also will call this in do_ericserver, but |
2303 | /* call this here - we also will call this in do_ericserver, but |
2546 | * the players time has been increased when doericserver has been |
2304 | * the players time has been increased when doericserver has been |
2547 | * called, so we recheck it here. |
2305 | * called, so we recheck it here. |
2548 | */ |
2306 | */ |
2549 | op->contr->socket->handle_command (); |
2307 | if (op->contr->ns->handle_command ()) |
|
|
2308 | return 1; |
|
|
2309 | |
2550 | if (op->speed_left < 0) |
2310 | if (op->speed_left > 0) |
2551 | return 0; |
2311 | { |
2552 | |
|
|
2553 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2312 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2554 | { |
2313 | { |
2555 | /* All move commands take 1 tick, at least for now */ |
2314 | /* All move commands take 1 tick, at least for now */ |
2556 | op->speed_left--; |
2315 | op->speed_left--; |
2557 | |
2316 | |
2558 | /* Instead of all the stuff below, let move_player take care |
2317 | /* Instead of all the stuff below, let move_player take care |
2559 | * of it. Also, some of the skill stuff is only put in |
2318 | * of it. Also, some of the skill stuff is only put in |
2560 | * there, as well as the confusion stuff. |
2319 | * there, as well as the confusion stuff. |
2561 | */ |
2320 | */ |
2562 | move_player (op, op->direction); |
2321 | move_player (op, op->direction); |
2563 | if (op->speed_left > 0) |
2322 | |
2564 | return 1; |
2323 | return op->speed_left > 0; |
2565 | else |
2324 | } |
2566 | return 0; |
|
|
2567 | } |
2325 | } |
2568 | |
2326 | |
2569 | return 0; |
2327 | return 0; |
2570 | } |
2328 | } |
2571 | |
2329 | |
… | |
… | |
2591 | op->stats.hp = op->stats.maxhp; |
2349 | op->stats.hp = op->stats.maxhp; |
2592 | |
2350 | |
2593 | if (op->stats.food < 0) |
2351 | if (op->stats.food < 0) |
2594 | op->stats.food = 999; |
2352 | op->stats.food = 999; |
2595 | |
2353 | |
2596 | fix_player (op); |
2354 | op->update_stats (); |
2597 | return 1; |
2355 | return 1; |
2598 | } |
2356 | } |
2599 | |
2357 | |
2600 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2358 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2601 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2359 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2613 | { |
2371 | { |
2614 | object *next; |
2372 | object *next; |
2615 | |
2373 | |
2616 | while (op) |
2374 | while (op) |
2617 | { |
2375 | { |
2618 | next = op->below; /* Make sure we have a good value, in case |
2376 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2619 | * we remove object 'op' |
2377 | |
2620 | */ |
|
|
2621 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2378 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2622 | { |
2379 | { |
2623 | op->remove (); |
|
|
2624 | op->x = env->x; |
|
|
2625 | op->y = env->y; |
|
|
2626 | if (env->type == PLAYER) |
2380 | if (env->type == PLAYER) |
2627 | esrv_del_item (env->contr, op->count); |
2381 | esrv_del_item (env->contr, op->count); |
2628 | insert_ob_in_map (op, env->map, NULL, 0); |
2382 | |
|
|
2383 | op->insert_at (env); |
2629 | } |
2384 | } |
2630 | else if (op->inv) |
2385 | else if (op->inv) |
2631 | remove_unpaid_objects (op->inv, env); |
2386 | remove_unpaid_objects (op->inv, env); |
2632 | |
2387 | |
2633 | op = next; |
2388 | op = next; |
2634 | } |
2389 | } |
2635 | } |
2390 | } |
2636 | |
|
|
2637 | |
2391 | |
2638 | /* |
2392 | /* |
2639 | * Returns pointer a static string containing gravestone text |
2393 | * Returns pointer a static string containing gravestone text |
2640 | * Moved from apply.c to player.c - player.c is what |
2394 | * Moved from apply.c to player.c - player.c is what |
2641 | * actually uses this function. player.c may not be quite the |
2395 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2675 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2429 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2676 | strcat (buf2, buf); |
2430 | strcat (buf2, buf); |
2677 | |
2431 | |
2678 | return buf2; |
2432 | return buf2; |
2679 | } |
2433 | } |
2680 | |
|
|
2681 | |
|
|
2682 | |
2434 | |
2683 | void |
2435 | void |
2684 | do_some_living (object *op) |
2436 | do_some_living (object *op) |
2685 | { |
2437 | { |
2686 | int last_food = op->stats.food; |
2438 | int last_food = op->stats.food; |
… | |
… | |
2695 | const int max_grace = 1; |
2447 | const int max_grace = 1; |
2696 | |
2448 | |
2697 | if (op->contr->outputs_sync) |
2449 | if (op->contr->outputs_sync) |
2698 | { |
2450 | { |
2699 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2451 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2700 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2452 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2701 | flush_output_element (op, &op->contr->outputs[i]); |
2453 | flush_output_element (op, &op->contr->outputs[i]); |
2702 | } |
2454 | } |
2703 | |
2455 | |
2704 | if (op->contr->state == ST_PLAYING) |
2456 | if (op->contr->ns->state == ST_PLAYING) |
2705 | { |
2457 | { |
2706 | |
|
|
2707 | /* these next three if clauses make it possible to SLOW DOWN |
2458 | /* these next three if clauses make it possible to SLOW DOWN |
2708 | hp/grace/spellpoint regeneration. */ |
2459 | hp/grace/spellpoint regeneration. */ |
2709 | if (op->contr->gen_hp >= 0) |
2460 | if (op->contr->gen_hp >= 0) |
2710 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2461 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2711 | else |
2462 | else |
2712 | { |
2463 | { |
2713 | gen_hp = op->stats.maxhp; |
2464 | gen_hp = op->stats.maxhp; |
2714 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2465 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2715 | } |
2466 | } |
|
|
2467 | |
2716 | if (op->contr->gen_sp >= 0) |
2468 | if (op->contr->gen_sp >= 0) |
2717 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2469 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2718 | else |
