… | |
… | |
28 | #include <living.h> |
28 | #include <living.h> |
29 | #include <object.h> |
29 | #include <object.h> |
30 | #include <spells.h> |
30 | #include <spells.h> |
31 | #include <skills.h> |
31 | #include <skills.h> |
32 | |
32 | |
33 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
35 | #endif |
|
|
36 | |
35 | |
37 | player * |
36 | player * |
38 | find_player (const char *plname) |
37 | find_player (const char *plname) |
39 | { |
38 | { |
40 | player *pl; |
39 | player *pl; |
41 | |
40 | |
42 | for (pl = first_player; pl != NULL; pl = pl->next) |
41 | for (pl = first_player; pl; pl = pl->next) |
43 | { |
|
|
44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
42 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
45 | return pl; |
43 | return pl; |
46 | }; |
44 | |
47 | return NULL; |
45 | return 0; |
48 | } |
|
|
49 | |
|
|
50 | player * |
|
|
51 | find_player_partial_name (const char *plname) |
|
|
52 | { |
|
|
53 | player *pl; |
|
|
54 | player *found = NULL; |
|
|
55 | size_t namelen = strlen (plname); |
|
|
56 | |
|
|
57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
58 | { |
|
|
59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
60 | continue; |
|
|
61 | |
|
|
62 | if (!strcmp (pl->ob->name, plname)) |
|
|
63 | return pl; |
|
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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 | } |
46 | } |
75 | |
47 | |
76 | void |
48 | void |
77 | display_motd (const object *op) |
49 | display_motd (const object *op) |
78 | { |
50 | { |
… | |
… | |
87 | return; |
59 | return; |
88 | |
60 | |
89 | motd[0] = '\0'; |
61 | motd[0] = '\0'; |
90 | size = 0; |
62 | size = 0; |
91 | |
63 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
64 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
65 | { |
94 | if (*buf == '#') |
66 | if (*buf == '#') |
95 | continue; |
67 | continue; |
96 | |
68 | |
97 | strncat (motd + size, buf, HUGE_BUF - size); |
69 | strncat (motd + size, buf, HUGE_BUF - size); |
… | |
… | |
116 | return; |
88 | return; |
117 | |
89 | |
118 | rules[0] = '\0'; |
90 | rules[0] = '\0'; |
119 | size = 0; |
91 | size = 0; |
120 | |
92 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
93 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
94 | { |
123 | if (*buf == '#') |
95 | if (*buf == '#') |
124 | continue; |
96 | continue; |
125 | |
97 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
98 | if (size + strlen (buf) >= HUGE_BUF) |
… | |
… | |
184 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
156 | 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); |
157 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
186 | close_and_delete (fp, comp); |
158 | close_and_delete (fp, comp); |
187 | } |
159 | } |
188 | |
160 | |
189 | int |
161 | /* This loads the first map an puts the player on it. */ |
190 | playername_ok (const char *cp) |
162 | static void |
|
|
163 | set_first_map (object *op) |
191 | { |
164 | { |
192 | /* Don't allow - or _ as first character in the name */ |
165 | strcpy (op->contr->maplevel, first_map_path); |
193 | if (*cp == '-' || *cp == '_') |
166 | op->x = -1; |
194 | return 0; |
167 | op->y = -1; |
195 | |
168 | enter_exit (op, 0); |
196 | for (; *cp != '\0'; cp++) |
|
|
197 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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198 | return 0; |
|
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199 | |
|
|
200 | return 1; |
|
|
201 | } |
169 | } |
202 | |
170 | |
203 | /* This no longer sets the player map. Also, it now updates |
171 | void |
204 | * all the pointers so the caller doesn't need to do that. |
172 | player::connect (client *ns) |
205 | * Caller is responsible for setting the correct map. |
|
|
206 | */ |
|
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207 | |
|
|
208 | /* Redo this to do both get_player_ob and get_player. |
|
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209 | * Hopefully this will be less bugfree and simpler. |
|
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210 | * Returns the player structure. If 'p' is null, |
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211 | * we create a new one. Otherwise, we recycle |
|
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212 | * the one that is passed. |
|
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213 | */ |
|
|
