… | |
… | |
28 | #include <living.h> |
28 | #include <living.h> |
29 | #include <object.h> |
29 | #include <object.h> |
30 | #include <spells.h> |
30 | #include <spells.h> |
31 | #include <skills.h> |
31 | #include <skills.h> |
32 | |
32 | |
33 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
35 | #endif |
|
|
36 | |
35 | |
37 | player * |
36 | player * |
38 | find_player (const char *plname) |
37 | find_player (const char *plname) |
39 | { |
38 | { |
40 | player *pl; |
39 | for_all_players (pl) |
41 | |
|
|
42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
43 | { |
|
|
44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
45 | return pl; |
41 | return pl; |
46 | }; |
42 | |
47 | return NULL; |
43 | return 0; |
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)) |
|
|
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 | } |
44 | } |
75 | |
45 | |
76 | void |
46 | void |
77 | display_motd (const object *op) |
47 | display_motd (const object *op) |
78 | { |
48 | { |
… | |
… | |
82 | int comp; |
52 | int comp; |
83 | int size; |
53 | int size; |
84 | |
54 | |
85 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
55 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
86 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
56 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
87 | { |
|
|
88 | return; |
57 | return; |
89 | } |
58 | |
90 | motd[0] = '\0'; |
59 | motd[0] = '\0'; |
91 | size = 0; |
60 | size = 0; |
|
|
61 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
62 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
63 | { |
94 | if (*buf == '#') |
64 | if (*buf == '#') |
95 | continue; |
65 | continue; |
|
|
66 | |
96 | strncat (motd + size, buf, HUGE_BUF - size); |
67 | strncat (motd + size, buf, HUGE_BUF - size); |
97 | size += strlen (buf); |
68 | size += strlen (buf); |
98 | } |
69 | } |
|
|
70 | |
99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
71 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
100 | close_and_delete (fp, comp); |
72 | close_and_delete (fp, comp); |
101 | } |
73 | } |
102 | |
74 | |
103 | void |
75 | void |
… | |
… | |
109 | int comp; |
81 | int comp; |
110 | int size; |
82 | int size; |
111 | |
83 | |
112 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
84 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
85 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
114 | { |
|
|
115 | return; |
86 | return; |
116 | } |
87 | |
117 | rules[0] = '\0'; |
88 | rules[0] = '\0'; |
118 | size = 0; |
89 | size = 0; |
|
|
90 | |
119 | while (fgets (buf, MAX_BUF, fp) != NULL) |
91 | while (fgets (buf, MAX_BUF, fp)) |
120 | { |
92 | { |
121 | if (*buf == '#') |
93 | if (*buf == '#') |
122 | continue; |
94 | continue; |
|
|
95 | |
123 | if (size + strlen (buf) >= HUGE_BUF) |
96 | if (size + strlen (buf) >= HUGE_BUF) |
124 | { |
97 | { |
125 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
98 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
126 | break; |
99 | break; |
127 | } |
100 | } |
|
|
101 | |
128 | strncat (rules + size, buf, HUGE_BUF - size); |
102 | strncat (rules + size, buf, HUGE_BUF - size); |
129 | size += strlen (buf); |
103 | size += strlen (buf); |
130 | } |
104 | } |
|
|
105 | |
131 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
106 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
132 | close_and_delete (fp, comp); |
107 | close_and_delete (fp, comp); |
133 | } |
108 | } |
134 | |
109 | |
135 | void |
110 | void |
… | |
… | |
143 | int size; |
118 | int size; |
144 | |
119 | |
145 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
120 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
146 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
121 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
147 | return; |
122 | return; |
|
|
123 | |
148 | news[0] = '\0'; |
124 | news[0] = '\0'; |
149 | subject[0] = '\0'; |
125 | subject[0] = '\0'; |
150 | size = 0; |
126 | size = 0; |
|
|
127 | |
151 | while (fgets (buf, MAX_BUF, fp) != NULL) |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
152 | { |
129 | { |
153 | if (*buf == '#') |
130 | if (*buf == '#') |
154 | continue; |
131 | continue; |
|
|
132 | |
155 | if (*buf == '%') |
133 | if (*buf == '%') |
156 | { /* send one news */ |
134 | { /* send one news */ |
157 | if (size > 0) |
135 | 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 */ |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
159 | strcpy (subject, buf + 1); |
137 | strcpy (subject, buf + 1); |
… | |
… | |
176 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
154 | 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); |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
178 | close_and_delete (fp, comp); |
156 | close_and_delete (fp, comp); |
179 | } |
157 | } |
180 | |
158 | |
181 | int |
159 | /* This loads the first map an puts the player on it. */ |
182 | playername_ok (const char *cp) |
160 | static void |
|
|
161 | set_first_map (object *op) |
183 | { |
162 | { |
184 | /* Don't allow - or _ as first character in the name */ |
163 | strcpy (op->contr->maplevel, first_map_path); |
185 | if (*cp == '-' || *cp == '_') |
164 | op->x = -1; |
186 | return 0; |
165 | op->y = -1; |
187 | |
166 | enter_exit (op, 0); |
188 | for (; *cp != '\0'; cp++) |
|
|
189 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
|
190 | return 0; |
|
|
191 | return 1; |
|
|
192 | } |
167 | } |
193 | |
168 | |
194 | /* This no longer sets the player map. Also, it now updates |
169 | // connect the player with a specific client |
195 | * all the pointers so the caller doesn't need to do that. |
170 | // also changed, rationalises, and fixes some incorrect settings |
196 | * Caller is responsible for setting the correct map. |
171 | void |
197 | */ |
172 | player::connect (client *ns) |
198 | |
|
|
199 | /* Redo this to do both get_player_ob and get_player. |
|
|
200 | * Hopefully this will be less bugfree and simpler. |
|
|
201 | * Returns the player structure. If 'p' is null, |
|
|
202 | * we create a new one. Otherwise, we recycle |
|
|
203 | * the one that is passed. |
|
|
204 | */ |
|
|
205 | static player * |
|
|
206 | get_player (player *p) |
|
|
207 | { |
173 | { |
208 | object *op = arch_to_object (get_player_archetype (0)); |
174 | this->ns = ns; |
209 | int i; |
175 | ns->pl = this; |
210 | |
176 | |
211 | /* Clears basically the entire player structure except |
177 | next = first_player; |
212 | * for next and socket. |
178 | first_player = this; |
|
|
179 | |
|
|
180 | ns->update_look = 0; |
|
|
181 | ns->look_position = 0; |
|
|
182 | |
|
|
183 | clear_los (ob); |
|
|
184 | |
|
|
185 | /* make sure he's a player -- needed because of class change. */ |
|
|
186 | ob->type = PLAYER; // we are paranoid |
|
|
187 | ob->race = ob->arch->clone.race; |
|
|
188 | |
|
|
189 | if (!legal_range (ob, shoottype)) |
|
|
190 | shoottype = range_none; |
|
|
191 | |
|
|
192 | ob->carrying = sum_weight (ob); |
|
|
193 | link_player_skills (ob); |
|
|
194 | |
|
|
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
196 | ob->set_speed (ob->speed); |
|
|
197 | |
|
|
198 | assign (title, ob->arch->clone.name); |
|
|
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
|
203 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
205 | * should be able to use a shield. However, old Q's won't get that advantage. |
213 | */ |
206 | */ |
214 | p->clear (); |
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
215 | |
209 | |
|
|
210 | /* if it's a dragon player, set the correct title here */ |
|
|
211 | if (is_dragon_pl (ob)) |
|
|
212 | { |
|
|
213 | object *tmp, *abil = 0, *skin = 0; |
|
|
214 | |
|
|
215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
217 | |
|
|
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
219 | if (tmp->type == FORCE) |
|
|
220 | if (tmp->arch->name == dragon_ability_force) |
|
|
221 | abil = tmp; |
|
|
222 | else if (tmp->arch->name == dragon_skin_force) |
|
|
223 | skin = tmp; |
|
|
224 | |
|
|
225 | set_dragon_name (ob, abil, skin); |
|
|
226 | } |
|
|
227 | |
|
|
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
229 | add_friendly_object (ob); |
|
|
230 | |
|
|
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
232 | |
|
|
233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
|
235 | |
|
|
236 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
237 | |
|
|
238 | ob->update_stats (); |
|
|
239 | ns->floorbox_update (); |
|
|
240 | |
|
|
241 | esrv_send_inventory (ob, ob); |
|
|
242 | esrv_add_spells (this, 0); |
|
|
243 | |
|
|
244 | enter_exit (ob, 0); |
|
|
245 | |
|
|
246 | send_rules (ob); |
|
|
247 | send_news (ob); |
|
|
248 | display_motd (ob); |
|
|
249 | INVOKE_PLAYER (LOGIN, this); |
|
|
250 | } |
|
|
251 | |
|
|
252 | void |
|
|
253 | player::disconnect () |
|
|
254 | { |
|
|
255 | //TODO: don't be so harsh and destroy :) |
|
|
256 | if (ns) |
|
|
257 | destroy (); |
|
|
258 | } |
|
|
259 | |
|
|
260 | // the need for this function can be explained |
|
|
261 | // by load_object not returning the object |
|
|
262 | void |
|
|
263 | player::set_object (object *op) |
|
|
264 | { |
|
|
265 | ob = op; |
|
|
266 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
267 | |
|
|
268 | ob->speed_left = 0.5; |
|
|
269 | ob->speed = 1.0; |
|
|
270 | ob->direction = 5; /* So player faces south */ |
|
|
271 | ob->stats.wc = 2; |
|
|
272 | ob->run_away = 25; /* Then we panick... */ |
|
|
273 | |
|
|
274 | set_first_map (ob); |
|
|
275 | |
|
|
276 | ob->roll_stats (); |
|
|
277 | } |
|
|
278 | |
|
|
279 | player::player () |
|
|
280 | { |
216 | /* There are some elements we want initialized to non zero value - |
281 | /* There are some elements we want initialized to non zero value - |
217 | * we deal with that below this point. |
282 | * we deal with that below this point. |
218 | */ |
283 | */ |
219 | p->party = NULL; |
|
|
220 | p->outputs_sync = 16; /* Every 2 seconds */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
221 | p->outputs_count = 8; /* Keeps present behaviour */ |
285 | outputs_count = 8; /* Keeps present behaviour */ |
222 | p->unapply = unapply_nochoice; |
286 | unapply = unapply_nochoice; |
223 | p->Swap_First = -1; |
|
|
224 | |
287 | |
225 | #ifdef AUTOSAVE |
|
|
226 | p->last_save_tick = 9999999; |
|
|
227 | #endif |
|
|
228 | |
|
|
229 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
230 | |
289 | |
231 | op->contr = p; /* this aren't yet in archetype */ |
|
|
232 | p->ob = op; |
|
|
233 | op->speed_left = 0.5; |
|
|
234 | op->speed = 1.0; |
|
|
235 | op->direction = 5; /* So player faces south */ |
|
|