2470 | else |
2719 | { |
2471 | { |
2720 | gen_sp = op->stats.maxsp; |
2472 | gen_sp = op->stats.maxsp; |
2721 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2473 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2722 | } |
2474 | } |
|
|
2475 | |
2723 | if (op->contr->gen_grace >= 0) |
2476 | if (op->contr->gen_grace >= 0) |
2724 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2477 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2725 | else |
2478 | else |
2726 | { |
2479 | { |
2727 | gen_grace = op->stats.maxgrace; |
2480 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2743 | op->stats.food += op->contr->digestion; |
2496 | op->stats.food += op->contr->digestion; |
2744 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2497 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2745 | op->stats.food = last_food; |
2498 | op->stats.food = last_food; |
2746 | } |
2499 | } |
2747 | } |
2500 | } |
|
|
2501 | |
2748 | if (max_sp > 1) |
2502 | if (max_sp > 1) |
2749 | { |
2503 | { |
2750 | over_sp = (gen_sp + 10) / rate_sp; |
2504 | over_sp = (gen_sp + 10) / rate_sp; |
2751 | if (over_sp > 0) |
2505 | if (over_sp > 0) |
2752 | { |
2506 | { |
2753 | if (op->stats.sp < op->stats.maxsp) |
2507 | if (op->stats.sp < op->stats.maxsp) |
2754 | { |
2508 | { |
2755 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2509 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2510 | |
2756 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2511 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2757 | op->stats.sp--; |
2512 | op->stats.sp--; |
|
|
2513 | |
2758 | if (op->stats.sp > op->stats.maxsp) |
2514 | if (op->stats.sp > op->stats.maxsp) |
2759 | op->stats.sp = op->stats.maxsp; |
2515 | op->stats.sp = op->stats.maxsp; |
2760 | } |
2516 | } |
2761 | op->last_sp = 0; |
2517 | op->last_sp = 0; |
2762 | } |
2518 | } |
2763 | else |
2519 | else |
2764 | { |
|
|
2765 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2520 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2766 | } |
|
|
2767 | } |
2521 | } |
2768 | else |
2522 | else |
2769 | { |
|
|
2770 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2523 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2771 | } |
|
|
2772 | } |
2524 | } |
2773 | |
2525 | |
2774 | /* Regenerate Grace */ |
2526 | /* Regenerate Grace */ |
2775 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2527 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2776 | if (--op->last_grace < 0) |
2528 | if (--op->last_grace < 0) |
2777 | { |
2529 | { |
2778 | if (op->stats.grace < op->stats.maxgrace / 2) |
2530 | if (op->stats.grace < op->stats.maxgrace / 2) |
2779 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2531 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2532 | |
2780 | if (max_grace > 1) |
2533 | if (max_grace > 1) |
2781 | { |
2534 | { |
2782 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2535 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2783 | if (over_grace > 0) |
2536 | if (over_grace > 0) |
2784 | { |
2537 | { |
… | |
… | |
2812 | op->stats.food += op->contr->digestion; |
2565 | op->stats.food += op->contr->digestion; |
2813 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2566 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2814 | op->stats.food = last_food; |
2567 | op->stats.food = last_food; |
2815 | } |
2568 | } |
2816 | } |
2569 | } |
|
|
2570 | |
2817 | if (max_hp > 1) |
2571 | if (max_hp > 1) |
2818 | { |
2572 | { |
2819 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2573 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2820 | if (over_hp > 0) |
2574 | if (over_hp > 0) |
2821 | { |
2575 | { |
… | |
… | |
2845 | |
2599 | |
2846 | if (op->contr->gen_hp > 0) |
2600 | if (op->contr->gen_hp > 0) |
2847 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2601 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2848 | else |
2602 | else |
2849 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2603 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2604 | |
2850 | /* dms do not consume food */ |
2605 | /* dms do not consume food */ |
2851 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2606 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2852 | op->stats.food--; |
2607 | op->stats.food--; |
2853 | } |
2608 | } |
2854 | } |
|
|
2855 | |
2609 | |
2856 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2610 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2857 | { |
2611 | { |
2858 | object *tmp, *flesh = NULL; |
2612 | object *tmp, *flesh = 0; |
2859 | |
2613 | |
2860 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2614 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2861 | { |
2615 | { |
2862 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2616 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2863 | { |
|
|
2864 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2865 | { |
2617 | { |
|
|
2618 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2619 | { |
2866 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2620 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2867 | manual_apply (op, tmp, 0); |
2621 | manual_apply (op, tmp, 0); |
2868 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2622 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2869 | break; |
2623 | break; |
2870 | } |
2624 | } |
2871 | else if (tmp->type == FLESH) |
2625 | else if (tmp->type == FLESH) |
2872 | flesh = tmp; |
2626 | flesh = tmp; |
2873 | } /* End if paid for object */ |
2627 | } /* End if paid for object */ |
2874 | } /* end of for loop */ |
2628 | } /* end of for loop */ |
|
|
2629 | |
2875 | /* If player is still starving, it means they don't have any food, so |
2630 | /* If player is still starving, it means they don't have any food, so |
2876 | * eat flesh instead. |
2631 | * eat flesh instead. |
2877 | */ |
2632 | */ |
2878 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2633 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2879 | { |