214 | static player * |
|
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215 | get_player (player *p) |
|
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216 | { |
173 | { |
217 | object *op = arch_to_object (get_player_archetype (0)); |
174 | this->ns = ns; |
218 | int i; |
175 | ns->pl = this; |
219 | |
176 | |
220 | /* Clears basically the entire player structure except |
177 | next = first_player; |
221 | * for next and socket. |
178 | first_player = this; |
|
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179 | |
|
|
180 | ns->update_look = 0; |
|
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181 | ns->look_position = 0; |
|
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182 | |
|
|
183 | clear_los (ob); |
|
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184 | |
|
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185 | ob->type = PLAYER; // we are paranoid |
|
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186 | ob->race = ob->arch->clone.race; |
|
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187 | |
|
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188 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
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189 | ob->update_stats (); |
|
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190 | update_ob_speed (ob); |
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191 | |
|
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192 | ob->carrying = sum_weight (ob); |
|
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193 | link_player_skills (ob); |
|
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194 | |
|
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195 | if (!legal_range (ob, shoottype)) |
|
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196 | shoottype = range_none; |
|
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197 | |
|
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198 | assign (title, ob->arch->clone.name); |
|
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199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
|
203 | * that can use armour should be able to use a shield. What this may 'break' |
|
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204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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205 | * should be able to use a shield. However, old Q's won't get that advantage. |
222 | */ |
206 | */ |
223 | p->clear (); |
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
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208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
224 | |
209 | |
|
|
210 | /* if it's a dragon player, set the correct title here */ |
|
|
211 | if (is_dragon_pl (ob)) |
|
|
212 | { |
|
|
213 | object *tmp, *abil = 0, *skin = 0; |
|
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214 | |
|
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215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
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217 | |
|
|
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
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219 | if (tmp->type == FORCE) |
|
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220 | if (tmp->arch->name == dragon_ability_force) |
|
|
221 | abil = tmp; |
|
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222 | else if (tmp->arch->name == dragon_skin_force) |
|
|
223 | skin = tmp; |
|
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224 | |
|
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225 | set_dragon_name (ob, abil, skin); |
|
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226 | } |
|
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227 | |
|
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228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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229 | add_friendly_object (ob); |
|
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230 | |
|
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231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
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232 | |
|
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233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
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234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