236 | op->stats.wc = 2; |
|
|
237 | op->run_away = 25; /* Then we panick... */ |
|
|
238 | |
|
|
239 | { |
|
|
240 | int oldmon = p->socket->monitor_spells; // what a hack |
|
|
241 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
242 | roll_stats (op); |
|
|
243 | p->socket->monitor_spells = oldmon; |
|
|
244 | } |
|
|
245 | p->state = ST_ROLL_STAT; |
|
|
246 | clear_los (op); |
|
|
247 | |
|
|
248 | p->gen_sp_armour = 10; |
290 | gen_sp_armour = 10; |
249 | p->last_speed = -1; |
291 | last_speed = -1; |
250 | p->shoottype = range_none; |
292 | shoottype = range_none; |
251 | p->bowtype = bow_normal; |
293 | bowtype = bow_normal; |
252 | p->petmode = pet_normal; |
294 | petmode = pet_normal; |
253 | p->listening = 10; |
295 | listening = 10; |
254 | p->usekeys = containers; |
296 | usekeys = containers; |
255 | p->last_weapon_sp = -1; |
297 | last_weapon_sp = -1; |
256 | p->peaceful = 1; /* default peaceful */ |
298 | peaceful = 1; /* default peaceful */ |
257 | p->do_los = 1; |
299 | do_los = 1; |
258 | p->explore = 0; |
|
|
259 | p->no_shout = 0; /* default can shout */ |
|
|
260 | |
|
|
261 | assign (p->title, op->arch->clone.name); |
|
|
262 | op->race = op->arch->clone.race; |
|
|
263 | |
|
|
264 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
265 | |
300 | |
266 | /* we need to clear these to -1 and not zero - otherwise, |
301 | /* we need to clear these to -1 and not zero - otherwise, |
267 | * if a player quits and starts a new character, we wont |
302 | * if a player quits and starts a new character, we wont |
268 | * send new values to the client, as things like exp start |
303 | * send new values to the client, as things like exp start |
269 | * at zero. |
304 | * at zero. |
270 | */ |
305 | */ |
271 | for (i = 0; i < NUM_SKILLS; i++) |
306 | for (int i = 0; i < NUM_SKILLS; i++) |
272 | { |
|
|
273 | p->last_skill_exp[i] = -1; |
307 | last_skill_exp[i] = -1; |
274 | p->last_skill_ob[i] = NULL; |
|
|
275 | } |
|
|
276 | |
308 | |
277 | for (i = 0; i < NROFATTACKS; i++) |
309 | for (int i = 0; i < NROFATTACKS; i++) |
278 | p->last_resist[i] = -1; |
310 | last_resist[i] = -1; |
279 | |
311 | |
280 | p->last_stats.exp = -1; |
312 | last_stats.exp = -1; |
281 | p->last_weight = (uint32) - 1; |
313 | last_weight = (uint32) - 1; |
282 | |
|
|
283 | p->socket->update_look = 0; |
|
|
284 | p->socket->look_position = 0; |
|
|
285 | |
|
|
286 | return p; |
|
|
287 | } |
314 | } |
288 | |
315 | |
289 | /* This loads the first map an puts the player on it. */ |
316 | void |
290 | static void |
317 | player::do_destroy () |
291 | set_first_map (object *op) |
|
|
292 | { |
318 | { |
293 | strcpy (op->contr->maplevel, first_map_path); |
319 | attachable::do_destroy (); |
294 | op->x = -1; |
|
|
295 | op->y = -1; |
|
|
296 | enter_exit (op, NULL); |
|
|
297 | } |
|
|
298 | |
320 | |
|
|
321 | save (false); |
|
|
322 | enable_save = false; |
|
|
323 | |
|
|
324 | disconnect (); |
|
|
325 | |
|
|
326 | terminate_all_pets (ob); |
|
|
327 | |
|
|
328 | if (first_player != this) |
|
|
329 | { |
|
|
330 | player *prev = first_player; |
|
|
331 | |
|
|
332 | while (prev && prev->next && prev->next != this) |
|
|
333 | prev = prev->next; |
|
|
334 | |
|
|
335 | if (prev->next != this) |
|
|
336 | { |
|
|
337 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
338 | abort (); |
|
|
339 | } |
|
|
340 | |
|
|
341 | prev->next = next; |
|
|
342 | } |
|
|
343 | else |
|
|
344 | first_player = next; |
|
|
345 | |
|
|
346 | if (ob) |
|
|
347 | ob->destroy (); |
|
|
348 | |
|
|
349 | if (ns) |
|
|
350 | { |
|
|
351 | client *ns = this->ns; |
|
|
352 | ns->send_packet ("goodbye"); |
|
|
353 | ns->flush (); |
|
|
354 | ns->pl = 0; |
|
|
355 | this->ns = 0; |
|
|
356 | ns->destroy (); |
|
|
357 | } |
|
|
358 | } |
|
|
359 | |
|
|
360 | player::~player () |
|
|
361 | { |
|
|
362 | /* Clear item stack */ |
|
|
363 | free (stack_items); |
|
|
364 | } |
|
|
365 | |
299 | /* Tries to add player on the connection passwd in ns. |
366 | /* 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 |
367 | * All we can really get in this is some settings like host and display |
301 | * mode. |
368 | * mode. |
302 | */ |
369 | */ |
303 | |
370 | player * |
304 | int |
371 | player::create () |
305 | add_player (client *ns) |
|
|
306 | { |
372 | { |
307 | player *p = new player; |
373 | player *pl = new player; |
308 | |
374 | |
309 | p->socket = ns; |
375 | pl->set_object (arch_to_object (get_player_archetype (0))); |
310 | ns->pl = p; |
|
|
311 | |
376 | |
312 | p->next = first_player; |
|
|
313 | first_player = p; |
|
|
314 | |
|
|
315 | p = get_player (p); |
|
|
316 | |
|
|
317 | set_first_map (p->ob); |
|
|
318 | |
|
|
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; |
377 | return pl; |
327 | } |
378 | } |
328 | |
379 | |
329 | /* |
380 | /* |
330 | * get_player_archetype() return next player archetype from archetype |
381 | * get_player_archetype() return next player archetype from archetype |
331 | * list. Not very efficient routine, but used only creating new players. |
382 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
340 | { |
391 | { |
341 | if (at == NULL || at->next == NULL) |
392 | if (at == NULL || at->next == NULL) |
342 | at = first_archetype; |
393 | at = first_archetype; |
343 | else |
394 | else |
344 | at = at->next; |
395 | at = at->next; |
|
|
396 | |
345 | if (at->clone.type == PLAYER) |
397 | if (at->clone.type == PLAYER) |
346 | return at; |
398 | return at; |
|
|
399 | |
347 | if (at == start) |
400 | if (at == start) |
348 | { |
401 | { |
349 | LOG (llevError, "No Player archetypes\n"); |
402 | LOG (llevError, "No Player archetypes\n"); |
350 | exit (-1); |
403 | exit (-1); |
351 | } |
404 | } |
352 | } |
405 | } |
353 | } |
406 | } |
354 | |
407 | |
355 | |
|
|
356 | object * |
408 | object * |
357 | get_nearest_player (object *mon) |
409 | get_nearest_player (object *mon) |
358 | { |
410 | { |
359 | object *op = NULL; |
411 | object *op = NULL; |
360 | player *pl = NULL; |
|
|
361 | objectlink *ol; |
412 | objectlink *ol; |
362 | unsigned lastdist; |
413 | unsigned lastdist; |
363 | rv_vector rv; |
414 | rv_vector rv; |
364 | |
415 | |
365 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
416 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
… | |
… | |
397 | { |
448 | { |
398 | op = ol->ob; |
449 | op = ol->ob; |
399 | lastdist = rv.distance; |
450 | lastdist = rv.distance; |
400 | } |
451 | } |
401 | } |
452 | } |
402 | for (pl = first_player; pl != NULL; pl = pl->next) |
453 | |
403 | { |
454 | for_all_players (pl) |
404 | if (can_detect_enemy (mon, pl->ob, &rv)) |
455 | if (can_detect_enemy (mon, pl->ob, &rv)) |
405 | { |
|
|
406 | |
|
|
407 | if (lastdist > rv.distance) |
456 | if (lastdist > rv.distance) |
408 | { |
457 | { |
409 | op = pl->ob; |
458 | op = pl->ob; |
410 | lastdist = rv.distance; |
459 | lastdist = rv.distance; |
411 | } |
460 | } |
412 | } |
461 | |
413 | } |
|
|
414 | #if 0 |
462 | #if 0 |
415 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
463 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
416 | #endif |
464 | #endif |
417 | return op; |
465 | return op; |
418 | } |
466 | } |
… | |
… | |
436 | * circling behaviour. Unfortunately, this function is also used to determined |
484 | * 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 |
485 | * if the creature should cast a spell, so returning a direction in that case |
438 | * is probably not a good thing. |
486 | * is probably not a good thing. |
439 | */ |
487 | */ |
440 | #define MAX_SPACES 50 |
488 | #define MAX_SPACES 50 |
441 | |
|
|
442 | |
489 | |
443 | /* |
490 | /* |
444 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
491 | * 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 |
492 | * 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 |
493 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
685 | /* Need to set up the skill pointers */ |
732 | /* Need to set up the skill pointers */ |
686 | link_player_skills (pl); |
733 | link_player_skills (pl); |
687 | } |
734 | } |
688 | |
735 | |
689 | void |
736 | 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) |
737 | get_party_password (object *op, partylist *party) |
774 | { |
738 | { |
775 | if (party == NULL) |
739 | if (party == NULL) |
776 | { |
740 | { |
777 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
741 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
778 | return; |
742 | return; |
779 | } |
743 | } |
|
|
744 | |
780 | op->contr->write_buf[0] = '\0'; |
745 | op->contr->write_buf[0] = '\0'; |
781 | op->contr->state = ST_GET_PARTY_PASSWORD; |
746 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
782 | op->contr->party_to_join = party; |
747 | op->contr->party_to_join = party; |
783 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
748 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
784 | } |
749 | } |
785 | |
|
|
786 | |
750 | |
787 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
751 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
788 | int |
752 | static int |
789 | roll_stat (void) |
753 | roll_stat (void) |
790 | { |
754 | { |
791 | int a[4], i, j, k; |
755 | int a[4], i, j, k; |
792 | |
756 | |
793 | for (i = 0; i < 4; i++) |
757 | for (i = 0; i < 4; i++) |
… | |
… | |
796 | for (i = 0, j = 0, k = 7; i < 4; i++) |
760 | for (i = 0, j = 0, k = 7; i < 4; i++) |
797 | if (a[i] < k) |
761 | if (a[i] < k) |
798 | k = a[i], j = i; |
762 | k = a[i], j = i; |
799 | |
763 | |
800 | for (i = 0, k = 0; i < 4; i++) |
764 | for (i = 0, k = 0; i < 4; i++) |
801 | { |
|
|
802 | if (i != j) |
765 | if (i != j) |
803 | k += a[i]; |
766 | k += a[i]; |
804 | } |
767 | |
805 | return k; |
768 | return k; |
806 | } |
769 | } |
807 | |
770 | |
808 | void |
771 | void |
809 | roll_stats (object *op) |
772 | object::roll_stats () |
810 | { |
773 | { |
811 | int sum = 0; |
|
|
812 | int i = 0, j = 0; |
|
|
813 | int statsort[7]; |
774 | int statsort [7]; |
814 | |
775 | |
815 | do |
776 | 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 | } |
777 | { |
826 | while (sum < 82 || sum > 116); |
778 | int sum = 0; |
|
|
779 | for (int i = 7; i--; ) |
|
|
780 | sum += statsort [i] = roll_stat (); |
827 | |
781 | |
|
|
782 | if (sum >= 82 && sum <= 116) |
|
|
783 | break; |
|
|
784 | } |
|
|
785 | |
828 | /* Sort the stats so that rerolling is easier... */ |
786 | // Sort the stats so that rerolling is easier... |
829 | statsort[0] = op->stats.Str; |
787 | 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 | |
788 | |
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]; |
