1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
|
|
24 | |
|
|
25 | //+GPL |
|
|
26 | |
|
|
27 | #include <algorithm> |
|
|
28 | #include <functional> |
23 | |
29 | |
24 | #include <global.h> |
30 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
31 | #include <sproto.h> |
27 | #include <sounds.h> |
32 | #include <sounds.h> |
28 | #include <living.h> |
33 | #include <living.h> |
29 | #include <object.h> |
34 | #include <object.h> |
30 | #include <spells.h> |
35 | #include <spells.h> |
31 | #include <skills.h> |
36 | #include <skills.h> |
32 | |
37 | |
33 | #ifdef COZY_SERVER |
38 | playervec players; |
34 | extern int same_party (partylist *a, partylist *b); |
|
|
35 | #endif |
|
|
36 | |
|
|
37 | player * |
|
|
38 | find_player (const char *plname) |
|
|
39 | { |
|
|
40 | player *pl; |
|
|
41 | |
|
|
42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
43 | { |
|
|
44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
45 | return pl; |
|
|
46 | }; |
|
|
47 | return NULL; |
|
|
48 | } |
|
|
49 | |
|
|
50 | player * |
|
|
51 | find_player_partial_name (const char *plname) |
|
|
52 | { |
|
|
53 | player *pl; |
|
|
54 | player *found = NULL; |
|
|
55 | size_t namelen = strlen (plname); |
|
|
56 | |
|
|
57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
58 | { |
|
|
59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
60 | continue; |
|
|
61 | |
|
|
62 | if (!strcmp (pl->ob->name, plname)) |
|
|
63 | return pl; |
|
|
64 | |
|
|
65 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
66 | { |
|
|
67 | if (found) |
|
|
68 | return NULL; |
|
|
69 | |
|
|
70 | found = pl; |
|
|
71 | } |
|
|
72 | } |
|
|
73 | return found; |
|
|
74 | } |
|
|
75 | |
|
|
76 | void |
|
|
77 | display_motd (const object *op) |
|
|
78 | { |
|
|
79 | char buf[MAX_BUF]; |
|
|
80 | char motd[HUGE_BUF]; |
|
|
81 | FILE *fp; |
|
|
82 | int comp; |
|
|
83 | int size; |
|
|
84 | |
|
|
85 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
|
|
86 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
87 | return; |
|
|
88 | |
|
|
89 | motd[0] = '\0'; |
|
|
90 | size = 0; |
|
|
91 | |
|
|
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
|
93 | { |
|
|
94 | if (*buf == '#') |
|
|
95 | continue; |
|
|
96 | |
|
|
97 | strncat (motd + size, buf, HUGE_BUF - size); |
|
|
98 | size += strlen (buf); |
|
|
99 | } |
|
|
100 | |
|
|
101 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
|
|
102 | close_and_delete (fp, comp); |
|
|
103 | } |
|
|
104 | |
|
|
105 | void |
|
|
106 | send_rules (const object *op) |
|
|
107 | { |
|
|
108 | char buf[MAX_BUF]; |
|
|
109 | char rules[HUGE_BUF]; |
|
|
110 | FILE *fp; |
|
|
111 | int comp; |
|
|
112 | int size; |
|
|
113 | |
|
|
114 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
|
115 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
116 | return; |
|
|
117 | |
|
|
118 | rules[0] = '\0'; |
|
|
119 | size = 0; |
|
|
120 | |
|
|
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
|
122 | { |
|
|
123 | if (*buf == '#') |
|
|
124 | continue; |
|
|
125 | |
|
|
126 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
127 | { |
|
|
128 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
|
129 | break; |
|
|
130 | } |
|
|
131 | |
|
|
132 | strncat (rules + size, buf, HUGE_BUF - size); |
|
|
133 | size += strlen (buf); |
|
|
134 | } |
|
|
135 | |
|
|
136 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
|
|
137 | close_and_delete (fp, comp); |
|
|
138 | } |
|
|
139 | |
|
|
140 | void |
|
|
141 | send_news (const object *op) |
|
|
142 | { |
|
|
143 | char buf[MAX_BUF]; |
|
|
144 | char news[HUGE_BUF]; |
|
|
145 | char subject[MAX_BUF]; |
|
|
146 | FILE *fp; |
|
|
147 | int comp; |
|
|
148 | int size; |
|
|
149 | |
|
|
150 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
|
151 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
152 | return; |
|
|
153 | |
|
|
154 | news[0] = '\0'; |
|
|
155 | subject[0] = '\0'; |
|
|
156 | size = 0; |
|
|
157 | |
|
|
158 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
|
159 | { |
|
|
160 | if (*buf == '#') |
|
|
161 | continue; |
|
|
162 | |
|
|
163 | if (*buf == '%') |
|
|
164 | { /* send one news */ |
|
|
165 | if (size > 0) |
|
|
166 | 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 */ |
|
|
167 | strcpy (subject, buf + 1); |
|
|
168 | strip_endline (subject); |
|
|
169 | size = 0; |
|
|
170 | news[0] = '\0'; |
|
|
171 | } |
|
|
172 | else |
|
|
173 | { |
|
|
174 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
175 | { |
|
|
176 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
|
177 | break; |
|
|
178 | } |
|
|
179 | strncat (news + size, buf, HUGE_BUF - size); |
|
|
180 | size += strlen (buf); |
|
|
181 | } |
|
|
182 | } |
|
|
183 | |
|
|
184 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
185 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
|
|
186 | close_and_delete (fp, comp); |
|
|
187 | } |
|
|
188 | |
|
|
189 | int |
|
|
190 | playername_ok (const char *cp) |
|
|
191 | { |
|
|
192 | /* Don't allow - or _ as first character in the name */ |
|
|
193 | if (*cp == '-' || *cp == '_') |
|
|
194 | return 0; |
|
|
195 | |
|
|
196 | for (; *cp != '\0'; cp++) |
|
|
197 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
|
198 | return 0; |
|
|
199 | |
|
|
200 | return 1; |
|
|
201 | } |
|
|
202 | |
|
|
203 | /* This no longer sets the player map. Also, it now updates |
|
|
204 | * all the pointers so the caller doesn't need to do that. |
|
|
205 | * Caller is responsible for setting the correct map. |
|
|
206 | */ |
|
|
207 | |
|
|
208 | /* Redo this to do both get_player_ob and get_player. |
|
|
209 | * Hopefully this will be less bugfree and simpler. |
|
|
210 | * Returns the player structure. If 'p' is null, |
|
|
211 | * we create a new one. Otherwise, we recycle |
|
|
212 | * the one that is passed. |
|
|
213 | */ |
|
|
214 | static player * |
|
|
215 | get_player (player *p) |
|
|
216 | { |
|
|
217 | object *op = arch_to_object (get_player_archetype (0)); |
|
|
218 | int i; |
|
|
219 | |
|
|
220 | /* Clears basically the entire player structure except |
|
|
221 | * for next and socket. |
|
|
222 | */ |
|
|
223 | p->clear (); |
|
|
224 | |
|
|
225 | /* There are some elements we want initialized to non zero value - |
|
|
226 | * we deal with that below this point. |
|
|
227 | */ |
|
|
228 | p->party = NULL; |
|
|
229 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
|
230 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
|
231 | p->unapply = unapply_nochoice; |
|
|
232 | p->Swap_First = -1; |
|
|
233 | |
|
|
234 | #ifdef AUTOSAVE |
|
|
235 | p->last_save_tick = 9999999; |
|
|
236 | #endif |
|
|
237 | |
|
|
238 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
|
239 | |
|
|
240 | op->contr = p; /* this aren't yet in archetype */ |
|
|
241 | p->ob = op; |
|
|
242 | op->speed_left = 0.5; |
|
|
243 | op->speed = 1.0; |
|
|
244 | op->direction = 5; /* So player faces south */ |
|
|
245 | op->stats.wc = 2; |
|
|
246 | op->run_away = 25; /* Then we panick... */ |
|
|
247 | |
|
|
248 | { |
|
|
249 | int oldmon = p->socket->monitor_spells; // what a hack |
|
|
250 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
251 | roll_stats (op); |
|
|
252 | p->socket->monitor_spells = oldmon; |
|
|
253 | } |
|
|
254 | p->state = ST_ROLL_STAT; |
|
|
255 | clear_los (op); |
|
|
256 | |
|
|
257 | p->gen_sp_armour = 10; |
|
|
258 | p->last_speed = -1; |
|
|
259 | p->shoottype = range_none; |
|
|
260 | p->bowtype = bow_normal; |
|
|
261 | p->petmode = pet_normal; |
|
|
262 | p->listening = 10; |
|
|
263 | p->usekeys = containers; |
|
|
264 | p->last_weapon_sp = -1; |
|
|
265 | p->peaceful = 1; /* default peaceful */ |
|
|
266 | p->do_los = 1; |
|
|
267 | p->explore = 0; |
|
|
268 | |
|
|
269 | assign (p->title, op->arch->clone.name); |
|
|
270 | op->race = op->arch->clone.race; |
|
|
271 | |
|
|
272 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
273 | |
|
|
274 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
275 | * if a player quits and starts a new character, we wont |
|
|
276 | * send new values to the client, as things like exp start |
|
|
277 | * at zero. |
|
|
278 | */ |
|
|
279 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
280 | { |
|
|
281 | p->last_skill_exp[i] = -1; |
|
|
282 | p->last_skill_ob[i] = NULL; |
|
|
283 | } |
|
|
284 | |
|
|
285 | for (i = 0; i < NROFATTACKS; i++) |
|
|
286 | p->last_resist[i] = -1; |
|
|
287 | |
|
|
288 | p->last_stats.exp = -1; |
|
|
289 | p->last_weight = (uint32) - 1; |
|
|
290 | |
|
|
291 | p->socket->update_look = 0; |
|
|
292 | p->socket->look_position = 0; |
|
|
293 | |
|
|
294 | return p; |
|
|
295 | } |
|
|
296 | |
39 | |
297 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
298 | static void |
41 | static void |
299 | set_first_map (object *op) |
42 | set_first_map (object *op) |
300 | { |
43 | { |
301 | strcpy (op->contr->maplevel, first_map_path); |
44 | op->contr->maplevel = first_map_path; |
302 | op->x = -1; |
45 | op->x = -1; |
303 | op->y = -1; |
46 | op->y = -1; |
304 | enter_exit (op, 0); |
|
|
305 | } |
47 | } |
306 | |
48 | |
307 | /* Tries to add player on the connection passwd in ns. |
49 | void |
308 | * All we can really get in this is some settings like host and display |
50 | player::activate () |
309 | * mode. |
|
|
310 | */ |
|
|
311 | |
|
|
312 | int |
|
|
313 | add_player (client *ns) |
|
|
314 | { |
51 | { |
315 | player *p = new player; |
52 | if (active) |
|
|
53 | return; |
316 | |
54 | |
317 | p->socket = ns; |
55 | players.insert (this); |
318 | ns->pl = p; |
56 | ob->remove (); |
319 | |
57 | ob->map = 0; |
320 | p->next = first_player; |
58 | ob->activate_recursive (); |
321 | first_player = p; |
59 | ob->clr_flag (FLAG_FRIENDLY); |
322 | |
|
|
323 | p = get_player (p); |
|
|
324 | |
|
|
325 | set_first_map (p->ob); |
|
|
326 | |
|
|
327 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
328 | add_friendly_object (p->ob); |
60 | add_friendly_object (ob); |
329 | send_rules (p->ob); |
61 | } |
330 | send_news (p->ob); |
|
|
331 | display_motd (p->ob); |
|
|
332 | get_name (p->ob); |
|
|
333 | |
62 | |
|
|
63 | void |
|
|
64 | player::deactivate () |
|
|
65 | { |
|
|
66 | if (!active) |
334 | return 0; |
67 | return; |
|
|
68 | |
|
|
69 | terminate_all_pets (ob); |
|
|
70 | remove_friendly_object (ob); |
|
|
71 | ob->deactivate_recursive (); |
|
|
72 | |
|
|
73 | if (ob->map) |
|
|
74 | maplevel = ob->map->path; |
|
|
75 | |
|
|
76 | ob->remove (); |
|
|
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
|
|
78 | ob->map = 0; |
|
|
79 | party = 0; |
|
|
80 | |
|
|
81 | players.erase (this); |
|
|
82 | } |
|
|
83 | |
|
|
84 | // connect the player with a specific client |
|
|
85 | // also changes, rationalises, and fixes some incorrect settings |
|
|
86 | void |
|
|
87 | player::connect (client *ns) |
|
|
88 | { |
|
|
89 | this->ns = ns; |
|
|
90 | ns->pl = this; |
|
|
91 | |
|
|
92 | run_on = 0; |
|
|
93 | fire_on = 0; |
|
|
94 | ob->close_container (); //TODO: client-specific |
|
|
95 | |
|
|
96 | ns->update_look = 0; |
|
|
97 | ns->look_position = 0; |
|
|
98 | |
|
|
99 | clear_los (); |
|
|
100 | |
|
|
101 | ns->reset_stats (); |
|
|
102 | |
|
|
103 | /* make sure he's a player -- needed because of class change. */ |
|
|
104 | ob->type = PLAYER; // we are paranoid |
|
|
105 | ob->race = ob->arch->race; |
|
|
106 | |
|
|
107 | ob->update_weight (); |
|
|
108 | link_skills (); |
|
|
109 | |
|
|
110 | assign (title, ob->arch->object::name); |
|
|
111 | |
|
|
112 | /* if it's a dragon player, set the correct title here */ |
|
|
113 | if (ob->is_dragon ()) |
|
|
114 | { |
|
|
115 | object *tmp, *abil = 0, *skin = 0; |
|
|
116 | |
|
|
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
118 | if (tmp->type == FORCE) |
|
|
119 | if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
120 | abil = tmp; |
|
|
121 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
122 | skin = tmp; |
|
|
123 | |
|
|
124 | set_dragon_name (ob, abil, skin); |
|
|
125 | } |
|
|
126 | |
|
|
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
128 | |
|
|
129 | esrv_new_player (this); |
|
|
130 | |
|
|
131 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
132 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
133 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
134 | ob->flag [FLAG_READY_BOW] = false; |
|
|
135 | |
|
|
136 | ob->update_stats (); |
|
|
137 | |
|
|
138 | ns->floorbox_update (); |
|
|
139 | esrv_send_inventory (ob, ob); |
|
|
140 | esrv_add_spells (this, 0); |
|
|
141 | |
|
|
142 | activate (); |
|
|
143 | |
|
|
144 | INVOKE_PLAYER (CONNECT, this); |
|
|
145 | INVOKE_PLAYER (LOGIN, this); |
|
|
146 | } |
|
|
147 | |
|
|
148 | void |
|
|
149 | player::disconnect () |
|
|
150 | { |
|
|
151 | if (ob) |
|
|
152 | { |
|
|
153 | ob->close_container (); //TODO: client-specific |
|
|
154 | ob->drop_unpaid_items (); |
|
|
155 | } |
|
|
156 | |
|
|
157 | if (ns) |
|
|
158 | { |
|
|
159 | if (active) |
|
|
160 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
161 | |
|
|
162 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
163 | |
|
|
164 | ns->reset_stats (); |
|
|
165 | ns->pl = 0; |
|
|
166 | ns = 0; |
|
|
167 | } |
|
|
168 | |
|
|
169 | // this is important for the player scheduler to get the correct refcount |
|
|
170 | // when ns = 0 |
|
|
171 | observe = viewpoint = ob; |
|
|
172 | |
|
|
173 | deactivate (); |
|
|
174 | } |
|
|
175 | |
|
|
176 | //-GPL |
|
|
177 | |
|
|
178 | // the need for this function can be explained |
|
|
179 | // by load_object not returning the object |
|
|
180 | void |
|
|
181 | player::set_object (object *op) |
|
|
182 | { |
|
|
183 | ob = observe = viewpoint = op; |
|
|
184 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
185 | |
|
|
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
|
|
187 | ob->speed_left = 0.5f; |
|
|
188 | |
|
|
189 | ob->direction = 5; /* So player faces south */ |
|
|
190 | } |
|
|
191 | |
|
|
192 | void |
|
|
193 | player::set_observe (object *op) |
|
|
194 | { |
|
|
195 | observe = viewpoint = op ? op : ob; |
|
|
196 | do_los = 1; |
|
|
197 | } |
|
|
198 | |
|
|
199 | void |
|
|
200 | player::set_viewpoint (object *op) |
|
|
201 | { |
|
|
202 | viewpoint = op ? op : (object *)observe; |
|
|
203 | do_los = 1; |
|
|
204 | } |
|
|
205 | |
|
|
206 | //+GPL |
|
|
207 | |
|
|
208 | player::player () |
|
|
209 | { |
|
|
210 | /* There are some elements we want initialised to non zero value - |
|
|
211 | * we deal with that below this point. |
|
|
212 | */ |
|
|
213 | outputs_sync = 4; |
|
|
214 | outputs_count = 4; |
|
|
215 | unapply = unapply_nochoice; |
|
|
216 | |
|
|
217 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
218 | |
|
|
219 | gen_sp_armour = 10; |
|
|
220 | bowtype = bow_normal; |
|
|
221 | petmode = pet_normal; |
|
|
222 | usekeys = containers; |
|
|
223 | peaceful = 1; /* default peaceful */ |
|
|
224 | do_los = 1; |
|
|
225 | |
|
|
226 | weapon_sp = 1.0f; |
|
|
227 | weapon_sp_left = 0.5f; |
|
|
228 | } |
|
|
229 | |
|
|
230 | void |
|
|
231 | player::do_destroy () |
|
|
232 | { |
|
|
233 | disconnect (); |
|
|
234 | |
|
|
235 | attachable::do_destroy (); |
|
|
236 | |
|
|
237 | if (ob) |
|
|
238 | ob->destroy (); |
|
|
239 | |
|
|
240 | ob = observe = viewpoint = 0; |
|
|
241 | } |
|
|
242 | |
|
|
243 | player::~player () |
|
|
244 | { |
|
|
245 | /* Clear item stack */ |
|
|
246 | free (stack_items); |
335 | } |
247 | } |
336 | |
248 | |
337 | /* |
249 | /* |
338 | * get_player_archetype() return next player archetype from archetype |
250 | * get_player_archetype() return next player archetype from archetype |
339 | * list. Not very efficient routine, but used only creating new players. |
251 | * list. Not very efficient routine, but used only creating new players. |
340 | * Note: there MUST be at least one player archetype! |
252 | * Note: there MUST be at least one player archetype! |
341 | */ |
253 | */ |
342 | archetype * |
254 | static archetype * |
343 | get_player_archetype (archetype *at) |
255 | get_player_archetype (archetype *at) |
344 | { |
256 | { |
345 | archetype *start = at; |
257 | // archetypes could have been reloaded |
|
|
258 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
259 | |
|
|
260 | if (!nat) |
|
|
261 | return at; |
|
|
262 | |
|
|
263 | archvec::iterator i = archetypes.find (nat); |
346 | |
264 | |
347 | for (;;) |
265 | for (;;) |
348 | { |
266 | { |
349 | if (at == NULL || at->next == NULL) |
267 | if (++i == archetypes.end ()) |
350 | at = first_archetype; |
268 | i = archetypes.begin (); |
351 | else |
269 | else if (*i == at) |
352 | at = at->next; |
270 | cleanup ("not a single player archetype found"); |
353 | |
271 | |
354 | if (at->clone.type == PLAYER) |
272 | if ((*i)->type == PLAYER) |
355 | return at; |
273 | return *i; |
356 | |
|
|
357 | if (at == start) |
|
|
358 | { |
|
|
359 | LOG (llevError, "No Player archetypes\n"); |
|
|
360 | exit (-1); |
|
|
361 | } |
|
|
362 | } |
274 | } |
|
|
275 | } |
|
|
276 | |
|
|
277 | /* Tries to add player on the connection passed in ns. |
|
|
278 | * All we can really get in this is some settings like host and display |
|
|
279 | * mode. |
|
|
280 | */ |
|
|
281 | player * |
|
|
282 | player::create () |
|
|
283 | { |
|
|
284 | player *pl = new player; |
|
|
285 | |
|
|
286 | pl->set_object (get_player_archetype (0)->instance ()); |
|
|
287 | |
|
|
288 | pl->ob->roll_stats (); |
|
|
289 | pl->ob->stats.wc = 2; |
|
|
290 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
291 | |
|
|
292 | set_first_map (pl->ob); |
|
|
293 | |
|
|
294 | return pl; |
363 | } |
295 | } |
364 | |
296 | |
365 | object * |
297 | object * |
366 | get_nearest_player (object *mon) |
298 | get_nearest_player (object *mon) |
367 | { |
299 | { |
368 | object *op = NULL; |
300 | object *op = NULL; |
369 | player *pl = NULL; |
|
|
370 | objectlink *ol; |
301 | objectlink *ol; |
371 | unsigned lastdist; |
302 | unsigned lastdist; |
372 | rv_vector rv; |
303 | rv_vector rv; |
373 | |
304 | |
374 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
305 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
375 | { |
306 | { |
376 | /* We should not find free objects on this friendly list, but it |
|
|
377 | * does periodically happen. Given that, lets deal with it. |
|
|
378 | * While unlikely, it is possible the next object on the friendly |
|
|
379 | * list is also free, so encapsulate this in a while loop. |
|
|
380 | */ |
|
|
381 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
382 | { |
|
|
383 | object *tmp = ol->ob; |
|
|
384 | |
|
|
385 | /* Can't do much more other than log the fact, because the object |
|
|
386 | * itself will have been cleared. |
|
|
387 | */ |
|
|
388 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
389 | ol = ol->next; |
|
|
390 | remove_friendly_object (tmp); |
|
|
391 | if (!ol) |
|
|
392 | return op; |
|
|
393 | } |
|
|
394 | |
|
|
395 | /* Remove special check for player from this. First, it looks to cause |
|
|
396 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
397 | * complicated method of state checking would be needed in any case - |
|
|
398 | * as it was, a clever player could type quit, and the function would |
|
|
399 | * skip them over while waiting for confirmation. Remove |
|
|
400 | * on_same_map check, as can_detect_enemy also does this |
|
|
401 | */ |
|
|
402 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
307 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
403 | continue; |
308 | continue; |
404 | |
309 | |
405 | if (lastdist > rv.distance) |
310 | if (lastdist > rv.distance) |
406 | { |
311 | { |
407 | op = ol->ob; |
312 | op = ol->ob; |
408 | lastdist = rv.distance; |
313 | lastdist = rv.distance; |
409 | } |
314 | } |
410 | } |
315 | } |
411 | for (pl = first_player; pl != NULL; pl = pl->next) |
316 | |
412 | { |
317 | for_all_players (pl) |
413 | if (can_detect_enemy (mon, pl->ob, &rv)) |
318 | if (can_detect_enemy (mon, pl->ob, &rv)) |
414 | { |
|
|
415 | |
|
|
416 | if (lastdist > rv.distance) |
319 | if (lastdist > rv.distance) |
417 | { |
320 | { |
418 | op = pl->ob; |
321 | op = pl->ob; |
419 | lastdist = rv.distance; |
322 | lastdist = rv.distance; |
420 | } |
323 | } |
421 | } |
324 | |
422 | } |
|
|
423 | #if 0 |
325 | #if 0 |
424 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
326 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
425 | #endif |
327 | #endif |
426 | return op; |
328 | return op; |
427 | } |
329 | } |
… | |
… | |
445 | * circling behaviour. Unfortunately, this function is also used to determined |
347 | * circling behaviour. Unfortunately, this function is also used to determined |
446 | * if the creature should cast a spell, so returning a direction in that case |
348 | * if the creature should cast a spell, so returning a direction in that case |
447 | * is probably not a good thing. |
349 | * is probably not a good thing. |
448 | */ |
350 | */ |
449 | #define MAX_SPACES 50 |
351 | #define MAX_SPACES 50 |
450 | |
|
|
451 | |
352 | |
452 | /* |
353 | /* |
453 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
354 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
454 | * modified to verify there is a path to the player. Does this by stepping towards |
355 | * modified to verify there is a path to the player. Does this by stepping towards |
455 | * player and if path is blocked then see if blockage is close enough to player that |
356 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
472 | */ |
373 | */ |
473 | int |
374 | int |
474 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
475 | { |
376 | { |
476 | rv_vector rv; |
377 | rv_vector rv; |
477 | sint16 x, y; |
|
|
478 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
479 | maptile *m, *lastmap; |
|
|
480 | |
379 | |
481 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
482 | |
381 | |
483 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
484 | return 0; |
383 | return 0; |
485 | |
384 | |
486 | x = mon->x; |
385 | mapxy pos (mon); |
487 | y = mon->y; |
|
|
488 | m = mon->map; |
|
|
489 | dir = rv.direction; |
386 | dir = rv.direction; |
490 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
387 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
491 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
388 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
389 | |
492 | /* If we can't solve it within the search distance, return now. */ |
390 | /* If we can't solve it within the search distance, return now. */ |
493 | if (diff > max) |
391 | if (diff > max) |
494 | return 0; |
392 | return 0; |
|
|
393 | |
495 | while (diff > 1 && max > 0) |
394 | while (diff > 1 && max > 0) |
496 | { |
395 | { |
497 | lastx = x; |
396 | mapxy lastpos = pos; |
498 | lasty = y; |
|
|
499 | lastmap = m; |
|
|
500 | x = lastx + freearr_x[dir]; |
|
|
501 | y = lasty + freearr_y[dir]; |
|
|
502 | |
397 | |
503 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
398 | pos.move (dir); |
504 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
505 | |
399 | |
506 | /* Space is blocked - try changing direction a little */ |
400 | /* Space is blocked - try changing direction a little */ |
507 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
401 | if (!pos.normalise () |
508 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
402 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
403 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
509 | { |
404 | { |
510 | /* recalculate direction from last good location. Possible |
405 | /* recalculate direction from last good location. Possible |
511 | * we were not traversing ideal location before. |
406 | * we were not traversing ideal location before. |
512 | */ |
407 | */ |
513 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
408 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
514 | if (rv.direction != dir) |
409 | if (rv.direction != dir) |
515 | { |
410 | { |
516 | /* OK - says direction should be different - lets reset the |
411 | /* OK - says direction should be different - lets reset the |
517 | * the values so it will try again. |
412 | * the values so it will try again. |
518 | */ |
413 | */ |
519 | x = lastx; |
|
|
520 | y = lasty; |
|
|
521 | m = lastmap; |
414 | pos = lastpos; |
522 | dir = firstdir = rv.direction; |
415 | dir = firstdir = rv.direction; |
523 | } |
416 | } |
524 | else |
417 | else |
525 | { |
418 | { |
526 | /* direct path is blocked - try taking a side step to |
419 | /* direct path is blocked - try taking a side step to |
… | |
… | |
533 | */ |
426 | */ |
534 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
427 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
535 | { |
428 | { |
536 | if (i == 0) |
429 | if (i == 0) |
537 | continue; /* already did this, so skip it */ |
430 | continue; /* already did this, so skip it */ |
|
|
431 | |
538 | /* Use lastdir here - otherwise, |
432 | /* Use lastdir here - otherwise, |
539 | * since the direction that the creature should move in |
433 | * since the direction that the creature should move in |
540 | * may change, you could get infinite loops. |
434 | * may change, you could get infinite loops. |
541 | * ie, player is northwest, but monster can only |
435 | * ie, player is northwest, but monster can only |
542 | * move west, so it does that. It goes some distance, |
436 | * move west, so it does that. It goes some distance, |
… | |
… | |
544 | * can't do that, but now finds it can move east, and |
438 | * can't do that, but now finds it can move east, and |
545 | * gets back to its original point. lastdir contains |
439 | * gets back to its original point. lastdir contains |
546 | * the last direction the creature has successfully |
440 | * the last direction the creature has successfully |
547 | * moved. |
441 | * moved. |
548 | */ |
442 | */ |
549 | |
|
|
550 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
551 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
552 | m = lastmap; |
443 | pos = lastpos; |
553 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
444 | pos.move (absdir (lastdir + i)); |
554 | if (mflags & P_OUT_OF_MAP) |
445 | |
|
|
446 | if (!pos.normalise ()) |
555 | continue; |
447 | continue; |
556 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