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235 | |
|
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236 | ns->floorbox_update (); |
|
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237 | |
|
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238 | esrv_new_player (this, ob->weight + ob->carrying); |
|
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239 | esrv_send_inventory (ob, ob); |
|
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240 | esrv_add_spells (this, 0); |
|
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241 | |
|
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242 | enter_exit (ob, 0); |
|
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243 | |
|
|
244 | // send_rules (ob);//TODO |
|
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245 | // send_news (ob);//TODO |
|
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246 | // display_motd (ob);//TODO |
|
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247 | INVOKE_PLAYER (LOGIN, this); |
|
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248 | } |
|
|
249 | |
|
|
250 | // the need for this function can be explained |
|
|
251 | // by load_object not returning the object |
|
|
252 | void |
|
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253 | player::set_object (object *op) |
|
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254 | { |
|
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255 | ob = op; |
|
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256 | ob->contr = this; /* this aren't yet in archetype */ |
|
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257 | |
|
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258 | ob->speed_left = 0.5; |
|
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259 | ob->speed = 1.0; |
|
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260 | ob->direction = 5; /* So player faces south */ |
|
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261 | ob->stats.wc = 2; |
|
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262 | ob->run_away = 25; /* Then we panick... */ |
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263 | |
|
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264 | set_first_map (ob); |
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265 | |
|
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266 | ob->roll_stats (); |
|
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267 | } |
|
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268 | |
|
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269 | player::player () |
|
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270 | { |
225 | /* There are some elements we want initialized to non zero value - |
271 | /* There are some elements we want initialized to non zero value - |
226 | * we deal with that below this point. |
272 | * we deal with that below this point. |
227 | */ |
273 | */ |
228 | p->party = NULL; |
|
|
229 | p->outputs_sync = 16; /* Every 2 seconds */ |
274 | outputs_sync = 16; /* Every 2 seconds */ |
230 | p->outputs_count = 8; /* Keeps present behaviour */ |
275 | outputs_count = 8; /* Keeps present behaviour */ |
231 | p->unapply = unapply_nochoice; |
276 | unapply = unapply_nochoice; |
232 | p->Swap_First = -1; |
|
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233 | |
277 | |
234 | #ifdef AUTOSAVE |
|
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235 | p->last_save_tick = 9999999; |
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236 | #endif |
|
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237 | |
|
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238 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
278 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
239 | |
279 | |
240 | op->contr = p; /* this aren't yet in archetype */ |
|
|
241 | p->ob = op; |
|
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242 | op->speed_left = 0.5; |
|
|
243 | op->speed = 1.0; |
|
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244 | op->direction = 5; /* So player faces south */ |
|
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245 | op->stats.wc = 2; |
|
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246 | op->run_away = 25; /* Then we panick... */ |
|
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247 | |
|
|
248 | { |
|