789 | stats.Str = statsort[0]; |
855 | op->stats.Dex = statsort[1]; |
790 | stats.Dex = statsort[1]; |
856 | op->stats.Con = statsort[2]; |
791 | stats.Con = statsort[2]; |
857 | op->stats.Int = statsort[3]; |
792 | stats.Int = statsort[3]; |
858 | op->stats.Wis = statsort[4]; |
793 | stats.Wis = statsort[4]; |
859 | op->stats.Pow = statsort[5]; |
794 | stats.Pow = statsort[5]; |
860 | op->stats.Cha = statsort[6]; |
795 | stats.Cha = statsort[6]; |
861 | |
796 | |
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; |
797 | stats.exp = 0; |
873 | op->stats.ac = 0; |
798 | stats.ac = 0; |
874 | |
799 | |
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; |
800 | stats.hp = stats.maxhp; |
881 | op->stats.sp = op->stats.maxsp; |
801 | stats.sp = stats.maxsp; |
882 | op->stats.grace = op->stats.maxgrace; |
802 | stats.grace = stats.maxgrace; |
|
|
803 | |
|
|
804 | if (contr) |
|
|
805 | { |
|
|
806 | contr->levhp[1] = 9; |
|
|
807 | contr->levsp[1] = 6; |
|
|
808 | contr->levgrace[1] = 3; |
|
|
809 | |
883 | op->contr->orig_stats = op->stats; |
810 | contr->orig_stats = stats; |
|
|
811 | } |
884 | } |
812 | } |
885 | |
813 | |
886 | void |
814 | void |
887 | Roll_Again (object *op) |
815 | object::swap_stats (int a, int b) |
888 | { |
816 | { |
889 | esrv_new_player (op->contr, 0); |
|
|
890 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
891 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
892 | } |
|
|
893 | |
|
|
894 | void |
|
|
895 | Swap_Stat (object *op, int Swap_Second) |
|
|
896 | { |
|
|
897 | signed char tmp; |
|
|
898 | char buf[MAX_BUF]; |
|
|
899 | |
|
|
900 | if (op->contr->Swap_First == -1) |
|
|
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); |
817 | int tmp = get_attr_value (&contr->orig_stats, a); |
909 | |
|
|
910 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
818 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
911 | |
|
|
912 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
819 | set_attr_value (&contr->orig_stats, b, tmp); |
913 | |
820 | |
914 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
915 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
916 | op->stats.Str = op->contr->orig_stats.Str; |
821 | stats.Str = contr->orig_stats.Str; |
917 | op->stats.Dex = op->contr->orig_stats.Dex; |
822 | stats.Dex = contr->orig_stats.Dex; |
918 | op->stats.Con = op->contr->orig_stats.Con; |
823 | stats.Con = contr->orig_stats.Con; |
919 | op->stats.Int = op->contr->orig_stats.Int; |
824 | stats.Int = contr->orig_stats.Int; |
920 | op->stats.Wis = op->contr->orig_stats.Wis; |
825 | stats.Wis = contr->orig_stats.Wis; |
921 | op->stats.Pow = op->contr->orig_stats.Pow; |
826 | stats.Pow = contr->orig_stats.Pow; |
922 | op->stats.Cha = op->contr->orig_stats.Cha; |
827 | stats.Cha = contr->orig_stats.Cha; |
|
|
828 | |
|
|
829 | //TODO: the following code looks so borked and should, at the very least, |
|
|
830 | // be merged with the similar code in roll_stats |
923 | op->stats.ac = 0; |
831 | stats.ac = 0; |
924 | |
832 | |
925 | op->level = 1; |
833 | level = 1; |
926 | op->stats.exp = 0; |
834 | stats.exp = 0; |
927 | op->stats.ac = 0; |
835 | stats.ac = 0; |
928 | |
836 | |
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; |
837 | stats.hp = stats.maxhp; |
935 | op->stats.sp = op->stats.maxsp; |
838 | stats.sp = stats.maxsp; |
936 | op->stats.grace = op->stats.maxgrace; |
839 | stats.grace = stats.maxgrace; |
|
|
840 | |
|
|
841 | if (contr) |
|
|
842 | { |
|
|
843 | contr->levhp[1] = 9; |
|
|
844 | contr->levsp[1] = 6; |
|
|
845 | contr->levgrace[1] = 3; |
|
|
846 | |
937 | op->contr->orig_stats = op->stats; |
847 | contr->orig_stats = 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 | { |
848 | } |
958 | if (op->contr->Swap_First == -1) |
|
|
959 | { |
|
|
960 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
961 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
962 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
963 | } |
|
|
964 | else |
|
|
965 | Swap_Stat (op, stat_trans[keynum]); |
|
|
966 | |
|
|
967 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
968 | return 1; |
|
|
969 | } |
|
|
970 | switch (key) |
|
|
971 | { |
|
|
972 | case 'n': |
|
|
973 | case 'N': |
|
|
974 | { |
|
|
975 | SET_FLAG (op, FLAG_WIZ); |
|
|
976 | if (op->map == NULL) |
|
|
977 | { |
|
|
978 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
979 | break; |
|
|
980 | } |
|
|
981 | |
|
|
982 | #if 0 |
|
|
983 | /* So that enter_exit will put us at startx/starty */ |
|
|
984 | op->x = -1; |
|
|
985 | |
|
|
986 | enter_exit (op, NULL); |
|
|
987 | #endif |
|
|
988 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
989 | /* Enter exit adds a player otherwise */ |
|
|
990 | add_statbonus (op); |
|
|
991 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
992 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
993 | op->contr->state = ST_CHANGE_CLASS; |
|
|
994 | if (op->msg) |
|
|
995 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
996 | return 0; |
|
|
997 | } |
|
|
998 | case 'y': |
|
|
999 | case 'Y': |
|
|
1000 | roll_stats (op); |
|
|
1001 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1002 | return 1; |
|
|
1003 | |
|
|
1004 | case 'q': |
|
|
1005 | case 'Q': |
|
|
1006 | play_again (op); |
|
|
1007 | return 1; |
|
|
1008 | |
|
|
1009 | default: |
|
|
1010 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1011 | return 0; |
|
|
1012 | } |
|
|
1013 | return 0; |
|
|
1014 | } |
849 | } |
1015 | |
850 | |
1016 | /* This function takes the key that is passed, and does the |
851 | /* This function takes the key that is passed, and does the |
1017 | * appropriate action with it (change race, or other things). |
852 | * appropriate action with it (change race, or other things). |
1018 | * The function name is for historical reasons - now we have |
853 | * The function name is for historical reasons - now we have |
1019 | * separate race and class; this actually changes the RACE, |
854 | * separate race and class; this actually changes the RACE, |
1020 | * not the class. |
855 | * not the class. |
1021 | */ |
856 | */ |
1022 | |
|
|
1023 | int |
857 | int |
1024 | key_change_class (object *op, char key) |
858 | key_change_class (object *op, char key) |
1025 | { |
859 | { |
1026 | int tmp_loop; |
860 | int tmp_loop; |
1027 | |
861 | |
1028 | if (key == 'q' || key == 'Q') |
|
|
1029 | { |
|
|
1030 | op->remove (); |
|
|
1031 | play_again (op); |
|
|
1032 | return 0; |
|
|
1033 | } |
|
|
1034 | if (key == 'd' || key == 'D') |
862 | if (key == 'd' || key == 'D') |
1035 | { |
863 | { |
1036 | char buf[MAX_BUF]; |
864 | char buf[MAX_BUF]; |
1037 | |
865 | |
1038 | /* this must before then initial items are given */ |
866 | /* this must before then initial items are given */ |
… | |
… | |
1043 | create_treasure (tl, op, 0, 0, 0); |
871 | create_treasure (tl, op, 0, 0, 0); |
1044 | |
872 | |
1045 | INVOKE_PLAYER (BIRTH, op->contr); |
873 | INVOKE_PLAYER (BIRTH, op->contr); |
1046 | INVOKE_PLAYER (LOGIN, op->contr); |
874 | INVOKE_PLAYER (LOGIN, op->contr); |
1047 | |
875 | |
1048 | op->contr->state = ST_PLAYING; |
876 | op->contr->ns->state = ST_PLAYING; |
1049 | |
877 | |
1050 | if (op->msg) |
878 | if (op->msg) |
1051 | op->msg = NULL; |
879 | op->msg = NULL; |
1052 | |
880 | |
1053 | /* We create this now because some of the unique maps will need it |
881 | /* We create this now because some of the unique maps will need it |
… | |
… | |
1062 | start_info (op); |
890 | start_info (op); |
1063 | CLEAR_FLAG (op, FLAG_WIZ); |
891 | CLEAR_FLAG (op, FLAG_WIZ); |
1064 | give_initial_items (op, op->randomitems); |
892 | give_initial_items (op, op->randomitems); |
1065 | link_player_skills (op); |
893 | link_player_skills (op); |
1066 | esrv_send_inventory (op, op); |
894 | esrv_send_inventory (op, op); |
1067 | fix_player (op); |
895 | op->update_stats (); |
1068 | |
896 | |
1069 | /* This moves the player to a different start map, if there |
897 | /* This moves the player to a different start map, if there |
1070 | * is one for this race |
898 | * is one for this race |
1071 | */ |
899 | */ |
1072 | if (*first_map_ext_path) |
900 | if (*first_map_ext_path) |
… | |
… | |
1083 | * if the map isn't there, then stay on the |
911 | * if the map isn't there, then stay on the |
1084 | * default initial map */ |
912 | * default initial map */ |
1085 | tmp->destroy (); |
913 | tmp->destroy (); |
1086 | } |
914 | } |
1087 | else |
915 | else |
1088 | { |
|
|
1089 | LOG (llevDebug, "first_map_ext_path not set\n"); |
916 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1090 | } |
917 | |
1091 | return 0; |
918 | return 0; |
1092 | } |
919 | } |
1093 | |
920 | |
1094 | /* Following actually changes the race - this is the default command |
921 | /* Following actually changes the race - this is the default command |
1095 | * if we don't match with one of the options above. |
922 | * if we don't match with one of the options above. |
… | |
… | |
1099 | while (!tmp_loop) |
926 | while (!tmp_loop) |
1100 | { |
927 | { |
1101 | shstr name = op->name; |
928 | shstr name = op->name; |
1102 | int x = op->x, y = op->y; |
929 | int x = op->x, y = op->y; |
1103 | |
930 | |
1104 | remove_statbonus (op); |
931 | op->remove_statbonus (); |
1105 | op->remove (); |
932 | op->remove (); |
1106 | op->arch = get_player_archetype (op->arch); |
933 | op->arch = get_player_archetype (op->arch); |
1107 | op->arch->clone.copy_to (op); |
934 | op->arch->clone.copy_to (op); |
1108 | op->instantiate (); |
935 | op->instantiate (); |
1109 | op->stats = op->contr->orig_stats; |
936 | op->stats = op->contr->orig_stats; |
… | |
… | |
1111 | op->x = x; |
938 | op->x = x; |
1112 | op->y = y; |
939 | op->y = y; |
1113 | SET_ANIMATION (op, 2); /* So player faces south */ |
940 | SET_ANIMATION (op, 2); /* So player faces south */ |
1114 | insert_ob_in_map (op, op->map, op, 0); |
941 | insert_ob_in_map (op, op->map, op, 0); |
1115 | assign (op->contr->title, op->arch->clone.name); |
942 | assign (op->contr->title, op->arch->clone.name); |
1116 | add_statbonus (op); |
943 | op->add_statbonus (); |
1117 | tmp_loop = allowed_class (op); |
944 | tmp_loop = allowed_class (op); |
1118 | } |
945 | } |
1119 | |
946 | |
1120 | update_object (op, UP_OBJ_FACE); |
947 | update_object (op, UP_OBJ_FACE); |
1121 | esrv_update_item (UPD_FACE, op, op); |
948 | esrv_update_item (UPD_FACE, op, op); |
1122 | fix_player (op); |
949 | op->update_stats (); |
1123 | op->stats.hp = op->stats.maxhp; |
950 | op->stats.hp = op->stats.maxhp; |
1124 | op->stats.sp = op->stats.maxsp; |