448 | |
557 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
449 | mapspace &ms = *pos; |
|
|
450 | |
|
|
451 | if (ms.flags () & P_BLOCKSVIEW) |
558 | continue; |
452 | continue; |
559 | if (mflags & P_BLOCKSVIEW) |
453 | |
|
|
454 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
560 | continue; |
455 | continue; |
561 | |
456 | |
562 | if (m == mon->map && blocked_link (mon, m, x, y)) |
457 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
563 | break; |
458 | break; |
564 | } |
459 | } |
|
|
460 | |
565 | /* go through entire loop without finding a valid |
461 | /* go through entire loop without finding a valid |
566 | * sidestep to take - thus, no valid path. |
462 | * sidestep to take - thus, no valid path. |
567 | */ |
463 | */ |
568 | if (i == (DETOUR_AMOUNT + 1)) |
464 | if (i == DETOUR_AMOUNT + 1) |
569 | return 0; |
465 | return 0; |
|
|
466 | |
570 | diff--; |
467 | diff--; |
571 | lastdir = dir; |
468 | lastdir = dir; |
572 | max--; |
469 | max--; |
573 | if (!firstdir) |
470 | if (!firstdir) |
574 | firstdir = dir + i; |
471 | firstdir = dir + i; |
… | |
… | |
578 | { |
475 | { |
579 | /* we moved towards creature, so diff is less */ |
476 | /* we moved towards creature, so diff is less */ |
580 | diff--; |
477 | diff--; |
581 | max--; |
478 | max--; |
582 | lastdir = dir; |
479 | lastdir = dir; |
|
|
480 | |
583 | if (!firstdir) |
481 | if (!firstdir) |
584 | firstdir = dir; |
482 | firstdir = dir; |
585 | } |
483 | } |
|
|
484 | |
586 | if (diff <= 1) |
485 | if (diff <= 1) |
587 | { |
486 | { |
588 | /* Recalculate diff (distance) because we may not have actually |
487 | /* Recalculate diff (distance) because we may not have actually |
589 | * headed toward player for entire distance. |
488 | * headed toward player for entire distance. |
590 | */ |
489 | */ |
591 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
490 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
592 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
491 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
593 | } |
492 | } |
|
|
493 | |
594 | if (diff > max) |
494 | if (diff > max) |
595 | return 0; |
495 | return 0; |
596 | } |
496 | } |
|
|
497 | |
597 | /* If we reached the max, didn't find a direction in time */ |
498 | /* If we reached the max, didn't find a direction in time */ |
598 | if (!max) |
499 | if (!max) |
599 | return 0; |
500 | return 0; |
600 | |
501 | |
601 | return firstdir; |
502 | return firstdir; |
602 | } |
503 | } |
603 | |
504 | |
604 | void |
505 | void |
605 | give_initial_items (object *pl, treasurelist * items) |
506 | give_initial_items (object *pl, treasurelist *items) |
606 | { |
507 | { |
607 | object *op, *next = NULL; |
|
|
608 | |
|
|
609 | if (pl->randomitems != NULL) |
508 | if (pl->randomitems) |
610 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
509 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
611 | |
510 | |
612 | for (op = pl->inv; op; op = next) |
511 | for (object *next, *op = pl->inv; op; op = next) |
613 | { |
512 | { |
614 | next = op->below; |
513 | next = op->below; |
615 | |
514 | |
616 | /* Forces get applied per default, unless they have the |
515 | /* Forces get applied per default, unless they have the |
617 | * flag "neutral" set. Sorry but I can't think of a better way |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
618 | */ |
517 | */ |
619 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
620 | SET_FLAG (op, FLAG_APPLIED); |
519 | op->set_flag (FLAG_APPLIED); |
621 | |
520 | |
622 | /* we never give weapons/armour if these cannot be used |
521 | /* we never give weapons/armour if these cannot be used |
623 | * by this player due to race restrictions |
522 | * by this player due to race restrictions |
624 | */ |
523 | */ |
625 | if (pl->type == PLAYER) |
524 | if (pl->type == PLAYER) |
626 | { |
525 | { |
627 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
|
|
527 | && |
628 | (op->type == ARMOUR || op->type == BOOTS || |
528 | (op->type == ARMOUR || op->type == BOOTS |
629 | op->type == CLOAK || op->type == HELMET || |
529 | || op->type == CLOAK || op->type == HELMET |
630 | op->type == SHIELD || op->type == GLOVES || |
530 | || op->type == SHIELD || op->type == GLOVES |
631 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
531 | || op->type == BRACERS || op->type == GIRDLE)) |
|
|
532 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
632 | { |
533 | { |
633 | op->destroy (); |
534 | op->destroy (); |
634 | continue; |
535 | continue; |
635 | } |
536 | } |
636 | } |
537 | } |
637 | |
538 | |
638 | /* This really needs to be better - we should really give |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
639 | * a substitute spellbook. The problem is that we don't really |
540 | * _very_ confusing effects for players), which could for instance be |
640 | * have a good idea what to replace it with (need something like |
541 | * generated by bad treasurelists. - elmex |
641 | * a first level treasurelist for each skill.) |
|
|
642 | * remove duplicate skills also |
|
|
643 | */ |
542 | */ |
644 | if (op->type == SPELLBOOK || op->type == SKILL) |
543 | if (op->type == SKILL) |
645 | { |
544 | { |
646 | object *tmp; |
|
|
647 | |
|
|
648 | for (tmp = op->below; tmp; tmp = tmp->below) |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
649 | if (tmp->type == op->type && tmp->name == op->name) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
650 | break; |
|
|
651 | |
|
|
652 | if (tmp) |
|
|
653 | { |
547 | { |
654 | op->destroy (); |
548 | op->destroy (); |
|
|
549 | LOG (llevError, |
655 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
550 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
656 | continue; |
551 | break; |
657 | } |
552 | } |
658 | |
553 | |
659 | if (op->nrof > 1) |
554 | if (op->nrof > 1) |
660 | op->nrof = 1; |
555 | op->nrof = 1; |
661 | } |
556 | } |
662 | |
557 | |
663 | if (op->type == SPELLBOOK && op->inv) |
558 | if (op->type == SPELLBOOK && op->inv) |
664 | { |
559 | op->inv->clr_flag (FLAG_STARTEQUIP); |
665 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
666 | } |
|
|
667 | |
560 | |
668 | /* Give starting characters identified, uncursed, and undamned |
561 | /* Give starting characters identified, uncursed, and undamned |
669 | * items. Just don't identify gold or silver, or it won't be |
562 | * items. Just don't identify gold or silver, or it won't be |
670 | * merged properly. |
563 | * merged properly. |
671 | */ |
564 | */ |
672 | if (need_identify (op)) |
565 | if (op->need_identify ()) |
673 | { |
|
|
674 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
675 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
676 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
677 | } |
566 | { |
|
|
567 | op->set_flag (FLAG_IDENTIFIED); |
|
|
568 | op->clr_flag (FLAG_CURSED); |
|
|
569 | op->clr_flag (FLAG_DAMNED); |
|
|
570 | } |
|
|
571 | |
678 | if (op->type == SPELL) |
572 | if (op->type == SPELL) |
679 | { |
573 | { |
680 | op->destroy (); |
574 | op->destroy (); |
681 | continue; |
575 | continue; |
682 | } |
576 | } |
683 | else if (op->type == SKILL) |
577 | else if (op->type == SKILL) |
684 | { |
578 | { |
685 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
579 | op->set_flag (FLAG_CAN_USE_SKILL); |
686 | op->stats.exp = 0; |
580 | op->stats.exp = 0; |
687 | op->level = 1; |
581 | op->level = 1; |
688 | } |
582 | } |
689 | /* lock all 'normal items by default */ |
583 | else /* lock all 'normal items by default */ |
690 | else |
584 | op->set_flag (FLAG_INV_LOCKED); |
691 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
692 | } /* for loop of objects in player inv */ |
585 | } /* for loop of objects in player inv */ |
693 | |
586 | |
694 | /* Need to set up the skill pointers */ |
587 | /* Need to set up the skill pointers */ |
695 | link_player_skills (pl); |
588 | pl->contr->link_skills (); |
696 | } |
|
|
697 | |
|
|
698 | void |
|
|
699 | get_name (object *op) |
|
|
700 | { |
|
|
701 | op->contr->write_buf[0] = '\0'; |
|
|
702 | op->contr->state = ST_GET_NAME; |
|
|
703 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
704 | } |
|
|
705 | |
|
|
706 | void |
|
|
707 | get_password (object *op) |
|
|
708 | { |
|
|
709 | op->contr->write_buf[0] = '\0'; |
|
|
710 | op->contr->state = ST_GET_PASSWORD; |
|
|
711 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
712 | } |
|
|
713 | |
|
|
714 | void |
|
|
715 | play_again (object *op) |
|
|
716 | { |
|
|
717 | op->contr->state = ST_PLAY_AGAIN; |
|
|
718 | op->chosen_skill = NULL; |
|
|
719 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
720 | /* a bit of a hack, but there are various places early in th |
|
|
721 | * player creation process that a user can quit (eg, roll |
|
|
722 | * stats) that isn't removing the player. Taking a quick |
|
|
723 | * look, there are many places that call play_again without |
|
|
724 | * removing the player - it probably makes more sense |
|
|
725 | * to leave it to play_again to remove the object in all |
|
|
726 | * cases. |
|
|
727 | */ |
|
|
728 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
729 | op->remove (); |
|
|
730 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
731 | * and draw() doesn't check to see if the player is removed, only if |
|
|
732 | * the map is null or not swapped out. |
|
|
733 | */ |
|
|
734 | op->map = NULL; |
|
|
735 | } |
|
|
736 | |
|
|
737 | int |
|
|
738 | receive_play_again (object *op, char key) |
|
|
739 | { |
|
|
740 | if (key == 'q' || key == 'Q') |
|
|
741 | { |
|
|
742 | remove_friendly_object (op); |
|
|
743 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
744 | return 2; |
|
|
745 | } |
|
|
746 | else if (key == 'a' || key == 'A') |
|
|
747 | { |
|
|
748 | player *pl = op->contr; |
|
|
749 | shstr name = op->name; |
|
|
750 | |
|
|
751 | op->contr = 0; |
|
|
752 | op->type = 0; |
|
|
753 | op->destroy (1); |
|
|
754 | pl = get_player (pl); |
|
|
755 | op = pl->ob; |
|
|
756 | add_friendly_object (op); |
|
|
757 | op->contr->password[0] = '~'; |
|
|
758 | op->name = op->name_pl = 0; |
|
|
759 | /* Lets put a space in here */ |
|
|
760 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
761 | get_name (op); |
|
|
762 | op->name = op->name_pl = name; |
|
|
763 | set_first_map (op); |
|
|
764 | } |
|
|
765 | else |
|
|
766 | /* user pressed something else so just ask again... */ |
|
|
767 | play_again (op); |
|
|
768 | |
|
|
769 | return 0; |
|
|
770 | } |
|
|
771 | |
|
|
772 | void |
|
|
773 | confirm_password (object *op) |
|
|
774 | { |
|
|
775 | |
|
|
776 | op->contr->write_buf[0] = '\0'; |
|
|
777 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
778 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
779 | } |
589 | } |
780 | |
590 | |
781 | void |
591 | void |
782 | get_party_password (object *op, partylist *party) |
592 | get_party_password (object *op, partylist *party) |
783 | { |
593 | { |
784 | if (party == NULL) |
594 | if (party == NULL) |
785 | { |
595 | { |
786 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
596 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
787 | return; |
597 | return; |
788 | } |
598 | } |
|
|
599 | |
789 | op->contr->write_buf[0] = '\0'; |
600 | op->contr->write_buf[0] = '\0'; |
790 | op->contr->state = ST_GET_PARTY_PASSWORD; |
601 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
791 | op->contr->party_to_join = party; |
602 | op->contr->party_to_join = party; |
792 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
603 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
793 | } |
604 | } |
794 | |
|
|
795 | |
605 | |
796 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
606 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
797 | int |
607 | static int |
798 | roll_stat (void) |
608 | roll_stat () |
799 | { |
609 | { |
800 | int a[4], i, j, k; |
610 | int a[4], i, j, k; |
801 | |
611 | |
802 | for (i = 0; i < 4; i++) |
612 | for (i = 0; i < 4; i++) |
803 | a[i] = (int) RANDOM () % 6 + 1; |
613 | a[i] = rndm (1, 6); |
804 | |
614 | |
805 | for (i = 0, j = 0, k = 7; i < 4; i++) |
615 | for (i = 0, j = 0, k = 7; i < 4; i++) |
806 | if (a[i] < k) |
616 | if (a[i] < k) |
807 | k = a[i], j = i; |
617 | k = a[i], j = i; |
808 | |
618 | |
809 | for (i = 0, k = 0; i < 4; i++) |
619 | for (i = 0, k = 0; i < 4; i++) |
810 | { |
|
|
811 | if (i != j) |
620 | if (i != j) |
812 | k += a[i]; |
621 | k += a[i]; |
813 | } |
622 | |
814 | return k; |
623 | return k; |
815 | } |
624 | } |
816 | |
625 | |
817 | void |
626 | void |
818 | roll_stats (object *op) |
627 | object::roll_stats () |
819 | { |
628 | { |
|
|
629 | int statsort [NUM_STATS]; |
|
|
630 | |
|
|
631 | for (;;) |
|
|
632 | { |
820 | int sum = 0; |
633 | int sum = 0; |
821 | int i = 0, j = 0; |
634 | for (int i = NUM_STATS; i--; ) |
822 | int statsort[7]; |
635 | sum += statsort [i] = roll_stat (); |
823 | |
636 | |
824 | do |
637 | if (sum >= 82 && sum <= 116) |
|
|
638 | break; |
825 | { |
639 | } |
826 | op->stats.Str = roll_stat (); |
|
|
827 | op->stats.Dex = roll_stat (); |
|
|
828 | op->stats.Int = roll_stat (); |
|
|
829 | op->stats.Con = roll_stat (); |
|
|
830 | op->stats.Wis = roll_stat (); |
|
|
831 | op->stats.Pow = roll_stat (); |
|
|
832 | op->stats.Cha = roll_stat (); |
|
|
833 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
834 | } |
|
|
835 | while (sum < 82 || sum > 116); |
|
|
836 | |
640 | |
837 | /* Sort the stats so that rerolling is easier... */ |
641 | // Sort the stats so that rerolling is easier... |
838 | statsort[0] = op->stats.Str; |
642 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
839 | statsort[1] = op->stats.Dex; |
|
|
840 | statsort[2] = op->stats.Int; |
|
|
841 | statsort[3] = op->stats.Con; |
|
|
842 | statsort[4] = op->stats.Wis; |
|
|
843 | statsort[5] = op->stats.Pow; |
|
|
844 | statsort[6] = op->stats.Cha; |
|
|
845 | |
643 | |
846 | /* a quick and dirty bubblesort? */ |
644 | for (int i = 0; i < NUM_STATS; ++i) |
847 | do |
645 | stats.stat (i) = statsort [i]; |
848 | { |
|
|
849 | if (statsort[i] < statsort[i + 1]) |
|
|
850 | { |
|
|
851 | j = statsort[i]; |
|
|
852 | statsort[i] = statsort[i + 1]; |
|
|
853 | statsort[i + 1] = j; |
|
|
854 | i = 0; |
|
|
855 | } |
|
|
856 | else |
|
|
857 | { |
|
|
858 | i++; |
|
|
859 | } |
|
|
860 | } |
|
|
861 | while (i < 6); |
|
|
862 | |
646 | |
863 | op->stats.Str = statsort[0]; |
|
|
864 | op->stats.Dex = statsort[1]; |
|
|
865 | op->stats.Con = statsort[2]; |
|
|
866 | op->stats.Int = statsort[3]; |
|
|
867 | op->stats.Wis = statsort[4]; |
|
|
868 | op->stats.Pow = statsort[5]; |
|
|
869 | op->stats.Cha = statsort[6]; |
|
|
870 | |
|
|
871 | |
|
|
872 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
873 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
874 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
875 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
876 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
877 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
878 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
879 | |
|
|
880 | op->level = 1; |
|
|
881 | op->stats.exp = 0; |
647 | stats.exp = 0; |
882 | op->stats.ac = 0; |
648 | stats.ac = 0; |
883 | |
649 | |
884 | op->contr->levhp[1] = 9; |
|
|
885 | op->contr->levsp[1] = 6; |
|
|
886 | op->contr->levgrace[1] = 3; |
|
|
887 | |
|
|
888 | fix_player (op); |
|
|
889 | op->stats.hp = op->stats.maxhp; |
650 | stats.hp = stats.maxhp; |
890 | op->stats.sp = op->stats.maxsp; |
651 | stats.sp = stats.maxsp; |
891 | op->stats.grace = op->stats.maxgrace; |
652 | stats.grace = stats.maxgrace; |
|
|
653 | |
|
|
654 | if (contr) |
|
|
655 | { |
|
|
656 | contr->levhp[1] = 9; |
|
|
657 | contr->levsp[1] = 6; |
|
|
658 | contr->levgrace[1] = 3; |
|
|
659 | |
892 | op->contr->orig_stats = op->stats; |
660 | contr->orig_stats = stats; |
|
|
661 | } |
893 | } |
662 | } |
894 | |
663 | |
895 | void |
664 | void |
896 | Roll_Again (object *op) |
665 | object::swap_stats (int a, int b) |
897 | { |
666 | { |
898 | esrv_new_player (op->contr, 0); |
667 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
899 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
900 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
901 | } |
|
|
902 | |
668 | |
903 | void |
669 | for (int i = 0; i < NUM_STATS; ++i) |
904 | Swap_Stat (object *op, int Swap_Second) |
670 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
671 | |
|
|
672 | //TODO: the following code looks so borked and should, at the very least, |
|
|
673 | // be merged with the similar code in roll_stats |
|
|
674 | stats.ac = 0; |
|
|
675 | |
|
|
676 | level = 1; |
|
|
677 | stats.exp = 0; |
|
|
678 | stats.ac = 0; |
|
|
679 | |
|
|
680 | stats.hp = stats.maxhp; |
|
|
681 | stats.sp = stats.maxsp; |
|
|
682 | stats.grace = stats.maxgrace; |
|
|
683 | |
|
|
684 | if (contr) |
|
|
685 | { |
|
|
686 | contr->levhp[1] = 9; |
|
|
687 | contr->levsp[1] = 6; |
|
|
688 | contr->levgrace[1] = 3; |
|
|
689 | |
|
|
690 | contr->orig_stats = stats; |
|
|
691 | } |
|
|
692 | } |
|
|
693 | |
|
|
694 | static void |
|
|
695 | start_info (object *op) |
905 | { |
696 | { |
906 | signed char tmp; |
|
|
907 | char buf[MAX_BUF]; |
697 | char buf[MAX_BUF]; |
908 | |
698 | |
909 | if (op->contr->Swap_First == -1) |
699 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
910 | { |
|
|
911 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
912 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
913 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
914 | return; |
|
|
915 | } |
|
|
916 | |
|
|
917 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
918 | |
|
|
919 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
920 | |
|
|
921 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
922 | |
|
|
923 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
924 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
700 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
925 | op->stats.Str = op->contr->orig_stats.Str; |
|
|
926 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
927 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
928 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
929 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
930 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
931 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
932 | op->stats.ac = 0; |
|
|
933 | |
|
|
934 | op->level = 1; |
|
|
935 | op->stats.exp = 0; |
|
|
936 | op->stats.ac = 0; |
|
|
937 | |
|
|
938 | op->contr->levhp[1] = 9; |
|
|
939 | op->contr->levsp[1] = 6; |
|
|
940 | op->contr->levgrace[1] = 3; |
|
|
941 | |
|
|
942 | fix_player (op); |
|
|
943 | op->stats.hp = op->stats.maxhp; |
|
|
944 | op->stats.sp = op->stats.maxsp; |
|
|
945 | op->stats.grace = op->stats.maxgrace; |
|
|
946 | op->contr->orig_stats = op->stats; |
|
|
947 | op->contr->Swap_First = -1; |
|
|
948 | } |
|
|
949 | |
|
|
950 | |
|
|
951 | /* This code has been greatly reduced, because with set_attr_value |
|
|
952 | * and get_attr_value, the stats can be accessed just numeric |
|
|
953 | * ids. stat_trans is a table that translate the number entered |
|
|
954 | * into the actual stat. It is needed because the order the stats |
|
|
955 | * are displayed in the stat window is not the same as how |
|
|
956 | * the number's access that stat. The table does that translation. |
|
|
957 | */ |
|
|
958 | int |
|
|
959 | key_roll_stat (object *op, char key) |
|
|
960 | { |
|
|
961 | int keynum = key - '0'; |
|
|
962 | char buf[MAX_BUF]; |
|
|
963 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
964 | |
|
|
965 | if (keynum > 0 && keynum <= 7) |
|
|
966 | { |
|
|
967 | if (op->contr->Swap_First == -1) |
|
|
968 | { |
|
|
969 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
970 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
971 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
972 | } |
|
|
973 | else |
|
|
974 | Swap_Stat (op, stat_trans[keynum]); |
|
|
975 | |
|
|
976 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
977 | return 1; |
|
|
978 | } |
|
|
979 | switch (key) |
|
|
980 | { |
|
|
981 | case 'n': |
|
|
982 | case 'N': |
|
|
983 | { |
|
|
984 | SET_FLAG (op, FLAG_WIZ); |
|
|
985 | if (op->map == NULL) |
|
|
986 | { |
|
|
987 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
988 | break; |
|
|
989 | } |
|
|
990 | |
|
|
991 | #if 0 |
|
|
992 | /* So that enter_exit will put us at startx/starty */ |
|
|
993 | op->x = -1; |
|
|
994 | |
|
|
995 | enter_exit (op, NULL); |
|
|
996 | #endif |
|
|
997 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
998 | /* Enter exit adds a player otherwise */ |
|
|
999 | add_statbonus (op); |
|
|
1000 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1001 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1002 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1003 | if (op->msg) |
|
|
1004 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1005 | return 0; |
|
|
1006 | } |
|
|
1007 | case 'y': |
|
|
1008 | case 'Y': |
|
|
1009 | roll_stats (op); |
|
|
1010 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1011 | return 1; |
|
|
1012 | |
|
|
1013 | case 'q': |
|
|
1014 | case 'Q': |
|
|
1015 | play_again (op); |
|
|
1016 | return 1; |
|
|
1017 | |
|
|
1018 | default: |
|
|
1019 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1020 | return 0; |
|
|
1021 | } |
|
|
1022 | return 0; |
|
|
1023 | } |
701 | } |
1024 | |
702 | |
1025 | /* This function takes the key that is passed, and does the |
703 | /* This function takes the key that is passed, and does the |
1026 | * appropriate action with it (change race, or other things). |
704 | * appropriate action with it (change race, or other things). |
1027 | * The function name is for historical reasons - now we have |
705 | * The function name is for historical reasons - now we have |
1028 | * separate race and class; this actually changes the RACE, |
706 | * separate race and class; this actually changes the RACE, |
1029 | * not the class. |
707 | * not the class. |
1030 | */ |
708 | */ |
1031 | |
709 | void |
1032 | int |
710 | player::chargen_race_done () |
1033 | key_change_class (object *op, char key) |
|
|
1034 | { |
711 | { |
1035 | int tmp_loop; |
|
|
1036 | |
|
|
1037 | if (key == 'q' || key == 'Q') |
|
|
1038 | { |
|
|
1039 | op->remove (); |
|
|
1040 | play_again (op); |
|
|
1041 | return 0; |
|
|
1042 | } |
|
|
1043 | if (key == 'd' || key == 'D') |
|
|
1044 | { |
|
|
1045 | char buf[MAX_BUF]; |
|
|
1046 | |
|
|
1047 | /* this must before then initial items are given */ |
712 | /* this must before then initial items are given */ |
1048 | esrv_new_player (op->contr, op->weight + op->carrying); |
713 | esrv_new_player (ob->contr); |
1049 | |
714 | |
1050 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
715 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
1051 | if (tl) |
716 | if (tl) |
1052 | create_treasure (tl, op, 0, 0, 0); |
717 | create_treasure (tl, ob, 0, 0, 0); |
1053 | |
718 | |
1054 | INVOKE_PLAYER (BIRTH, op->contr); |
719 | INVOKE_PLAYER (BIRTH, ob->contr); |
1055 | INVOKE_PLAYER (LOGIN, op->contr); |
|
|
1056 | |
720 | |
1057 | op->contr->state = ST_PLAYING; |
721 | ob->contr->ns->state = ST_PLAYING; |
1058 | |
722 | |
1059 | if (op->msg) |
723 | if (ob->msg) |
1060 | op->msg = NULL; |
724 | ob->msg = 0; |
1061 | |
725 | |
1062 | /* We create this now because some of the unique maps will need it |
|
|
1063 | * to save here. |
|
|
1064 | */ |
|
|
1065 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
1066 | make_path_to_file (buf); |
|
|
1067 | |
|
|
1068 | #ifdef AUTOSAVE |
|
|
1069 | op->contr->last_save_tick = pticks; |
|
|
1070 | #endif |
|
|
1071 | start_info (op); |
726 | start_info (ob); |
1072 | CLEAR_FLAG (op, FLAG_WIZ); |
727 | ob->clr_flag (FLAG_WIZ); |
1073 | give_initial_items (op, op->randomitems); |
728 | give_initial_items (ob, ob->randomitems); |
1074 | link_player_skills (op); |
|
|
1075 | esrv_send_inventory (op, op); |
729 | esrv_send_inventory (ob, ob); |
1076 | fix_player (op); |
730 | ob->update_stats (); |
1077 | |
731 | |
1078 | /* This moves the player to a different start map, if there |
732 | /* This moves the player to a different start map, if there |
1079 | * is one for this race |
733 | * is one for this race |
1080 | */ |
734 | */ |
1081 | if (*first_map_ext_path) |
735 | if (*first_map_ext_path) |
1082 | { |
736 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
1083 | object *tmp; |
|
|
1084 | char mapname[MAX_BUF]; |
|
|
1085 | |
|
|
1086 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
|
|
1087 | tmp = object::create (); |
|
|
1088 | EXIT_PATH (tmp) = mapname; |
|
|
1089 | EXIT_X (tmp) = op->x; |
|
|
1090 | EXIT_Y (tmp) = op->y; |
|
|
1091 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
|
|
1092 | * if the map isn't there, then stay on the |
|
|
1093 | * default initial map */ |
|
|
1094 | tmp->destroy (); |
|
|
1095 | } |
|
|
1096 | else |
737 | else |
1097 | LOG (llevDebug, "first_map_ext_path not set\n"); |
738 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
739 | } |
1098 | |
740 | |
1099 | return 0; |
741 | void |
1100 | } |
742 | player::chargen_race_next () |
1101 | |
743 | { |
1102 | /* Following actually changes the race - this is the default command |
744 | /* Following actually changes the race - this is the default command |
1103 | * if we don't match with one of the options above. |
745 | * if we don't match with one of the options above. |
1104 | */ |
746 | */ |
1105 | |
747 | |
1106 | tmp_loop = 0; |
748 | do |
1107 | while (!tmp_loop) |
|
|
1108 | { |
749 | { |
1109 | shstr name = op->name; |
750 | shstr name = ob->name; |
1110 | int x = op->x, y = op->y; |
751 | int x = ob->x, y = ob->y; |
1111 | |
752 | |
1112 | remove_statbonus (op); |
753 | ob->remove_statbonus (); |
1113 | op->remove (); |
754 | ob->remove (); |
1114 | op->arch = get_player_archetype (op->arch); |
755 | ob->arch = get_player_archetype (ob->arch); |
1115 | op->arch->clone.copy_to (op); |
756 | ob->arch->copy_to (ob); |
1116 | op->instantiate (); |
757 | ob->instantiate (); |
1117 | op->stats = op->contr->orig_stats; |
758 | ob->stats = ob->contr->orig_stats; |
1118 | op->name = op->name_pl = name; |