2634 | { |
2880 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2635 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2881 | manual_apply (op, flesh, 0); |
2636 | manual_apply (op, flesh, 0); |
2882 | } |
2637 | } |
2883 | } /* end if player is starving */ |
2638 | } |
2884 | |
2639 | |
2885 | while (op->stats.food < 0 && op->stats.hp > 0) |
2640 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2886 | op->stats.food++, op->stats.hp--; |
2641 | op->stats.food++, op->stats.hp--; |
2887 | |
2642 | |
2888 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2643 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2889 | kill_player (op); |
2644 | kill_player (op); |
|
|
2645 | } |
2890 | } |
2646 | } |
2891 | |
|
|
2892 | |
|
|
2893 | |
2647 | |
2894 | /* If the player should die (lack of hp, food, etc), we call this. |
2648 | /* If the player should die (lack of hp, food, etc), we call this. |
2895 | * op is the player in jeopardy. If the player can not be saved (not |
2649 | * op is the player in jeopardy. If the player can not be saved (not |
2896 | * permadeath, no lifesave), this will take care of removing the player |
2650 | * permadeath, no lifesave), this will take care of removing the player |
2897 | * file. |
2651 | * file. |
… | |
… | |
2927 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2681 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2928 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2682 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2929 | |
2683 | |
2930 | /* restore player */ |
2684 | /* restore player */ |
2931 | at = archetype::find ("poisoning"); |
2685 | at = archetype::find ("poisoning"); |
2932 | tmp = present_arch_in_ob (at, op); |
2686 | if (object *tmp = present_arch_in_ob (at, op)) |
2933 | if (tmp) |
|
|
2934 | { |
2687 | { |
2935 | tmp->destroy (); |
2688 | tmp->destroy (); |
2936 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2689 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2937 | } |
2690 | } |
2938 | |
2691 | |
2939 | at = archetype::find ("confusion"); |
2692 | at = archetype::find ("confusion"); |
2940 | tmp = present_arch_in_ob (at, op); |
2693 | if (object *tmp = present_arch_in_ob (at, op)) |
2941 | if (tmp) |
|
|
2942 | { |
2694 | { |
2943 | tmp->destroy (); |
2695 | tmp->destroy (); |
2944 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2696 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2945 | } |
2697 | } |
2946 | |
2698 | |
… | |
… | |
2948 | op->stats.hp = op->stats.maxhp; |
2700 | op->stats.hp = op->stats.maxhp; |
2949 | if (op->stats.food <= 0) |
2701 | if (op->stats.food <= 0) |
2950 | op->stats.food = 999; |
2702 | op->stats.food = 999; |
2951 | |
2703 | |
2952 | /* create a bodypart-trophy to make the winner happy */ |
2704 | /* create a bodypart-trophy to make the winner happy */ |
2953 | tmp = arch_to_object (archetype::find ("finger")); |
2705 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2954 | if (tmp != NULL) |
|
|
2955 | { |
2706 | { |
2956 | sprintf (buf, "%s's finger", &op->name); |
2707 | sprintf (buf, "%s's finger", &op->name); |
2957 | tmp->name = buf; |
2708 | tmp->name = buf; |
2958 | sprintf (buf, " This finger has been cut off %s\n" |
2709 | sprintf (buf, " This finger has been cut off %s\n" |
2959 | " the %s, when he was defeated at\n level %d by %s.\n", |
2710 | " the %s, when he was defeated at\n level %d by %s.\n", |
2960 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2711 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2961 | tmp->msg = buf; |
2712 | tmp->msg = buf; |
2962 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2713 | tmp->value = 0, tmp->type = 0; |
2963 | tmp->materialname = NULL; |
2714 | tmp->materialname = "organics"; |
2964 | tmp->x = op->x, tmp->y = op->y; |
2715 | tmp->insert_at (op, tmp); |
2965 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2966 | } |
2716 | } |
2967 | |
2717 | |
2968 | /* teleport defeated player to new destination */ |
2718 | /* teleport defeated player to new destination */ |
2969 | transfer_ob (op, x, y, 0, NULL); |
2719 | transfer_ob (op, x, y, 0, NULL); |
2970 | op->contr->braced = 0; |
2720 | op->contr->braced = 0; |
… | |
… | |
2975 | |
2725 | |
2976 | command_kill_pets (op, 0); |
2726 | command_kill_pets (op, 0); |
2977 | |
2727 | |
2978 | if (op->stats.food < 0) |
2728 | if (op->stats.food < 0) |
2979 | { |
2729 | { |
2980 | if (op->contr->explore) |
|
|
2981 | { |
|
|
2982 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2983 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2984 | op->stats.food = 999; |
|
|
2985 | return; |
|
|
2986 | } |
|
|
2987 | sprintf (buf, "%s starved to death.", &op->name); |
2730 | sprintf (buf, "%s starved to death.", &op->name); |
2988 | strcpy (op->contr->killer, "starvation"); |
2731 | strcpy (op->contr->killer, "starvation"); |
2989 | } |
2732 | } |
2990 | else |
2733 | else |
2991 | { |
|
|
2992 | if (op->contr->explore) |
|
|
2993 | { |
|
|
2994 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2995 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2996 | op->stats.hp = op->stats.maxhp; |
|
|
2997 | return; |
|
|
2998 | } |
|
|
2999 | sprintf (buf, "%s died.", &op->name); |
2734 | sprintf (buf, "%s died.", &op->name); |
3000 | } |
2735 | |
3001 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2736 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3002 | |
2737 | |
3003 | /* save the map location for corpse, gravestone */ |
2738 | /* save the map location for corpse, gravestone */ |
3004 | x = op->x; |
2739 | x = op->x; |
3005 | y = op->y; |
2740 | y = op->y; |
3006 | map = op->map; |
2741 | map = op->map; |
3007 | |
2742 | |
3008 | |
|
|
3009 | if (settings.not_permadeth == TRUE) |
|
|
3010 | { |
|
|
3011 | /* NOT_PERMADEATH code. This basically brings the character back to |
2743 | /* NOT_PERMADEATH code. This basically brings the character back to |