951 | op->stats.sp = op->stats.maxsp; |
1125 | op->stats.grace = 0; |
952 | op->stats.grace = 0; |
1126 | |
953 | |
1127 | if (op->msg) |
954 | if (op->msg) |
1128 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
955 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1129 | |
956 | |
1130 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
957 | 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; |
958 | return 0; |
1132 | } |
959 | } |
1133 | |
960 | |
1134 | int |
961 | int |
1135 | key_confirm_quit (object *op, char key) |
962 | key_confirm_quit (object *op, char key) |
1136 | { |
963 | { |
1137 | char buf[MAX_BUF]; |
|
|
1138 | |
|
|
1139 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
964 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
1140 | { |
965 | { |
1141 | op->contr->state = ST_PLAYING; |
966 | op->contr->ns->state = ST_PLAYING; |
1142 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
967 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
1143 | return 1; |
968 | return 1; |
1144 | } |
969 | } |
1145 | |
970 | |
1146 | INVOKE_PLAYER (LOGOUT, op->contr); |
971 | INVOKE_PLAYER (LOGOUT, op->contr); |
1147 | INVOKE_PLAYER (QUIT, op->contr); |
972 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
973 | |
|
|
974 | op->contr->enable_save = false; |
1148 | |
975 | |
1149 | terminate_all_pets (op); |
976 | terminate_all_pets (op); |
1150 | leave_map (op); |
977 | leave_map (op); |
1151 | op->direction = 0; |
978 | op->direction = 0; |
1152 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
979 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
1153 | |
980 | |
1154 | strcpy (op->contr->killer, "quit"); |
981 | strcpy (op->contr->killer, "quit"); |
1155 | check_score (op); |
982 | check_score (op); |
1156 | op->contr->party = NULL; |
983 | op->contr->party = 0; |
1157 | if (settings.set_title == TRUE) |
|
|
1158 | op->contr->own_title[0] = '\0'; |
984 | op->contr->own_title[0] = '\0'; |
1159 | |
985 | |
1160 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
986 | object_ptr ob = op; |
1161 | { |
|
|
1162 | maptile *mp, *next; |
|
|
1163 | |
987 | |
1164 | /* We need to hunt for any per player unique maps in memory and |
988 | /* 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, |
989 | * 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 |
990 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1167 | */ |
991 | */ |
|
|
992 | char buf[MAX_BUF]; |
1168 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
993 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1169 | for (mp = first_map; mp != NULL; mp = next) |
994 | |
1170 | { |
995 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
996 | { |
1171 | next = mp->next; |
997 | next = mp->next; |
|
|
998 | |
1172 | if (!strncmp (mp->path, buf, strlen (buf))) |
999 | if (!strncmp (mp->path, buf, strlen (buf))) |
1173 | delete_map (mp); |
1000 | delete_map (mp); |
1174 | } |
1001 | } |
1175 | |
1002 | |
1176 | delete_character (op->name, 1); |
1003 | delete_character (ob->name, 1); |
1177 | } |
1004 | ob->contr->destroy (); |
1178 | |
1005 | |
1179 | play_again (op); |
|
|
1180 | return 1; |
1006 | return 1; |
1181 | } |
1007 | } |
1182 | |
1008 | |
1183 | void |
1009 | void |
1184 | flee_player (object *op) |
1010 | flee_player (object *op) |
… | |
… | |
1215 | { |
1041 | { |
1216 | op->enemy = NULL; |
1042 | op->enemy = NULL; |
1217 | CLEAR_FLAG (op, FLAG_SCARED); |
1043 | CLEAR_FLAG (op, FLAG_SCARED); |
1218 | return; |
1044 | return; |
1219 | } |
1045 | } |
|
|
1046 | |
1220 | get_rangevector (op, op->enemy, &rv, 0); |
1047 | get_rangevector (op, op->enemy, &rv, 0); |
1221 | |
1048 | |
1222 | dir = absdir (4 + rv.direction); |
1049 | dir = absdir (4 + rv.direction); |
1223 | for (diff = 0; diff < 3; diff++) |
1050 | for (diff = 0; diff < 3; diff++) |
1224 | { |
1051 | { |
1225 | int m = 1 - (RANDOM () & 2); |
1052 | int m = 1 - (RANDOM () & 2); |
1226 | |
1053 | |
1227 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1054 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1228 | { |
|
|
1229 | return; |
1055 | return; |
1230 | } |
|
|
1231 | } |
1056 | } |
|
|
1057 | |
1232 | /* Cornered, get rid of scared */ |
1058 | /* Cornered, get rid of scared */ |
1233 | CLEAR_FLAG (op, FLAG_SCARED); |
1059 | CLEAR_FLAG (op, FLAG_SCARED); |
1234 | op->enemy = NULL; |
1060 | op->enemy = NULL; |
1235 | } |
1061 | } |
1236 | |
1062 | |
… | |
… | |
1322 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1148 | 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)))); |
1149 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1324 | else |
1150 | else |
1325 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1151 | 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)))); |
1152 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1153 | |
1327 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1154 | 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 | } |
1155 | } |
|
|
1156 | |
1358 | /* philosophy: |
1157 | /* philosophy: |
1359 | * It's easy to grab an item type from a pile, as long as it's |
1158 | * 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 |
1159 | * generic. This takes no game-time. For more detailed pickups |
1361 | * and selections, select-items shoul dbe used. This is a |
1160 | * and selections, select-items should be used. This is a |
1362 | * grab-as-you-run type mode that's really useful for arrows for |
1161 | * grab-as-you-run type mode that's really useful for arrows for |
1363 | * example. |
1162 | * example. |
1364 | * The drawback: right now it has no frontend, so you need to |
1163 | * 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 |
1164 | * stick the bits you want into a calculator in hex mode and then |
1366 | * convert to decimal and then 'pickup <#> |
1165 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1792 | if (!dir) |
1591 | if (!dir) |
1793 | { |
1592 | { |
1794 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1593 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1795 | return 0; |
1594 | return 0; |
1796 | } |
1595 | } |
|
|
1596 | |
1797 | if (op->type == PLAYER) |
1597 | if (op->type == PLAYER) |
1798 | bow = op->contr->ranges[range_bow]; |
1598 | bow = op->contr->ranges[range_bow]; |
1799 | else |
1599 | else |
1800 | { |
1600 | { |
1801 | for (bow = op->inv; bow; bow = bow->below) |
1601 | for (bow = op->inv; bow; bow = bow->below) |
… | |
… | |
1809 | { |
1609 | { |
1810 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1610 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1811 | return 0; |
1611 | return 0; |
1812 | } |
1612 | } |
1813 | } |
1613 | } |
|
|
1614 | |
1814 | if (!bow->race || !bow->skill) |
1615 | if (!bow->race || !bow->skill) |
1815 | { |
1616 | { |
1816 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1617 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1817 | return 0; |
1618 | return 0; |
1818 | } |
1619 | } |
… | |
… | |
1820 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1621 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1821 | |
1622 | |
1822 | /* penalize ROF for bestarrow */ |
1623 | /* penalize ROF for bestarrow */ |
1823 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1624 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1824 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1625 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1626 | |
1825 | if (bowspeed < 1) |
1627 | if (bowspeed < 1) |
1826 | bowspeed = 1; |
1628 | bowspeed = 1; |
1827 | |
1629 | |
1828 | if (arrow == NULL) |
1630 | if (arrow == NULL) |
1829 | { |
1631 | { |
… | |
… | |
1835 | else |
1637 | else |
1836 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1638 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1837 | return 0; |
1639 | return 0; |
1838 | } |
1640 | } |
1839 | } |
1641 | } |
|
|
1642 | |
1840 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1643 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1841 | if (mflags & P_OUT_OF_MAP) |
1644 | if (mflags & P_OUT_OF_MAP) |
1842 | { |
|
|
1843 | return 0; |
1645 | return 0; |
1844 | } |
1646 | |
1845 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1647 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1846 | { |
1648 | { |
1847 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1649 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1848 | return 0; |
1650 | return 0; |
1849 | } |
1651 | } |
… | |
… | |
1855 | return 0; |
1657 | return 0; |
1856 | } |
1658 | } |
1857 | |
1659 | |
1858 | left = arrow; /* these are arrows left to the player */ |
1660 | left = arrow; /* these are arrows left to the player */ |
1859 | arrow = get_split_ob (arrow, 1); |
1661 | arrow = get_split_ob (arrow, 1); |
1860 | if (arrow == NULL) |
1662 | if (!arrow) |
1861 | { |
1663 | { |
1862 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1664 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1863 | return 0; |
1665 | return 0; |
1864 | } |
1666 | } |
|
|
1667 | |
1865 | arrow->set_owner (op); |
1668 | arrow->set_owner (op); |
1866 | arrow->skill = bow->skill; |
1669 | arrow->skill = bow->skill; |
1867 | |
1670 | |
1868 | arrow->direction = dir; |
1671 | arrow->direction = dir; |
1869 | arrow->x = sx; |
1672 | arrow->x = sx; |
1870 | arrow->y = sy; |
1673 | arrow->y = sy; |
1871 | |
1674 | |
1872 | if (op->type == PLAYER) |
1675 | if (op->type == PLAYER) |
1873 | { |
1676 | { |
1874 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1677 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1875 | fix_player (op); |
1678 | op->update_stats (); |
1876 | } |
1679 | } |
1877 | |
1680 | |
1878 | SET_ANIMATION (arrow, arrow->direction); |
1681 | SET_ANIMATION (arrow, arrow->direction); |
1879 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1682 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1880 | arrow->stats.hp = arrow->stats.dam; |
1683 | arrow->stats.hp = arrow->stats.dam; |
… | |
… | |
1890 | |
1693 | |
1891 | /* update the speed */ |
1694 | /* update the speed */ |
1892 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1695 | 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; |
1696 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1894 | |
1697 | |
1895 | if (arrow->speed < 1.0) |
1698 | arrow->set_speed (max (arrow->speed, 1.0)); |
1896 | arrow->speed = 1.0; |
|
|
1897 | update_ob_speed (arrow); |
|
|
1898 | arrow->speed_left = 0; |
1699 | arrow->speed_left = 0; |
1899 | |
1700 | |
1900 | if (op->type == PLAYER) |
1701 | if (op->type == PLAYER) |
1901 | { |
1702 | { |