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249 | int oldmon = p->socket->monitor_spells; // what a hack |
|
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250 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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251 | roll_stats (op); |
|
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252 | p->socket->monitor_spells = oldmon; |
|
|
253 | } |
|
|
254 | p->state = ST_ROLL_STAT; |
|
|
255 | clear_los (op); |
|
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256 | |
|
|
257 | p->gen_sp_armour = 10; |
280 | gen_sp_armour = 10; |
258 | p->last_speed = -1; |
281 | last_speed = -1; |
259 | p->shoottype = range_none; |
282 | shoottype = range_none; |
260 | p->bowtype = bow_normal; |
283 | bowtype = bow_normal; |
261 | p->petmode = pet_normal; |
284 | petmode = pet_normal; |
262 | p->listening = 10; |
285 | listening = 10; |
263 | p->usekeys = containers; |
286 | usekeys = containers; |
264 | p->last_weapon_sp = -1; |
287 | last_weapon_sp = -1; |
265 | p->peaceful = 1; /* default peaceful */ |
288 | peaceful = 1; /* default peaceful */ |
266 | p->do_los = 1; |
289 | 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 | |
290 | |
274 | /* we need to clear these to -1 and not zero - otherwise, |
291 | /* we need to clear these to -1 and not zero - otherwise, |
275 | * if a player quits and starts a new character, we wont |
292 | * if a player quits and starts a new character, we wont |
276 | * send new values to the client, as things like exp start |
293 | * send new values to the client, as things like exp start |
277 | * at zero. |
294 | * at zero. |
278 | */ |
295 | */ |
279 | for (i = 0; i < NUM_SKILLS; i++) |
296 | for (int i = 0; i < NUM_SKILLS; i++) |
280 | { |
|
|
281 | p->last_skill_exp[i] = -1; |
297 | last_skill_exp[i] = -1; |
282 | p->last_skill_ob[i] = NULL; |
|
|
283 | } |
|
|
284 | |
298 | |
285 | for (i = 0; i < NROFATTACKS; i++) |
299 | for (int i = 0; i < NROFATTACKS; i++) |
286 | p->last_resist[i] = -1; |
300 | last_resist[i] = -1; |
287 | |
301 | |
288 | p->last_stats.exp = -1; |
302 | last_stats.exp = -1; |
289 | p->last_weight = (uint32) - 1; |
303 | last_weight = (uint32) - 1; |
290 | |
|
|
291 | p->socket->update_look = 0; |
|
|
292 | p->socket->look_position = 0; |
|
|
293 | |
|
|
294 | return p; |
|
|
295 | } |
304 | } |
296 | |
305 | |
297 | /* This loads the first map an puts the player on it. */ |
306 | player::~player () |
298 | static void |
|
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299 | set_first_map (object *op) |
|
|
300 | { |
307 | { |
301 | strcpy (op->contr->maplevel, first_map_path); |
308 | terminate_all_pets (ob); |
302 | op->x = -1; |
|
|
303 | op->y = -1; |
|
|
304 | enter_exit (op, 0); |
|
|
305 | } |
|
|
306 | |
309 | |
|
|
310 | if (first_player != this) |
|
|
311 | { |
|
|
312 | player *prev = first_player; |
|
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313 | |
|
|
314 | while (prev && prev->next && prev->next != this) |
|
|
315 | prev = prev->next; |
|
|
316 | |
|
|
317 | if (prev->next != this) |
|
|
318 | { |
|
|
319 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
320 | abort (); |
|
|
321 | } |
|
|
322 | |
|
|
323 | prev->next = next; |
|
|
324 | } |
|
|
325 | else |
|
|
326 | first_player = next; |
|
|
327 | |
|
|
328 | if (ob) |
|
|
329 | { |
|
|
330 | ob->contr = 0; |
|
|
331 | ob->destroy (1); |
|
|
332 | } |
|
|
333 | |
|
|
334 | if (ns) |
|
|
335 | { |
|
|
336 | ns->send_packet ("goodbye"); |
|
|
337 | ns->flush (); |
|
|
338 | ns->pl = 0; |
|
|
339 | ns->destroy (); |
|
|
340 | } |
|
|
341 | |
|
|
342 | /* Clear item stack */ |
|
|
343 | free (stack_items); |
|
|
344 | } |
|
|
345 | |
307 | /* Tries to add player on the connection passwd in ns. |
346 | /* Tries to add player on the connection passed in ns. |
308 | * All we can really get in this is some settings like host and display |
347 | * All we can really get in this is some settings like host and display |
309 | * mode. |
348 | * mode. |
310 | */ |
349 | */ |
311 | |
350 | player * |
312 | int |
351 | player::create () |
313 | add_player (client *ns) |
|
|
314 | { |
352 | { |
315 | player *p = new player; |
353 | player *pl = new player; |
316 | |
354 | |
317 | p->socket = ns; |
355 | pl->set_object (arch_to_object (get_player_archetype (0))); |
318 | ns->pl = p; |
|
|
319 | |
356 | |
320 | p->next = first_player; |
|