3012 | * life if they are dead - it takes some exp and a random stat. |
2744 | * life if they are dead - it takes some exp and a random stat. |
3013 | * See the config.h file for a little more in depth detail about this. |
2745 | * See the config.h file for a little more in depth detail about this. |
3014 | */ |
2746 | */ |
3015 | |
2747 | |
3016 | /* Basically two ways to go - remove a stat permanently, or just |
2748 | /* Basically two ways to go - remove a stat permanently, or just |
3017 | * make it depletion. This bunch of code deals with that aspect |
2749 | * make it depletion. This bunch of code deals with that aspect |
3018 | * of death. |
2750 | * of death. |
3019 | */ |
2751 | */ |
3020 | #ifndef COZY_SERVER |
2752 | #ifndef COZY_SERVER |
3021 | if (settings.balanced_stat_loss) |
2753 | if (settings.balanced_stat_loss) |
3022 | { |
2754 | { |
3023 | /* If stat loss is permanent, lose one stat only. */ |
2755 | /* If stat loss is permanent, lose one stat only. */ |
3024 | /* Lower level chars don't lose as many stats because they suffer |
2756 | /* Lower level chars don't lose as many stats because they suffer |
3025 | more if they do. */ |
2757 | more if they do. */ |
3026 | /* Higher level characters can afford things such as potions of |
2758 | /* Higher level characters can afford things such as potions of |
3027 | restoration, or better, stat potions. So we slug them that |
2759 | restoration, or better, stat potions. So we slug them that |
3028 | little bit harder. */ |
2760 | little bit harder. */ |
3029 | /* GD */ |
2761 | /* GD */ |
3030 | if (settings.stat_loss_on_death) |
2762 | if (settings.stat_loss_on_death) |
3031 | num_stats_lose = 1; |
2763 | num_stats_lose = 1; |
3032 | else |
|
|
3033 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3034 | } |
|
|
3035 | else |
2764 | else |
3036 | { |
2765 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2766 | } |
|
|
2767 | else |
3037 | num_stats_lose = 1; |
2768 | num_stats_lose = 1; |
3038 | } |
2769 | |
3039 | lost_a_stat = 0; |
2770 | lost_a_stat = 0; |
3040 | |
2771 | |
3041 | for (z = 0; z < num_stats_lose; z++) |
2772 | for (z = 0; z < num_stats_lose; z++) |
3042 | { |
2773 | { |
3043 | i = RANDOM () % NUM_STATS; |
2774 | i = RANDOM () % NUM_STATS; |
3044 | |
2775 | |
3045 | if (settings.stat_loss_on_death) |
2776 | if (settings.stat_loss_on_death) |
3046 | { |
2777 | { |
3047 | /* Pick a random stat and take a point off it. Tell the player |
2778 | /* Pick a random stat and take a point off it. Tell the player |
3048 | * what he lost. |
2779 | * what he lost. |
3049 | */ |
2780 | */ |
3050 | change_attr_value (&(op->stats), i, -1); |
2781 | change_attr_value (&(op->stats), i, -1); |
3051 | check_stat_bounds (&(op->stats)); |
2782 | check_stat_bounds (&(op->stats)); |
3052 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2783 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3053 | check_stat_bounds (&(op->contr->orig_stats)); |
2784 | check_stat_bounds (&(op->contr->orig_stats)); |
3054 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2785 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3055 | lost_a_stat = 1; |
2786 | lost_a_stat = 1; |
|
|
2787 | } |
|
|
2788 | else |
|
|
2789 | { |
|
|
2790 | /* deplete a stat */ |
|
|
2791 | archetype *deparch = archetype::find ("depletion"); |
|
|
2792 | object *dep; |
|
|
2793 | |
|
|
2794 | dep = present_arch_in_ob (deparch, op); |
|
|
2795 | if (!dep) |
|
|
2796 | { |
|
|
2797 | dep = arch_to_object (deparch); |
|
|
2798 | insert_ob_in_ob (dep, op); |
3056 | } |
2799 | } |
3057 | else |
2800 | lose_this_stat = 1; |
|
|
2801 | if (settings.balanced_stat_loss) |
3058 | { |
2802 | { |
3059 | /* deplete a stat */ |
2803 | /* GD */ |
3060 | archetype *deparch = archetype::find ("depletion"); |
2804 | /* Get the stat that we're about to deplete. */ |
3061 | object *dep; |
2805 | this_stat = get_attr_value (&(dep->stats), i); |
3062 | |
2806 | if (this_stat < 0) |
3063 | dep = present_arch_in_ob (deparch, op); |
|
|
3064 | if (!dep) |
|
|
3065 | { |
2807 | { |
3066 | dep = arch_to_object (deparch); |
2808 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3067 | insert_ob_in_ob (dep, op); |
2809 | int keep_chance = this_stat * this_stat; |
3068 | } |
2810 | |
3069 | lose_this_stat = 1; |
2811 | /* Yes, I am paranoid. Sue me. */ |
3070 | if (settings.balanced_stat_loss) |
|
|
3071 | { |
|
|
3072 | /* GD */ |
|
|
3073 | /* Get the stat that we're about to deplete. */ |
|
|
3074 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3075 | if (this_stat < 0) |
2812 | if (keep_chance < 1) |
|
|
2813 | keep_chance = 1; |
|
|
2814 | |
|
|
2815 | /* There is a maximum depletion total per level. */ |
|
|
2816 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3076 | { |
2817 | { |
3077 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3078 | int keep_chance = this_stat * this_stat; |
|
|
3079 | |
|
|
3080 | /* Yes, I am paranoid. Sue me. */ |
|
|
3081 | if (keep_chance < 1) |
|
|
3082 | keep_chance = 1; |
|
|
3083 | |
|
|
3084 | /* There is a maximum depletion total per level. */ |
|
|
3085 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3086 | { |
|
|
3087 | lose_this_stat = 0; |
2818 | lose_this_stat = 0; |
3088 | /* Take loss chance vs keep chance to see if we |
2819 | /* Take loss chance vs keep chance to see if we |
3089 | retain the stat. */ |
2820 | retain the stat. */ |
3090 | } |
|
|
3091 | else |
|
|
3092 | { |
|
|
3093 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3094 | lose_this_stat = 0; |
|
|
3095 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3096 | this_stat, keep_chance, loss_chance, |
|
|
3097 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3098 | } |
|
|
3099 | } |
2821 | } |
3100 | } |
|
|
3101 | |
|
|
3102 | if (lose_this_stat) |
|
|
3103 | { |
|
|
3104 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3105 | /* We could try to do something clever like find another |
|
|