1902 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1703 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1912 | } |
1713 | } |
1913 | |
1714 | |
1914 | if (arrow->attacktype == AT_PHYSICAL) |
1715 | if (arrow->attacktype == AT_PHYSICAL) |
1915 | arrow->attacktype |= bow->attacktype; |
1716 | arrow->attacktype |= bow->attacktype; |
1916 | |
1717 | |
1917 | if (bow->slaying != NULL) |
1718 | if (bow->slaying) |
1918 | arrow->slaying = bow->slaying; |
1719 | arrow->slaying = bow->slaying; |
1919 | |
1720 | |
1920 | arrow->map = m; |
1721 | arrow->map = m; |
1921 | arrow->move_type = MOVE_FLY_LOW; |
1722 | arrow->move_type = MOVE_FLY_LOW; |
1922 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1723 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
… | |
… | |
2035 | |
1836 | |
2036 | if (item->arch) |
1837 | if (item->arch) |
2037 | { |
1838 | { |
2038 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1839 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2039 | item->face = item->arch->clone.face; |
1840 | item->face = item->arch->clone.face; |
2040 | item->speed = 0; |
1841 | item->set_speed (0); |
2041 | update_ob_speed (item); |
|
|
2042 | } |
1842 | } |
|
|
1843 | |
2043 | if ((tmp = is_player_inv (item))) |
1844 | if ((tmp = item->in_player ())) |
2044 | esrv_update_item (UPD_ANIM, tmp, item); |
1845 | esrv_update_item (UPD_ANIM, tmp, item); |
2045 | } |
1846 | } |
2046 | } |
1847 | } |
2047 | else if (item->type == ROD || item->type == HORN) |
1848 | else if (item->type == ROD || item->type == HORN) |
2048 | { |
|
|
2049 | drain_rod_charge (item); |
1849 | drain_rod_charge (item); |
2050 | } |
|
|
2051 | } |
1850 | } |
2052 | } |
1851 | } |
2053 | |
1852 | |
2054 | /* Received a fire command for the player - go and do it. |
1853 | /* Received a fire command for the player - go and do it. |
2055 | */ |
1854 | */ |
… | |
… | |
2198 | * 0 otherwise |
1997 | * 0 otherwise |
2199 | */ |
1998 | */ |
2200 | static int |
1999 | static int |
2201 | player_attack_door (object *op, object *door) |
2000 | player_attack_door (object *op, object *door) |
2202 | { |
2001 | { |
2203 | |
|
|
2204 | /* If its a door, try to find a use a key. If we do destroy the door, |
2002 | /* 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 - |
2003 | * might as well return immediately as there is nothing more to do - |
2206 | * otherwise, we fall through to the rest of the code. |
2004 | * otherwise, we fall through to the rest of the code. |
2207 | */ |
2005 | */ |
2208 | object *key = find_key (op, op, door); |
2006 | object *key = find_key (op, op, door); |
… | |
… | |
2246 | * It should keep the code cleaner. |
2044 | * It should keep the code cleaner. |
2247 | * When this is called, the players direction has been updated |
2045 | * When this is called, the players direction has been updated |
2248 | * (taking into account confusion.) The player is also actually |
2046 | * (taking into account confusion.) The player is also actually |
2249 | * going to try and move (not fire weapons). |
2047 | * going to try and move (not fire weapons). |
2250 | */ |
2048 | */ |
2251 | |
|
|
2252 | void |
2049 | void |
2253 | move_player_attack (object *op, int dir) |
2050 | move_player_attack (object *op, int dir) |
2254 | { |
2051 | { |
2255 | object *tmp, *mon; |
2052 | object *tmp, *mon; |
2256 | sint16 nx, ny; |
2053 | sint16 nx, ny; |
… | |
… | |
2258 | maptile *m; |
2055 | maptile *m; |
2259 | |
2056 | |
2260 | nx = freearr_x[dir] + op->x; |
2057 | nx = freearr_x[dir] + op->x; |
2261 | ny = freearr_y[dir] + op->y; |
2058 | ny = freearr_y[dir] + op->y; |
2262 | |
2059 | |
2263 | on_battleground = op_on_battleground (op, NULL, NULL); |
2060 | on_battleground = op_on_battleground (op, 0, 0); |
2264 | |
2061 | |
2265 | /* If braced, or can't move to the square, and it is not out of the |
2062 | /* 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 |
2063 | * 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 |
2064 | * 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 |
2065 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2280 | return; /* Don't think this should happen */ |
2077 | return; /* Don't think this should happen */ |
2281 | } |
2078 | } |
2282 | else |
2079 | else |
2283 | m = op->map; |
2080 | m = op->map; |
2284 | |
2081 | |
2285 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2082 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2286 | { |
2083 | { |
2287 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
2084 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
2288 | return; |
2085 | return; |
2289 | } |
2086 | } |
2290 | |
2087 | |
2291 | mon = NULL; |
2088 | mon = 0; |
2292 | /* Go through all the objects, and find ones of interest. Only stop if |
2089 | /* 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. |
2090 | * 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 |
2091 | * if its a door or barrel (can roll) see if there may be monsters |
2295 | * on the space |
2092 | * on the space |
2296 | */ |
2093 | */ |
2297 | while (tmp != NULL) |
2094 | while (tmp) |
2298 | { |
2095 | { |
2299 | if (tmp == op) |
2096 | if (tmp == op) |
2300 | { |
2097 | { |
2301 | tmp = tmp->above; |
2098 | tmp = tmp->above; |
2302 | continue; |
2099 | continue; |
… | |
… | |
2312 | mon = tmp; |
2109 | mon = tmp; |
2313 | |
2110 | |
2314 | tmp = tmp->above; |
2111 | tmp = tmp->above; |
2315 | } |
2112 | } |
2316 | |
2113 | |
2317 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2114 | if (!mon) /* This happens anytime the player tries to move */ |
2318 | return; /* into a wall */ |
2115 | return; /* into a wall */ |
2319 | |
2116 | |
2320 | if (mon->head != NULL) |
2117 | if (mon->head) |
2321 | mon = mon->head; |
2118 | mon = mon->head; |
2322 | |
2119 | |
2323 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2120 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2324 | if (player_attack_door (op, mon)) |
2121 | if (player_attack_door (op, mon)) |
2325 | return; |
2122 | return; |
… | |
… | |
2362 | * attack them either. |
2159 | * attack them either. |
2363 | */ |
2160 | */ |
2364 | if ((mon->type == PLAYER || mon->enemy != op) && |
2161 | if ((mon->type == PLAYER || mon->enemy != op) && |
2365 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2162 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2366 | #ifdef PROHIBIT_PLAYERKILL |
2163 | #ifdef PROHIBIT_PLAYERKILL |
2367 | (op->contr->peaceful |
2164 | (op->contr->peaceful |
2368 | || (mon->type == PLAYER |
2165 | || (mon->type == PLAYER |
2369 | && mon->contr-> |
2166 | && mon->contr-> |
2370 | peaceful)) && |
2167 | peaceful)) && |
2371 | #else |
2168 | #else |
2372 | op->contr->peaceful && |
2169 | op->contr->peaceful && |
2373 | #endif |
2170 | #endif |
2374 | !on_battleground)) |
2171 | !on_battleground)) |
2375 | { |
2172 | { |
2376 | if (!op->contr->braced) |
2173 | if (!op->contr->braced) |
2377 | { |
2174 | { |
2378 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2175 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2379 | (void) push_ob (mon, dir, op); |
2176 | (void) push_ob (mon, dir, op); |
2380 | } |
2177 | } |
2381 | else |
2178 | else |
2382 | { |
|
|
2383 | new_draw_info (0, 0, op, "You withhold your attack"); |
2179 | new_draw_info (0, 0, op, "You withhold your attack"); |
2384 | } |
2180 | |
2385 | if (op->contr->tmp_invis || op->hide) |
2181 | if (op->contr->tmp_invis || op->hide) |
2386 | make_visible (op); |
2182 | make_visible (op); |
2387 | } |
2183 | } |
2388 | |
2184 | |
2389 | /* If the object is a boulder or other rollable object, then |
2185 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2417 | op->speed_left += op->speed / op->contr->weapon_sp; |
2213 | op->speed_left += op->speed / op->contr->weapon_sp; |
2418 | |
2214 | |
2419 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2215 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2420 | } |
2216 | } |
2421 | |
2217 | |
2422 | skill_attack (mon, op, 0, NULL, NULL); |
2218 | skill_attack (mon, op, 0, 0, 0); |
2423 | |
2219 | |
2424 | /* If attacking another player, that player gets automatic |
2220 | /* If attacking another player, that player gets automatic |
2425 | * hitback, and doesn't loose luck either. |
2221 | * hitback, and doesn't loose luck either. |
2426 | * Disable hitback on the battleground or if the target is |
2222 | * Disable hitback on the battleground or if the target is |
2427 | * the wiz. |
2223 | * the wiz. |
… | |
… | |
2429 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2225 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2430 | { |
2226 | { |
2431 | short luck = mon->stats.luck; |
2227 | short luck = mon->stats.luck; |
2432 | |
2228 | |
2433 | mon->contr->has_hit = 1; |
2229 | mon->contr->has_hit = 1; |
2434 | skill_attack (op, mon, 0, NULL, NULL); |
2230 | skill_attack (op, mon, 0, 0, 0); |
2435 | mon->stats.luck = luck; |
2231 | mon->stats.luck = luck; |
2436 | } |
2232 | } |
|
|
2233 | |
2437 | if (action_makes_visible (op)) |
2234 | if (action_makes_visible (op)) |
2438 | make_visible (op); |
2235 | make_visible (op); |
2439 | } |
2236 | } |
2440 | } /* if player should attack something */ |
2237 | } /* if player should attack something */ |
2441 | } |
2238 | } |
… | |
… | |
2476 | |
2273 | |
2477 | /* Add special check for newcs players and fire on - this way, the |
2274 | /* Add special check for newcs players and fire on - this way, the |
2478 | * server can handle repeat firing. |
2275 | * server can handle repeat firing. |
2479 | */ |
2276 | */ |
2480 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2277 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2481 | { |
|
|
2482 | op->direction = dir; |
2278 | op->direction = dir; |
2483 | } |
|
|
2484 | else |
2279 | else |
2485 | { |
|
|
2486 | op->direction = 0; |
2280 | op->direction = 0; |
2487 | } |
2281 | |
2488 | /* Update how the player looks. Use the facing, so direction may |
2282 | /* Update how the player looks. Use the facing, so direction may |
2489 | * get reset to zero. This allows for full animation capabilities |
2283 | * get reset to zero. This allows for full animation capabilities |
2490 | * for players. |
2284 | * for players. |
2491 | */ |
2285 | */ |
2492 | animate_object (op, op->facing); |
2286 | animate_object (op, op->facing); |
… | |
… | |
2544 | |
2338 | |
2545 | /* call this here - we also will call this in do_ericserver, but |
2339 | /* call this here - we also will call this in do_ericserver, but |
2546 | * the players time has been increased when doericserver has been |
2340 | * the players time has been increased when doericserver has been |