759 | ob->name = ob->name_pl = name; |
1119 | op->x = x; |
760 | ob->x = x; |
1120 | op->y = y; |
761 | ob->y = y; |
1121 | SET_ANIMATION (op, 2); /* So player faces south */ |
762 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1122 | insert_ob_in_map (op, op->map, op, 0); |
763 | insert_ob_in_map (ob, ob->map, ob, 0); |
1123 | assign (op->contr->title, op->arch->clone.name); |
764 | assign (ob->contr->title, ob->arch->object::name); |
1124 | add_statbonus (op); |
765 | ob->add_statbonus (); |
1125 | tmp_loop = allowed_class (op); |
|
|
1126 | } |
766 | } |
|
|
767 | while (!allowed_class (ob)); |
1127 | |
768 | |
1128 | update_object (op, UP_OBJ_FACE); |
769 | update_object (ob, UP_OBJ_FACE); |
1129 | esrv_update_item (UPD_FACE, op, op); |
770 | esrv_update_item (UPD_FACE, ob, ob); |
1130 | fix_player (op); |
771 | ob->update_stats (); |
1131 | op->stats.hp = op->stats.maxhp; |
772 | ob->stats.hp = ob->stats.maxhp; |
1132 | op->stats.sp = op->stats.maxsp; |
773 | ob->stats.sp = ob->stats.maxsp; |
1133 | op->stats.grace = 0; |
774 | ob->stats.grace = 0; |
1134 | |
|
|
1135 | if (op->msg) |
|
|
1136 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1137 | |
|
|
1138 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1139 | return 0; |
|
|
1140 | } |
775 | } |
1141 | |
776 | |
1142 | int |
777 | static void |
1143 | key_confirm_quit (object *op, char key) |
|
|
1144 | { |
|
|
1145 | char buf[MAX_BUF]; |
|
|
1146 | |
|
|
1147 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1148 | { |
|
|
1149 | op->contr->state = ST_PLAYING; |
|
|
1150 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1151 | return 1; |
|
|
1152 | } |
|
|
1153 | |
|
|
1154 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1155 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1156 | |
|
|
1157 | terminate_all_pets (op); |
|
|
1158 | leave_map (op); |
|
|
1159 | op->direction = 0; |
|
|
1160 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1161 | |
|
|
1162 | strcpy (op->contr->killer, "quit"); |
|
|
1163 | check_score (op); |
|
|
1164 | op->contr->party = NULL; |
|
|
1165 | if (settings.set_title == TRUE) |
|
|
1166 | op->contr->own_title[0] = '\0'; |
|
|
1167 | |
|
|
1168 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1169 | { |
|
|
1170 | maptile *mp, *next; |
|
|
1171 | |
|
|
1172 | /* We need to hunt for any per player unique maps in memory and |
|
|
1173 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1174 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1175 | */ |
|
|
1176 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1177 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1178 | { |
|
|
1179 | next = mp->next; |
|
|
1180 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1181 | delete_map (mp); |
|
|
1182 | } |
|
|
1183 | |
|
|
1184 | delete_character (op->name, 1); |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | play_again (op); |
|
|
1188 | return 1; |
|
|
1189 | } |
|
|
1190 | |
|
|
1191 | void |
|
|
1192 | flee_player (object *op) |
778 | flee_player (object *op) |
1193 | { |
779 | { |
1194 | int dir, diff; |
780 | int dir, diff; |
1195 | rv_vector rv; |
781 | rv_vector rv; |
1196 | |
782 | |
1197 | if (op->stats.hp < 0) |
783 | if (op->stats.hp < 0) |
1198 | { |
784 | { |
1199 | LOG (llevDebug, "Fleeing player is dead.\n"); |
785 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1200 | CLEAR_FLAG (op, FLAG_SCARED); |
786 | op->clr_flag (FLAG_SCARED); |
1201 | return; |
787 | return; |
1202 | } |
788 | } |
1203 | |
789 | |
1204 | if (op->enemy == NULL) |
790 | if (!op->enemy) |
1205 | { |
791 | { |
1206 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
792 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1207 | CLEAR_FLAG (op, FLAG_SCARED); |
793 | op->clr_flag (FLAG_SCARED); |
1208 | return; |
794 | return; |
1209 | } |
795 | } |
1210 | |
796 | |
1211 | /* Seen some crashes here. Since we don't store an |
797 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1212 | * op->enemy_count, it is possible that something destroys the |
|
|
1213 | * actual enemy, and the object is recycled. |
|
|
1214 | */ |
|
|
1215 | if (op->enemy->map == NULL) |
|
|
1216 | { |
798 | { |
1217 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1218 | op->enemy = NULL; |
799 | op->enemy = NULL; |
|
|
800 | op->clr_flag (FLAG_SCARED); |
1219 | return; |
801 | return; |
1220 | } |
802 | } |
1221 | |
803 | |
1222 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
1223 | { |
|
|
1224 | op->enemy = NULL; |
|
|
1225 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1226 | return; |
|
|
1227 | } |
|
|
1228 | get_rangevector (op, op->enemy, &rv, 0); |
804 | get_rangevector (op, op->enemy, &rv, 0); |
1229 | |
805 | |
1230 | dir = absdir (4 + rv.direction); |
806 | dir = absdir (4 + rv.direction); |
1231 | for (diff = 0; diff < 3; diff++) |
807 | for (diff = 0; diff < 3; diff++) |
1232 | { |
808 | { |
1233 | int m = 1 - (RANDOM () & 2); |
809 | int m = 1 - rndm (2) * 2; |
1234 | |
810 | |
1235 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
811 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1236 | { |
|
|
1237 | return; |
812 | return; |
1238 | } |
|
|
1239 | } |
813 | } |
|
|
814 | |
1240 | /* Cornered, get rid of scared */ |
815 | /* Cornered, get rid of scared */ |
1241 | CLEAR_FLAG (op, FLAG_SCARED); |
816 | op->clr_flag (FLAG_SCARED); |
1242 | op->enemy = NULL; |
817 | op->enemy = NULL; |
1243 | } |
818 | } |
1244 | |
819 | |
1245 | |
|
|
1246 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
820 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1247 | * IT returns 1 if the player should keep on moving, 0 if he should |
821 | * It returns 1 if the player should keep on moving, 0 if he should |
1248 | * stop. |
822 | * stop. |
1249 | */ |
823 | */ |
1250 | int |
824 | int |
1251 | check_pick (object *op) |
825 | check_pick (object *op) |
1252 | { |
826 | { |
1253 | object *tmp, *next; |
827 | object *tmp, *next; |
1254 | int stop = 0; |
828 | int stop = 0; |
1255 | int j, k, wvratio; |
829 | int wvratio; |
1256 | char putstring[128], tmpstr[16]; |
|
|
1257 | |
830 | |
1258 | /* if you're flying, you cna't pick up anything */ |
831 | /* if you're flying, you can't pick up anything */ |
1259 | if (op->move_type & MOVE_FLYING) |
832 | if (op->move_type & MOVE_FLYING) |
1260 | return 1; |
833 | return 1; |
1261 | |
834 | |
1262 | next = op->below; |
835 | next = op->below; |
|
|
836 | |
|
|
837 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
838 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1263 | |
839 | |
1264 | /* loop while there are items on the floor that are not marked as |
840 | /* loop while there are items on the floor that are not marked as |
1265 | * destroyed */ |
841 | * destroyed */ |
1266 | while (next && !next->destroyed ()) |
842 | while (next && !next->destroyed ()) |
1267 | { |
843 | { |
1268 | tmp = next; |
844 | tmp = next; |
1269 | next = tmp->below; |
845 | next = tmp->below; |
1270 | |
846 | |
|
|
847 | if (cnt <= 0) |
|
|
848 | { |
|
|
849 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
850 | return 0; |
|
|
851 | } |
|
|
852 | |
1271 | if (op->destroyed ()) |
853 | if (op->destroyed ()) |
1272 | return 0; |
854 | return 0; |
1273 | |
855 | |
1274 | if (!can_pick (op, tmp)) |
856 | if (!can_pick (op, tmp)) |
1275 | continue; |
857 | continue; |
1276 | |
858 | |
1277 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
859 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1278 | { |
860 | { |
1279 | if (item_matched_string (op, tmp, op->contr->search_str)) |
861 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1280 | pick_up (op, tmp); |
862 | CHK_PICK_PICKUP; |
|
|
863 | |
1281 | continue; |
864 | continue; |
1282 | } |
865 | } |
1283 | |
866 | |
1284 | /* high not bit set? We're using the old autopickup model */ |
867 | /* pickup handling */ |
|
|
868 | if (op->contr->mode & PU_DEBUG) |
|
|
869 | { |
|
|
870 | /* some debugging code to figure out item information */ |
|
|
871 | const char *str = tmp->name |
|
|
872 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
873 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
874 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
875 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
876 | |
|
|
877 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
878 | } |
|
|
879 | |
|
|
880 | if (op->contr->mode & PU_INHIBIT) |
|
|
881 | return 1; |
|
|
882 | |
|
|
883 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
884 | return 1; |
|
|
885 | |
|
|
886 | /* philosophy: |
|
|
887 | * It's easy to grab an item type from a pile, as long as it's |
|
|
888 | * generic. This takes no game-time. For more detailed pickups |
|
|
889 | * and selections, select-items should be used. This is a |
|
|
890 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
891 | * example. |
|
|
892 | * The drawback: right now it has no frontend, so you need to |
|
|
893 | * stick the bits you want into a calculator in hex mode and then |
|
|
894 | * convert to decimal and then 'pickup <#> |
|
|
895 | */ |
|
|
896 | |
|
|
897 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
898 | * STOP then we stop. All the rest are applied sequentially, |
|
|
899 | * meaning if any test passes, the item gets picked up. */ |
|
|
900 | |
|
|
901 | /* if mode is set to pick nothing up, return */ |
|
|
902 | if (op->contr->mode == PU_NOTHING) |
|
|
903 | return 1; |
|
|
904 | |
|
|
905 | /* if mode is set to stop when encountering objects, return */ |
|
|
906 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
907 | * anything up */ |
|
|
908 | if (op->contr->mode & PU_STOP) |
|
|
909 | return 0; |
|
|
910 | |
|
|
911 | /* useful for going into stores and not losing your settings... */ |
|
|
912 | /* and for battles wher you don't want to get loaded down while |
|
|
913 | * fighting */ |
|
|
914 | if (op->contr->mode & PU_INHIBIT) |
|
|
915 | return 1; |
|
|
916 | |
|
|
917 | /* prevent us from turning into auto-thieves :) */ |
|
|
918 | if (tmp->flag [FLAG_UNPAID]) |
|
|
919 | continue; |
|
|
920 | |
|
|
921 | /* ignore known cursed objects */ |
|
|
922 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
923 | continue; |
|
|
924 | |
|
|
925 | /* all food and drink if desired */ |
|
|
926 | /* question: don't pick up known-poisonous stuff? */ |
1285 | if (!(op->contr->mode & PU_NEWMODE)) |
927 | if (op->contr->mode & PU_FOOD) |
|
|
928 | if (tmp->type == FOOD) |
1286 | { |
929 | { |
1287 | switch (op->contr->mode) |
930 | CHK_PICK_PICKUP; |
|
|
931 | continue; |
|
|
932 | } |
|
|
933 | |
|
|
934 | if (op->contr->mode & PU_DRINK) |
|
|
935 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
936 | { |
|
|
937 | CHK_PICK_PICKUP; |
|
|
938 | continue; |
|
|
939 | } |
|
|
940 | |
|
|
941 | if (op->contr->mode & PU_POTION) |
|
|
942 | if (tmp->type == POTION) |
|
|
943 | { |
|
|
944 | CHK_PICK_PICKUP; |
|
|
945 | continue; |
|
|
946 | } |
|
|
947 | |
|
|
948 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
949 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
950 | if (tmp->type == SPELLBOOK) |
|
|
951 | { |
|
|
952 | CHK_PICK_PICKUP; |
|
|
953 | continue; |
|
|
954 | } |
|
|
955 | |
|
|
956 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
957 | if (tmp->type == SKILLSCROLL) |
|
|
958 | { |
|
|
959 | CHK_PICK_PICKUP; |
|
|
960 | continue; |
|
|
961 | } |
|
|
962 | |
|
|
963 | if (op->contr->mode & PU_READABLES) |
|
|
964 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
965 | { |
|
|
966 | CHK_PICK_PICKUP; |
|
|
967 | continue; |
|
|
968 | } |
|
|
969 | |
|
|
970 | /* wands/staves/rods/horns */ |
|
|
971 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
972 | if (tmp->type == WAND |
|
|
973 | || tmp->type == ROD |
|
|
974 | || tmp->type == HORN |
|
|
975 | || tmp->type == POWER_CRYSTAL) |
|
|
976 | { |
|
|
977 | CHK_PICK_PICKUP; |
|
|
978 | continue; |
|
|
979 | } |
|
|
980 | |
|
|
981 | /* pick up all magical items */ |
|
|
982 | if (op->contr->mode & PU_MAGICAL) |
|
|
983 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
984 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
985 | { |
|
|
986 | CHK_PICK_PICKUP; |
|
|
987 | continue; |
|
|
988 | } |
|
|
989 | |
|
|
990 | if (op->contr->mode & PU_VALUABLES) |
|
|
991 | { |
|
|
992 | if (tmp->type == MONEY || tmp->type == GEM) |
1288 | { |
993 | { |
1289 | case 0: |
994 | CHK_PICK_PICKUP; |
1290 | return 1; /* don't pick up */ |
995 | continue; |
1291 | case 1: |
|
|
1292 | pick_up (op, tmp); |
|
|
1293 | return 1; |
|
|
1294 | case 2: |
|
|
1295 | pick_up (op, tmp); |
|
|
1296 | return 0; |
|
|
1297 | case 3: |
|
|
1298 | return 0; /* stop before pickup */ |
|
|
1299 | case 4: |
|
|
1300 | pick_up (op, tmp); |
|
|
1301 | break; |
|
|
1302 | case 5: |
|
|
1303 | pick_up (op, tmp); |
|
|
1304 | stop = 1; |
|
|
1305 | break; |
|
|
1306 | case 6: |
|
|
1307 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1308 | pick_up (op, tmp); |
|
|
1309 | break; |
|
|
1310 | |
|
|
1311 | case 7: |
|
|
1312 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1313 | pick_up (op, tmp); |
|
|
1314 | break; |
|
|
1315 | |
|
|
1316 | default: |
|
|
1317 | /* use value density */ |
|
|
1318 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1319 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1320 | pick_up (op, tmp); |
|
|
1321 | } |
996 | } |
1322 | } |
997 | } |
1323 | else |
998 | |
1324 | { /* old model */ |
999 | /* rings & amulets - talismans seems to be typed AMULET */ |
1325 | /* NEW pickup handling */ |
|
|
1326 | if (op->contr->mode & PU_DEBUG) |
1000 | if (op->contr->mode & PU_JEWELS) |
|
|
1001 | if (tmp->type == RING |
|
|
1002 | || tmp->type == AMULET |
|
|
1003 | || tmp->type == GIRDLE |
|
|
1004 | || tmp->type == SKILL_TOOL) |
1327 | { |
1005 | { |
1328 | /* some debugging code to figure out item information */ |
1006 | CHK_PICK_PICKUP; |
1329 | if (tmp->name != NULL) |
|
|
1330 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1331 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1332 | else |
|
|
1333 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1334 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1335 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1336 | |
|
|
1337 | sprintf (putstring, "...flags: "); |
|
|
1338 | for (k = 0; k < 4; k++) |
|
|
1339 | { |
|
|
1340 | for (j = 0; j < 32; j++) |
|
|
1341 | { |
|
|
1342 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1343 | { |
|
|
1344 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1345 | strcat (putstring, tmpstr); |
|
|
1346 | } |
|
|
1347 | } |
|
|
1348 | } |
|
|
1349 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1350 | |
|
|
1351 | #if 0 |
|
|
1352 | /* print the flags too */ |
|
|
1353 | for (k = 0; k < 4; k++) |
|
|
1354 | { |
|
|
1355 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1356 | for (j = 0; j < 32; j++) |
|
|
1357 | { |
|
|
1358 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1359 | if (!((j + 1) % 4)) |
|
|
1360 | fprintf (stderr, " "); |
|
|
1361 | } |
|
|
1362 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1363 | } |
|
|
1364 | #endif |
|
|
1365 | } |
|
|
1366 | /* philosophy: |
|
|
1367 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1368 | * generic. This takes no game-time. For more detailed pickups |
|
|
1369 | * and selections, select-items shoul dbe used. This is a |
|
|
1370 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1371 | * example. |
|
|
1372 | * The drawback: right now it has no frontend, so you need to |
|
|
1373 | * stick the bits you want into a calculator in hex mode and then |
|
|
1374 | * convert to decimal and then 'pickup <#> |
|
|
1375 | */ |
|
|
1376 | |
|
|
1377 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1378 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1379 | * meaning if any test passes, the item gets picked up. */ |
|
|
1380 | |
|
|
1381 | /* if mode is set to pick nothing up, return */ |
|
|
1382 | |
|
|
1383 | if (op->contr->mode & PU_NOTHING) |
|
|
1384 | return 1; |
|
|
1385 | |
|
|
1386 | /* if mode is set to stop when encountering objects, return */ |
|
|
1387 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1388 | * anything up */ |
|
|
1389 | |
|
|
1390 | if (op->contr->mode & PU_STOP) |
|
|
1391 | return 0; |
|
|
1392 | |
|
|
1393 | /* useful for going into stores and not losing your settings... */ |
|
|
1394 | /* and for battles wher you don't want to get loaded down while |
|
|
1395 | * fighting */ |
|
|
1396 | if (op->contr->mode & PU_INHIBIT) |
|
|
1397 | return 1; |
|
|
1398 | |
|
|
1399 | /* prevent us from turning into auto-thieves :) */ |
|
|
1400 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1401 | continue; |
1007 | continue; |
|
|
1008 | } |
1402 | |
1009 | |
1403 | /* ignore known cursed objects */ |
1010 | /* we don't forget dragon food */ |
1404 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1011 | if (op->contr->mode & PU_FLESH) |
|
|
1012 | if (tmp->type == FLESH) |
|
|
1013 | { |
|
|
1014 | CHK_PICK_PICKUP; |
1405 | continue; |
1015 | continue; |
|
|
1016 | } |
1406 | |
1017 | |
1407 | /* all food and drink if desired */ |
1018 | /* bows and arrows. Bows are good for selling! */ |
1408 | /* question: don't pick up known-poisonous stuff? */ |
1019 | if (op->contr->mode & PU_BOW) |
|
|
1020 | if (tmp->type == BOW) |
|
|
1021 | { |
|
|
1022 | CHK_PICK_PICKUP; |
|
|
1023 | continue; |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | if (op->contr->mode & PU_ARROW) |
|
|
1027 | if (tmp->type == ARROW) |
|
|
1028 | { |
|
|
1029 | CHK_PICK_PICKUP; |
|
|
1030 | continue; |
|
|
1031 | } |
|
|
1032 | |
|
|
1033 | /* all kinds of armor etc. */ |
|
|
1034 | if (op->contr->mode & PU_ARMOUR) |
|
|
1035 | if (tmp->type == ARMOUR) |
|
|
1036 | { |
|
|
1037 | CHK_PICK_PICKUP; |
|
|
1038 | continue; |
|
|
1039 | } |
|
|
1040 | |
|
|
1041 | if (op->contr->mode & PU_HELMET) |
|
|
1042 | if (tmp->type == HELMET) |
|
|
1043 | { |
|
|
1044 | CHK_PICK_PICKUP; |
|
|
1045 | continue; |
|
|
1046 | } |
|
|
1047 | |
|
|
1048 | if (op->contr->mode & PU_SHIELD) |
|
|
1049 | if (tmp->type == SHIELD) |
|
|
1050 | { |
|
|
1051 | CHK_PICK_PICKUP; |
|
|
1052 | continue; |
|
|
1053 | } |
|
|
1054 | |
1409 | if (op->contr->mode & PU_FOOD) |
1055 | if (op->contr->mode & PU_BOOTS) |
1410 | if (tmp->type == FOOD) |
1056 | if (tmp->type == BOOTS) |
|
|
1057 | { |
|
|
1058 | CHK_PICK_PICKUP; |
|
|
1059 | continue; |
|
|
1060 | } |
|
|
1061 | |
|
|
1062 | if (op->contr->mode & PU_GLOVES) |
|
|
1063 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1064 | { |
|
|
1065 | CHK_PICK_PICKUP; |
|
|
1066 | continue; |
|
|
1067 | } |
|
|
1068 | |
|
|
1069 | if (op->contr->mode & PU_CLOAK) |
|
|
1070 | if (tmp->type == CLOAK) |
|
|
1071 | { |
|
|
1072 | CHK_PICK_PICKUP; |
|
|
1073 | continue; |
|
|
1074 | } |
|
|
1075 | |
|
|
1076 | /* hoping to catch throwing daggers here */ |
|
|
1077 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1078 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1079 | { |
|
|
1080 | CHK_PICK_PICKUP; |
|
|
1081 | continue; |
|
|
1082 | } |
|
|
1083 | |
|
|
1084 | /* careful: chairs and tables are weapons! */ |
|
|
1085 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1086 | { |
|
|
1087 | if (tmp->type == WEAPON) |
|
|
1088 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1411 | { |
1089 | { |
1412 | pick_up (op, tmp); |
1090 | CHK_PICK_PICKUP; |
1413 | continue; |
1091 | continue; |
1414 | } |
1092 | } |
|
|
1093 | } |
1415 | |
1094 | |
|
|
1095 | /* misc stuff that's useful */ |
1416 | if (op->contr->mode & PU_DRINK) |
1096 | if (op->contr->mode & PU_KEY) |
1417 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1097 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1418 | { |
1098 | { |
1419 | pick_up (op, tmp); |
1099 | CHK_PICK_PICKUP; |
1420 | continue; |
1100 | continue; |
1421 | } |
1101 | } |
1422 | |
1102 | |
|
|
1103 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1104 | * pickups */ |
1423 | if (op->contr->mode & PU_POTION) |
1105 | if (op->contr->mode & PU_RATIO) |
1424 | if (tmp->type == POTION) |
1106 | { |
|
|
1107 | /* use value density to decide what else to grab */ |
|
|
1108 | /* >=7 was >= op->contr->mode */ |
|
|
1109 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1425 | { |
1110 | */ |
1426 | pick_up (op, tmp); |
|
|
1427 | continue; |
|
|
1428 | } |
|
|
1429 | |
|
|
1430 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1431 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1432 | if (tmp->type == SPELLBOOK) |
|
|
1433 | { |
|
|
1434 | pick_up (op, tmp); |
|
|
1435 | continue; |
|
|
1436 | } |
|
|
1437 | |
|
|
1438 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1439 | if (tmp->type == SKILLSCROLL) |
|
|
1440 | { |
|
|
1441 | pick_up (op, tmp); |
|
|
1442 | continue; |
|
|
1443 | } |
|
|
1444 | |
|
|
1445 | if (op->contr->mode & PU_READABLES) |
|
|
1446 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1447 | { |
|
|
1448 | pick_up (op, tmp); |
|
|
1449 | continue; |
|
|
1450 | } |
|
|
1451 | |
|
|
1452 | /* wands/staves/rods/horns */ |
|
|
1453 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1454 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1455 | { |
|
|
1456 | pick_up (op, tmp); |
|
|
1457 | continue; |
|
|
1458 | } |
|
|
1459 | |
|
|
1460 | /* pick up all magical items */ |
|
|
1461 | if (op->contr->mode & PU_MAGICAL) |
1111 | wvratio = op->contr->mode & PU_RATIO; |
1462 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1112 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1463 | { |
|
|
1464 | pick_up (op, tmp); |
|
|
1465 | continue; |
|
|
1466 | } |
|
|
1467 | |
|
|
1468 | if (op->contr->mode & PU_VALUABLES) |
|
|
1469 | { |
1113 | { |
1470 | if (tmp->type == MONEY || tmp->type == GEM) |
1114 | #if 0 |
|
|
1115 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1116 | if (tmp->name != NULL) |
1471 | { |
1117 | { |
1472 | pick_up (op, tmp); |
1118 | fprintf (stderr, "%s", tmp->name); |
1473 | continue; |
|
|
1474 | } |
1119 | } |
1475 | } |
|
|
1476 | |
|
|
1477 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1478 | if (op->contr->mode & PU_JEWELS) |
|
|
1479 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1480 | { |
|
|
1481 | pick_up (op, tmp); |
|
|
1482 | continue; |
|
|
1483 | } |
|
|
1484 | |
|
|
1485 | /* we don't forget dragon food */ |
|
|
1486 | if (op->contr->mode & PU_FLESH) |
|
|
1487 | if (tmp->type == FLESH) |
|
|
1488 | { |
|
|
1489 | pick_up (op, tmp); |
|
|
1490 | continue; |
|
|
1491 | } |
|
|
1492 | |
|
|
1493 | /* bows and arrows. Bows are good for selling! */ |
|
|
1494 | if (op->contr->mode & PU_BOW) |
|
|
1495 | if (tmp->type == BOW) |
|
|
1496 | { |
|
|
1497 | pick_up (op, tmp); |
|
|
1498 | continue; |
|
|
1499 | } |
|
|
1500 | |
|
|
1501 | if (op->contr->mode & PU_ARROW) |
|
|
1502 | if (tmp->type == ARROW) |
|
|
1503 | { |
|
|
1504 | pick_up (op, tmp); |
|
|
1505 | continue; |
|
|
1506 | } |
|
|
1507 | |
|
|
1508 | /* all kinds of armor etc. */ |
|
|
1509 | if (op->contr->mode & PU_ARMOUR) |
|
|
1510 | if (tmp->type == ARMOUR) |
|
|
1511 | { |
|
|
1512 | pick_up (op, tmp); |
|
|
1513 | continue; |
|
|
1514 | } |
|
|
1515 | |
|
|
1516 | if (op->contr->mode & PU_HELMET) |
|
|
1517 | if (tmp->type == HELMET) |
|
|
1518 | { |
|
|
1519 | pick_up (op, tmp); |
|
|
1520 | continue; |
|
|
1521 | } |
|
|
1522 | |
|
|
1523 | if (op->contr->mode & PU_SHIELD) |
|
|
1524 | if (tmp->type == SHIELD) |
|
|
1525 | { |
|
|
1526 | pick_up (op, tmp); |
|
|
1527 | continue; |
|
|
1528 | } |
|
|
1529 | |
|
|
1530 | if (op->contr->mode & PU_BOOTS) |
|
|
1531 | if (tmp->type == BOOTS) |
|
|
1532 | { |
|
|
1533 | pick_up (op, tmp); |
|
|
1534 | continue; |
|
|
1535 | } |
|
|
1536 | |
|
|
1537 | if (op->contr->mode & PU_GLOVES) |
|
|
1538 | if (tmp->type == GLOVES) |
|
|
1539 | { |
|
|
1540 | pick_up (op, tmp); |
|
|
1541 | continue; |
|
|
1542 | } |
|
|
1543 | |
|
|
1544 | if (op->contr->mode & PU_CLOAK) |
|
|
1545 | if (tmp->type == CLOAK) |
|
|
1546 | { |
|
|
1547 | pick_up (op, tmp); |
|
|
1548 | continue; |
|
|
1549 | } |
|
|
1550 | |
|
|
1551 | /* hoping to catch throwing daggers here */ |
|
|
1552 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1553 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1554 | { |
|
|
1555 | pick_up (op, tmp); |
|
|
1556 | continue; |
|
|
1557 | } |
|
|
1558 | |
|
|
1559 | /* careful: chairs and tables are weapons! */ |
|
|
1560 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1561 | { |
|
|
1562 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1563 | { |
|
|
1564 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1565 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1566 | { |
|
|
1567 | pick_up (op, tmp); |
|
|
1568 | continue; |
|
|
1569 | } |
|
|
1570 | } |
|
|
1571 | |
|
|
1572 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1573 | { |
|
|
1574 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1575 | { |
|
|
1576 | pick_up (op, tmp); |
|
|
1577 | continue; |
|
|
1578 | } |
|
|
1579 | } |
|
|
1580 | } |
|
|
1581 | |
|
|
1582 | /* misc stuff that's useful */ |
|
|
1583 | if (op->contr->mode & PU_KEY) |
|
|
1584 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1585 | { |
|
|
1586 | pick_up (op, tmp); |
|
|
1587 | continue; |
|
|
1588 | } |
|
|
1589 | |
|
|
1590 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1591 | * pickups */ |
|
|
1592 | if (op->contr->mode & PU_RATIO) |
|
|
1593 | { |
|
|
1594 | /* use value density to decide what else to grab */ |
|
|
1595 | /* >=7 was >= op->contr->mode */ |
|
|
1596 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1597 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1598 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1599 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1600 | { |
|
|
1601 | pick_up (op, tmp); |
|
|
1602 | #if 0 |
|
|
1603 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1604 | if (tmp->name != NULL) |
|
|
1605 | { |
|
|
1606 | fprintf (stderr, "%s", tmp->name); |
|
|
1607 | } |
|
|
1608 | else |
1120 | else |
1609 | fprintf (stderr, "%s", tmp->arch->name); |
1121 | fprintf (stderr, "%s", tmp->arch->archname); |
1610 | fprintf (stderr, ",%d] = ", tmp->type); |
1122 | fprintf (stderr, ",%d] = ", tmp->type); |