3106 | * stat to reduce if this fails. But chances are, if |
|
|
3107 | * stats have been depleted to -50, all are pretty low |
|
|
3108 | * and should be roughly the same, so it shouldn't make a |
|
|
3109 | * difference. |
|
|
3110 | */ |
2822 | else |
3111 | if (this_stat >= -50) |
|
|
3112 | { |
2823 | { |
3113 | change_attr_value (&(dep->stats), i, -1); |
2824 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3114 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3115 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3116 | fix_player (op); |
|
|
3117 | lost_a_stat = 1; |
2825 | lose_this_stat = 0; |
|
|
2826 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2827 | this_stat, keep_chance, loss_chance, |
|
|
2828 | lose_this_stat?"LOSE":"KEEP"); */ |
3118 | } |
2829 | } |
3119 | } |
2830 | } |
3120 | } |
2831 | } |
|
|
2832 | |
|
|
2833 | if (lose_this_stat) |
|
|
2834 | { |
|
|
2835 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2836 | /* We could try to do something clever like find another |
|
|
2837 | * stat to reduce if this fails. But chances are, if |
|
|
2838 | * stats have been depleted to -50, all are pretty low |
|
|
2839 | * and should be roughly the same, so it shouldn't make a |
|
|
2840 | * difference. |
|
|
2841 | */ |
|
|
2842 | if (this_stat >= -50) |
|
|
2843 | { |
|
|
2844 | change_attr_value (&(dep->stats), i, -1); |
|
|
2845 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2846 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2847 | op->update_stats (); |
|
|
2848 | lost_a_stat = 1; |
|
|
2849 | } |
3121 | } |
2850 | } |
|
|
2851 | } |
|
|
2852 | } |
3122 | /* If no stat lost, tell the player. */ |
2853 | /* If no stat lost, tell the player. */ |
3123 | if (!lost_a_stat) |
2854 | if (!lost_a_stat) |
3124 | { |
2855 | { |
3125 | /* determine_god() seems to not work sometimes... why is this? |
2856 | /* determine_god() seems to not work sometimes... why is this? |
3126 | Should I be using something else? GD */ |
2857 | Should I be using something else? GD */ |
3127 | const char *god = determine_god (op); |
2858 | const char *god = determine_god (op); |
3128 | |
2859 | |
3129 | if (god && (strcmp (god, "none"))) |
2860 | if (god && (strcmp (god, "none"))) |
3130 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2861 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3131 | else |
2862 | else |
3132 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2863 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3133 | } |
2864 | } |
3134 | #else |
2865 | #else |
3135 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2866 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3136 | #endif |
2867 | #endif |
3137 | |
2868 | |
3138 | /* Put a gravestone up where the character 'almost' died. List the |
2869 | /* Put a gravestone up where the character 'almost' died. List the |
3139 | * exp loss on the stone. |
2870 | * exp loss on the stone. |
3140 | */ |
2871 | */ |
3141 | tmp = arch_to_object (archetype::find ("gravestone")); |
2872 | tmp = arch_to_object (archetype::find ("gravestone")); |
3142 | sprintf (buf, "%s's gravestone", &op->name); |
2873 | sprintf (buf, "%s's gravestone", &op->name); |
3143 | tmp->name = buf; |
2874 | tmp->name = buf; |
3144 | sprintf (buf, "%s's gravestones", &op->name); |
2875 | sprintf (buf, "%s's gravestones", &op->name); |
3145 | tmp->name_pl = buf; |
2876 | tmp->name_pl = buf; |
3146 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
2877 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
3147 | tmp->msg = buf; |
2878 | tmp->msg = buf; |
3148 | tmp->x = op->x, tmp->y = op->y; |
2879 | tmp->x = op->x, tmp->y = op->y; |
3149 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2880 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3150 | |
2881 | |
3151 | /**************************************/ |
2882 | /**************************************/ |
3152 | /* */ |
2883 | /* */ |
3153 | /* Subtract the experience points, */ |
2884 | /* Subtract the experience points, */ |
3154 | /* if we died cause of food, give us */ |
2885 | /* if we died cause of food, give us */ |
3155 | /* food, and reset HP's... */ |
2886 | /* food, and reset HP's... */ |
3156 | /* */ |
2887 | /* */ |
3157 | /**************************************/ |
2888 | /**************************************/ |
3158 | |
2889 | |
3159 | /* remove any poisoning and confusion the character may be suffering. */ |
2890 | /* remove any poisoning and confusion the character may be suffering. */ |
3160 | /* restore player */ |
2891 | /* restore player */ |
3161 | at = archetype::find ("poisoning"); |
2892 | at = archetype::find ("poisoning"); |
3162 | tmp = present_arch_in_ob (at, op); |
2893 | tmp = present_arch_in_ob (at, op); |
3163 | |
2894 | |
3164 | if (tmp) |
2895 | if (tmp) |
3165 | { |
2896 | { |
3166 | tmp->destroy (); |
2897 | tmp->destroy (); |
3167 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3168 | } |
2899 | } |
3169 | |
2900 | |
3170 | at = archetype::find ("confusion"); |
2901 | at = archetype::find ("confusion"); |
3171 | tmp = present_arch_in_ob (at, op); |
2902 | tmp = present_arch_in_ob (at, op); |
3172 | if (tmp) |
2903 | if (tmp) |
3173 | { |
2904 | { |
3174 | tmp->destroy (); |
2905 | tmp->destroy (); |
3175 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2906 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3176 | } |
2907 | } |
3177 | |
2908 | |
3178 | cure_disease (op, 0); /* remove any disease */ |
2909 | cure_disease (op, 0); /* remove any disease */ |
3179 | |
2910 | |
3180 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2911 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3181 | apply_death_exp_penalty (op); |
2912 | apply_death_exp_penalty (op); |
3182 | if (op->stats.food < 100) |
2913 | if (op->stats.food < 100) |
3183 | op->stats.food = 900; |
2914 | op->stats.food = 900; |
3184 | op->stats.hp = op->stats.maxhp; |
2915 | op->stats.hp = op->stats.maxhp; |