2547 | * called, so we recheck it here. |
2341 | * called, so we recheck it here. |
2548 | */ |
2342 | */ |
2549 | op->contr->socket->handle_command (); |
2343 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
|
|
2344 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2345 | ; |
|
|
2346 | |
2550 | if (op->speed_left < 0) |
2347 | if (op->speed_left < 0) |
2551 | return 0; |
2348 | return 0; |
2552 | |
2349 | |
2553 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2350 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2554 | { |
2351 | { |
… | |
… | |
2591 | op->stats.hp = op->stats.maxhp; |
2388 | op->stats.hp = op->stats.maxhp; |
2592 | |
2389 | |
2593 | if (op->stats.food < 0) |
2390 | if (op->stats.food < 0) |
2594 | op->stats.food = 999; |
2391 | op->stats.food = 999; |
2595 | |
2392 | |
2596 | fix_player (op); |
2393 | op->update_stats (); |
2597 | return 1; |
2394 | return 1; |
2598 | } |
2395 | } |
2599 | |
2396 | |
2600 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2397 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2601 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2398 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2631 | remove_unpaid_objects (op->inv, env); |
2428 | remove_unpaid_objects (op->inv, env); |
2632 | |
2429 | |
2633 | op = next; |
2430 | op = next; |
2634 | } |
2431 | } |
2635 | } |
2432 | } |
2636 | |
|
|
2637 | |
2433 | |
2638 | /* |
2434 | /* |
2639 | * Returns pointer a static string containing gravestone text |
2435 | * Returns pointer a static string containing gravestone text |
2640 | * Moved from apply.c to player.c - player.c is what |
2436 | * Moved from apply.c to player.c - player.c is what |
2641 | * actually uses this function. player.c may not be quite the |
2437 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2675 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2471 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2676 | strcat (buf2, buf); |
2472 | strcat (buf2, buf); |
2677 | |
2473 | |
2678 | return buf2; |
2474 | return buf2; |
2679 | } |
2475 | } |
2680 | |
|
|
2681 | |
|
|
2682 | |
2476 | |
2683 | void |
2477 | void |
2684 | do_some_living (object *op) |
2478 | do_some_living (object *op) |
2685 | { |
2479 | { |
2686 | int last_food = op->stats.food; |
2480 | int last_food = op->stats.food; |
… | |
… | |
2695 | const int max_grace = 1; |
2489 | const int max_grace = 1; |
2696 | |
2490 | |
2697 | if (op->contr->outputs_sync) |
2491 | if (op->contr->outputs_sync) |
2698 | { |
2492 | { |
2699 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2493 | 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) |
2494 | 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]); |
2495 | flush_output_element (op, &op->contr->outputs[i]); |
2702 | } |
2496 | } |
2703 | |
2497 | |
2704 | if (op->contr->state == ST_PLAYING) |
2498 | if (op->contr->ns->state == ST_PLAYING) |
2705 | { |
2499 | { |
2706 | |
|
|
2707 | /* these next three if clauses make it possible to SLOW DOWN |
2500 | /* these next three if clauses make it possible to SLOW DOWN |
2708 | hp/grace/spellpoint regeneration. */ |
2501 | hp/grace/spellpoint regeneration. */ |
2709 | if (op->contr->gen_hp >= 0) |
2502 | if (op->contr->gen_hp >= 0) |
2710 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2503 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2711 | else |
2504 | else |
2712 | { |
2505 | { |
2713 | gen_hp = op->stats.maxhp; |
2506 | gen_hp = op->stats.maxhp; |
2714 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2507 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2715 | } |
2508 | } |
|
|
2509 | |
2716 | if (op->contr->gen_sp >= 0) |
2510 | if (op->contr->gen_sp >= 0) |
2717 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2511 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2718 | else |
2512 | else |
2719 | { |
2513 | { |
2720 | gen_sp = op->stats.maxsp; |
2514 | gen_sp = op->stats.maxsp; |
2721 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2515 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2722 | } |
2516 | } |
|
|
2517 | |
2723 | if (op->contr->gen_grace >= 0) |
2518 | if (op->contr->gen_grace >= 0) |
2724 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2519 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2725 | else |
2520 | else |
2726 | { |
2521 | { |
2727 | gen_grace = op->stats.maxgrace; |
2522 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2743 | op->stats.food += op->contr->digestion; |
2538 | op->stats.food += op->contr->digestion; |
2744 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2539 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2745 | op->stats.food = last_food; |
2540 | op->stats.food = last_food; |
2746 | } |
2541 | } |
2747 | } |
2542 | } |
|
|
2543 | |
2748 | if (max_sp > 1) |
2544 | if (max_sp > 1) |
2749 | { |
2545 | { |
2750 | over_sp = (gen_sp + 10) / rate_sp; |
2546 | over_sp = (gen_sp + 10) / rate_sp; |
2751 | if (over_sp > 0) |
2547 | if (over_sp > 0) |
2752 | { |
2548 | { |
2753 | if (op->stats.sp < op->stats.maxsp) |
2549 | if (op->stats.sp < op->stats.maxsp) |
2754 | { |
2550 | { |
2755 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2551 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2552 | |
2756 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2553 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2757 | op->stats.sp--; |
2554 | op->stats.sp--; |
|
|
2555 | |
2758 | if (op->stats.sp > op->stats.maxsp) |
2556 | if (op->stats.sp > op->stats.maxsp) |
2759 | op->stats.sp = op->stats.maxsp; |
2557 | op->stats.sp = op->stats.maxsp; |
2760 | } |
2558 | } |
2761 | op->last_sp = 0; |
2559 | op->last_sp = 0; |
2762 | } |
2560 | } |
2763 | else |
2561 | else |
2764 | { |
|
|
2765 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2562 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2766 | } |
|
|
2767 | } |
2563 | } |
2768 | else |
2564 | else |
2769 | { |
|
|
2770 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2565 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2771 | } |
|
|
2772 | } |
2566 | } |
2773 | |
2567 | |
2774 | /* Regenerate Grace */ |
2568 | /* Regenerate Grace */ |
2775 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2569 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2776 | if (--op->last_grace < 0) |
2570 | if (--op->last_grace < 0) |
2777 | { |
2571 | { |
2778 | if (op->stats.grace < op->stats.maxgrace / 2) |
2572 | if (op->stats.grace < op->stats.maxgrace / 2) |
2779 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2573 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2574 | |
2780 | if (max_grace > 1) |
2575 | if (max_grace > 1) |
2781 | { |
2576 | { |
2782 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2577 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2783 | if (over_grace > 0) |
2578 | if (over_grace > 0) |
2784 | { |
2579 | { |
… | |
… | |
2812 | op->stats.food += op->contr->digestion; |
2607 | op->stats.food += op->contr->digestion; |
2813 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2608 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2814 | op->stats.food = last_food; |
2609 | op->stats.food = last_food; |
2815 | } |
2610 | } |
2816 | } |
2611 | } |
|
|
2612 | |
2817 | if (max_hp > 1) |
2613 | if (max_hp > 1) |
2818 | { |
2614 | { |
2819 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2615 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2820 | if (over_hp > 0) |
2616 | if (over_hp > 0) |
2821 | { |
2617 | { |
… | |
… | |
2845 | |
2641 | |
2846 | if (op->contr->gen_hp > 0) |
2642 | if (op->contr->gen_hp > 0) |
2847 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2643 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2848 | else |
2644 | else |
2849 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2645 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2646 | |
2850 | /* dms do not consume food */ |
2647 | /* dms do not consume food */ |
2851 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2648 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2852 | op->stats.food--; |
2649 | op->stats.food--; |
2853 | } |
2650 | } |
2854 | } |
|
|
2855 | |
2651 | |
2856 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2652 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2857 | { |
2653 | { |
2858 | object *tmp, *flesh = NULL; |
2654 | object *tmp, *flesh = 0; |
2859 | |
2655 | |
2860 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2656 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2861 | { |
2657 | { |
2862 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2658 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2863 | { |
|
|
2864 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2865 | { |
2659 | { |
|
|
2660 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2661 | { |
2866 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2662 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2867 | manual_apply (op, tmp, 0); |
2663 | manual_apply (op, tmp, 0); |
2868 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2664 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2869 | break; |
2665 | break; |
2870 | } |
2666 | } |
2871 | else if (tmp->type == FLESH) |
2667 | else if (tmp->type == FLESH) |
2872 | flesh = tmp; |
2668 | flesh = tmp; |
2873 | } /* End if paid for object */ |
2669 | } /* End if paid for object */ |
2874 | } /* end of for loop */ |
2670 | } /* end of for loop */ |
|
|
2671 | |
2875 | /* If player is still starving, it means they don't have any food, so |
2672 | /* If player is still starving, it means they don't have any food, so |
2876 | * eat flesh instead. |
2673 | * eat flesh instead. |
2877 | */ |
2674 | */ |
2878 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2675 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2879 | { |
2676 | { |
2880 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2677 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2881 | manual_apply (op, flesh, 0); |
2678 | manual_apply (op, flesh, 0); |
2882 | } |
2679 | } |
2883 | } /* end if player is starving */ |
2680 | } |
2884 | |
2681 | |
2885 | while (op->stats.food < 0 && op->stats.hp > 0) |
2682 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2886 | op->stats.food++, op->stats.hp--; |
2683 | op->stats.food++, op->stats.hp--; |
2887 | |
2684 | |
2888 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2685 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2889 | kill_player (op); |
2686 | kill_player (op); |
|
|
2687 | } |
2890 | } |
2688 | } |