1611 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1123 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1612 | #endif |
1124 | #endif |
|
|
1125 | CHK_PICK_PICKUP; |
1613 | continue; |
1126 | continue; |
1614 | } |
|
|
1615 | } |
1127 | } |
1616 | } /* the new pickup model */ |
1128 | } /* the new pickup model */ |
1617 | } |
1129 | } |
1618 | |
1130 | |
1619 | return !stop; |
1131 | return !stop; |
|
|
1132 | } |
|
|
1133 | |
|
|
1134 | /* routine for both players and monsters. We call this when |
|
|
1135 | * there is a possibility for our action distrubing our hiding |
|
|
1136 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1137 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1138 | * return 0. |
|
|
1139 | */ |
|
|
1140 | static int |
|
|
1141 | action_makes_visible (object *op) |
|
|
1142 | { |
|
|
1143 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1144 | { |
|
|
1145 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1146 | { |
|
|
1147 | // artefact invisibility is permanent, but we still make noise |
|
|
1148 | // this is important for game-balance. |
|
|
1149 | if (op->contr) |
|
|
1150 | op->make_noise (); |
|
|
1151 | |
|
|
1152 | return 0; |
|
|
1153 | } |
|
|
1154 | |
|
|
1155 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1156 | return 0; |
|
|
1157 | |
|
|
1158 | /* If monsters, they should become visible */ |
|
|
1159 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1160 | { |
|
|
1161 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1162 | return 1; |
|
|
1163 | } |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | return 0; |
1620 | } |
1167 | } |
1621 | |
1168 | |
1622 | /* |
1169 | /* |
1623 | * Find an arrow in the inventory and after that |
1170 | * Find an arrow in the inventory and after that |
1624 | * in the right type container (quiver). Pointer to the |
1171 | * in the right type container (quiver). Pointer to the |
1625 | * found object is returned. |
1172 | * found object is returned. |
1626 | */ |
1173 | */ |
1627 | object * |
1174 | static object * |
1628 | find_arrow (object *op, const char *type) |
1175 | find_arrow (object *op, const char *type) |
1629 | { |
1176 | { |
1630 | object *tmp = NULL; |
|
|
1631 | |
|
|
1632 | for (op = op->inv; op; op = op->below) |
1177 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1633 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1634 | tmp = find_arrow (op, type); |
|
|
1635 | else if (op->type == ARROW && op->race == type) |
1178 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1179 | return splay (tmp); |
|
|
1180 | |
|
|
1181 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1182 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
|
|
1183 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1184 | { |
|
|
1185 | splay (tmp); |
1636 | return op; |
1186 | return arrow; |
|
|
1187 | } |
|
|
1188 | |
1637 | return tmp; |
1189 | return 0; |
1638 | } |
1190 | } |
1639 | |
1191 | |
1640 | /* |
1192 | /* |
1641 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1193 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1642 | * against the target. A full test is not performed, simply a basic test |
1194 | * against the target. A full test is not performed, simply a basic test |
1643 | * of resistances. The archer is making a quick guess at what he sees down |
1195 | * of resistances. The archer is making a quick guess at what he sees down |
1644 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1196 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1645 | */ |
1197 | */ |
1646 | |
1198 | static object * |
1647 | object * |
|
|
1648 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1199 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1649 | { |
1200 | { |
1650 | object *tmp = NULL, *arrow, *ntmp; |
1201 | object *tmp = NULL, *arrow, *ntmp; |
1651 | int attacknum, attacktype, betterby = 0, i; |
1202 | int attacknum, attacktype, betterby = 0, i; |
1652 | |
1203 | |
1653 | if (!type) |
1204 | if (!type) |
1654 | return NULL; |
1205 | return NULL; |
1655 | |
1206 | |
1656 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1207 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1657 | { |
1208 | { |
1658 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1209 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1659 | { |
1210 | { |
1660 | i = 0; |
1211 | i = 0; |
1661 | ntmp = find_better_arrow (arrow, target, type, &i); |
1212 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1213 | |
1662 | if (i > betterby) |
1214 | if (i > betterby) |
1663 | { |
1215 | { |
1664 | tmp = ntmp; |
1216 | tmp = ntmp; |
1665 | betterby = i; |
1217 | betterby = i; |
1666 | } |
1218 | } |
1667 | } |
1219 | } |
1668 | else if (arrow->type == ARROW && arrow->race == type) |
1220 | else if (arrow->type == ARROW && arrow->race == type) |
1669 | { |
1221 | { |
1670 | /* allways prefer assasination/slaying */ |
1222 | /* allways prefer assasination/slaying */ |
1671 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1223 | if (target->race && arrow->slaying.contains (target->race)) |
1672 | { |
1224 | { |
1673 | if (arrow->attacktype & AT_DEATH) |
1225 | if (arrow->attacktype & AT_DEATH) |
1674 | { |
1226 | { |
1675 | *better = 100; |
1227 | *better = 100; |
1676 | return arrow; |
1228 | return arrow; |
… | |
… | |
1684 | else |
1236 | else |
1685 | { |
1237 | { |
1686 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1238 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1687 | { |
1239 | { |
1688 | attacktype = 1 << attacknum; |
1240 | attacktype = 1 << attacknum; |
1689 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1241 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1690 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1242 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1691 | { |
1243 | { |
1692 | tmp = arrow; |
1244 | tmp = arrow; |
1693 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1245 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1694 | } |
1246 | } |
1695 | } |
1247 | } |
|
|
1248 | |
1696 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1249 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1697 | { |
1250 | { |
1698 | tmp = arrow; |
1251 | tmp = arrow; |
1699 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1252 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1700 | } |
1253 | } |
|
|
1254 | |
1701 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1255 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1702 | { |
1256 | { |
1703 | tmp = arrow; |
1257 | tmp = arrow; |
1704 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1258 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1705 | } |
1259 | } |
1706 | } |
1260 | } |
1707 | } |
1261 | } |
1708 | } |
1262 | } |
|
|
1263 | |
1709 | if (tmp == NULL && arrow == NULL) |
1264 | if (tmp == NULL && arrow == NULL) |
1710 | return find_arrow (op, type); |
1265 | return find_arrow (op, type); |
1711 | |
1266 | |
1712 | *better = betterby; |
1267 | *better = betterby; |
1713 | return tmp; |
1268 | return tmp; |
… | |
… | |
1717 | * find_better_arrow to find a decent arrow to use. |
1272 | * find_better_arrow to find a decent arrow to use. |
1718 | * op = the shooter |
1273 | * op = the shooter |
1719 | * type = bow->race |
1274 | * type = bow->race |
1720 | * dir = fire direction |
1275 | * dir = fire direction |
1721 | */ |
1276 | */ |
1722 | |
1277 | static object * |
1723 | object * |
|
|
1724 | pick_arrow_target (object *op, const char *type, int dir) |
1278 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1725 | { |
1279 | { |
1726 | object *tmp = NULL; |
1280 | object *tmp = NULL; |
1727 | maptile *m; |
1281 | maptile *m; |
1728 | int i, mflags, found, number; |
1282 | int i, mflags, found, number; |
1729 | sint16 x, y; |
1283 | sint16 x, y; |
… | |
… | |
1744 | for (i = 0, found = 0; i < 20; i++) |
1298 | for (i = 0, found = 0; i < 20; i++) |
1745 | { |
1299 | { |
1746 | x += freearr_x[dir]; |
1300 | x += freearr_x[dir]; |
1747 | y += freearr_y[dir]; |
1301 | y += freearr_y[dir]; |
1748 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1302 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1303 | |
1749 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1304 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1750 | { |
1305 | { |
1751 | tmp = NULL; |
1306 | tmp = 0; |
1752 | break; |
1307 | break; |
1753 | } |
1308 | } |
1754 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1309 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1755 | { |
1310 | { |
1756 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1311 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1757 | * perhaps a bad assumption. |
1312 | * perhaps a bad assumption. |
1758 | */ |
1313 | */ |
1759 | tmp = NULL; |
1314 | tmp = 0; |
1760 | break; |
1315 | break; |
1761 | } |
1316 | } |
|
|
1317 | |
1762 | if (mflags & P_IS_ALIVE) |
1318 | if (mflags & P_IS_ALIVE) |
1763 | { |
|
|
1764 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1319 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1765 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1320 | if (tmp->flag [FLAG_ALIVE]) |
1766 | { |
|
|
1767 | found++; |
|
|
1768 | break; |
|
|
1769 | } |
|
|
1770 | if (found) |
|
|
1771 | break; |
1321 | break; |
1772 | } |
|
|
1773 | } |
1322 | } |
1774 | if (tmp == NULL) |
1323 | |
|
|
1324 | if (!tmp) |
1775 | return find_arrow (op, type); |
1325 | return find_arrow (op, type); |
1776 | |
1326 | |
1777 | if (tmp->head) |
1327 | if (tmp->head) |
1778 | tmp = tmp->head; |
1328 | tmp = tmp->head; |
1779 | |
1329 | |
… | |
… | |
1792 | */ |
1342 | */ |
1793 | int |
1343 | int |
1794 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1344 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1795 | { |
1345 | { |
1796 | object *left, *bow; |
1346 | object *left, *bow; |
1797 | int bowspeed, mflags; |
1347 | int mflags; |
1798 | maptile *m; |
1348 | maptile *m; |
1799 | |
1349 | |
1800 | if (!dir) |
1350 | if (!dir) |
1801 | { |
1351 | { |
1802 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1352 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1803 | return 0; |
1353 | return 0; |
1804 | } |
1354 | } |
1805 | |
1355 | |
1806 | if (op->type == PLAYER) |
1356 | if (op->contr) |
1807 | bow = op->contr->ranges[range_bow]; |
1357 | bow = op->current_weapon; |
1808 | else |
1358 | else |
1809 | { |
1359 | { |
1810 | for (bow = op->inv; bow; bow = bow->below) |
1360 | for (bow = op->inv; bow; bow = bow->below) |
1811 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1361 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1812 | * don't need to switch back and forth between bows and weapons. |
1362 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1817 | if (!bow) |
1367 | if (!bow) |
1818 | { |
1368 | { |
1819 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1369 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1820 | return 0; |
1370 | return 0; |
1821 | } |
1371 | } |
|
|
1372 | |
|
|
1373 | // optimisation: move object to top so we will find it quickly again |
|
|
1374 | splay (bow); |
1822 | } |
1375 | } |
1823 | |
1376 | |
1824 | if (!bow->race || !bow->skill) |
1377 | if (!bow->race || !bow->skill) |
1825 | { |
1378 | { |
1826 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1379 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1827 | return 0; |
1380 | return 0; |
1828 | } |
1381 | } |
1829 | |
|
|
1830 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1831 | |
|
|
1832 | /* penalize ROF for bestarrow */ |
|
|
1833 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1834 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1835 | |
|
|
1836 | if (bowspeed < 1) |
|
|
1837 | bowspeed = 1; |
|
|
1838 | |
1382 | |
1839 | if (arrow == NULL) |
1383 | if (arrow == NULL) |
1840 | { |
1384 | { |
1841 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1385 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1842 | { |
1386 | { |
1843 | if (op->type == PLAYER) |
1387 | if (op->type == PLAYER) |
1844 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1388 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1845 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1389 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1846 | else |
1390 | else |
1847 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1391 | op->clr_flag (FLAG_READY_BOW); |
|
|
1392 | |
1848 | return 0; |
1393 | return 0; |
1849 | } |
1394 | } |
1850 | } |
1395 | } |
1851 | |
1396 | |
1852 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1397 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1860 | } |
1405 | } |
1861 | |
1406 | |
1862 | /* this should not happen, but sometimes does */ |
1407 | /* this should not happen, but sometimes does */ |
1863 | if (arrow->nrof == 0) |
1408 | if (arrow->nrof == 0) |
1864 | { |
1409 | { |
|
|
1410 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1865 | arrow->destroy (); |
1411 | arrow->destroy (); |
1866 | return 0; |
1412 | return 0; |
1867 | } |
1413 | } |
1868 | |
1414 | |
1869 | left = arrow; /* these are arrows left to the player */ |
1415 | left = arrow; /* these are arrows left to the player */ |
1870 | arrow = get_split_ob (arrow, 1); |
1416 | arrow = arrow->split (); |
1871 | if (!arrow) |
1417 | if (!arrow) |
1872 | { |
1418 | { |
1873 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1419 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1874 | return 0; |
1420 | return 0; |
1875 | } |
1421 | } |
1876 | |
1422 | |
1877 | arrow->set_owner (op); |
1423 | arrow->set_owner (op); |
1878 | arrow->skill = bow->skill; |
1424 | arrow->skill = bow->skill; |
1879 | |
|
|
1880 | arrow->direction = dir; |
1425 | arrow->direction = dir; |
1881 | arrow->x = sx; |
1426 | |
1882 | arrow->y = sy; |
1427 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1428 | arrow->stats.hp = arrow->stats.dam; |
|
|
1429 | arrow->stats.grace = arrow->attacktype; |
|
|
1430 | arrow->custom_name = arrow->slaying; |
|
|
1431 | |
|
|
1432 | #if 0 |
|
|
1433 | if (player *pl = op->contr) |
|
|
1434 | { |
|
|
1435 | float speed = pl->weapon_sp; |
|
|
1436 | |
|
|
1437 | /* penalize ROF for bestarrow */ |
|
|
1438 | if (pl->bowtype == bow_bestarrow) |
|
|
1439 | speed *= .9f; |
|
|
1440 | else |
|
|
1441 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1442 | |
|
|
1443 | op->speed_left += speed - op->speed; |
|
|
1444 | } |
|
|
1445 | #endif |
|
|
1446 | |
|
|
1447 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1448 | |
|
|
1449 | /* update the speed */ |
|
|
1450 | |
|
|
1451 | arrow->speed_left = 0; |
|
|
1452 | arrow->set_speed (max (2.f, |
|
|
1453 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1454 | + bow->stats.dam / 7.f |
|
|
1455 | )); |
|
|
1456 | |
|
|
1457 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1883 | |
1458 | |
1884 | if (op->type == PLAYER) |
1459 | if (op->type == PLAYER) |
1885 | { |
1460 | { |
1886 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1887 | fix_player (op); |
|
|
1888 | } |
|
|
1889 | |
|
|
1890 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1891 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1892 | arrow->stats.hp = arrow->stats.dam; |
|
|
1893 | arrow->stats.grace = arrow->attacktype; |
|
|
1894 | if (arrow->slaying != NULL) |
|
|
1895 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1896 | |
|
|
1897 | /* Note that this was different for monsters - they got their level |
|
|
1898 | * added to the damage. I think the strength bonus is more proper. |
|
|
1899 | */ |
|
|
1900 | |
|
|
1901 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1902 | |
|
|
1903 | /* update the speed */ |
|
|
1904 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1905 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1906 | |
|
|
1907 | if (arrow->speed < 1.0) |
|
|
1908 | arrow->speed = 1.0; |
|
|
1909 | update_ob_speed (arrow); |
|
|
1910 | arrow->speed_left = 0; |
|
|
1911 | |
|
|
1912 | if (op->type == PLAYER) |
|
|
1913 | { |
|
|
1914 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1915 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1916 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1917 | |
|
|
1918 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1461 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1462 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1463 | |
|
|
1464 | if (!arrow->slaying) |
|
|
1465 | arrow->slaying = op->slaying; |
|
|
1466 | |
|
|
1467 | arrow->attacktype |= op->attacktype; |
1919 | } |
1468 | } |
1920 | else |
1469 | else |
1921 | { |
1470 | { |
1922 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1923 | arrow->level = op->level; |
1471 | arrow->level = op->level; |
1924 | } |
1472 | arrow->stats.wc -= bow->magic; |
1925 | |
1473 | |
1926 | if (arrow->attacktype == AT_PHYSICAL) |
1474 | if (!arrow->slaying) |
|
|
1475 | arrow->slaying = bow->slaying; |
|
|
1476 | |
1927 | arrow->attacktype |= bow->attacktype; |
1477 | arrow->attacktype |= bow->attacktype; |
|
|
1478 | } |
1928 | |
1479 | |
1929 | if (bow->slaying) |
1480 | wc -= arrow->level; |
1930 | arrow->slaying = bow->slaying; |
1481 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1931 | |
1482 | |
1932 | arrow->map = m; |
1483 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1933 | arrow->move_type = MOVE_FLY_LOW; |
1484 | arrow->move_type = MOVE_FLY_LOW; |
1934 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1485 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1935 | |
1486 | |
1936 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1487 | op->play_sound (sound_find ("fire_arrow")); |
1937 | insert_ob_in_map (arrow, m, op, 0); |
1488 | m->insert (arrow, sx, sy, op); |
1938 | |
1489 | |
1939 | if (!arrow->destroyed ()) |
1490 | if (!arrow->destroyed ()) |
1940 | move_arrow (arrow); |
1491 | move_arrow (arrow); |
1941 | |
|
|
1942 | if (op->type == PLAYER) |
|
|
1943 | { |
|
|
1944 | if (left->destroyed ()) |
|
|
1945 | esrv_del_item (op->contr, left->count); |
|
|
1946 | else |
|
|
1947 | esrv_send_item (op, left); |
|
|
1948 | } |
|
|
1949 | |
1492 | |
1950 | return 1; |
1493 | return 1; |
1951 | } |
1494 | } |
1952 | |
1495 | |
1953 | /* Special fire code for players - this takes into |
1496 | /* Special fire code for players - this takes into |
… | |
… | |
1955 | * but monsters can't. Putting that code here |
1498 | * but monsters can't. Putting that code here |
1956 | * makes the fire_bow code much cleaner. |
1499 | * makes the fire_bow code much cleaner. |
1957 | * this function should only be called if 'op' is a player, |
1500 | * this function should only be called if 'op' is a player, |
1958 | * hence the function name. |
1501 | * hence the function name. |
1959 | */ |
1502 | */ |
1960 | int |
1503 | static int |
1961 | player_fire_bow (object *op, int dir) |
1504 | player_fire_bow (object *op, int dir) |
1962 | { |
1505 | { |
1963 | int ret = 0, wcmod = 0; |
1506 | int ret; |
1964 | |
1507 | |
1965 | if (op->contr->bowtype == bow_bestarrow) |
1508 | if (op->contr->bowtype == bow_bestarrow) |
1966 | { |
1509 | { |
1967 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1510 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1968 | } |
1511 | } |
1969 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1512 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1970 | { |
1513 | { |
1971 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1514 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1972 | wcmod = -1; |
|
|
1973 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1515 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1974 | } |
1516 | } |
1975 | else if (op->contr->bowtype == bow_threewide) |
1517 | else if (op->contr->bowtype == bow_threewide) |
1976 | { |
1518 | { |
1977 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1519 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1978 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1520 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1979 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1521 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1980 | } |
1522 | } |
1981 | else if (op->contr->bowtype == bow_spreadshot) |
1523 | else if (op->contr->bowtype == bow_spreadshot) |
1982 | { |
1524 | { |
1983 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1525 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1984 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1526 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1985 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1527 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1986 | |
|
|
1987 | } |
1528 | } |
1988 | else |
1529 | else |
1989 | { |
1530 | { |
1990 | /* Simple case */ |
1531 | /* Simple case */ |
1991 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1532 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1992 | } |
1533 | } |
|
|
1534 | |
1993 | return ret; |
1535 | return ret; |
1994 | } |
1536 | } |
1995 | |
|
|
1996 | |
1537 | |
1997 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1538 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1998 | * Broken apart from 'fire' to keep it more readable. |
1539 | * Broken apart from 'fire' to keep it more readable. |
1999 | */ |
1540 | */ |
2000 | void |
1541 | static void |
2001 | fire_misc_object (object *op, int dir) |
1542 | fire_misc_object (object *op, int dir) |
2002 | { |
1543 | { |
2003 | object *item; |
1544 | object *item = op->contr->ranged_ob; |
2004 | |
1545 | |
2005 | if (!op->contr->ranges[range_misc]) |
1546 | if (!item) |
2006 | { |
1547 | { |
2007 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1548 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2008 | return; |
1549 | return; |
2009 | } |
1550 | } |
2010 | |
1551 | |
2011 | item = op->contr->ranges[range_misc]; |
|
|
2012 | if (!item->inv) |
1552 | if (!item->inv) |
2013 | { |
1553 | { |
2014 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1554 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2015 | return; |
1555 | return; |
2016 | } |
1556 | } |
|
|
1557 | |
|
|
1558 | if (!op->apply (item)) |
|
|
1559 | return; |
|
|
1560 | |
2017 | if (item->type == WAND) |
1561 | if (item->type == WAND) |
2018 | { |
1562 | { |
2019 | if (item->stats.food <= 0) |
1563 | if (item->stats.food <= 0) |
2020 | { |
1564 | { |
2021 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1565 | op->contr->play_sound (sound_find ("wand_poof")); |
2022 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1566 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1567 | |
2023 | return; |
1568 | return; |
2024 | } |
1569 | } |
2025 | } |
1570 | } |
2026 | else if (item->type == ROD || item->type == HORN) |
1571 | else if (item->type == ROD || item->type == HORN) |
2027 | { |
1572 | { |
2028 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1573 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1574 | |
|
|
1575 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1576 | // for a rod or horn, this fixes some broken rods. |
|
|
1577 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
2029 | { |
1578 | { |
2030 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1579 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1580 | |
2031 | if (item->type == ROD) |
1581 | if (item->type == ROD) |
2032 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1582 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2033 | else |
1583 | else |
2034 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1584 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1585 | |
2035 | return; |
1586 | return; |
2036 | } |
1587 | } |
2037 | } |
1588 | } |
2038 | |
1589 | |
2039 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1590 | if (cast_spell (op, item, dir, item->inv, NULL)) |
2040 | { |
1591 | { |
2041 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1592 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1593 | |
2042 | if (item->type == WAND) |
1594 | if (item->type == WAND) |
2043 | { |
1595 | { |
2044 | if (!(--item->stats.food)) |
1596 | if (!(--item->stats.food)) |
2045 | { |
1597 | { |
2046 | object *tmp; |
1598 | object *tmp; |
2047 | |
1599 | |
2048 | if (item->arch) |
1600 | if (item->arch) |
2049 | { |
1601 | { |
2050 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1602 | item->clr_flag (FLAG_ANIMATE); |
2051 | item->face = item->arch->clone.face; |
1603 | item->face = item->arch->face; |
2052 | item->speed = 0; |
1604 | item->set_speed (0); |
2053 | update_ob_speed (item); |
|
|
2054 | } |
1605 | } |
2055 | if ((tmp = is_player_inv (item))) |
1606 | |
|
|
1607 | if (object *pl = item->visible_to ()) |
2056 | esrv_update_item (UPD_ANIM, tmp, item); |
1608 | esrv_update_item (UPD_ANIM, pl, item); |
2057 | } |
1609 | } |
2058 | } |
1610 | } |
2059 | else if (item->type == ROD || item->type == HORN) |
1611 | else if (item->type == ROD || item->type == HORN) |
2060 | { |
|
|
2061 | drain_rod_charge (item); |
1612 | drain_rod_charge (item); |
2062 | } |
|
|
2063 | } |
1613 | } |
2064 | } |
1614 | } |
2065 | |
1615 | |
2066 | /* Received a fire command for the player - go and do it. |
1616 | /* Received a fire command for the player - go and do it. |
2067 | */ |
1617 | */ |
2068 | void |
1618 | bool |
2069 | fire (object *op, int dir) |
1619 | fire (object *who, int dir) |
2070 | { |
1620 | { |
2071 | int spellcost = 0; |
1621 | int spellcost = 0; |
2072 | |
1622 | |
|
|
1623 | player *pl = who->contr; |
|
|
1624 | |
|
|
1625 | if (pl->golem) |
|
|
1626 | { |
|
|
1627 | control_golem (who->contr->golem, dir); |
|
|
1628 | return false; |
|
|
1629 | } |
|
|
1630 | |
|
|
1631 | object *ob = pl->ranged_ob; |
|
|
1632 | |
|
|
1633 | if (!ob) |
|
|
1634 | return false; |
|
|
1635 | |
|
|
1636 | if (who->speed_left > 0.f) |
|
|
1637 | --who->speed_left; |
|
|
1638 | else |
|
|
1639 | return false; |
|
|
1640 | |
|
|
1641 | if (!who->apply (ob)) |
|
|
1642 | return false; |
|
|
1643 | |
2073 | /* check for loss of invisiblity/hide */ |
1644 | /* check for loss of invisiblity/hide */ |
2074 | if (action_makes_visible (op)) |
1645 | if (action_makes_visible (who)) |