3185 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2916 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3186 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2917 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3187 | |
2918 | |
3188 | /* |
2919 | /* |
3189 | * Check to see if the player is in a shop. IF so, then check to see if |
2920 | * Check to see if the player is in a shop. IF so, then check to see if |
3190 | * the player has any unpaid items. If so, remove them and put them back |
2921 | * the player has any unpaid items. If so, remove them and put them back |
3191 | * in the map. |
2922 | * in the map. |
3192 | */ |
2923 | */ |
3193 | |
2924 | |
3194 | if (is_in_shop (op)) |
2925 | if (is_in_shop (op)) |
3195 | remove_unpaid_objects (op->inv, op); |
2926 | remove_unpaid_objects (op->inv, op); |
3196 | |
2927 | |
3197 | /****************************************/ |
2928 | /****************************************/ |
3198 | /* */ |
2929 | /* */ |
3199 | /* Move player to his current respawn- */ |
2930 | /* Move player to his current respawn- */ |
3200 | /* position (usually last savebed) */ |
2931 | /* position (usually last savebed) */ |
3201 | /* */ |
2932 | /* */ |
3202 | /****************************************/ |
2933 | /****************************************/ |
3203 | |
2934 | |
3204 | enter_player_savebed (op); |
2935 | enter_player_savebed (op); |
3205 | |
2936 | |
3206 | /* Save the player before inserting the force to reduce |
|
|
3207 | * chance of abuse. |
|
|
3208 | */ |
|
|
3209 | op->contr->braced = 0; |
2937 | op->contr->braced = 0; |
3210 | save_player (op, 1); |
|
|
3211 | |
2938 | |
3212 | /* it is possible that the player has blown something up |
2939 | /* it is possible that the player has blown something up |
3213 | * at his savebed location, and that can have long lasting |
2940 | * at his savebed location, and that can have long lasting |
3214 | * spell effects. So first see if there is a spell effect |
2941 | * spell effects. So first see if there is a spell effect |
3215 | * on the space that might harm the player. |
2942 | * on the space that might harm the player. |
3216 | */ |
2943 | */ |
3217 | will_kill_again = 0; |
2944 | will_kill_again = 0; |
3218 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2945 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3219 | if (tmp->type == SPELL_EFFECT) |
2946 | if (tmp->type == SPELL_EFFECT) |
3220 | will_kill_again |= tmp->attacktype; |
2947 | will_kill_again |= tmp->attacktype; |
3221 | |
2948 | |
3222 | if (will_kill_again) |
2949 | if (will_kill_again) |
3223 | { |
2950 | { |
3224 | object *force; |
2951 | object *force; |
3225 | int at; |
2952 | int at; |
3226 | |
2953 | |
3227 | force = get_archetype (FORCE_NAME); |
2954 | force = get_archetype (FORCE_NAME); |
3228 | /* 50 ticks should be enough time for the spell to abate */ |
2955 | /* 50 ticks should be enough time for the spell to abate */ |
3229 | force->speed = 0.1; |
2956 | force->speed = 0.1; |
3230 | force->speed_left = -5.0; |
2957 | force->speed_left = -5.0; |
3231 | SET_FLAG (force, FLAG_APPLIED); |
2958 | SET_FLAG (force, FLAG_APPLIED); |
3232 | for (at = 0; at < NROFATTACKS; at++) |
2959 | for (at = 0; at < NROFATTACKS; at++) |
3233 | if (will_kill_again & (1 << at)) |
2960 | if (will_kill_again & (1 << at)) |
3234 | force->resist[at] = 100; |
2961 | force->resist[at] = 100; |
3235 | |
2962 | |
3236 | insert_ob_in_ob (force, op); |
2963 | insert_ob_in_ob (force, op); |
3237 | fix_player (op); |
2964 | op->update_stats (); |
3238 | |
2965 | |
3239 | } |
2966 | } |
3240 | |
2967 | |
3241 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2968 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3242 | return; |
|
|
3243 | } /* NOT_PERMADETH */ |
|
|
3244 | else |
|
|
3245 | { |
|
|
3246 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3247 | * should probably be embedded in an else statement. |
|
|
3248 | */ |
|
|
3249 | |
|
|
3250 | op->contr->party = NULL; |
|
|
3251 | if (settings.set_title == TRUE) |
|
|
3252 | op->contr->own_title[0] = '\0'; |
|
|
3253 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3254 | check_score (op); |
|
|
3255 | |
|
|
3256 | if (op->contr->ranges[range_golem]) |
|
|
3257 | { |
|
|
3258 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3259 | op->contr->ranges[range_golem]->destroy (); |
|
|
3260 | op->contr->ranges[range_golem] = 0; |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | loot_object (op); /* Remove some of the items for good */ |
|
|
3264 | op->remove (); |
|
|
3265 | op->direction = 0; |
|
|
3266 | |
|
|
3267 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3268 | { |
|
|
3269 | delete_character (op->name, 0); |
|
|
3270 | if (settings.resurrection == TRUE) |
|
|
3271 | { |
|
|
3272 | /* save playerfile sans equipment when player dies |
|
|
3273 | ** then save it as player.pl.dead so that future resurrection |
|
|
3274 | ** type spells will work on them nicely |
|
|
3275 | */ |
|
|
3276 | delete_character (op->name, 0); |
|
|
3277 | op->stats.hp = op->stats.maxhp; |
|
|
3278 | op->stats.food = 999; |
|
|
3279 | |
|
|
3280 | /* set the location of where the person will reappear when */ |
|
|
3281 | /* maybe resurrection code should fix map also */ |
|
|
3282 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3283 | if (op->map != NULL) |
|
|
3284 | op->map = NULL; |
|
|
3285 | op->x = settings.emergency_x; |
|
|
3286 | op->y = settings.emergency_y; |
|
|
3287 | save_player (op, 0); |
|
|
3288 | op->map = map; |
|
|
3289 | /* please see resurrection.c: peterm */ |
|
|
3290 | dead_player (op); |
|
|
3291 | } |
|
|
3292 | else |
|
|
3293 | delete_character (op->name, 1); |
|
|
3294 | } |
|
|
3295 | |
|
|
3296 | play_again (op); |
|
|
3297 | |
|
|
3298 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3299 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3300 | sprintf (buf, "%s", &op->name); |
|
|
3301 | tmp->name = tmp->name_pl = buf; |
|