2891 | |
|
|
2892 | |
|
|
2893 | |
2689 | |
2894 | /* If the player should die (lack of hp, food, etc), we call this. |
2690 | /* 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 |
2691 | * 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 |
2692 | * permadeath, no lifesave), this will take care of removing the player |
2897 | * file. |
2693 | * file. |
… | |
… | |
3004 | x = op->x; |
2800 | x = op->x; |
3005 | y = op->y; |
2801 | y = op->y; |
3006 | map = op->map; |
2802 | map = op->map; |
3007 | |
2803 | |
3008 | |
2804 | |
3009 | if (settings.not_permadeth == TRUE) |
|
|
3010 | { |
|
|
3011 | /* NOT_PERMADEATH code. This basically brings the character back to |
2805 | /* NOT_PERMADEATH code. This basically brings the character back to |
3012 | * life if they are dead - it takes some exp and a random stat. |
2806 | * life if they are dead - it takes some exp and a random stat. |
3013 | * See the config.h file for a little more in depth detail about this. |
2807 | * See the config.h file for a little more in depth detail about this. |
3014 | */ |
2808 | */ |
3015 | |
2809 | |
3016 | /* Basically two ways to go - remove a stat permanently, or just |
2810 | /* Basically two ways to go - remove a stat permanently, or just |
3017 | * make it depletion. This bunch of code deals with that aspect |
2811 | * make it depletion. This bunch of code deals with that aspect |
3018 | * of death. |
2812 | * of death. |
3019 | */ |
2813 | */ |
3020 | #ifndef COZY_SERVER |
2814 | #ifndef COZY_SERVER |
3021 | if (settings.balanced_stat_loss) |
2815 | if (settings.balanced_stat_loss) |
3022 | { |
2816 | { |
3023 | /* If stat loss is permanent, lose one stat only. */ |
2817 | /* If stat loss is permanent, lose one stat only. */ |
3024 | /* Lower level chars don't lose as many stats because they suffer |
2818 | /* Lower level chars don't lose as many stats because they suffer |
3025 | more if they do. */ |
2819 | more if they do. */ |
3026 | /* Higher level characters can afford things such as potions of |
2820 | /* Higher level characters can afford things such as potions of |
3027 | restoration, or better, stat potions. So we slug them that |
2821 | restoration, or better, stat potions. So we slug them that |
3028 | little bit harder. */ |
2822 | little bit harder. */ |
3029 | /* GD */ |
2823 | /* GD */ |
3030 | if (settings.stat_loss_on_death) |
2824 | if (settings.stat_loss_on_death) |
3031 | num_stats_lose = 1; |
2825 | num_stats_lose = 1; |
3032 | else |
|
|
3033 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3034 | } |
|
|
3035 | else |
2826 | else |
3036 | { |
2827 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2828 | } |
|
|
2829 | else |
|
|
2830 | { |
3037 | num_stats_lose = 1; |
2831 | num_stats_lose = 1; |
3038 | } |
2832 | } |
3039 | lost_a_stat = 0; |
2833 | lost_a_stat = 0; |
3040 | |
2834 | |
3041 | for (z = 0; z < num_stats_lose; z++) |
2835 | for (z = 0; z < num_stats_lose; z++) |
3042 | { |
2836 | { |
3043 | i = RANDOM () % NUM_STATS; |
2837 | i = RANDOM () % NUM_STATS; |
3044 | |
2838 | |
3045 | if (settings.stat_loss_on_death) |
2839 | if (settings.stat_loss_on_death) |
3046 | { |
2840 | { |
3047 | /* Pick a random stat and take a point off it. Tell the player |
2841 | /* Pick a random stat and take a point off it. Tell the player |
3048 | * what he lost. |
2842 | * what he lost. |
3049 | */ |
2843 | */ |
3050 | change_attr_value (&(op->stats), i, -1); |
2844 | change_attr_value (&(op->stats), i, -1); |
3051 | check_stat_bounds (&(op->stats)); |
2845 | check_stat_bounds (&(op->stats)); |
3052 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2846 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3053 | check_stat_bounds (&(op->contr->orig_stats)); |
2847 | check_stat_bounds (&(op->contr->orig_stats)); |
3054 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2848 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3055 | lost_a_stat = 1; |
2849 | lost_a_stat = 1; |
|
|
2850 | } |
|
|
2851 | else |
|
|
2852 | { |
|
|
2853 | /* deplete a stat */ |
|
|
2854 | archetype *deparch = archetype::find ("depletion"); |
|
|
2855 | object *dep; |
|
|
2856 | |
|
|
2857 | dep = present_arch_in_ob (deparch, op); |
|
|
2858 | if (!dep) |
|
|
2859 | { |
|
|
2860 | dep = arch_to_object (deparch); |
|
|
2861 | insert_ob_in_ob (dep, op); |
3056 | } |
2862 | } |
3057 | else |
2863 | lose_this_stat = 1; |
|
|
2864 | if (settings.balanced_stat_loss) |
3058 | { |
2865 | { |
3059 | /* deplete a stat */ |
2866 | /* GD */ |
3060 | archetype *deparch = archetype::find ("depletion"); |
2867 | /* Get the stat that we're about to deplete. */ |
3061 | object *dep; |
2868 | this_stat = get_attr_value (&(dep->stats), i); |
3062 | |
2869 | if (this_stat < 0) |
3063 | dep = present_arch_in_ob (deparch, op); |
|
|
3064 | if (!dep) |
|
|
3065 | { |
2870 | { |
3066 | dep = arch_to_object (deparch); |
2871 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3067 | insert_ob_in_ob (dep, op); |
2872 | int keep_chance = this_stat * this_stat; |
3068 | } |
2873 | |
3069 | lose_this_stat = 1; |
2874 | /* 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) |
2875 | if (keep_chance < 1) |
|
|
2876 | keep_chance = 1; |
|
|
2877 | |
|
|
2878 | /* There is a maximum depletion total per level. */ |
|
|
2879 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3076 | { |
2880 | { |
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; |
2881 | lose_this_stat = 0; |
3088 | /* Take loss chance vs keep chance to see if we |
2882 | /* Take loss chance vs keep chance to see if we |
3089 | retain the stat. */ |
2883 | 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 | } |
2884 | } |
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 | */ |
2885 | else |
3111 | if (this_stat >= -50) |
|
|
3112 | { |
2886 | { |
3113 | change_attr_value (&(dep->stats), i, -1); |
2887 | 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; |
2888 | lose_this_stat = 0; |
|
|
2889 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2890 | this_stat, keep_chance, loss_chance, |
|
|
2891 | lose_this_stat?"LOSE":"KEEP"); */ |
3118 | } |
2892 | } |
3119 | } |
2893 | } |
3120 | } |
2894 | } |
|
|
2895 | |
|
|
2896 | if (lose_this_stat) |
|
|
2897 | { |
|
|
2898 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2899 | /* We could try to do something clever like find another |
|
|
2900 | * stat to reduce if this fails. But chances are, if |
|
|
2901 | * stats have been depleted to -50, all are pretty low |
|
|
2902 | * and should be roughly the same, so it shouldn't make a |
|
|
2903 | * difference. |
|
|
2904 | */ |
|
|
2905 | if (this_stat >= -50) |
|
|
2906 | { |
|
|
2907 | change_attr_value (&(dep->stats), i, -1); |
|
|
2908 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2909 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2910 | op->update_stats (); |
|
|
2911 | lost_a_stat = 1; |
|
|
2912 | } |
3121 | } |
2913 | } |
|
|
2914 | } |
|
|
2915 | } |
3122 | /* If no stat lost, tell the player. */ |
2916 | /* If no stat lost, tell the player. */ |
3123 | if (!lost_a_stat) |
2917 | if (!lost_a_stat) |
3124 | { |
2918 | { |
3125 | /* determine_god() seems to not work sometimes... why is this? |
2919 | /* determine_god() seems to not work sometimes... why is this? |
3126 | Should I be using something else? GD */ |
2920 | Should I be using something else? GD */ |
3127 | const char *god = determine_god (op); |
2921 | const char *god = determine_god (op); |
3128 | |
2922 | |
3129 | if (god && (strcmp (god, "none"))) |
2923 | 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); |
2924 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3131 | else |
2925 | else |
3132 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2926 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3133 | } |
2927 | } |
3134 | #else |
2928 | #else |
3135 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2929 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3136 | #endif |
2930 | #endif |
3137 | |
2931 | |
3138 | /* Put a gravestone up where the character 'almost' died. List the |
2932 | /* Put a gravestone up where the character 'almost' died. List the |
3139 | * exp loss on the stone. |
2933 | * exp loss on the stone. |
3140 | */ |
2934 | */ |
3141 | tmp = arch_to_object (archetype::find ("gravestone")); |
2935 | tmp = arch_to_object (archetype::find ("gravestone")); |
3142 | sprintf (buf, "%s's gravestone", &op->name); |
2936 | sprintf (buf, "%s's gravestone", &op->name); |
3143 | tmp->name = buf; |
2937 | tmp->name = buf; |
3144 | sprintf (buf, "%s's gravestones", &op->name); |
2938 | sprintf (buf, "%s's gravestones", &op->name); |
3145 | tmp->name_pl = buf; |
2939 | 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); |
2940 | 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; |
2941 | tmp->msg = buf; |
3148 | tmp->x = op->x, tmp->y = op->y; |
2942 | tmp->x = op->x, tmp->y = op->y; |
3149 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2943 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3150 | |
2944 | |
3151 | /**************************************/ |
2945 | /**************************************/ |
3152 | /* */ |
2946 | /* */ |
3153 | /* Subtract the experience points, */ |
2947 | /* Subtract the experience points, */ |
3154 | /* if we died cause of food, give us */ |
2948 | /* if we died cause of food, give us */ |
3155 | /* food, and reset HP's... */ |
2949 | /* food, and reset HP's... */ |
3156 | /* */ |
2950 | /* */ |
3157 | /**************************************/ |
2951 | /**************************************/ |
3158 | |
2952 | |
3159 | /* remove any poisoning and confusion the character may be suffering. */ |
2953 | /* remove any poisoning and confusion the character may be suffering. */ |
3160 | /* restore player */ |
2954 | /* restore player */ |
3161 | at = archetype::find ("poisoning"); |
2955 | at = archetype::find ("poisoning"); |
3162 | tmp = present_arch_in_ob (at, op); |
2956 | tmp = present_arch_in_ob (at, op); |
3163 | |
2957 | |
3164 | if (tmp) |
2958 | if (tmp) |
3165 | { |
2959 | { |
3166 | tmp->destroy (); |
2960 | tmp->destroy (); |
3167 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2961 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3168 | } |
2962 | } |
3169 | |
2963 | |
3170 | at = archetype::find ("confusion"); |
2964 | at = archetype::find ("confusion"); |
3171 | tmp = present_arch_in_ob (at, op); |
2965 | tmp = present_arch_in_ob (at, op); |
3172 | if (tmp) |
2966 | if (tmp) |
3173 | { |
2967 | { |
3174 | tmp->destroy (); |
2968 | tmp->destroy (); |