2075 | make_visible (op); |
1646 | make_visible (who); |
2076 | |
1647 | |
2077 | switch (op->contr->shoottype) |
1648 | switch (ob->type) |
2078 | { |
1649 | { |
2079 | case range_none: |
1650 | case BOW: |
2080 | return; |
|
|
2081 | |
|
|
2082 | case range_bow: |
|
|
2083 | player_fire_bow (op, dir); |
1651 | player_fire_bow (who, dir); |
2084 | return; |
1652 | break; |
2085 | |
1653 | |
2086 | case range_magic: /* Casting spells */ |
1654 | case SPELL: |
2087 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1655 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
2088 | return; |
1656 | break; |
2089 | |
1657 | |
2090 | case range_misc: |
1658 | case BUILDER: |
2091 | fire_misc_object (op, dir); |
|
|
2092 | return; |
|
|
2093 | |
|
|
2094 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2095 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2096 | { |
|
|
2097 | op->contr->ranges[range_golem] = 0; |
|
|
2098 | op->contr->shoottype = range_none; |
|
|
2099 | } |
|
|
2100 | else |
|
|
2101 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2102 | return; |
|
|
2103 | |
|
|
2104 | case range_skill: |
|
|
2105 | if (!op->chosen_skill) |
|
|
2106 | { |
|
|
2107 | if (op->type == PLAYER) |
|
|
2108 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2109 | return; |
|
|
2110 | } |
|
|
2111 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2112 | return; |
|
|
2113 | case range_builder: |
|
|
2114 | apply_map_builder (op, dir); |
1659 | apply_map_builder (who, dir); |
2115 | return; |
1660 | break; |
|
|
1661 | |
|
|
1662 | case SKILL: |
|
|
1663 | do_skill (who, who, ob, dir, 0); |
|
|
1664 | break; |
|
|
1665 | |
|
|
1666 | case RANGED: |
|
|
1667 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1668 | break; |
|
|
1669 | |
2116 | default: |
1670 | default: |
2117 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1671 | fire_misc_object (who, dir); |
2118 | return; |
1672 | break; |
2119 | } |
1673 | } |
2120 | } |
|
|
2121 | |
1674 | |
|
|
1675 | return true; |
|
|
1676 | } |
2122 | |
1677 | |
2123 | |
1678 | static object * |
2124 | /* find_key |
|
|
2125 | * We try to find a key for the door as passed. If we find a key |
|
|
2126 | * and successfully use it, we return the key, otherwise NULL |
|
|
2127 | * This function merges both normal and locked door, since the logic |
|
|
2128 | * for both is the same - just the specific key is different. |
|
|
2129 | * pl is the player, |
|
|
2130 | * inv is the objects inventory to searched |
|
|
2131 | * door is the door we are trying to match against. |
|
|
2132 | * This function can be called recursively to search containers. |
|
|
2133 | */ |
|
|
2134 | |
|
|
2135 | object * |
|
|
2136 | find_key (object *pl, object *container, object *door) |
1679 | find_key_ (object *pl, object *container, object *door) |
2137 | { |
1680 | { |
2138 | object *tmp, *key; |
1681 | object *tmp, *key; |
2139 | |
1682 | |
2140 | /* Should not happen, but sanity checking is never bad */ |
1683 | /* Should not happen, but sanity checking is never bad */ |
2141 | if (container->inv == NULL) |
1684 | if (!container->inv) |
2142 | return NULL; |
1685 | return 0; |
2143 | |
1686 | |
2144 | /* First, lets try to find a key in the top level inventory */ |
1687 | /* First, lets try to find a key in the top level inventory */ |
2145 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1688 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2146 | { |
1689 | { |
2147 | if (door->type == DOOR && tmp->type == KEY) |
1690 | if (door->type == DOOR && tmp->type == KEY) |
2148 | break; |
1691 | break; |
|
|
1692 | |
2149 | /* For sanity, we should really check door type, but other stuff |
1693 | /* For sanity, we should really check door type, but other stuff |
2150 | * (like containers) can be locked with special keys |
1694 | * (like containers) can be locked with special keys |
2151 | */ |
1695 | */ |
2152 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1696 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2153 | break; |
1697 | break; |
2154 | } |
1698 | } |
|
|
1699 | |
2155 | /* No key found - lets search inventories now */ |
1700 | /* No key found - lets search inventories now */ |
2156 | /* If we find and use a key in an inventory, return at that time. |
1701 | /* If we find and use a key in an inventory, return at that time. |
2157 | * otherwise, if we search all the inventories and still don't find |
1702 | * otherwise, if we search all the inventories and still don't find |
2158 | * a key, return |
1703 | * a key, return |
2159 | */ |
1704 | */ |
2160 | if (!tmp) |
1705 | if (!tmp) |
2161 | { |
1706 | { |
2162 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1707 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2163 | { |
|
|
2164 | /* No reason to search empty containers */ |
1708 | /* No reason to search empty containers */ |
2165 | if (tmp->type == CONTAINER && tmp->inv) |
1709 | if (tmp->type == CONTAINER && tmp->inv) |
2166 | { |
|
|
2167 | if ((key = find_key (pl, tmp, door)) != NULL) |
1710 | if ((key = find_key_ (pl, tmp, door))) |
2168 | return key; |
1711 | return key; |
2169 | } |
1712 | |
2170 | } |
|
|
2171 | if (!tmp) |
1713 | if (!tmp) |
2172 | return NULL; |
1714 | return 0; |
2173 | } |
1715 | } |
|
|
1716 | |
2174 | /* We get down here if we have found a key. Now if its in a container, |
1717 | /* We get down here if we have found a key. Now if its in a container, |
2175 | * see if we actually want to use it |
1718 | * see if we actually want to use it |
2176 | */ |
1719 | */ |
2177 | if (pl != container) |
1720 | if (pl != container) |
2178 | { |
1721 | { |
2179 | /* Only let players use keys in containers */ |
1722 | /* Only let players use keys in containers */ |
2180 | if (!pl->contr) |
1723 | if (!pl->contr) |
2181 | return NULL; |
1724 | return 0; |
|
|
1725 | |
2182 | /* cases where this fails: |
1726 | /* cases where this fails: |
2183 | * If we only search the player inventory, return now since we |
1727 | * If we only search the player inventory, return now since we |
2184 | * are not in the players inventory. |
1728 | * are not in the players inventory. |
2185 | * If the container is not active, return now since only active |
1729 | * If the container is not active, return now since only active |
2186 | * containers can be used. |
1730 | * containers can be used. |
… | |
… | |
2190 | * inv must have been an container and must have been active. |
1734 | * inv must have been an container and must have been active. |
2191 | * |
1735 | * |
2192 | * Change the color so that the message doesn't disappear with |
1736 | * Change the color so that the message doesn't disappear with |
2193 | * all the others. |
1737 | * all the others. |
2194 | */ |
1738 | */ |
2195 | if (pl->contr->usekeys == key_inventory || |
1739 | if (pl->contr->usekeys == key_inventory |
2196 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1740 | || !container->flag [FLAG_APPLIED] |
2197 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1741 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
2198 | { |
1742 | { |
2199 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1743 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2200 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1744 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2201 | return NULL; |
1745 | return NULL; |
2202 | } |
1746 | } |
2203 | } |
1747 | } |
|
|
1748 | |
2204 | return tmp; |
1749 | return tmp; |
|
|
1750 | } |
|
|
1751 | |
|
|
1752 | /* find_key |
|
|
1753 | * We try to find a key for the door as passed. If we find a key |
|
|
1754 | * and successfully use it, we return the key, otherwise NULL |
|
|
1755 | * This function merges both normal and locked door, since the logic |
|
|
1756 | * for both is the same - just the specific key is different. |
|
|
1757 | * pl is the player, |
|
|
1758 | * inv is the objects inventory to searched |
|
|
1759 | * door is the door we are trying to match against. |
|
|
1760 | * This function can be called recursively to search containers. |
|
|
1761 | */ |
|
|
1762 | object * |
|
|
1763 | find_key (object *pl, object *container, object *door) |
|
|
1764 | { |
|
|
1765 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1766 | { |
|
|
1767 | // for match expressions, we try to find the key by applying the match |
|
|
1768 | // to the op itself, which is supposed to find the "key", instead |
|
|
1769 | // of searching through containers ourselves. |
|
|
1770 | |
|
|
1771 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1772 | } |
|
|
1773 | else |
|
|
1774 | return find_key_ (pl, container, door); |
2205 | } |
1775 | } |
2206 | |
1776 | |
2207 | /* moved door processing out of move_player_attack. |
1777 | /* moved door processing out of move_player_attack. |
2208 | * returns 1 if player has opened the door with a key |
1778 | * returns 1 if player has opened the door with a key |
2209 | * such that the caller should not do anything more, |
1779 | * such that the caller should not do anything more, |
2210 | * 0 otherwise |
1780 | * 0 otherwise |
2211 | */ |
1781 | */ |
2212 | static int |
1782 | static int |
2213 | player_attack_door (object *op, object *door) |
1783 | player_attack_door (object *op, object *door) |
2214 | { |
1784 | { |
2215 | |
|
|
2216 | /* If its a door, try to find a use a key. If we do destroy the door, |
1785 | /* If its a door, try to find a key. If we do destroy the door, |
2217 | * might as well return immediately as there is nothing more to do - |
1786 | * might as well return immediately as there is nothing more to do - |
2218 | * otherwise, we fall through to the rest of the code. |
1787 | * otherwise, we fall through to the rest of the code. |
2219 | */ |
1788 | */ |
2220 | object *key = find_key (op, op, door); |
1789 | object *key = find_key (op, op, door); |
2221 | |
1790 | |
2222 | /* IF we found a key, do some extra work */ |
1791 | /* If we found a key, do some extra work */ |
2223 | if (key) |
1792 | if (key) |
2224 | { |
1793 | { |
2225 | object *container = key->env; |
1794 | object *container = key->env; |
2226 | |
1795 | |
2227 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2228 | if (action_makes_visible (op)) |
1796 | if (action_makes_visible (op)) |
2229 | make_visible (op); |
1797 | make_visible (op); |
|
|
1798 | |
2230 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1799 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2231 | spring_trap (door->inv, op); |
1800 | spring_trap (door->inv, op); |
|
|
1801 | |
2232 | if (door->type == DOOR) |
1802 | if (door->type == DOOR) |
2233 | { |
|
|
2234 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1803 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2235 | } |
|
|
2236 | else if (door->type == LOCKED_DOOR) |
1804 | else if (door->type == LOCKED_DOOR) |
2237 | { |
1805 | { |
2238 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1806 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2239 | remove_door2 (door); /* remove door without violence ;-) */ |
1807 | remove_door2 (door); /* remove door without violence ;-) */ |
2240 | } |
1808 | } |
|
|
1809 | |
2241 | /* Do this after we print the message */ |
1810 | /* Do this after we print the message */ |
2242 | decrease_ob (key); /* Use up one of the keys */ |
1811 | key->decrease (); /* Use up one of the keys */ |
2243 | /* Need to update the weight the container the key was in */ |
1812 | |
2244 | if (container != op) |
|
|
2245 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2246 | return 1; /* Nothing more to do below */ |
1813 | return 1; /* Nothing more to do below */ |
2247 | } |
1814 | } |
2248 | else if (door->type == LOCKED_DOOR) |
1815 | else if (door->type == LOCKED_DOOR) |
2249 | { |
1816 | { |
2250 | /* Might as well return now - no other way to open this */ |
1817 | /* Might as well return now - no other way to open this */ |
2251 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1818 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2252 | return 1; |
1819 | return 1; |
2253 | } |
1820 | } |
|
|
1821 | |
2254 | return 0; |
1822 | return 0; |
2255 | } |
1823 | } |
2256 | |
1824 | |
2257 | /* This function is just part of a breakup from move_player. |
1825 | /* This function is just part of a breakup from move_player. |
2258 | * It should keep the code cleaner. |
1826 | * It should keep the code cleaner. |
2259 | * When this is called, the players direction has been updated |
1827 | * When this is called, the players direction has been updated |
2260 | * (taking into account confusion.) The player is also actually |
1828 | * (taking into account confusion.) The player is also actually |
2261 | * going to try and move (not fire weapons). |
1829 | * going to try and move (not fire weapons). |
2262 | */ |
1830 | */ |
2263 | |
1831 | bool |
2264 | void |
|
|
2265 | move_player_attack (object *op, int dir) |
1832 | move_player_attack (object *op, int dir) |
2266 | { |
1833 | { |
2267 | object *tmp, *mon; |
1834 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2268 | sint16 nx, ny; |
1835 | { |
2269 | int on_battleground; |
1836 | --op->speed_left; |
2270 | maptile *m; |
1837 | return true; |
|
|
1838 | } |
2271 | |
1839 | |
2272 | nx = freearr_x[dir] + op->x; |
1840 | sint16 nx = freearr_x[dir] + op->x; |
2273 | ny = freearr_y[dir] + op->y; |
1841 | sint16 ny = freearr_y[dir] + op->y; |
2274 | |
1842 | |
2275 | on_battleground = op_on_battleground (op, NULL, NULL); |
1843 | if (out_of_map (op->map, nx, ny)) |
|
|
1844 | return false; |
2276 | |
1845 | |
2277 | /* If braced, or can't move to the square, and it is not out of the |
1846 | /* If braced, or can't move to the square, and it is not out of the |
2278 | * map, attack it. Note order of if statement is important - don't |
1847 | * map, attack it. Note order of if statement is important - don't |
2279 | * want to be calling move_ob if braced, because move_ob will move the |
1848 | * want to be calling move_ob if braced, because move_ob will move the |
2280 | * player. This is a pretty nasty hack, because if we could |
1849 | * player. This is a pretty nasty hack, because if we could |
2281 | * move to some space, it then means that if we are braced, we should |
1850 | * move to some space, it then means that if we are braced, we should |
2282 | * do nothing at all. As it is, if we are braced, we go through |
1851 | * do nothing at all. As it is, if we are braced, we go through |
2283 | * quite a bit of processing. However, it probably is less than what |
1852 | * quite a bit of processing. However, it probably is less than what |
2284 | * move_ob uses. |
1853 | * move_ob uses. |
2285 | */ |
1854 | */ |
2286 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1855 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1856 | |
|
|
1857 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1858 | * we find a monster - that is something we know we want to attack. |
|
|
1859 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1860 | * on the space |
|
|
1861 | */ |
|
|
1862 | object *mon; |
|
|
1863 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1864 | { |
|
|
1865 | if ((mon->flag [FLAG_ALIVE] |
|
|
1866 | || mon->type == LOCKED_DOOR |
|
|
1867 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1868 | && mon != op) |
|
|
1869 | break; |
2287 | { |
1870 | } |
2288 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1871 | |
|
|
1872 | /* no monster == player tries to move into a wall or so */ |
|
|
1873 | if (!mon) |
|
|
1874 | { |
|
|
1875 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1876 | if (op->move_type & ob->move_block) |
2289 | { |
1877 | { |
2290 | m = get_map_from_coord (op->map, &nx, &ny); |
1878 | if (ob->move_block == MOVE_ALL) |
2291 | if (!m) |
1879 | move_into_wall (op, ob); |
2292 | return; /* Don't think this should happen */ |
1880 | else |
|
|
1881 | { |
|
|
1882 | if (op->contr->ns->bumpmsg) |
|
|
1883 | { |
|
|
1884 | op->play_sound (sound_find ("blocked_move")); |
|
|
1885 | |
|
|
1886 | op->statusmsg (ob->invisible |
|
|
1887 | ? "Something blocks you." |
|
|
1888 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1889 | ); |
|
|
1890 | } |
|
|
1891 | } |
|
|
1892 | |
|
|
1893 | break; |
|
|
1894 | } |
|
|
1895 | |
|
|
1896 | return false; |
|
|
1897 | } |
|
|
1898 | |
|
|
1899 | mon = mon->head_ (); |
|
|
1900 | |
|
|
1901 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1902 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1903 | if (player_attack_door (op, mon)) |
|
|
1904 | { |
|
|
1905 | --op->contr->weapon_sp_left; |
|
|
1906 | return true; |
|
|
1907 | } |
|
|
1908 | |
|
|
1909 | /* The following deals with possibly attacking peaceful |
|
|
1910 | * or friendly creatures. Basically, all players are considered |
|
|
1911 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1912 | * object should be pushed instead of attacked. It is assumed that |
|
|
1913 | * if you are braced, you will not attack friends accidently, |
|
|
1914 | * and thus will not push them. |
|
|
1915 | */ |
|
|
1916 | |
|
|
1917 | /* If the creature is a pet, push it even if the player is not |
|
|
1918 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1919 | * player owns it and it is either friendly or unagressive. |
|
|
1920 | */ |
|
|
1921 | if (op->type == PLAYER |
|
|
1922 | && ((mon->owner && mon->owner->contr |
|
|
1923 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1924 | || mon->owner == op) |
|
|
1925 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
|
|
1926 | { |
|
|
1927 | /* If we're braced, we don't want to switch places with it */ |
|
|
1928 | if (op->contr->braced) |
|
|
1929 | return false; |
|
|
1930 | |
|
|
1931 | if (op->speed_left > 0.f) |
|
|
1932 | { |
|
|
1933 | --op->speed_left; |
|
|
1934 | |
|
|
1935 | op->play_sound (sound_find ("push_player")); |
|
|
1936 | push_ob (mon, dir, op); |
|
|
1937 | |
|
|
1938 | if (action_makes_visible (op)) |
|
|
1939 | make_visible (op); |
|
|
1940 | |
|
|
1941 | return true; |
2293 | } |
1942 | } |
2294 | else |
1943 | else |
2295 | m = op->map; |
|
|
2296 | |
|
|
2297 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
|
|
2298 | { |
|
|
2299 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2300 | return; |
1944 | return false; |
2301 | } |
1945 | } |
2302 | |
1946 | |
2303 | mon = NULL; |
1947 | bool on_battleground = op_on_battleground (op, 0, 0); |
2304 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2305 | * we find a monster - that is something we know we want to attack. |
|
|
2306 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2307 | * on the space |
|
|
2308 | */ |
|
|
2309 | while (tmp != NULL) |
|
|
2310 | { |
|
|
2311 | if (tmp == op) |
|
|
2312 | { |
|
|
2313 | tmp = tmp->above; |
|
|
2314 | continue; |
|
|
2315 | } |
|
|
2316 | |
1948 | |
2317 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2318 | { |
|
|
2319 | mon = tmp; |
|
|
2320 | break; |
|
|
2321 | } |
|
|
2322 | |
|
|
2323 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2324 | mon = tmp; |
|
|
2325 | |
|
|
2326 | tmp = tmp->above; |
|
|
2327 | } |
|
|
2328 | |
|
|
2329 | if (mon == NULL) /* This happens anytime the player tries to move */ |
|
|
2330 | return; /* into a wall */ |
|
|
2331 | |
|
|
2332 | if (mon->head != NULL) |
|
|
2333 | mon = mon->head; |
|
|
2334 | |
|
|
2335 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2336 | if (player_attack_door (op, mon)) |
|
|
2337 | return; |
|
|
2338 | |
|
|
2339 | /* The following deals with possibly attacking peaceful |
|
|
2340 | * or frienddly creatures. Basically, all players are considered |
|
|
2341 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2342 | * object should be pushed instead of attacked. It is assumed that |
|
|
2343 | * if you are braced, you will not attack friends accidently, |
|
|
2344 | * and thus will not push them. |
|
|
2345 | */ |
|
|
2346 | |
|
|
2347 | /* If the creature is a pet, push it even if the player is not |
|
|
2348 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2349 | * player owns it and it is either friendly or unagressive. |
|
|
2350 | */ |
|
|
2351 | if ((op->type == PLAYER) |
|
|
2352 | #if COZY_SERVER |
|
|
2353 | && |
|
|
2354 | ((mon->owner && mon->owner->contr |
|
|
2355 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2356 | #else |
|
|
2357 | && mon->owner == op |
|
|
2358 | #endif |
|
|
2359 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2360 | { |
|
|
2361 | /* If we're braced, we don't want to switch places with it */ |
|
|
2362 | if (op->contr->braced) |
|
|
2363 | return; |
|
|
2364 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2365 | (void) push_ob (mon, dir, op); |
|
|
2366 | if (op->contr->tmp_invis || op->hide) |
|
|
2367 | make_visible (op); |
|
|
2368 | return; |
|
|
2369 | } |
|
|
2370 | |
|
|
2371 | /* in certain circumstances, you shouldn't attack friendly |
1949 | /* in certain circumstances, you shouldn't attack friendly |
2372 | * creatures. Note that if you are braced, you can't push |
1950 | * creatures. Note that if you are braced, you can't push |
2373 | * someone, but put it inside this loop so that you won't |
1951 | * someone, but put it inside this loop so that you won't |
2374 | * attack them either. |
1952 | * attack them either. |
2375 | */ |
1953 | */ |
2376 | if ((mon->type == PLAYER || mon->enemy != op) && |
1954 | if ((mon->type == PLAYER || mon->enemy != op) |
2377 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1955 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2378 | #ifdef PROHIBIT_PLAYERKILL |
1956 | && ((op->contr->peaceful |
2379 | (op->contr->peaceful |
1957 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2380 | || (mon->type == PLAYER |
1958 | && !on_battleground)) |
2381 | && mon->contr-> |
1959 | { |
2382 | peaceful)) && |
1960 | if (op->speed_left > 0.f) |
2383 | #else |
|
|
2384 | op->contr->peaceful && |
|
|
2385 | #endif |
|
|
2386 | !on_battleground)) |
|
|
2387 | { |
1961 | { |
|
|
1962 | --op->speed_left; |
|
|
1963 | |
2388 | if (!op->contr->braced) |
1964 | if (!op->contr->braced) |
2389 | { |
1965 | { |
2390 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1966 | op->play_sound (sound_find ("push_player")); |
2391 | (void) push_ob (mon, dir, op); |
1967 | push_ob (mon, dir, op); |
2392 | } |
1968 | } |
2393 | else |
1969 | else |
2394 | { |
1970 | op->statusmsg ("You withhold your attack"); |
2395 | new_draw_info (0, 0, op, "You withhold your attack"); |
1971 | |
2396 | } |
|
|
2397 | if (op->contr->tmp_invis || op->hide) |
1972 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2398 | make_visible (op); |
1973 | make_visible (op); |
2399 | } |
|
|
2400 | |
1974 | |
|
|
1975 | return true; |
|
|
1976 | } |
|
|
1977 | } |
2401 | /* If the object is a boulder or other rollable object, then |
1978 | /* If the object is a boulder or other rollable object, then |
2402 | * roll it if not braced. You can't roll it if you are braced. |
1979 | * roll it if not braced. You can't roll it if you are braced. |
2403 | */ |
1980 | */ |
2404 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1981 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
|
|
1982 | { |
|
|
1983 | if (op->speed_left > 0.f) |
2405 | { |
1984 | { |
|
|
1985 | --op->speed_left; |
|
|
1986 | |
2406 | recursive_roll (mon, dir, op); |
1987 | recursive_roll (mon, dir, op); |
2407 | if (action_makes_visible (op)) |
1988 | if (action_makes_visible (op)) |
2408 | make_visible (op); |
1989 | make_visible (op); |
2409 | } |
|
|
2410 | |
1990 | |
|
|
1991 | return true; |
|
|
1992 | } |
|
|
1993 | } |
2411 | /* Any generic living creature. Including things like doors. |
1994 | /* Any generic living creature. Including things like doors. |
2412 | * Way it works is like this: First, it must have some hit points |
1995 | * Way it works is like this: First, it must have some hit points |
2413 | * and be living. Then, it must be one of the following: |
1996 | * and be living. Then, it must be one of the following: |
2414 | * 1) Not a player, 2) A player, but of a different party. Note |
1997 | * 1) Not a player, 2) A player, but of a different party. Note |
2415 | * that party_number -1 is no party, so attacks can still happen. |
1998 | * that party_number -1 is no party, so attacks can still happen. |
2416 | */ |
1999 | */ |
2417 | |
|
|
2418 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2000 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2419 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2001 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2420 | { |
2002 | { |
2421 | |
2003 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2422 | /* If the player hasn't hit something this tick, and does |
|
|
2423 | * so, give them speed boost based on weapon speed. Doing |
|
|
2424 | * it here is better than process_players2, which basically |
|
|
2425 | * incurred a 1 tick offset. |
|
|
2426 | */ |
|
|
2427 | if (!op->contr->has_hit) |
|
|
2428 | { |
2004 | { |
2429 | op->speed_left += op->speed / op->contr->weapon_sp; |
2005 | --op->contr->weapon_sp_left; |
2430 | |
2006 | |
2431 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2432 | } |
|
|
2433 | |
|
|
2434 | skill_attack (mon, op, 0, NULL, NULL); |
2007 | skill_attack (mon, op, 0, 0, 0); |
2435 | |
2008 | |
2436 | /* If attacking another player, that player gets automatic |
|
|
2437 | * hitback, and doesn't loose luck either. |
|
|
2438 | * Disable hitback on the battleground or if the target is |
|
|
2439 | * the wiz. |
|
|
2440 | */ |
|
|
2441 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2442 | { |
|
|
2443 | short luck = mon->stats.luck; |
|
|
2444 | |
|
|
2445 | mon->contr->has_hit = 1; |
|
|
2446 | skill_attack (op, mon, 0, NULL, NULL); |
|
|
2447 | mon->stats.luck = luck; |
|
|
2448 | } |
|
|
2449 | if (action_makes_visible (op)) |
2009 | if (action_makes_visible (op)) |
2450 | make_visible (op); |
2010 | make_visible (op); |
2451 | } |
|
|
2452 | } /* if player should attack something */ |
|
|
2453 | } |
|
|
2454 | |
2011 | |
2455 | int |
2012 | return true; |
|
|
2013 | } |
|
|
2014 | } |
|
|
2015 | |
|
|
2016 | return false; |
|
|
2017 | } |
|
|
2018 | |
|
|
2019 | bool |
2456 | move_player (object *op, int dir) |