|
321 | first_player = p; |
|
|
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); |
|
|
329 | send_rules (p->ob); |
|
|
330 | send_news (p->ob); |
|
|
331 | display_motd (p->ob); |
|
|
332 | get_name (p->ob); |
|
|
333 | |
|
|
334 | return 0; |
357 | return pl; |
335 | } |
358 | } |
336 | |
359 | |
337 | /* |
360 | /* |
338 | * get_player_archetype() return next player archetype from archetype |
361 | * get_player_archetype() return next player archetype from archetype |
339 | * list. Not very efficient routine, but used only creating new players. |
362 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
445 | * circling behaviour. Unfortunately, this function is also used to determined |
468 | * 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 |
469 | * if the creature should cast a spell, so returning a direction in that case |
447 | * is probably not a good thing. |
470 | * is probably not a good thing. |
448 | */ |
471 | */ |
449 | #define MAX_SPACES 50 |
472 | #define MAX_SPACES 50 |
450 | |
|
|
451 | |
473 | |
452 | /* |
474 | /* |
453 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
475 | * 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 |
476 | * 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 |
477 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
694 | /* Need to set up the skill pointers */ |
716 | /* Need to set up the skill pointers */ |
695 | link_player_skills (pl); |
717 | link_player_skills (pl); |
696 | } |
718 | } |
697 | |
719 | |
698 | void |
720 | 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 | } |
|
|
780 | |
|
|
781 | void |
|
|
782 | get_party_password (object *op, partylist *party) |
721 | get_party_password (object *op, partylist *party) |
783 | { |
722 | { |
784 | if (party == NULL) |
723 | if (party == NULL) |
785 | { |
724 | { |
786 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
725 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
787 | return; |
726 | return; |
788 | } |
727 | } |
|
|
728 | |
789 | op->contr->write_buf[0] = '\0'; |
729 | op->contr->write_buf[0] = '\0'; |
790 | op->contr->state = ST_GET_PARTY_PASSWORD; |
730 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
791 | op->contr->party_to_join = party; |
731 | op->contr->party_to_join = party; |
792 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
732 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
793 | } |
733 | } |
794 | |
|
|
795 | |
734 | |
796 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
735 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
797 | int |
736 | static int |
798 | roll_stat (void) |
737 | roll_stat (void) |
799 | { |
738 | { |
800 | int a[4], i, j, k; |
739 | int a[4], i, j, k; |
801 | |
740 | |
802 | for (i = 0; i < 4; i++) |
741 | for (i = 0; i < 4; i++) |
… | |
… | |
805 | for (i = 0, j = 0, k = 7; i < 4; i++) |
744 | for (i = 0, j = 0, k = 7; i < 4; i++) |
806 | if (a[i] < k) |
745 | if (a[i] < k) |
807 | k = a[i], j = i; |
746 | k = a[i], j = i; |
808 | |
747 | |
809 | for (i = 0, k = 0; i < 4; i++) |
748 | for (i = 0, k = 0; i < 4; i++) |
810 | { |
|
|
811 | if (i != j) |
749 | if (i != j) |
812 | k += a[i]; |
750 | k += a[i]; |
813 | } |
751 | |
814 | return k; |
752 | return k; |
815 | } |
753 | } |
816 | |
754 | |
817 | void |
755 | void |
818 | roll_stats (object *op) |
756 | object::roll_stats () |
819 | { |
757 | { |
820 | int sum = 0; |
|
|
821 | int i = 0, j = 0; |
|
|
822 | int statsort[7]; |
758 | int statsort [7]; |
823 | |
759 | |
824 | do |
760 | for (;;) |
825 | { |
|
|
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 | } |
761 | { |
835 | while (sum < 82 || sum > 116); |
762 | int sum = 0; |
|
|
763 | for (int i = 7; i--; ) |
|
|
764 | sum += statsort [i] = roll_stat (); |
836 | |
765 | |
|
|
766 | if (sum >= 82 && sum <= 116) |
|
|
767 | break; |
|
|
768 | } |
|
|
769 | |
837 | /* Sort the stats so that rerolling is easier... */ |
770 | // Sort the stats so that rerolling is easier... |
838 | statsort[0] = op->stats.Str; |
771 | std::sort (statsort, statsort + 7, 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 | |
772 | |
846 | /* a quick and dirty bubblesort? */ |
|
|
847 | do |
|
|
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 | |
|
|
863 | op->stats.Str = statsort[0]; |
773 | stats.Str = statsort[0]; |
864 | op->stats.Dex = statsort[1]; |
774 | stats.Dex = statsort[1]; |