|
3302 | tmp->level = op->level; |
|
|
3303 | tmp->x = x; |
|
|
3304 | tmp->y = y; |
|
|
3305 | tmp->msg = gravestone_text (op); |
|
|
3306 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3307 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3308 | } |
|
|
3309 | } |
2969 | } |
3310 | |
|
|
3311 | |
2970 | |
3312 | void |
2971 | void |
3313 | loot_object (object *op) |
2972 | loot_object (object *op) |
3314 | { /* Grab and destroy some treasure */ |
2973 | { /* Grab and destroy some treasure */ |
3315 | object *tmp, *tmp2, *next; |
2974 | object *tmp, *tmp2, *next; |
3316 | |
2975 | |
3317 | if (op->container) |
2976 | if (op->container) |
3318 | { /* close open sack first */ |
|
|
3319 | esrv_apply_container (op, op->container); |
2977 | esrv_apply_container (op, op->container); /* close open sack first */ |
3320 | } |
|
|
3321 | |
2978 | |
3322 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2979 | for (tmp = op->inv; tmp; tmp = next) |
3323 | { |
2980 | { |
3324 | next = tmp->below; |
2981 | next = tmp->below; |
3325 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2982 | |
|
|
2983 | if (tmp->invisible) |
3326 | continue; |
2984 | continue; |
|
|
2985 | |
3327 | tmp->remove (); |
2986 | tmp->remove (); |
3328 | tmp->x = op->x, tmp->y = op->y; |
2987 | tmp->x = op->x, tmp->y = op->y; |
3329 | if (tmp->type == CONTAINER) |
2988 | if (tmp->type == CONTAINER) |
3330 | { /* empty container to ground */ |
2989 | { /* empty container to ground */ |
3331 | loot_object (tmp); |
2990 | loot_object (tmp); |
3332 | } |
2991 | } |
3333 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2992 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3334 | { |
2993 | { |
3335 | if (tmp->nrof > 1) |
2994 | if (tmp->nrof > 1) |
3336 | { |
2995 | { |
3337 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2996 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3338 | tmp2->destroy (); |
2997 | tmp2->destroy (); |
… | |
… | |
3353 | */ |
3012 | */ |
3354 | |
3013 | |
3355 | void |
3014 | void |
3356 | fix_weight (void) |
3015 | fix_weight (void) |
3357 | { |
3016 | { |
3358 | player *pl; |
3017 | for_all_players (pl) |
3359 | |
|
|
3360 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3361 | { |
3018 | { |
3362 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3019 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3363 | |
3020 | |
3364 | if (old == sum) |
3021 | if (old == sum) |
3365 | continue; |
3022 | continue; |
3366 | fix_player (pl->ob); |
3023 | pl->ob->update_stats (); |
3367 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3024 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3368 | } |
3025 | } |
3369 | } |
3026 | } |
3370 | |
3027 | |
3371 | void |
3028 | void |
3372 | fix_luck (void) |
3029 | fix_luck (void) |
3373 | { |
3030 | { |
3374 | player *pl; |
3031 | for_all_players (pl) |
3375 | |
|
|
3376 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3377 | if (!pl->ob->contr->state) |
3032 | if (!pl->ob->contr->ns->state) |
3378 | change_luck (pl->ob, 0); |
3033 | pl->ob->change_luck (0); |
3379 | } |
3034 | } |
3380 | |
|
|
3381 | |
3035 | |
3382 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3036 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3383 | * This is much simpler in the new spell code - we basically |
3037 | * This is much simpler in the new spell code - we basically |
3384 | * just treat this as any other spell casting object. |
3038 | * just treat this as any other spell casting object. |
3385 | */ |
3039 | */ |
3386 | |
|
|
3387 | void |
3040 | void |
3388 | cast_dust (object *op, object *throw_ob, int dir) |
3041 | cast_dust (object *op, object *throw_ob, int dir) |
3389 | { |
3042 | { |
3390 | object *skop, *spob; |
3043 | object *skop, *spob; |
3391 | |
3044 | |
… | |
… | |
3436 | object *tmp = NULL; |
3089 | object *tmp = NULL; |
3437 | |
3090 | |
3438 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3091 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3439 | return 1; |
3092 | return 1; |
3440 | |
3093 | |
3441 | if (op->type == PLAYER) |
|
|
3442 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3443 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3444 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3445 | return 1; |
|
|
3446 | return 0; |
3094 | return 0; |
3447 | } |
3095 | } |
3448 | |
3096 | |
3449 | /* look at the surrounding terrain to determine |
3097 | /* look at the surrounding terrain to determine |
3450 | * the hideability of this object. Positive levels |
3098 | * the hideability of this object. Positive levels |
… | |
… | |
3506 | |
3154 | |
3507 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3155 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3508 | |
3156 | |
3509 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3157 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3510 | if (op->type == PLAYER && op->contr->run_on) |
3158 | if (op->type == PLAYER && op->contr->run_on) |
3511 | { |
|
|
3512 | if (!skop || num >= skop->level) |
3159 | if (!skop || num >= skop->level) |
3513 | { |
3160 | { |
3514 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3161 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3515 | make_visible (op); |
3162 | make_visible (op); |
3516 | return; |
3163 | return; |
3517 | } |
3164 | } |
3518 | else |
3165 | else |
3519 | num += 20; |
3166 | num += 20; |
3520 | } |
3167 | |
3521 | num += op->map->difficulty; |
3168 | num += op->map->difficulty; |
3522 | hide = hideability (op); /* modify by terrain hidden level */ |
3169 | hide = hideability (op); /* modify by terrain hidden level */ |
3523 | num -= hide; |
3170 | num -= hide; |
|
|
3171 | |
3524 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3172 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3525 | { |
3173 | { |
3526 | make_visible (op); |
3174 | make_visible (op); |
3527 | if (op->type == PLAYER) |
3175 | if (op->type == PLAYER) |