2020 | move_player (object *op, int dir) |
2457 | { |
2021 | { |
2458 | int pick; |
|
|
2459 | |
|
|
2460 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2022 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2461 | return 0; |
2023 | return 0; |
2462 | |
2024 | |
2463 | /* Sanity check: make sure dir is valid */ |
2025 | /* Sanity check: make sure dir is valid */ |
2464 | if ((dir < 0) || (dir >= 9)) |
2026 | if (dir < 0 || dir > 8) |
2465 | { |
2027 | { |
2466 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2028 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2467 | return 0; |
2029 | return 0; |
2468 | } |
2030 | } |
2469 | |
2031 | |
2470 | /* peterm: added following line */ |
2032 | /* peterm: added following line */ |
2471 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2033 | if (op->flag [FLAG_CONFUSED] && dir) |
2472 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2034 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2473 | |
2035 | |
2474 | op->facing = dir; |
2036 | op->facing = dir; |
2475 | |
2037 | |
2476 | if (op->hide) |
2038 | if (op->flag [FLAG_HIDDEN]) |
2477 | do_hidden_move (op); |
2039 | do_hidden_move (op); |
2478 | |
2040 | |
|
|
2041 | bool retval; |
|
|
2042 | int pick = 0; |
|
|
2043 | |
2479 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2044 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2480 | /*nop */ ; |
2045 | retval = RESULT_INT (0); |
2481 | else if (op->contr->fire_on) |
2046 | else if (op->contr->fire_on) |
2482 | fire (op, dir); |
2047 | retval = fire (op, dir); |
2483 | else |
2048 | else |
2484 | { |
2049 | { |
2485 | move_player_attack (op, dir); |
2050 | retval = move_player_attack (op, dir); |
2486 | pick = check_pick (op); |
2051 | pick = check_pick (op); |
2487 | } |
2052 | } |
2488 | |
2053 | |
2489 | /* Add special check for newcs players and fire on - this way, the |
2054 | /* Add special check for newcs players and fire on - this way, the |
2490 | * server can handle repeat firing. |
2055 | * server can handle repeat firing. |
2491 | */ |
2056 | */ |
2492 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2057 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2493 | { |
|
|
2494 | op->direction = dir; |
2058 | op->direction = dir; |
2495 | } |
|
|
2496 | else |
2059 | else |
2497 | { |
|
|
2498 | op->direction = 0; |
2060 | op->direction = 0; |
2499 | } |
2061 | |
2500 | /* Update how the player looks. Use the facing, so direction may |
2062 | /* Update how the player looks. Use the facing, so direction may |
2501 | * get reset to zero. This allows for full animation capabilities |
2063 | * get reset to zero. This allows for full animation capabilities |
2502 | * for players. |
2064 | * for players. |
2503 | */ |
2065 | */ |
2504 | animate_object (op, op->facing); |
2066 | animate_object (op, op->facing); |
2505 | return 0; |
2067 | |
|
|
2068 | return retval; |
2506 | } |
2069 | } |
2507 | |
2070 | |
2508 | /* This is similar to handle_player, below, but is only used by the |
2071 | /* This is similar to handle_player, below, but is only used by the |
2509 | * new client/server stuff. |
2072 | * new client/server stuff. |
2510 | * This is sort of special, in that the new client/server actually uses |
2073 | * This is sort of special, in that the new client/server actually uses |
2511 | * the new speed values for commands. |
2074 | * the new speed values for commands. |
2512 | * |
2075 | * |
2513 | * Returns true if there are more actions we can do. |
2076 | * Returns true if there are more actions we can do. Should not do |
|
|
2077 | * many actions in a row, as that would be too unfair to other |
|
|
2078 | * players. |
2514 | */ |
2079 | */ |
2515 | int |
2080 | bool |
2516 | handle_newcs_player (object *op) |
2081 | handle_newcs_player (object *op) |
2517 | { |
2082 | { |
|
|
2083 | if (op->flag [FLAG_SCARED]) |
|
|
2084 | { |
|
|
2085 | if (op->speed_left > 0.f) |
|
|
2086 | { |
|
|
2087 | --op->speed_left; |
|
|
2088 | flee_player (op); |
|
|
2089 | |
|
|
2090 | return true; |
|
|
2091 | } |
|
|
2092 | else |
|
|
2093 | return false; |
|
|
2094 | } |
|
|
2095 | |
|
|
2096 | /* call this here - we also will call this in do_ericserver, but |
|
|
2097 | * the players time has been increased when doericserver has been |
|
|
2098 | * called, so we recheck it here. |
|
|
2099 | */ |
|
|
2100 | if (op->contr->ns->handle_command ()) |
|
|
2101 | return true; |
|
|
2102 | |
|
|
2103 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
|
|
2104 | return move_player (op, op->direction); |
|
|
2105 | |
|
|
2106 | return false; |
|
|
2107 | } |
|
|
2108 | |
|
|
2109 | static int |
|
|
2110 | save_life (object *op) |
|
|
2111 | { |
|
|
2112 | if (!op->flag [FLAG_LIFESAVE]) |
|
|
2113 | return 0; |
|
|
2114 | |
|
|
2115 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2116 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
|
|
2117 | { |
|
|
2118 | op->play_sound (sound_find ("ob_evaporate")); |
|
|
2119 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2120 | |
|
|
2121 | tmp->destroy (); |
|
|
2122 | op->clr_flag (FLAG_LIFESAVE); |
|
|
2123 | |
|
|
2124 | if (op->stats.hp < 0) |
|
|
2125 | op->stats.hp = op->stats.maxhp; |
|
|
2126 | |
|
|
2127 | if (op->stats.food < 0) |
|
|
2128 | op->stats.food = MAX_FOOD; |
|
|
2129 | |
|
|
2130 | op->update_stats (); |
|
|
2131 | return 1; |
|
|
2132 | } |
|
|
2133 | |
|
|
2134 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
|
|
2135 | op->clr_flag (FLAG_LIFESAVE); |
|
|
2136 | enter_player_savebed (op); /* bring him home. */ |
|
|
2137 | return 0; |
|
|
2138 | } |
|
|
2139 | |
|
|
2140 | /* This goes throws the inventory and removes unpaid objects, and puts them |
|
|
2141 | * back in the map (location and map determined by values of env). This |
|
|
2142 | * function will descend into containers. op is the object to start the search |
|
|
2143 | * from. |
|
|
2144 | */ |
|
|
2145 | static void |
|
|
2146 | drop_unpaid_items (object *op, object *env) |
|
|
2147 | { |
|
|
2148 | while (op) |
|
|
2149 | { |
|
|
2150 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2151 | |
|
|
2152 | if (op->flag [FLAG_UNPAID]) |
|
|
2153 | op->insert_at (env); |
|
|
2154 | else if (op->inv) |
|
|
2155 | drop_unpaid_items (op->inv, env); |
|
|
2156 | |
|
|
2157 | op = next; |
|
|
2158 | } |
|
|
2159 | } |
|
|
2160 | |
|
|
2161 | void |
|
|
2162 | object::drop_unpaid_items () |
|
|
2163 | { |
|
|
2164 | if (!flag [FLAG_REMOVED]) |
|
|
2165 | ::drop_unpaid_items (inv, this); |
|
|
2166 | } |
|
|
2167 | |
|
|
2168 | void |
|
|
2169 | do_some_living (object *op) |
|
|
2170 | { |
|
|
2171 | int last_food = op->stats.food; |
|
|
2172 | int gen_hp, gen_sp, gen_grace; |
|
|
2173 | int i; |
|
|
2174 | int rate_hp = 1200; |
|
|
2175 | int rate_sp = 2500; |
|
|
2176 | int rate_grace = 2000; |
|
|
2177 | const int max_hp = 1; |
|
|
2178 | const int max_sp = 1; |
|
|
2179 | const int max_grace = 1; |
|
|
2180 | |
2518 | if (op->contr->hidden) |
2181 | if (op->contr->hidden) |
2519 | { |
2182 | { |
2520 | op->invisible = 1000; |
2183 | op->invisible = 1000; |
2521 | /* the socket code flashes the player visible/invisible |
2184 | /* the socket code flashes the player visible/invisible |
2522 | * depending on the value of invisible, so we need to |
2185 | * depending on the value of invisible, so we need to |
2523 | * alternate it here for it to work correctly. |
2186 | * alternate it here for it to work correctly. |
2524 | */ |
2187 | */ |
2525 | if (pticks & 2) |
2188 | if (pticks & 2) |
2526 | op->invisible--; |
2189 | op->invisible--; |
2527 | } |
2190 | } |
2528 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2191 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2529 | { |
2192 | { |
2530 | op->invisible--; |
|
|
2531 | if (!op->invisible) |
2193 | if (!op->invisible--) |
2532 | { |
2194 | { |
2533 | make_visible (op); |
2195 | make_visible (op); |
2534 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2196 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2535 | } |
2197 | } |
2536 | } |
2198 | } |
2537 | |
2199 | |
2538 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2539 | { |
|
|
2540 | flee_player (op); |
|
|
2541 | /* If player is still scared, that is his action for this tick */ |
|
|
2542 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2543 | { |
|
|
2544 | op->speed_left--; |
|
|
2545 | return 0; |
|
|
2546 | } |
|
|
2547 | } |
|
|
2548 | |
|
|
2549 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2550 | * the player object still points to the defunct golem. The code that |
|
|
2551 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2552 | * put this in a a workaround to clean up the golem pointer. |
|
|
2553 | */ |
|
|
2554 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2555 | op->contr->ranges[range_golem] = 0; |
|
|
2556 | |
|
|
2557 | /* call this here - we also will call this in do_ericserver, but |
|
|
2558 | * the players time has been increased when doericserver has been |
|
|
2559 | * called, so we recheck it here. |
|
|
2560 | */ |
|
|
2561 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
|
|
2562 | for (int rep = 8; --rep && op->contr->socket->handle_command (); ) |
|
|
2563 | ; |
|
|
2564 | |
|
|
2565 | if (op->speed_left < 0) |
|
|
2566 | return 0; |
|
|
2567 | |
|
|
2568 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
|
|
2569 | { |
|
|
2570 | /* All move commands take 1 tick, at least for now */ |
|
|
2571 | op->speed_left--; |
|
|
2572 | |
|
|
2573 | /* Instead of all the stuff below, let move_player take care |
|
|
2574 | * of it. Also, some of the skill stuff is only put in |
|
|
2575 | * there, as well as the confusion stuff. |
|
|
2576 | */ |
|
|
2577 | move_player (op, op->direction); |
|
|
2578 | if (op->speed_left > 0) |
|
|
2579 | return 1; |
|
|
2580 | else |
|
|
2581 | return 0; |
|
|
2582 | } |
|
|
2583 | |
|
|
2584 | return 0; |
|
|
2585 | } |
|
|
2586 | |
|
|
2587 | int |
|
|
2588 | save_life (object *op) |
|
|
2589 | { |
|
|
2590 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
|
|
2591 | return 0; |
|
|
2592 | |
|
|
2593 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2594 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
|
|
2595 | { |
|
|
2596 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
|
|
2597 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2598 | |
|
|
2599 | if (op->contr) |
|
|
2600 | esrv_del_item (op->contr, tmp->count); |
|
|
2601 | |
|
|
2602 | tmp->destroy (); |
|
|
2603 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2604 | |
|
|
2605 | if (op->stats.hp < 0) |
|
|
2606 | op->stats.hp = op->stats.maxhp; |
|
|
2607 | |
|
|
2608 | if (op->stats.food < 0) |
|
|
2609 | op->stats.food = 999; |
|
|
2610 | |
|
|
2611 | fix_player (op); |
|
|
2612 | return 1; |
|
|
2613 | } |
|
|
2614 | |
|
|
2615 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
|
|
2616 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2617 | enter_player_savebed (op); /* bring him home. */ |
|
|
2618 | return 0; |
|
|
2619 | } |
|
|
2620 | |
|
|
2621 | /* This goes throws the inventory and removes unpaid objects, and puts them |
|
|
2622 | * back in the map (location and map determined by values of env). This |
|
|
2623 | * function will descend into containers. op is the object to start the search |
|
|
2624 | * from. |
|
|
2625 | */ |
|
|
2626 | void |
|
|
2627 | remove_unpaid_objects (object *op, object *env) |
|
|
2628 | { |
|
|
2629 | object *next; |
|
|
2630 | |
|
|
2631 | while (op) |
|
|
2632 | { |
|
|
2633 | next = op->below; /* Make sure we have a good value, in case |
|
|
2634 | * we remove object 'op' |
|
|
2635 | */ |
|
|
2636 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2637 | { |
|
|
2638 | op->remove (); |
|
|
2639 | op->x = env->x; |
|
|
2640 | op->y = env->y; |
|
|
2641 | if (env->type == PLAYER) |
|
|
2642 | esrv_del_item (env->contr, op->count); |
|
|
2643 | insert_ob_in_map (op, env->map, NULL, 0); |
|
|
2644 | } |
|
|
2645 | else if (op->inv) |
|
|
2646 | remove_unpaid_objects (op->inv, env); |
|
|
2647 | |
|
|
2648 | op = next; |
|
|
2649 | } |
|
|
2650 | } |
|
|
2651 | |
|
|
2652 | |
|
|
2653 | /* |
|
|
2654 | * Returns pointer a static string containing gravestone text |
|
|
2655 | * Moved from apply.c to player.c - player.c is what |
|
|
2656 | * actually uses this function. player.c may not be quite the |
|
|
2657 | * best, a misc file for object actions is probably better, |
|
|
2658 | * but there isn't one in the server directory. |
|
|
2659 | */ |
|
|
2660 | char * |
|
|
2661 | gravestone_text (object *op) |
|
|
2662 | { |
|
|
2663 | static char buf2[MAX_BUF]; |
|
|
2664 | char buf[MAX_BUF]; |
|
|
2665 | time_t now = time (NULL); |
|
|
2666 | |
|
|
2667 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2668 | if (op->type == PLAYER) |
|
|
2669 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2670 | else |
|
|
2671 | sprintf (buf, "%s\n", &op->name); |
|
|
2672 | |
|
|
2673 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2674 | strcat (buf2, buf); |
|
|
2675 | if (op->type == PLAYER) |
|
|
2676 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2677 | else |
|
|
2678 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2679 | |
|
|
2680 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2681 | strcat (buf2, buf); |
|
|
2682 | if (op->type == PLAYER) |
|
|
2683 | { |
|
|
2684 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2685 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2686 | strcat (buf2, buf); |
|
|
2687 | } |
|
|
2688 | |
|
|
2689 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2690 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2691 | strcat (buf2, buf); |
|
|
2692 | |
|
|
2693 | return buf2; |
|
|
2694 | } |
|
|
2695 | |
|
|
2696 | |
|
|
2697 | |
|
|
2698 | void |
|
|
2699 | do_some_living (object *op) |
|
|
2700 | { |
|
|
2701 | int last_food = op->stats.food; |
|
|
2702 | int gen_hp, gen_sp, gen_grace; |
|
|
2703 | int over_hp, over_sp, over_grace; |
|
|
2704 | int i; |
|
|
2705 | int rate_hp = 1200; |
|
|
2706 | int rate_sp = 2500; |
|
|
2707 | int rate_grace = 2000; |
|
|
2708 | const int max_hp = 1; |
|
|
2709 | const int max_sp = 1; |
|
|
2710 | const int max_grace = 1; |
|
|
2711 | |
|
|
2712 | if (op->contr->outputs_sync) |
|
|
2713 | { |
|
|
2714 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2715 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2716 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2717 | } |
|
|
2718 | |
|
|
2719 | if (op->contr->state == ST_PLAYING) |
2200 | if (op->contr->ns->state == ST_PLAYING) |
2720 | { |
2201 | { |
2721 | |
|
|
2722 | /* these next three if clauses make it possible to SLOW DOWN |
2202 | /* these next three if clauses make it possible to SLOW DOWN |
2723 | hp/grace/spellpoint regeneration. */ |
2203 | hp/grace/spellpoint regeneration. */ |
2724 | if (op->contr->gen_hp >= 0) |
2204 | if (op->contr->gen_hp >= 0) |
2725 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2205 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2726 | else |
2206 | else |
2727 | { |
2207 | { |
2728 | gen_hp = op->stats.maxhp; |
2208 | gen_hp = op->stats.maxhp; |
2729 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2209 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2730 | } |
2210 | } |
|
|
2211 | |
2731 | if (op->contr->gen_sp >= 0) |
2212 | if (op->contr->gen_sp >= 0) |
2732 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2213 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2733 | else |
2214 | else |
2734 | { |
2215 | { |
2735 | gen_sp = op->stats.maxsp; |
2216 | gen_sp = op->stats.maxsp; |
2736 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2217 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2737 | } |
2218 | } |
|
|
2219 | |
2738 | if (op->contr->gen_grace >= 0) |
2220 | if (op->contr->gen_grace >= 0) |
2739 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2221 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2740 | else |
2222 | else |
2741 | { |
2223 | { |
2742 | gen_grace = op->stats.maxgrace; |
2224 | gen_grace = op->stats.maxgrace; |
2743 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2225 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2744 | } |
2226 | } |
2745 | |
2227 | |
2746 | /* Regenerate Spell Points */ |
|
|
2747 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2748 | { |
|
|
2749 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2750 | if (op->stats.sp < op->stats.maxsp) |
|
|
2751 | { |
|
|
2752 | op->stats.sp++; |
|
|
2753 | /* dms do not consume food */ |
|
|
2754 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2755 | { |
|
|
2756 | op->stats.food--; |
|
|
2757 | if (op->contr->digestion < 0) |
|
|
2758 | op->stats.food += op->contr->digestion; |
|
|
2759 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2760 | op->stats.food = last_food; |
|
|
2761 | } |
|
|
2762 | } |
|
|
2763 | if (max_sp > 1) |
|
|
2764 | { |
|
|
2765 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2766 | if (over_sp > 0) |
|
|
2767 | { |
|
|
2768 | if (op->stats.sp < op->stats.maxsp) |
|
|
2769 | { |
|
|
2770 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2771 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2772 | op->stats.sp--; |
|
|
2773 | if (op->stats.sp > op->stats.maxsp) |
|
|
2774 | op->stats.sp = op->stats.maxsp; |
|
|
2775 | } |
|
|
2776 | op->last_sp = 0; |
|
|
2777 | } |
|
|
2778 | else |
|
|
2779 | { |
|
|
2780 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2781 | } |
|
|
2782 | } |
|
|
2783 | else |
|
|
2784 | { |
|
|
2785 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2786 | } |
|
|
2787 | } |
|
|
2788 | |
|
|
2789 | /* Regenerate Grace */ |
2228 | /* Regenerate Grace */ |
2790 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2229 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2791 | if (--op->last_grace < 0) |
2230 | if (--op->last_grace < 0) |
2792 | { |
2231 | { |
2793 | if (op->stats.grace < op->stats.maxgrace / 2) |
2232 | if (op->stats.grace < op->stats.maxgrace / 2) |
2794 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2233 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2234 | |
|
|
2235 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2236 | |
2795 | if (max_grace > 1) |
2237 | if (max_grace > 1) |
2796 | { |
2238 | { |
2797 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2239 | int over_grace = temp / rate_grace; |
|
|
2240 | |
2798 | if (over_grace > 0) |
2241 | if (over_grace > 0) |
2799 | { |
2242 | { |
2800 | op->stats.sp += over_grace |
2243 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2801 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2802 | op->last_grace = 0; |
2244 | op->last_grace = 0; |
2803 | } |
2245 | } |
2804 | else |
2246 | else |
2805 | { |
2247 | op->last_grace = rate_grace / temp; |
2806 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2807 | } |
|
|
2808 | } |
2248 | } |
2809 | else |
2249 | else |
|
|
2250 | op->last_grace = rate_grace / temp; |
|
|
2251 | |
|
|
2252 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2253 | } |
|
|
2254 | |
|
|
2255 | if (op->stats.food > 0) |
|
|
2256 | { |
|
|
2257 | /* Regenerate Spell Points */ |
|
|
2258 | if (!op->contr->golem && --op->last_sp < 0) |
2810 | { |
2259 | { |
2811 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2260 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2812 | } |
|
|
2813 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2814 | } |
|
|
2815 | |
2261 | |
2816 | /* Regenerate Hit Points */ |
|
|
2817 | if (--op->last_heal < 0) |
|
|
2818 | { |
|
|
2819 | if (op->stats.hp < op->stats.maxhp) |
2262 | if (op->stats.sp < op->stats.maxsp) |
2820 | { |
|
|
2821 | op->stats.hp++; |
|
|
2822 | /* dms do not consume food */ |
|
|
2823 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2824 | { |
2263 | { |
|
|
2264 | op->stats.sp++; |
|
|
2265 | |
|
|
2266 | /* dms do not consume food */ |
|
|
2267 | if (!op->flag [FLAG_WIZ]) |
|
|
2268 | { |
2825 | op->stats.food--; |
2269 | op->stats.food--; |
|
|
2270 | |
2826 | if (op->contr->digestion < 0) |
2271 | if (op->contr->digestion < 0) |
2827 | op->stats.food += op->contr->digestion; |
2272 | op->stats.food += op->contr->digestion; |
2828 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2273 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2829 | op->stats.food = last_food; |
2274 | op->stats.food = last_food; |
|
|
2275 | } |
2830 | } |
2276 | } |
2831 | } |
2277 | |
2832 | if (max_hp > 1) |
2278 | if (max_sp > 1) |
2833 | { |
|
|
2834 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2835 | if (over_hp > 0) |
|
|
2836 | { |
2279 | { |
2837 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2280 | int over_sp = (gen_sp + 10) / rate_sp; |
|
|
2281 | if (over_sp > 0) |
|
|
2282 | { |
|
|
2283 | if (op->stats.sp < op->stats.maxsp) |
|
|
2284 | { |
|
|
2285 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2286 | |
|
|
2287 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2288 | op->stats.sp--; |
|
|
2289 | |
|
|
2290 | if (op->stats.sp > op->stats.maxsp) |
|
|
2291 | op->stats.sp = op->stats.maxsp; |
|
|
2292 | } |
|
|
2293 | |
2838 | op->last_heal = 0; |
2294 | op->last_sp = 0; |
|
|
2295 | } |
|
|
2296 | else |
|
|
2297 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2839 | } |
2298 | } |
2840 | else |
2299 | else |
|
|
2300 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2301 | } |
|
|
2302 | |
|
|
2303 | /* Regenerate Hit Points */ |
|
|
2304 | if (--op->last_heal < 0) |
|
|
2305 | { |
|
|
2306 | if (op->stats.hp < op->stats.maxhp) |
2841 | { |
2307 | { |
2842 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2308 | op->stats.hp++; |
|
|
2309 | |
|
|
2310 | /* dms do not consume food */ |
|
|
2311 | if (!op->flag [FLAG_WIZ]) |
|
|
2312 | { |
|
|
2313 | op->stats.food--; |
|
|
2314 | |
|
|
2315 | if (op->contr->digestion < 0) |
|
|
2316 | op->stats.food += op->contr->digestion; |
|
|
2317 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2318 | op->stats.food = last_food; |
|
|
2319 | } |
2843 | } |
2320 | } |
|
|
2321 | |
|
|
2322 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2323 | |
|
|
2324 | if (max_hp > 1) |
|
|
2325 | { |
|
|
2326 | int over_hp = temp / rate_hp; |
|
|
2327 | |
|
|
2328 | if (over_hp > 0) |
|
|
2329 | { |
|
|
2330 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
|
|
2331 | op->last_heal = 0; |
|
|
2332 | } |
|
|
2333 | else |
|
|
2334 | op->last_heal = rate_hp / temp; |
2844 | } |
2335 | } |
2845 | else |
2336 | else |
2846 | { |
2337 | op->last_heal = rate_hp / temp; |
2847 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2848 | } |
2338 | } |
2849 | } |
2339 | } |
2850 | |
2340 | |
2851 | /* Digestion */ |
2341 | /* Digestion */ |
2852 | if (--op->last_eat < 0) |
2342 | if (--op->last_eat < 0) |
2853 | { |
2343 | { |
2854 | #ifdef COZY_SERVER |
2344 | int bonus = max (0, op->contr->digestion), |
2855 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2345 | penalty = max (0, -op->contr->digestion); |
2856 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2857 | #else |
|
|
2858 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2859 | #endif |
|
|
2860 | |
2346 | |
2861 | if (op->contr->gen_hp > 0) |
|
|
2862 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2347 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2863 | else |
2348 | |
2864 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2865 | /* dms do not consume food */ |
2349 | /* dms do not consume food */ |
2866 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2350 | if (!op->flag [FLAG_WIZ]) |
2867 | op->stats.food--; |
2351 | op->stats.food--; |
2868 | } |
2352 | } |
2869 | } |
|
|
2870 | |
2353 | |
2871 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2354 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2872 | { |
2355 | { |
2873 | object *tmp, *flesh = NULL; |
2356 | object *flesh = 0; |
2874 | |
2357 | |
2875 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2358 | for_inv_removable (op, tmp) |
2876 | { |
|
|
2877 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2878 | { |
2359 | { |
|
|
2360 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2361 | continue; |
|
|
2362 | |
2879 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2363 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2880 | { |
2364 | { |
2881 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2365 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2366 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2882 | manual_apply (op, tmp, 0); |
2367 | op->apply (tmp); |
|
|
2368 | |
2883 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2369 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2884 | break; |
2370 | break; |
2885 | } |
2371 | } |
2886 | else if (tmp->type == FLESH) |
2372 | else if (tmp->type == FLESH) |
2887 | flesh = tmp; |
2373 | flesh = tmp; |
2888 | } /* End if paid for object */ |
2374 | } |
2889 | } /* end of for loop */ |
2375 | |
2890 | /* If player is still starving, it means they don't have any food, so |
2376 | /* If player is still starving, it means they don't have any food, so |
2891 | * eat flesh instead. |
2377 | * eat flesh instead. |
2892 | */ |
2378 | */ |
2893 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2379 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
|
|
2380 | { |
|
|
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2382 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
|
|
2383 | op->apply (flesh); |
|
|
2384 | } |
|
|
2385 | |
|
|
2386 | // If player is still starving, alert him! |
|
|
2387 | if (op->stats.food < 0) |
|
|
2388 | op->failmsg ("You are starving! " |
|
|
2389 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2894 | { |
2390 | } |
2895 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2391 | |
2896 | manual_apply (op, flesh, 0); |
2392 | if (op->stats.food < 0) |
2897 | } |
2393 | { |
2898 | } /* end if player is starving */ |
2394 | op->stats.hp += op->stats.food; |
|
|
2395 | op->stats.food = 0; |
2899 | |
2396 | |
2900 | while (op->stats.food < 0 && op->stats.hp > 0) |
2397 | if (op->stats.hp < 0) |
2901 | op->stats.food++, op->stats.hp--; |