3175 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2969 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3176 | } |
2970 | } |
3177 | |
2971 | |
3178 | cure_disease (op, 0); /* remove any disease */ |
2972 | cure_disease (op, 0); /* remove any disease */ |
3179 | |
2973 | |
3180 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2974 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3181 | apply_death_exp_penalty (op); |
2975 | apply_death_exp_penalty (op); |
3182 | if (op->stats.food < 100) |
2976 | if (op->stats.food < 100) |
3183 | op->stats.food = 900; |
2977 | op->stats.food = 900; |
3184 | op->stats.hp = op->stats.maxhp; |
2978 | op->stats.hp = op->stats.maxhp; |
3185 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2979 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3186 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2980 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3187 | |
2981 | |
3188 | /* |
2982 | /* |
3189 | * Check to see if the player is in a shop. IF so, then check to see if |
2983 | * 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 |
2984 | * the player has any unpaid items. If so, remove them and put them back |
3191 | * in the map. |
2985 | * in the map. |
3192 | */ |
2986 | */ |
3193 | |
2987 | |
3194 | if (is_in_shop (op)) |
2988 | if (is_in_shop (op)) |
3195 | remove_unpaid_objects (op->inv, op); |
2989 | remove_unpaid_objects (op->inv, op); |
3196 | |
2990 | |
3197 | /****************************************/ |
2991 | /****************************************/ |
3198 | /* */ |
2992 | /* */ |
3199 | /* Move player to his current respawn- */ |
2993 | /* Move player to his current respawn- */ |
3200 | /* position (usually last savebed) */ |
2994 | /* position (usually last savebed) */ |
3201 | /* */ |
2995 | /* */ |
3202 | /****************************************/ |
2996 | /****************************************/ |
3203 | |
2997 | |
3204 | enter_player_savebed (op); |
2998 | enter_player_savebed (op); |
3205 | |
2999 | |
3206 | /* Save the player before inserting the force to reduce |
3000 | /* Save the player before inserting the force to reduce |
3207 | * chance of abuse. |
3001 | * chance of abuse. |
3208 | */ |
3002 | */ |
3209 | op->contr->braced = 0; |
3003 | op->contr->braced = 0; |
3210 | save_player (op, 1); |
3004 | op->contr->save (); |
3211 | |
3005 | |
3212 | /* it is possible that the player has blown something up |
3006 | /* it is possible that the player has blown something up |
3213 | * at his savebed location, and that can have long lasting |
3007 | * at his savebed location, and that can have long lasting |
3214 | * spell effects. So first see if there is a spell effect |
3008 | * spell effects. So first see if there is a spell effect |
3215 | * on the space that might harm the player. |
3009 | * on the space that might harm the player. |
3216 | */ |
3010 | */ |
3217 | will_kill_again = 0; |
3011 | will_kill_again = 0; |
3218 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3012 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3219 | if (tmp->type == SPELL_EFFECT) |
3013 | if (tmp->type == SPELL_EFFECT) |
3220 | will_kill_again |= tmp->attacktype; |
3014 | will_kill_again |= tmp->attacktype; |
3221 | |
3015 | |
3222 | if (will_kill_again) |
3016 | if (will_kill_again) |
3223 | { |
3017 | { |
3224 | object *force; |
3018 | object *force; |
3225 | int at; |
3019 | int at; |
3226 | |
3020 | |
3227 | force = get_archetype (FORCE_NAME); |
3021 | force = get_archetype (FORCE_NAME); |
3228 | /* 50 ticks should be enough time for the spell to abate */ |
3022 | /* 50 ticks should be enough time for the spell to abate */ |
3229 | force->speed = 0.1; |
3023 | force->speed = 0.1; |
3230 | force->speed_left = -5.0; |
3024 | force->speed_left = -5.0; |
3231 | SET_FLAG (force, FLAG_APPLIED); |
3025 | SET_FLAG (force, FLAG_APPLIED); |
3232 | for (at = 0; at < NROFATTACKS; at++) |
3026 | for (at = 0; at < NROFATTACKS; at++) |
3233 | if (will_kill_again & (1 << at)) |
3027 | if (will_kill_again & (1 << at)) |
3234 | force->resist[at] = 100; |
3028 | force->resist[at] = 100; |
3235 | |
3029 | |
3236 | insert_ob_in_ob (force, op); |
3030 | insert_ob_in_ob (force, op); |
3237 | fix_player (op); |
3031 | op->update_stats (); |
3238 | |
3032 | |
3239 | } |
3033 | } |
3240 | |
3034 | |
3241 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3035 | 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 | } |
3036 | } |
3310 | |
|
|
3311 | |
3037 | |
3312 | void |
3038 | void |
3313 | loot_object (object *op) |
3039 | loot_object (object *op) |
3314 | { /* Grab and destroy some treasure */ |
3040 | { /* Grab and destroy some treasure */ |
3315 | object *tmp, *tmp2, *next; |
3041 | object *tmp, *tmp2, *next; |
3316 | |
3042 | |
3317 | if (op->container) |
3043 | if (op->container) |
3318 | { /* close open sack first */ |
|
|
3319 | esrv_apply_container (op, op->container); |
3044 | esrv_apply_container (op, op->container); /* close open sack first */ |
3320 | } |
|
|
3321 | |
3045 | |
3322 | for (tmp = op->inv; tmp != NULL; tmp = next) |
3046 | for (tmp = op->inv; tmp; tmp = next) |
3323 | { |
3047 | { |
3324 | next = tmp->below; |
3048 | next = tmp->below; |
3325 | if (tmp->type == EXPERIENCE || tmp->invisible) |
3049 | |
|
|
3050 | if (tmp->invisible) |
3326 | continue; |
3051 | continue; |
|
|
3052 | |
3327 | tmp->remove (); |
3053 | tmp->remove (); |
3328 | tmp->x = op->x, tmp->y = op->y; |
3054 | tmp->x = op->x, tmp->y = op->y; |
3329 | if (tmp->type == CONTAINER) |
3055 | if (tmp->type == CONTAINER) |
3330 | { /* empty container to ground */ |
3056 | { /* empty container to ground */ |
3331 | loot_object (tmp); |
3057 | loot_object (tmp); |
… | |
… | |
3353 | */ |
3079 | */ |
3354 | |
3080 | |
3355 | void |
3081 | void |
3356 | fix_weight (void) |
3082 | fix_weight (void) |
3357 | { |
3083 | { |
3358 | player *pl; |
3084 | for_all_players (pl) |
3359 | |
|
|
3360 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3361 | { |
3085 | { |
3362 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3086 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3363 | |
3087 | |
3364 | if (old == sum) |
3088 | if (old == sum) |
3365 | continue; |
3089 | continue; |
3366 | fix_player (pl->ob); |
3090 | pl->ob->update_stats (); |
3367 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3091 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3368 | } |
3092 | } |
3369 | } |
3093 | } |
3370 | |
3094 | |
3371 | void |
3095 | void |
3372 | fix_luck (void) |
3096 | fix_luck (void) |
3373 | { |
3097 | { |
3374 | player *pl; |
3098 | for_all_players (pl) |
3375 | |
|
|
3376 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3377 | if (!pl->ob->contr->state) |
3099 | if (!pl->ob->contr->ns->state) |
3378 | change_luck (pl->ob, 0); |
3100 | pl->ob->change_luck (0); |
3379 | } |
3101 | } |
3380 | |
|
|
3381 | |
3102 | |
3382 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3103 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3383 | * This is much simpler in the new spell code - we basically |
3104 | * This is much simpler in the new spell code - we basically |
3384 | * just treat this as any other spell casting object. |
3105 | * just treat this as any other spell casting object. |
3385 | */ |
3106 | */ |
3386 | |
|
|
3387 | void |
3107 | void |
3388 | cast_dust (object *op, object *throw_ob, int dir) |
3108 | cast_dust (object *op, object *throw_ob, int dir) |
3389 | { |
3109 | { |
3390 | object *skop, *spob; |
3110 | object *skop, *spob; |
3391 | |
3111 | |
… | |
… | |
3436 | object *tmp = NULL; |
3156 | object *tmp = NULL; |
3437 | |
3157 | |
3438 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3158 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3439 | return 1; |
3159 | return 1; |
3440 | |
3160 | |
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; |
3161 | return 0; |
3447 | } |
3162 | } |
3448 | |
3163 | |
3449 | /* look at the surrounding terrain to determine |
3164 | /* look at the surrounding terrain to determine |
3450 | * the hideability of this object. Positive levels |
3165 | * the hideability of this object. Positive levels |
… | |
… | |
3565 | if (mflags & P_OUT_OF_MAP) |
3280 | if (mflags & P_OUT_OF_MAP) |
3566 | continue; |
3281 | continue; |
3567 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3282 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3568 | continue; |
3283 | continue; |
3569 | |
3284 | |
3570 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3285 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3571 | { |
3286 | { |
3572 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3287 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3573 | return 1; |
3288 | return 1; |
3574 | else if (tmp->type == PLAYER) |
3289 | else if (tmp->type == PLAYER) |
3575 | { |
3290 | { |
… | |
… | |
3629 | |
3344 | |
3630 | /* only the viewable area the player sees is updated by LOS |
3345 | /* only the viewable area the player sees is updated by LOS |
3631 | * code, so we need to restrict ourselves to that range of values |
3346 | * code, so we need to restrict ourselves to that range of values |
3632 | * for any meaningful values. |
3347 | * for any meaningful values. |
3633 | */ |
3348 | */ |
3634 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3349 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3635 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3350 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3636 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
3351 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3637 | return 1; |
3352 | return 1; |
3638 | op = op->more; |
3353 | op = op->more; |
3639 | } |
3354 | } |
3640 | return 0; |
3355 | return 0; |
3641 | } |
3356 | } |
… | |
… | |
3827 | { |
3542 | { |
3828 | /* forces in the treasurelist can alter the player's stats */ |
3543 | /* forces in the treasurelist can alter the player's stats */ |
3829 | object *skin; |
3544 | object *skin; |
3830 | |
3545 | |
3831 | /* first get the dragon skin force */ |
3546 | /* first get the dragon skin force */ |
|
|
3547 | 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); |
3548 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3549 | ; |
|
|
3550 | |
3833 | if (skin == NULL) |
3551 | if (!skin) |
3834 | return; |
3552 | return; |
3835 | |
3553 | |
3836 | /* adding new spellpath attunements */ |
3554 | /* adding new spellpath attunements */ |
3837 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3555 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3838 | { |
3556 | { |