3528 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3176 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3529 | } |
3177 | } |
3530 | else if (op->type == PLAYER && skop) |
3178 | else if (op->type == PLAYER && skop) |
3531 | { |
|
|
3532 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3179 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3533 | } |
|
|
3534 | } |
3180 | } |
3535 | |
3181 | |
3536 | /* determine if who is standing near a hostile creature. */ |
3182 | /* determine if who is standing near a hostile creature. */ |
3537 | |
3183 | |
3538 | int |
3184 | int |
… | |
… | |
3565 | if (mflags & P_OUT_OF_MAP) |
3211 | if (mflags & P_OUT_OF_MAP) |
3566 | continue; |
3212 | continue; |
3567 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3213 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3568 | continue; |
3214 | continue; |
3569 | |
3215 | |
3570 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3216 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3571 | { |
3217 | { |
3572 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3218 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3573 | return 1; |
3219 | return 1; |
3574 | else if (tmp->type == PLAYER) |
3220 | else if (tmp->type == PLAYER) |
3575 | { |
3221 | { |
… | |
… | |
3605 | if (pl->type != PLAYER) |
3251 | if (pl->type != PLAYER) |
3606 | { |
3252 | { |
3607 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3253 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3608 | return -1; |
3254 | return -1; |
3609 | } |
3255 | } |
|
|
3256 | |
3610 | if (!pl || !op) |
3257 | if (!pl || !op) |
3611 | return 0; |
3258 | return 0; |
3612 | |
3259 | |
3613 | if (op->head) |
|
|
3614 | { |
|
|
3615 | op = op->head; |
3260 | op = op->head_ (); |
3616 | } |
3261 | |
3617 | get_rangevector (pl, op, &rv, 0x1); |
3262 | get_rangevector (pl, op, &rv, 0x1); |
3618 | |
3263 | |
3619 | /* starting with the 'head' part, lets loop |
3264 | /* starting with the 'head' part, lets loop |
3620 | * through the object and find if it has any |
3265 | * through the object and find if it has any |
3621 | * part that is in the los array but isnt on |
3266 | * part that is in the los array but isnt on |
… | |
… | |
3629 | |
3274 | |
3630 | /* only the viewable area the player sees is updated by LOS |
3275 | /* only the viewable area the player sees is updated by LOS |
3631 | * code, so we need to restrict ourselves to that range of values |
3276 | * code, so we need to restrict ourselves to that range of values |
3632 | * for any meaningful values. |
3277 | * for any meaningful values. |
3633 | */ |
3278 | */ |
3634 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3279 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3635 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3280 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3636 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
3281 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3637 | return 1; |
3282 | return 1; |
3638 | op = op->more; |
3283 | op = op->more; |
3639 | } |
3284 | } |
3640 | return 0; |
3285 | return 0; |
3641 | } |
3286 | } |
… | |
… | |
3751 | if (trlist == NULL || who->type != PLAYER) |
3396 | if (trlist == NULL || who->type != PLAYER) |
3752 | return; |
3397 | return; |
3753 | |
3398 | |
3754 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3399 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3755 | |
3400 | |
3756 | if (tr == NULL || tr->item == NULL) |
3401 | if (!tr || !tr->item) |
3757 | { |
3402 | { |
3758 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3403 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3759 | return; |
3404 | return; |
3760 | } |
3405 | } |
3761 | |
3406 | |
… | |
… | |
3827 | { |
3472 | { |
3828 | /* forces in the treasurelist can alter the player's stats */ |
3473 | /* forces in the treasurelist can alter the player's stats */ |
3829 | object *skin; |
3474 | object *skin; |
3830 | |
3475 | |
3831 | /* first get the dragon skin force */ |
3476 | /* first get the dragon skin force */ |
|
|
3477 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3832 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3478 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3479 | ; |
|
|
3480 | |
3833 | if (skin == NULL) |
3481 | if (!skin) |
3834 | return; |
3482 | return; |
3835 | |
3483 | |
3836 | /* adding new spellpath attunements */ |
3484 | /* adding new spellpath attunements */ |
3837 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3485 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3838 | { |
3486 | { |
… | |
… | |
3883 | * not readied. |
3531 | * not readied. |
3884 | */ |
3532 | */ |
3885 | void |
3533 | void |
3886 | player_unready_range_ob (player *pl, object *ob) |
3534 | player_unready_range_ob (player *pl, object *ob) |
3887 | { |
3535 | { |
3888 | rangetype i; |
|
|
3889 | |
|
|
3890 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3536 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3891 | { |
|
|
3892 | if (pl->ranges[i] == ob) |
3537 | if (pl->ranges[i] == ob) |
3893 | { |
3538 | { |
3894 | pl->ranges[i] = NULL; |
3539 | pl->ranges[i] = 0; |
3895 | if (pl->shoottype == i) |
3540 | if (pl->shoottype == i) |
3896 | { |
|
|
3897 | pl->shoottype = range_none; |
3541 | pl->shoottype = range_none; |
3898 | } |
|
|
3899 | } |
3542 | } |
3900 | } |
|
|
3901 | } |
3543 | } |
|
|
3544 | |
|
|
3545 | sint8 |
|
|
3546 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3547 | { |
|
|
3548 | if (!ns) |
|
|
3549 | return 0; |
|
|
3550 | |
|
|
3551 | int dx, dy; |
|
|
3552 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3553 | return 0; |
|
|
3554 | |
|
|
3555 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3556 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3557 | |
|
|
3558 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3559 | return 0; |
|
|
3560 | |
|
|
3561 | return 100 - blocked_los [x][y]; |
|
|
3562 | } |