2398 | { |
|
|
2399 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2400 | op->contr->killer->destroy (); |
|
|
2401 | } |
|
|
2402 | } |
2902 | |
2403 | |
2903 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2404 | /* killer should be set here already */ |
|
|
2405 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2904 | kill_player (op); |
2406 | kill_player (op); |
|
|
2407 | } |
2905 | } |
2408 | } |
2906 | |
|
|
2907 | |
|
|
2908 | |
2409 | |
2909 | /* If the player should die (lack of hp, food, etc), we call this. |
2410 | /* If the player should die (lack of hp, food, etc), we call this. |
2910 | * op is the player in jeopardy. If the player can not be saved (not |
2411 | * op is the player in jeopardy. If the player can not be saved (not |
2911 | * permadeath, no lifesave), this will take care of removing the player |
2412 | * permadeath, no lifesave), this will take care of removing the player |
2912 | * file. |
2413 | * file. |
2913 | */ |
2414 | */ |
2914 | void |
2415 | void |
2915 | kill_player (object *op) |
2416 | kill_player (object *op) |
2916 | { |
2417 | { |
2917 | char buf[MAX_BUF]; |
|
|
2918 | int x, y; |
2418 | int x, y; |
2919 | |
|
|
2920 | //int i; |
|
|
2921 | maptile *map; /* this is for resurrection */ |
2419 | maptile *map; /* this is for resurrection */ |
2922 | |
|
|
2923 | /* int z; |
|
|
2924 | int num_stats_lose; |
|
|
2925 | int lost_a_stat; |
|
|
2926 | int lose_this_stat; |
|
|
2927 | int this_stat; */ |
|
|
2928 | int will_kill_again; |
2420 | int will_kill_again; |
2929 | archetype *at; |
2421 | archetype *at; |
2930 | object *tmp; |
2422 | object *tmp; |
2931 | |
2423 | |
2932 | if (save_life (op)) |
2424 | if (save_life (op)) |
2933 | return; |
2425 | return; |
2934 | |
2426 | |
|
|
2427 | dynbuf_text deathtab; |
|
|
2428 | |
|
|
2429 | /* restore player */ |
|
|
2430 | at = archetype::find (shstr_poisoning); |
|
|
2431 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2432 | { |
|
|
2433 | tmp->destroy (); |
|
|
2434 | deathtab << "Your body feels cleansed...\r"; |
|
|
2435 | } |
|
|
2436 | |
|
|
2437 | at = archetype::find (shstr_confusion); |
|
|
2438 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2439 | { |
|
|
2440 | tmp->destroy (); |
|
|
2441 | deathtab << "Your mind feels clearer...\r"; |
|
|
2442 | } |
|
|
2443 | |
|
|
2444 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2445 | |
|
|
2446 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2447 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2448 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2449 | max_it (op->stats.food , 200); |
|
|
2450 | |
|
|
2451 | // remove all spell effects that are active |
|
|
2452 | // to avoid long-term effects such as word-of-recall |
|
|
2453 | for (object *item = op->inv; item; ) |
|
|
2454 | { |
|
|
2455 | object *next = item->below; |
|
|
2456 | |
|
|
2457 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2458 | item->destroy (); |
|
|
2459 | |
|
|
2460 | item = next; |
|
|
2461 | } |
2935 | |
2462 | |
2936 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2463 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2937 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2464 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2938 | * Look at op_on_battleground() for more info --AndreasV |
2465 | * Look at op_on_battleground() for more info --AndreasV |
2939 | */ |
2466 | */ |
2940 | if (op_on_battleground (op, &x, &y)) |
2467 | if (op_on_battleground (op, &x, &y)) |
2941 | { |
2468 | { |
2942 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2469 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2943 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2944 | |
|
|
2945 | /* restore player */ |
|
|
2946 | at = archetype::find ("poisoning"); |
|
|
2947 | tmp = present_arch_in_ob (at, op); |
|
|
2948 | if (tmp) |
|
|
2949 | { |
|
|
2950 | tmp->destroy (); |
|
|
2951 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2952 | } |
|
|
2953 | |
|
|
2954 | at = archetype::find ("confusion"); |
|
|
2955 | tmp = present_arch_in_ob (at, op); |
|
|
2956 | if (tmp) |
|
|
2957 | { |
|
|
2958 | tmp->destroy (); |
|
|
2959 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2960 | } |
|
|
2961 | |
|
|
2962 | cure_disease (op, 0); /* remove any disease */ |
|
|
2963 | op->stats.hp = op->stats.maxhp; |
|
|
2964 | if (op->stats.food <= 0) |
|
|
2965 | op->stats.food = 999; |
|
|
2966 | |
2470 | |
2967 | /* create a bodypart-trophy to make the winner happy */ |
2471 | /* create a bodypart-trophy to make the winner happy */ |
2968 | tmp = arch_to_object (archetype::find ("finger")); |
2472 | object *tmp = archetype::find (shstr_finger)->instance (); |
2969 | if (tmp != NULL) |
2473 | |
2970 | { |
2474 | tmp->name = format ("%s's finger" , &op->name); |
2971 | sprintf (buf, "%s's finger", &op->name); |
2475 | tmp->name_pl = format ("%s's fingers", &op->name); |
2972 | tmp->name = buf; |
2476 | tmp->msg = format ( |
2973 | sprintf (buf, " This finger has been cut off %s\n" |
2477 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2974 | " the %s, when he was defeated at\n level %d by %s.\n", |
2478 | &op->name, op->contr->title, |
2975 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2479 | (int)op->level, |
2976 | tmp->msg = buf; |
2480 | op->contr->killer_name () |
|
|
2481 | ); |
2977 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2482 | tmp->value = 0, tmp->type = 0; |
2978 | tmp->materialname = NULL; |
2483 | tmp->material = name_to_material (shstr_organic); |
2979 | tmp->x = op->x, tmp->y = op->y; |
2484 | tmp->insert_at (op, tmp); |
2980 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2981 | } |
|
|
2982 | |
2485 | |
2983 | /* teleport defeated player to new destination */ |
2486 | /* teleport defeated player to new destination */ |
2984 | transfer_ob (op, x, y, 0, NULL); |
2487 | transfer_ob (op, x, y, 0, NULL); |
2985 | op->contr->braced = 0; |
2488 | op->contr->braced = 0; |
|
|
2489 | |
|
|
2490 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2986 | return; |
2491 | return; |
2987 | } |
2492 | } |
2988 | |
2493 | |
|
|
2494 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2495 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2496 | |
2989 | INVOKE_PLAYER (DEATH, op->contr); |
2497 | INVOKE_PLAYER (DEATH, op->contr); |
2990 | |
2498 | |
2991 | command_kill_pets (op, 0); |
2499 | command_kill_pets (op, 0); |
2992 | |
2500 | |
2993 | if (op->stats.food < 0) |
2501 | op->contr->play_sound (sound_find ("player_dies")); |
|
|
2502 | |
|
|
2503 | /* save the map location for corpse, gravestone */ |
|
|
2504 | x = op->x; |
|
|
2505 | y = op->y; |
|
|
2506 | map = op->map; |
|
|
2507 | |
|
|
2508 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
2509 | * life if they are dead - it takes some exp and a random stat. |
|
|
2510 | * See the config.h file for a little more in depth detail about this. |
|
|
2511 | */ |
|
|
2512 | |
|
|
2513 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
2514 | * make it depletion. This bunch of code deals with that aspect |
|
|
2515 | * of death. |
|
|
2516 | */ |
|
|
2517 | #ifndef COZY_SERVER |
|
|
2518 | if (settings.balanced_stat_loss) |
2994 | { |
2519 | { |
2995 | if (op->contr->explore) |
2520 | /* If stat loss is permanent, lose one stat only. */ |
2996 | { |
2521 | /* Lower level chars don't lose as many stats because they suffer |
2997 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
2522 | more if they do. */ |
2998 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2523 | /* Higher level characters can afford things such as potions of |
2999 | op->stats.food = 999; |
2524 | restoration, or better, stat potions. So we slug them that |
3000 | return; |
2525 | little bit harder. */ |
3001 | } |
2526 | /* GD */ |
3002 | sprintf (buf, "%s starved to death.", &op->name); |
2527 | if (settings.stat_loss_on_death) |
3003 | strcpy (op->contr->killer, "starvation"); |
2528 | num_stats_lose = 1; |
|
|
2529 | else |
|
|
2530 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
3004 | } |
2531 | } |
3005 | else |
2532 | else |
3006 | { |
2533 | num_stats_lose = 1; |
3007 | if (op->contr->explore) |
2534 | |
3008 | { |
2535 | lost_a_stat = 0; |
3009 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
2536 | |
3010 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2537 | for (z = 0; z < num_stats_lose; z++) |
3011 | op->stats.hp = op->stats.maxhp; |
|
|
3012 | return; |
|
|
3013 | } |
|
|
3014 | sprintf (buf, "%s died.", &op->name); |
|
|
3015 | } |
2538 | { |
3016 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2539 | i = rndm (NUM_STATS); |
3017 | |
2540 | |
3018 | /* save the map location for corpse, gravestone */ |
|
|
3019 | x = op->x; |
|
|
3020 | y = op->y; |
|
|
3021 | map = op->map; |
|
|
3022 | |
|
|
3023 | |
|
|
3024 | if (settings.not_permadeth == TRUE) |
|
|
3025 | { |
|
|
3026 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
3027 | * life if they are dead - it takes some exp and a random stat. |
|
|
3028 | * See the config.h file for a little more in depth detail about this. |
|
|
3029 | */ |
|
|
3030 | |
|
|
3031 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
3032 | * make it depletion. This bunch of code deals with that aspect |
|
|
3033 | * of death. |
|
|
3034 | */ |
|
|
3035 | #ifndef COZY_SERVER |
|
|
3036 | if (settings.balanced_stat_loss) |
|
|
3037 | { |
|
|
3038 | /* If stat loss is permanent, lose one stat only. */ |
|
|
3039 | /* Lower level chars don't lose as many stats because they suffer |
|
|
3040 | more if they do. */ |
|
|
3041 | /* Higher level characters can afford things such as potions of |
|
|
3042 | restoration, or better, stat potions. So we slug them that |
|
|
3043 | little bit harder. */ |
|
|
3044 | /* GD */ |
|
|
3045 | if (settings.stat_loss_on_death) |
2541 | if (settings.stat_loss_on_death) |
3046 | num_stats_lose = 1; |
2542 | { |
3047 | else |
2543 | /* Pick a random stat and take a point off it. Tell the player |
3048 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2544 | * what he lost. |
|
|
2545 | */ |
|
|
2546 | change_attr_value (&(op->stats), i, -1); |
|
|
2547 | check_stat_bounds (&(op->stats)); |
|
|
2548 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
2549 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
2550 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2551 | lost_a_stat = 1; |
3049 | } |
2552 | } |
3050 | else |
2553 | else |
3051 | { |
2554 | { |
3052 | num_stats_lose = 1; |
2555 | /* deplete a stat */ |
3053 | } |
2556 | archetype *deparch = archetype::find (shstr_depletion); |
3054 | lost_a_stat = 0; |
2557 | object *dep; |
3055 | |
2558 | |
3056 | for (z = 0; z < num_stats_lose; z++) |
2559 | dep = present_arch_in_ob (deparch, op); |
3057 | { |
2560 | if (!dep) |
3058 | i = RANDOM () % NUM_STATS; |
|
|
3059 | |
|
|
3060 | if (settings.stat_loss_on_death) |
|
|
3061 | { |
2561 | { |
3062 | /* Pick a random stat and take a point off it. Tell the player |
2562 | dep = deparch->instance (); |
3063 | * what he lost. |
2563 | insert_ob_in_ob (dep, op); |
3064 | */ |
|
|
3065 | change_attr_value (&(op->stats), i, -1); |
|
|
3066 | check_stat_bounds (&(op->stats)); |
|
|
3067 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3068 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3069 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3070 | lost_a_stat = 1; |
|
|
3071 | } |
2564 | } |
3072 | else |
2565 | lose_this_stat = 1; |
|
|
2566 | if (settings.balanced_stat_loss) |
3073 | { |
2567 | { |
3074 | /* deplete a stat */ |
2568 | /* GD */ |
3075 | archetype *deparch = archetype::find ("depletion"); |
2569 | /* Get the stat that we're about to deplete. */ |
3076 | object *dep; |
2570 | this_stat = get_attr_value (&(dep->stats), i); |
3077 | |
2571 | if (this_stat < 0) |
3078 | dep = present_arch_in_ob (deparch, op); |
|
|
3079 | if (!dep) |
|
|
3080 | { |
2572 | { |
3081 | dep = arch_to_object (deparch); |
2573 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3082 | insert_ob_in_ob (dep, op); |
2574 | int keep_chance = this_stat * this_stat; |
3083 | } |
2575 | |
3084 | lose_this_stat = 1; |
2576 | /* Yes, I am paranoid. Sue me. */ |
3085 | if (settings.balanced_stat_loss) |
|
|
3086 | { |
|
|
3087 | /* GD */ |
|
|
3088 | /* Get the stat that we're about to deplete. */ |
|
|
3089 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3090 | if (this_stat < 0) |
2577 | if (keep_chance < 1) |
|
|
2578 | keep_chance = 1; |
|
|
2579 | |
|
|
2580 | /* There is a maximum depletion total per level. */ |
|
|
2581 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3091 | { |
2582 | { |
3092 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3093 | int keep_chance = this_stat * this_stat; |
|
|
3094 | |
|
|
3095 | /* Yes, I am paranoid. Sue me. */ |
|
|
3096 | if (keep_chance < 1) |
|
|
3097 | keep_chance = 1; |
|
|
3098 | |
|
|
3099 | /* There is a maximum depletion total per level. */ |
|
|
3100 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3101 | { |
|
|
3102 | lose_this_stat = 0; |
2583 | lose_this_stat = 0; |
3103 | /* Take loss chance vs keep chance to see if we |
2584 | /* Take loss chance vs keep chance to see if we |
3104 | retain the stat. */ |
2585 | retain the stat. */ |
3105 | } |
|
|
3106 | else |
|
|
3107 | { |
|
|
3108 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3109 | lose_this_stat = 0; |
|
|
3110 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3111 | this_stat, keep_chance, loss_chance, |
|
|
3112 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3113 | } |
|
|
3114 | } |
2586 | } |
3115 | } |
|
|
3116 | |
|
|
3117 | if (lose_this_stat) |
|
|
3118 | { |
|
|
3119 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3120 | /* We could try to do something clever like find another |
|
|
3121 | * stat to reduce if this fails. But chances are, if |
|
|
3122 | * stats have been depleted to -50, all are pretty low |
|
|
3123 | * and should be roughly the same, so it shouldn't make a |
|
|
3124 | * difference. |
|
|
3125 | */ |
2587 | else |
3126 | if (this_stat >= -50) |
|
|
3127 | { |
2588 | { |
3128 | change_attr_value (&(dep->stats), i, -1); |
2589 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3129 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3130 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3131 | fix_player (op); |
|
|
3132 | lost_a_stat = 1; |
2590 | lose_this_stat = 0; |
|
|
2591 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2592 | this_stat, keep_chance, loss_chance, |
|
|
2593 | lose_this_stat?"LOSE":"KEEP"); */ |
3133 | } |
2594 | } |
3134 | } |
2595 | } |
3135 | } |
2596 | } |
|
|
2597 | |
|
|
2598 | if (lose_this_stat) |
|
|
2599 | { |
|
|
2600 | this_stat = get_attr_value (&dep->stats, i); |
|
|
2601 | /* We could try to do something clever like find another |
|
|
2602 | * stat to reduce if this fails. But chances are, if |
|
|
2603 | * stats have been depleted to -50, all are pretty low |
|
|
2604 | * and should be roughly the same, so it shouldn't make a |
|
|
2605 | * difference. |
|
|
2606 | */ |
|
|
2607 | if (this_stat >= -50) |
|
|
2608 | { |
|
|
2609 | change_attr_value (&(dep->stats), i, -1); |
|
|
2610 | dep->set_flag (FLAG_APPLIED); |
|
|
2611 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2612 | op->update_stats (); |
|
|
2613 | lost_a_stat = 1; |
|
|
2614 | } |
3136 | } |
2615 | } |
|
|
2616 | } |
|
|
2617 | } |
|
|
2618 | |
3137 | /* If no stat lost, tell the player. */ |
2619 | /* If no stat lost, tell the player. */ |
3138 | if (!lost_a_stat) |
2620 | if (!lost_a_stat) |
3139 | { |
2621 | { |
3140 | /* determine_god() seems to not work sometimes... why is this? |
2622 | /* determine_god() seems to not work sometimes... why is this? |
3141 | Should I be using something else? GD */ |
2623 | Should I be using something else? GD */ |
3142 | const char *god = determine_god (op); |
2624 | shstr_tmp god = determine_god (op); |
3143 | |
2625 | |
3144 | if (god && (strcmp (god, "none"))) |
2626 | if (god != shstr_none) |
3145 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2627 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
3146 | else |
2628 | else |
3147 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2629 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
3148 | } |
2630 | } |
3149 | #else |
2631 | #else |
3150 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2632 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
3151 | #endif |
2633 | #endif |
3152 | |
2634 | |
3153 | /* Put a gravestone up where the character 'almost' died. List the |
2635 | /* Put a gravestone up where the character 'almost' died. List the |
3154 | * exp loss on the stone. |
2636 | * exp loss on the stone. |
3155 | */ |
2637 | */ |
3156 | tmp = arch_to_object (archetype::find ("gravestone")); |
2638 | tmp = archetype::find (shstr_gravestone)->instance (); |
3157 | sprintf (buf, "%s's gravestone", &op->name); |
2639 | tmp->name = format ("%s's gravestone", &op->name); |
3158 | tmp->name = buf; |
2640 | tmp->name_pl = format ("%s's gravestones", &op->name); |
3159 | sprintf (buf, "%s's gravestones", &op->name); |
2641 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
3160 | tmp->name_pl = buf; |
2642 | &op->name, op->contr->title, op->contr->killer_name ()); |
3161 | 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); |
|
|
3162 | tmp->msg = buf; |
|
|
3163 | tmp->x = op->x, tmp->y = op->y; |
2643 | tmp->x = op->x, tmp->y = op->y; |
3164 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2644 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3165 | |
2645 | |
3166 | /**************************************/ |
2646 | /**************************************/ |
3167 | /* */ |
2647 | /* */ |
3168 | /* Subtract the experience points, */ |
2648 | /* Subtract the experience points, */ |
3169 | /* if we died cause of food, give us */ |
|
|
3170 | /* food, and reset HP's... */ |
|
|
3171 | /* */ |
2649 | /* */ |
3172 | /**************************************/ |
2650 | /**************************************/ |
3173 | |
2651 | |
3174 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
3175 | /* restore player */ |
|
|
3176 | at = archetype::find ("poisoning"); |
|
|
3177 | tmp = present_arch_in_ob (at, op); |
|
|
3178 | |
|
|
3179 | if (tmp) |
|
|
3180 | { |
|
|
3181 | tmp->destroy (); |
|
|
3182 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
3183 | } |
|
|
3184 | |
|
|
3185 | at = archetype::find ("confusion"); |
|
|
3186 | tmp = present_arch_in_ob (at, op); |
|
|
3187 | if (tmp) |
|
|
3188 | { |
|
|
3189 | tmp->destroy (); |
|
|
3190 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
3191 | } |
|
|
3192 | |
|
|
3193 | cure_disease (op, 0); /* remove any disease */ |
|
|
3194 | |
|
|
3195 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2652 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3196 | apply_death_exp_penalty (op); |
2653 | apply_death_exp_penalty (op); |
3197 | if (op->stats.food < 100) |
|
|
3198 | op->stats.food = 900; |
|
|
3199 | op->stats.hp = op->stats.maxhp; |
|
|
3200 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
3201 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
3202 | |
2654 | |
3203 | /* |
2655 | /* |
3204 | * Check to see if the player is in a shop. IF so, then check to see if |
2656 | * Check to see if the player has any unpaid items. If so, remove them |
3205 | * the player has any unpaid items. If so, remove them and put them back |
2657 | * and put them back in the map. |
3206 | * in the map. |
2658 | */ |
3207 | */ |
2659 | op->drop_unpaid_items (); |
3208 | |
2660 | |
3209 | if (is_in_shop (op)) |
|
|
3210 | remove_unpaid_objects (op->inv, op); |
|
|
3211 | |
|
|
3212 | /****************************************/ |
2661 | /****************************************/ |
3213 | /* */ |
2662 | /* */ |
3214 | /* Move player to his current respawn- */ |
2663 | /* Move player to his current respawn- */ |
3215 | /* position (usually last savebed) */ |
2664 | /* position (usually last savebed) */ |
3216 | /* */ |
2665 | /* */ |
3217 | /****************************************/ |
2666 | /****************************************/ |
3218 | |
2667 | |
3219 | enter_player_savebed (op); |
2668 | enter_player_savebed (op); |
3220 | |
2669 | |
3221 | /* Save the player before inserting the force to reduce |
|
|
3222 | * chance of abuse. |
|
|
3223 | */ |
|
|
3224 | op->contr->braced = 0; |
2670 | op->contr->braced = 0; |
3225 | save_player (op, 1); |
|
|
3226 | |
2671 | |
3227 | /* it is possible that the player has blown something up |
2672 | /* it is possible that the player has blown something up |
3228 | * at his savebed location, and that can have long lasting |
2673 | * at his savebed location, and that can have long lasting |
3229 | * spell effects. So first see if there is a spell effect |
2674 | * spell effects. So first see if there is a spell effect |
3230 | * on the space that might harm the player. |
2675 | * on the space that might harm the player. |
3231 | */ |
2676 | */ |
3232 | will_kill_again = 0; |
2677 | will_kill_again = 0; |
3233 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2678 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3234 | if (tmp->type == SPELL_EFFECT) |
2679 | if (tmp->type == SPELL_EFFECT) |
3235 | will_kill_again |= tmp->attacktype; |
2680 | will_kill_again |= tmp->attacktype; |
3236 | |
2681 | |
3237 | if (will_kill_again) |
2682 | if (will_kill_again) |
3238 | { |
2683 | { |
3239 | object *force; |
2684 | object *force; |
3240 | int at; |
2685 | int at; |
3241 | |
2686 | |
3242 | force = get_archetype (FORCE_NAME); |
2687 | force = archetype::get (FORCE_NAME); |
3243 | /* 50 ticks should be enough time for the spell to abate */ |
2688 | /* 50 ticks should be enough time for the spell to abate */ |
3244 | force->speed = 0.1; |
|
|
3245 | force->speed_left = -5.0; |
2689 | force->speed_left = -5.f; |
3246 | SET_FLAG (force, FLAG_APPLIED); |
2690 | force->set_speed (0.1f); |
|
|
2691 | force->set_flag (FLAG_APPLIED); |
|
|
2692 | |
3247 | for (at = 0; at < NROFATTACKS; at++) |
2693 | for (at = 0; at < NROFATTACKS; at++) |
3248 | if (will_kill_again & (1 << at)) |
2694 | if (will_kill_again & (1 << at)) |
3249 | force->resist[at] = 100; |
2695 | force->resist[at] = 100; |
3250 | |
2696 | |
3251 | insert_ob_in_ob (force, op); |
2697 | insert_ob_in_ob (force, op); |
3252 | fix_player (op); |
2698 | op->update_stats (); |
3253 | |
|
|
3254 | } |
|
|
3255 | |
|
|
3256 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
|
|
3257 | return; |
|
|
3258 | } /* NOT_PERMADETH */ |
|
|
3259 | else |
|
|
3260 | { |
2699 | } |
3261 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3262 | * should probably be embedded in an else statement. |
|
|
3263 | */ |
|
|
3264 | |
2700 | |
3265 | op->contr->party = NULL; |
2701 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
3266 | if (settings.set_title == TRUE) |
|
|
3267 | op->contr->own_title[0] = '\0'; |
|
|
3268 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3269 | check_score (op); |
|
|
3270 | |
|
|
3271 | if (op->contr->ranges[range_golem]) |
|
|
3272 | { |
|
|
3273 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3274 | op->contr->ranges[range_golem]->destroy (); |
|
|
3275 | op->contr->ranges[range_golem] = 0; |
|
|
3276 | } |
|
|
3277 | |
|
|
3278 | loot_object (op); /* Remove some of the items for good */ |
|
|
3279 | op->remove (); |
|
|
3280 | op->direction = 0; |
|
|
3281 | |
|
|
3282 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3283 | { |
|
|
3284 | delete_character (op->name, 0); |
|
|
3285 | if (settings.resurrection == TRUE) |
|
|
3286 | { |
|
|
3287 | /* save playerfile sans equipment when player dies |
|
|
3288 | ** then save it as player.pl.dead so that future resurrection |
|
|
3289 | ** type spells will work on them nicely |
|
|
3290 | */ |
|
|
3291 | delete_character (op->name, 0); |
|
|
3292 | op->stats.hp = op->stats.maxhp; |
|
|
3293 | op->stats.food = 999; |
|
|
3294 | |
|
|
3295 | /* set the location of where the person will reappear when */ |
|
|
3296 | /* maybe resurrection code should fix map also */ |
|
|
3297 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3298 | if (op->map != NULL) |
|
|
3299 | op->map = NULL; |
|
|
3300 | op->x = settings.emergency_x; |
|
|
3301 | op->y = settings.emergency_y; |
|
|
3302 | save_player (op, 0); |
|
|
3303 | op->map = map; |
|
|
3304 | /* please see resurrection.c: peterm */ |
|
|
3305 | dead_player (op); |
|
|
3306 | } |
|
|
3307 | else |
|
|
3308 | delete_character (op->name, 1); |
|
|
3309 | } |
|
|
3310 | |
|
|
3311 | play_again (op); |
|
|
3312 | |
|
|
3313 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3314 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3315 | sprintf (buf, "%s", &op->name); |
|
|
3316 | tmp->name = tmp->name_pl = buf; |
|
|
3317 | tmp->level = op->level; |
|
|
3318 | tmp->x = x; |
|
|
3319 | tmp->y = y; |
|
|
3320 | tmp->msg = gravestone_text (op); |
|
|
3321 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3322 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3323 | } |
|
|
3324 | } |
2702 | } |
3325 | |
2703 | |
3326 | |
2704 | static void |
3327 | void |
|
|
3328 | loot_object (object *op) |
2705 | loot_object (object *op) |
3329 | { /* Grab and destroy some treasure */ |
2706 | { /* Grab and destroy some treasure */ |
3330 | object *tmp, *tmp2, *next; |
2707 | object *tmp, *tmp2, *next; |
3331 | |
2708 | |
3332 | if (op->container) |
2709 | op->close_container (); /* close open sack first */ |
3333 | { /* close open sack first */ |
|
|
3334 | esrv_apply_container (op, op->container); |
|
|
3335 | } |
|
|
3336 | |
2710 | |
3337 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2711 | for (tmp = op->inv; tmp; tmp = next) |
3338 | { |
2712 | { |
3339 | next = tmp->below; |
2713 | next = tmp->below; |
3340 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2714 | |
|
|
2715 | if (tmp->invisible) |
3341 | continue; |
2716 | continue; |
|
|
2717 | |
3342 | tmp->remove (); |
2718 | tmp->remove (); |
3343 | tmp->x = op->x, tmp->y = op->y; |
2719 | tmp->x = op->x, tmp->y = op->y; |
|
|
2720 | |
3344 | if (tmp->type == CONTAINER) |
2721 | if (tmp->type == CONTAINER) |
3345 | { /* empty container to ground */ |
2722 | loot_object (tmp); /* empty container to ground */ |
3346 | loot_object (tmp); |
2723 | |
3347 | } |
2724 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
3348 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
|
|
3349 | { |
2725 | { |
3350 | if (tmp->nrof > 1) |
2726 | if (tmp->nrof > 1) |
3351 | { |
2727 | { |
3352 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2728 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3353 | tmp2->destroy (); |
|
|
3354 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2729 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3355 | } |
2730 | } |
3356 | else |
2731 | else |
3357 | tmp->destroy (); |
2732 | tmp->destroy (); |
3358 | } |
2733 | } |
… | |
… | |
3364 | /* |
2739 | /* |
3365 | * fix_weight(): Check recursively the weight of all players, and fix |
2740 | * fix_weight(): Check recursively the weight of all players, and fix |
3366 | * what needs to be fixed. Refresh windows and fix speed if anything |
2741 | * what needs to be fixed. Refresh windows and fix speed if anything |
3367 | * was changed. |
2742 | * was changed. |
3368 | */ |
2743 | */ |
3369 | |
|
|
3370 | void |
2744 | void |
3371 | fix_weight (void) |
2745 | fix_weight () |
3372 | { |
2746 | { |
3373 | player *pl; |
2747 | for_all_players (pl) |
3374 | |
|
|
3375 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3376 | { |
2748 | { |
3377 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2749 | sint32 old = pl->ob->carrying; |
3378 | |
2750 | |
3379 | if (old == sum) |
2751 | pl->ob->update_weight (); |
3380 | continue; |
2752 | |
3381 | fix_player (pl->ob); |
2753 | if (old != pl->ob->carrying) |
|
|
2754 | { |
|
|
2755 | pl->ob->update_stats (); |
3382 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2756 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2757 | } |
3383 | } |
2758 | } |
3384 | } |
2759 | } |
3385 | |
2760 | |
3386 | void |
2761 | void |
3387 | fix_luck (void) |
2762 | fix_luck () |
3388 | { |
2763 | { |
3389 | player *pl; |
2764 | for_all_players (pl) |
3390 | |
|
|
3391 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3392 | if (!pl->ob->contr->state) |
2765 | if (!pl->ob->contr->ns->state) |
3393 | change_luck (pl->ob, 0); |
2766 | pl->ob->change_luck (0); |
3394 | } |
2767 | } |
3395 | |
|
|
3396 | |
2768 | |
3397 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2769 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3398 | * This is much simpler in the new spell code - we basically |
2770 | * This is much simpler in the new spell code - we basically |
3399 | * just treat this as any other spell casting object. |
2771 | * just treat this as any other spell casting object. |
3400 | */ |
2772 | */ |
3401 | |
|
|
3402 | void |
2773 | void |
3403 | cast_dust (object *op, object *throw_ob, int dir) |
2774 | cast_dust (object *op, object *throw_ob, int dir) |
3404 | { |
2775 | { |
3405 | object *skop, *spob; |
2776 | object *skop, *spob; |
3406 | |
2777 | |
… | |
… | |
3433 | } |
2804 | } |
3434 | |
2805 | |
3435 | void |
2806 | void |
3436 | make_visible (object *op) |
2807 | make_visible (object *op) |
3437 | { |
2808 | { |
3438 | op->hide = 0; |
2809 | op->flag [FLAG_HIDDEN] = 0; |
3439 | op->invisible = 0; |
2810 | op->invisible = 0; |
|
|
2811 | |
3440 | if (op->type == PLAYER) |
2812 | if (op->type == PLAYER) |
3441 | { |
2813 | { |
3442 | op->contr->tmp_invis = 0; |
2814 | op->contr->tmp_invis = 0; |
3443 | op->contr->invis_race = 0; |
2815 | op->contr->invis_race = 0; |
3444 | } |
2816 | } |
|
|
2817 | |
3445 | update_object (op, UP_OBJ_FACE); |
2818 | update_object (op, UP_OBJ_CHANGE); |
3446 | } |
2819 | } |
3447 | |
2820 | |
3448 | int |
2821 | int |
3449 | is_true_undead (object *op) |
2822 | is_true_undead (object *op) |
3450 | { |
2823 | { |
3451 | object *tmp = NULL; |
2824 | if (op->arch->flag [FLAG_UNDEAD]) |
3452 | |
|
|
3453 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
3454 | return 1; |
2825 | return 1; |
3455 | |
2826 | |
3456 | if (op->type == PLAYER) |
|
|
3457 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3458 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3459 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3460 | return 1; |
|
|
3461 | return 0; |
2827 | return 0; |
3462 | } |
2828 | } |
3463 | |
2829 | |
3464 | /* look at the surrounding terrain to determine |
2830 | /* look at the surrounding terrain to determine |
3465 | * the hideability of this object. Positive levels |
2831 | * the hideability of this object. Positive levels |
3466 | * indicate greater hideability. |
2832 | * indicate greater hideability. |
3467 | */ |
2833 | */ |
3468 | |
|
|
3469 | int |
2834 | int |
3470 | hideability (object *ob) |
2835 | hideability (object *ob) |
3471 | { |
2836 | { |
3472 | int i, level = 0, mflag; |
2837 | int i, level = 0, mflag; |
3473 | sint16 x, y; |
2838 | sint16 x, y; |
3474 | |
2839 | |
3475 | if (!ob || !ob->map) |
2840 | if (!ob || !ob->map) |
3476 | return 0; |
2841 | return 0; |
3477 | |
2842 | |
3478 | /* so, on normal lighted maps, its hard to hide */ |
2843 | /* so, on normal lighted maps, its hard to hide */ |
3479 | level = ob->map->darkness - 2; |
2844 | level = ob->map->darklevel () - 2; |
3480 | |
2845 | |
3481 | /* this also picks up whether the object is glowing. |
2846 | /* this also picks up whether the object is glowing. |
3482 | * If you carry a light on a non-dark map, its not |
2847 | * If you carry a light on a non-dark map, its not |
3483 | * as bad as carrying a light on a pitch dark map */ |
2848 | * as bad as carrying a light on a pitch dark map */ |
3484 | if (has_carried_lights (ob)) |
2849 | if (ob->has_carried_lights ()) |
3485 | level = -(10 + (2 * ob->map->darkness)); |
2850 | level = -(10 + (2 * ob->map->darklevel ())); |
3486 | |
2851 | |
3487 | /* scan through all nearby squares for terrain to hide in */ |
2852 | /* scan through all nearby squares for terrain to hide in */ |
3488 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2853 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2854 | i <= SIZEOFFREE1; |
|
|
2855 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3489 | { |
2856 | { |
3490 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2857 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3491 | if (mflag & P_OUT_OF_MAP) |
2858 | if (mflag & P_OUT_OF_MAP) |
3492 | { |
|
|
3493 | continue; |
2859 | continue; |
3494 | } |
2860 | |
3495 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2861 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3496 | level += 2; |
2862 | level += 2; |
3497 | else /* open terrain! */ |
2863 | else /* open terrain! */ |
3498 | level -= 1; |
2864 | level -= 1; |
3499 | } |
2865 | } |
… | |
… | |
3507 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2873 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3508 | * every time they move - as we subtract off 'invisibility' |
2874 | * every time they move - as we subtract off 'invisibility' |
3509 | * AND, for players, if they move into a ridiculously unhideable |
2875 | * AND, for players, if they move into a ridiculously unhideable |
3510 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2876 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3511 | */ |
2877 | */ |
3512 | |
|
|
3513 | void |
2878 | void |
3514 | do_hidden_move (object *op) |
2879 | do_hidden_move (object *op) |
3515 | { |
2880 | { |
3516 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2881 | int hide = 0; |
3517 | object *skop; |
|
|
3518 | |
2882 | |
3519 | if (!op || !op->map) |
2883 | if (!op || !op->map) |
3520 | return; |
2884 | return; |
3521 | |
2885 | |
3522 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2886 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2887 | int num = random_roll (0, 19, op, PREFER_LOW); |
3523 | |
2888 | |
3524 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2889 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3525 | if (op->type == PLAYER && op->contr->run_on) |
2890 | if (op->type == PLAYER && op->contr->run_on) |
3526 | { |
|
|
3527 | if (!skop || num >= skop->level) |
2891 | if (!skop || num >= skop->level) |
3528 | { |
2892 | { |
3529 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
2893 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3530 | make_visible (op); |
2894 | make_visible (op); |
3531 | return; |
2895 | return; |
3532 | } |
2896 | } |
3533 | else |
2897 | else |
3534 | num += 20; |
2898 | num += 20; |
3535 | } |
2899 | |
3536 | num += op->map->difficulty; |
2900 | num += op->map->difficulty; |
3537 | hide = hideability (op); /* modify by terrain hidden level */ |
2901 | hide = hideability (op); /* modify by terrain hidden level */ |
3538 | num -= hide; |
2902 | num -= hide; |
|
|
2903 | |
3539 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2904 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3540 | { |
2905 | { |
3541 | make_visible (op); |
2906 | make_visible (op); |
|
|
2907 | |
3542 | if (op->type == PLAYER) |
2908 | if (op->type == PLAYER) |
3543 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2909 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3544 | } |
2910 | } |
3545 | else if (op->type == PLAYER && skop) |
2911 | else if (op->type == PLAYER && skop) |
3546 | { |
|
|
3547 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2912 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3548 | } |
|
|
3549 | } |
2913 | } |
3550 | |
2914 | |
3551 | /* determine if who is standing near a hostile creature. */ |
2915 | /* determine if who is standing near a hostile creature. */ |
3552 | |
2916 | |
3553 | int |
2917 | int |
… | |
… | |
3563 | |
2927 | |
3564 | if (who->type == PLAYER) |
2928 | if (who->type == PLAYER) |
3565 | player = 1; |
2929 | player = 1; |
3566 | |
2930 | |
3567 | else |
2931 | else |
3568 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2932 | friendly = who->flag [FLAG_FRIENDLY]; |
3569 | |
2933 | |
3570 | /* search adjacent squares */ |
2934 | /* search adjacent squares */ |
3571 | for (i = 1; i < 9; i++) |
2935 | for (i = 1; i < 9; i++) |
3572 | { |
2936 | { |
3573 | x = who->x + freearr_x[i]; |
2937 | x = who->x + freearr_x[i]; |
… | |
… | |
3580 | if (mflags & P_OUT_OF_MAP) |
2944 | if (mflags & P_OUT_OF_MAP) |
3581 | continue; |
2945 | continue; |
3582 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2946 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3583 | continue; |
2947 | continue; |
3584 | |
2948 | |
3585 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
2949 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3586 | { |
2950 | { |
3587 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2951 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3588 | return 1; |
2952 | return 1; |
3589 | else if (tmp->type == PLAYER) |
2953 | else if (tmp->type == PLAYER) |
3590 | { |
2954 | { |
3591 | /*don't let a hidden DM prevent you from hiding */ |
2955 | /*don't let a hidden DM prevent you from hiding */ |
3592 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2956 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
3593 | return 1; |
2957 | return 1; |
3594 | } |
2958 | } |
3595 | } |
2959 | } |
3596 | } |
2960 | } |
3597 | return 0; |
2961 | return 0; |
… | |
… | |
3601 | * object op. This function works fine for monsters, |
2965 | * object op. This function works fine for monsters, |
3602 | * but we dont worry if the object isnt the top one in |
2966 | * but we dont worry if the object isnt the top one in |
3603 | * a pile (say a coin under a table would return "viewable" |
2967 | * a pile (say a coin under a table would return "viewable" |
3604 | * by this routine). Another question, should we be |
2968 | * by this routine). Another question, should we be |
3605 | * concerned with the direction the player is looking |
2969 | * concerned with the direction the player is looking |
3606 | * in? Realistically, most of use cant see stuff behind |
2970 | * in? Realistically, most of us can't see stuff behind |
3607 | * our backs...on the other hand, does the "facing" direction |
2971 | * our backs...on the other hand, does the "facing" direction |
3608 | * imply the way your head, or body is facing? Its possible |
2972 | * imply the way your head, or body is facing? It's possible |
3609 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2973 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3610 | * -b.t. |
2974 | * -b.t. |
3611 | * This function is now map tiling safe. |
2975 | * This function is now map tiling safe. |
3612 | */ |
2976 | */ |
3613 | |
|
|
3614 | int |
2977 | int |
3615 | player_can_view (object *pl, object *op) |
2978 | player_can_view (object *pl, object *op) |
3616 | { |
2979 | { |
3617 | rv_vector rv; |
2980 | rv_vector rv; |
3618 | int dx, dy; |
2981 | int dx, dy; |
… | |
… | |
3620 | if (pl->type != PLAYER) |
2983 | if (pl->type != PLAYER) |
3621 | { |
2984 | { |
3622 | LOG (llevError, "player_can_view() called for non-player object\n"); |
2985 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3623 | return -1; |
2986 | return -1; |
3624 | } |
2987 | } |
|
|
2988 | |
3625 | if (!pl || !op) |
2989 | if (!pl || !op) |
3626 | return 0; |
2990 | return 0; |
3627 | |
2991 | |
3628 | if (op->head) |
|
|
3629 | { |
|
|
3630 | op = op->head; |
2992 | op = op->head_ (); |
3631 | } |
2993 | |
3632 | get_rangevector (pl, op, &rv, 0x1); |
2994 | get_rangevector (pl, op, &rv, 0x1); |
3633 | |
2995 | |
3634 | /* starting with the 'head' part, lets loop |
2996 | /* starting with the 'head' part, lets loop |
3635 | * through the object and find if it has any |
2997 | * through the object and find if it has any |
3636 | * part that is in the los array but isnt on |
2998 | * part that is in the los array but isn't on |
3637 | * a blocked los square. |
2999 | * a blocked los square. |
3638 | * we use the archetype to figure out offsets. |
3000 | * we use the archetype to figure out offsets. |
3639 | */ |
3001 | */ |
3640 | while (op) |
3002 | while (op) |
3641 | { |
3003 | { |
3642 | dx = rv.distance_x + op->arch->clone.x; |
3004 | dx = rv.distance_x + op->arch->x; |
3643 | dy = rv.distance_y + op->arch->clone.y; |
3005 | dy = rv.distance_y + op->arch->y; |
3644 | |
3006 | |
3645 | /* only the viewable area the player sees is updated by LOS |
3007 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3646 | * code, so we need to restrict ourselves to that range of values |
|
|
3647 | * for any meaningful values. |
|
|
3648 | */ |
|
|
3649 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
|
|
3650 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
|
|
3651 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
|
|
3652 | return 1; |
3008 | return 1; |
|
|
3009 | |
3653 | op = op->more; |
3010 | op = op->more; |
3654 | } |
3011 | } |
3655 | return 0; |
|
|
3656 | } |
|
|
3657 | |
3012 | |
3658 | /* routine for both players and monsters. We call this when |
|
|
3659 | * there is a possibility for our action distrubing our hiding |
|
|
3660 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3661 | * effected by this. If we arent invisible to begin with, we |
|
|
3662 | * return 0. |
|
|
3663 | */ |
|
|
3664 | int |
|
|
3665 | action_makes_visible (object *op) |
|
|
3666 | { |
|
|
3667 | |
|
|
3668 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3669 | { |
|
|
3670 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3671 | return 0; |
|
|
3672 | |
|
|
3673 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3674 | return 0; |
|
|
3675 | |
|
|
3676 | /* If monsters, they should become visible */ |
|
|
3677 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3678 | { |
|
|
3679 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3680 | return 1; |
|
|
3681 | } |
|
|
3682 | } |
|
|
3683 | return 0; |
3013 | return 0; |
3684 | } |
3014 | } |
3685 | |
3015 | |
3686 | /* op_on_battleground - checks if the given object op (usually |
3016 | /* op_on_battleground - checks if the given object op (usually |
3687 | * a player) is standing on a valid battleground-tile, |
3017 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3692 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3022 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3693 | */ |
3023 | */ |
3694 | int |
3024 | int |
3695 | op_on_battleground (object *op, int *x, int *y) |
3025 | op_on_battleground (object *op, int *x, int *y) |
3696 | { |
3026 | { |
3697 | object *tmp; |
|
|
3698 | |
|
|
3699 | /* A battleground-tile needs the following attributes to be valid: |
3027 | /* A battleground-tile needs the following attributes to be valid: |
3700 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3028 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3701 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3029 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3702 | * and the exit-coordinates sp/hp must both be > 0. |
3030 | * and the exit-coordinates sp/hp must both be > 0. |
3703 | * => The intention here is to prevent abuse of the battleground- |
3031 | * => The intention here is to prevent abuse of the battleground- |
3704 | * feature (like pickable or hidden battleground tiles). */ |
3032 | * feature (like pickable or hidden battleground tiles). */ |
3705 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3033 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3706 | { |
3034 | { |
3707 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3035 | if (tmp->flag [FLAG_IS_FLOOR]) |
3708 | { |
3036 | { |
3709 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3037 | if (tmp->flag [FLAG_NO_PICK] |
3710 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3038 | && tmp->type == BATTLEGROUND |
|
|
3039 | && tmp->name == shstr_battleground |
|
|
3040 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3711 | { |
3041 | { |
3712 | /*before we assign the exit, check if this is a teambattle */ |
3042 | /* before we assign the exit, check if this is a teambattle */ |
3713 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3043 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3714 | { |
|
|
3715 | object *invtmp; |
|
|
3716 | |
|
|
3717 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3044 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3045 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3718 | { |
3046 | { |
3719 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3720 | { |
|
|
3721 | if (x != NULL && y != NULL) |
3047 | if (x && y) |
3722 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3048 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3049 | |
3723 | return 1; |
3050 | return 1; |
3724 | } |
|
|
3725 | } |
3051 | } |
3726 | } |
3052 | |
3727 | if (x != NULL && y != NULL) |
3053 | if (x && y) |
3728 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3054 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3055 | |
3729 | return 1; |
3056 | return 1; |
3730 | } |
3057 | } |
3731 | } |
3058 | } |
3732 | } |
3059 | } |
|
|
3060 | |
3733 | /* If we got here, did not find a battleground */ |
3061 | /* If we got here, did not find a battleground */ |
3734 | return 0; |
3062 | return 0; |
3735 | } |
3063 | } |
3736 | |
3064 | |
3737 | /* |
3065 | /* |
… | |
… | |
3753 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3081 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3754 | int i = 0, j = 0; |
3082 | int i = 0, j = 0; |
3755 | |
3083 | |
3756 | /* get the appropriate treasurelist */ |
3084 | /* get the appropriate treasurelist */ |
3757 | if (atnr == ATNR_FIRE) |
3085 | if (atnr == ATNR_FIRE) |
3758 | trlist = find_treasurelist ("dragon_ability_fire"); |
3086 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3759 | else if (atnr == ATNR_COLD) |
3087 | else if (atnr == ATNR_COLD) |
3760 | trlist = find_treasurelist ("dragon_ability_cold"); |
3088 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3761 | else if (atnr == ATNR_ELECTRICITY) |
3089 | else if (atnr == ATNR_ELECTRICITY) |
3762 | trlist = find_treasurelist ("dragon_ability_elec"); |
3090 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3763 | else if (atnr == ATNR_POISON) |
3091 | else if (atnr == ATNR_POISON) |
3764 | trlist = find_treasurelist ("dragon_ability_poison"); |
3092 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3765 | |
3093 | |
3766 | if (trlist == NULL || who->type != PLAYER) |
3094 | if (trlist == NULL || who->type != PLAYER) |
3767 | return; |
3095 | return; |
3768 | |
3096 | |
3769 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3097 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3770 | |
3098 | |
3771 | if (tr == NULL || tr->item == NULL) |
3099 | if (!tr || !tr->item) |
3772 | { |
3100 | { |
3773 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3101 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3774 | return; |
3102 | return; |
3775 | } |
3103 | } |
3776 | |
3104 | |
3777 | /* everything seems okay - now bring on the gift: */ |
3105 | /* everything seems okay - now bring on the gift: */ |
3778 | item = &(tr->item->clone); |
3106 | item = tr->item; |
3779 | |
3107 | |
3780 | if (item->type == SPELL) |
3108 | if (item->type == SPELL) |
3781 | { |
3109 | { |
3782 | if (check_spell_known (who, item->name)) |
3110 | if (check_spell_known (who, item->name)) |
3783 | return; |
3111 | return; |
… | |
… | |
3842 | { |
3170 | { |
3843 | /* forces in the treasurelist can alter the player's stats */ |
3171 | /* forces in the treasurelist can alter the player's stats */ |
3844 | object *skin; |
3172 | object *skin; |
3845 | |
3173 | |
3846 | /* first get the dragon skin force */ |
3174 | /* first get the dragon skin force */ |
3847 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3175 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
|
|
3176 | ; |
|
|
3177 | |
3848 | if (skin == NULL) |
3178 | if (!skin) |
3849 | return; |
3179 | return; |
3850 | |
3180 | |
3851 | /* adding new spellpath attunements */ |
3181 | /* adding new spellpath attunements */ |
3852 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3182 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3853 | { |
3183 | { |
… | |
… | |
3864 | else |
3194 | else |
3865 | j = 1; |
3195 | j = 1; |
3866 | strcat (buf, spellpathnames[i]); |
3196 | strcat (buf, spellpathnames[i]); |
3867 | } |
3197 | } |
3868 | } |
3198 | } |
|
|
3199 | |
3869 | strcat (buf, "."); |
3200 | strcat (buf, "."); |
3870 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3201 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3871 | } |
3202 | } |
3872 | |
3203 | |
3873 | /* evtl. adding flags: */ |
3204 | /* evtl. adding flags: */ |
3874 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3205 | if (item->flag [FLAG_XRAYS]) |
3875 | SET_FLAG (skin, FLAG_XRAYS); |
3206 | skin->set_flag (FLAG_XRAYS); |
3876 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3207 | if (item->flag [FLAG_STEALTH]) |
3877 | SET_FLAG (skin, FLAG_STEALTH); |
3208 | skin->set_flag (FLAG_STEALTH); |
3878 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3209 | if (item->flag [FLAG_SEE_IN_DARK]) |
3879 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3210 | skin->set_flag (FLAG_SEE_IN_DARK); |
3880 | |
3211 | |
3881 | /* print message if there is one */ |
3212 | /* print message if there is one */ |
3882 | if (item->msg != NULL) |
3213 | if (item->msg != NULL) |
3883 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3214 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3884 | } |
3215 | } |
3885 | else |
3216 | else |
3886 | { |
3217 | { |
3887 | /* generate misc. treasure */ |
3218 | /* generate misc. treasure */ |
3888 | tmp = arch_to_object (tr->item); |
3219 | tmp = tr->item->instance (); |
3889 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3220 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3890 | tmp = insert_ob_in_ob (tmp, who); |
3221 | who->insert (tmp); |
3891 | if (who->type == PLAYER) |
|
|
3892 | esrv_send_item (who, tmp); |
|
|
3893 | } |
3222 | } |
3894 | } |
3223 | } |
3895 | |
3224 | |
3896 | /** |
3225 | //-GPL |
3897 | * Unready an object for a player. This function does nothing if the object was |
3226 | |
3898 | * not readied. |
3227 | sint8 |
3899 | */ |
3228 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3229 | { |
|
|
3230 | if (!ns) |
|
|
3231 | return LOS_BLOCKED; |
|
|
3232 | |
|
|
3233 | int dx, dy; |
|
|
3234 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3235 | return LOS_BLOCKED; |
|
|
3236 | |
|
|
3237 | x += dx - ns->current_x; |
|
|
3238 | y += dy - ns->current_y; |
|
|
3239 | |
|
|
3240 | return blocked_los (x, y); |
|
|
3241 | } |
|
|
3242 | |
3900 | void |
3243 | void |
3901 | player_unready_range_ob (player *pl, object *ob) |
3244 | player::infobox (const char *title, const char *msg, int color) |
3902 | { |
3245 | { |
3903 | rangetype i; |
3246 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
3904 | |
|
|
3905 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
|
|
3906 | { |
|
|
3907 | if (pl->ranges[i] == ob) |
|
|
3908 | { |
|
|
3909 | pl->ranges[i] = NULL; |
|
|
3910 | if (pl->shoottype == i) |
|
|
3911 | { |
|
|
3912 | pl->shoottype = range_none; |
|
|
3913 | } |
|
|
3914 | } |
|
|
3915 | } |
|
|
3916 | } |
3247 | } |
|
|
3248 | |
|
|
3249 | void |
|
|
3250 | player::statusmsg (const char *msg, int color) |
|
|
3251 | { |
|
|
3252 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3253 | } |
|
|
3254 | |
|
|
3255 | void |
|
|
3256 | player::failmsg (const char *msg, int color) |
|
|
3257 | { |
|
|
3258 | play_sound (sound_find ("generic_failure")); |
|
|
3259 | statusmsg (msg, color); |
|
|
3260 | } |
|
|
3261 | |
|
|
3262 | void |
|
|
3263 | object::failmsgf (const char *format, ...) |
|
|
3264 | { |
|
|
3265 | if (!contr) |
|
|
3266 | return; |
|
|
3267 | |
|
|
3268 | va_list ap; |
|
|
3269 | va_start (ap, format); |
|
|
3270 | contr->failmsg (vformat (format, ap)); |
|
|
3271 | va_end (ap); |
|
|
3272 | } |
|
|
3273 | |
|
|
3274 | void |
|
|
3275 | player::failmsgf (const char *format, ...) |
|
|
3276 | { |
|
|
3277 | va_list ap; |
|
|
3278 | va_start (ap, format); |
|
|
3279 | failmsg (vformat (format, ap)); |
|
|
3280 | va_end (ap); |
|
|
3281 | } |
|
|
3282 | |