865 | op->stats.Con = statsort[2]; |
775 | stats.Con = statsort[2]; |
866 | op->stats.Int = statsort[3]; |
776 | stats.Int = statsort[3]; |
867 | op->stats.Wis = statsort[4]; |
777 | stats.Wis = statsort[4]; |
868 | op->stats.Pow = statsort[5]; |
778 | stats.Pow = statsort[5]; |
869 | op->stats.Cha = statsort[6]; |
779 | stats.Cha = statsort[6]; |
870 | |
780 | |
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; |
781 | stats.exp = 0; |
882 | op->stats.ac = 0; |
782 | stats.ac = 0; |
883 | |
783 | |
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; |
784 | stats.hp = stats.maxhp; |
890 | op->stats.sp = op->stats.maxsp; |
785 | stats.sp = stats.maxsp; |
891 | op->stats.grace = op->stats.maxgrace; |
786 | stats.grace = stats.maxgrace; |
|
|
787 | |
|
|
788 | if (contr) |
|
|
789 | { |
|
|
790 | contr->levhp[1] = 9; |
|
|
791 | contr->levsp[1] = 6; |
|
|
792 | contr->levgrace[1] = 3; |
|
|
793 | |
892 | op->contr->orig_stats = op->stats; |
794 | contr->orig_stats = stats; |
|
|
795 | } |
893 | } |
796 | } |
894 | |
797 | |
895 | void |
798 | void |
896 | Roll_Again (object *op) |
799 | object::swap_stats (int a, int b) |
897 | { |
800 | { |
898 | esrv_new_player (op->contr, 0); |
|
|
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 | |
|
|
903 | void |
|
|
904 | Swap_Stat (object *op, int Swap_Second) |
|
|
905 | { |
|
|
906 | signed char tmp; |
|
|
907 | char buf[MAX_BUF]; |
|
|
908 | |
|
|
909 | if (op->contr->Swap_First == -1) |
|
|
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); |
801 | int tmp = get_attr_value (&contr->orig_stats, a); |
918 | |
|
|
919 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
802 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
920 | |
|
|
921 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
803 | set_attr_value (&contr->orig_stats, b, tmp); |
922 | |
804 | |
923 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
924 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
925 | op->stats.Str = op->contr->orig_stats.Str; |
805 | stats.Str = contr->orig_stats.Str; |
926 | op->stats.Dex = op->contr->orig_stats.Dex; |
806 | stats.Dex = contr->orig_stats.Dex; |
927 | op->stats.Con = op->contr->orig_stats.Con; |
807 | stats.Con = contr->orig_stats.Con; |
928 | op->stats.Int = op->contr->orig_stats.Int; |
808 | stats.Int = contr->orig_stats.Int; |
929 | op->stats.Wis = op->contr->orig_stats.Wis; |
809 | stats.Wis = contr->orig_stats.Wis; |
930 | op->stats.Pow = op->contr->orig_stats.Pow; |
810 | stats.Pow = contr->orig_stats.Pow; |
931 | op->stats.Cha = op->contr->orig_stats.Cha; |
811 | stats.Cha = contr->orig_stats.Cha; |
|
|
812 | |
|
|
813 | //TODO: the following code looks so borked and should, at the very least, |
|
|
814 | // be merged with the similar code in roll_stats |
932 | op->stats.ac = 0; |
815 | stats.ac = 0; |
933 | |
816 | |
934 | op->level = 1; |
817 | level = 1; |
935 | op->stats.exp = 0; |
818 | stats.exp = 0; |
936 | op->stats.ac = 0; |
819 | stats.ac = 0; |
937 | |
820 | |
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; |
821 | stats.hp = stats.maxhp; |
944 | op->stats.sp = op->stats.maxsp; |
822 | stats.sp = stats.maxsp; |
945 | op->stats.grace = op->stats.maxgrace; |
823 | stats.grace = stats.maxgrace; |
|
|
824 | |
|
|
825 | if (contr) |
|
|
826 | { |
|
|
827 | contr->levhp[1] = 9; |
|
|
828 | contr->levsp[1] = 6; |
|
|
829 | contr->levgrace[1] = 3; |
|
|
830 | |
946 | op->contr->orig_stats = op->stats; |
831 | contr->orig_stats = 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 | { |
832 | } |
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 | } |
833 | } |
1024 | |
834 | |
1025 | /* This function takes the key that is passed, and does the |
835 | /* This function takes the key that is passed, and does the |
1026 | * appropriate action with it (change race, or other things). |
836 | * appropriate action with it (change race, or other things). |
1027 | * The function name is for historical reasons - now we have |
837 | * The function name is for historical reasons - now we have |
1028 | * separate race and class; this actually changes the RACE, |
838 | * separate race and class; this actually changes the RACE, |
1029 | * not the class. |
839 | * not the class. |
1030 | */ |
840 | */ |
1031 | |
|
|
1032 | int |
841 | int |
1033 | key_change_class (object *op, char key) |
842 | key_change_class (object *op, char key) |
1034 | { |
843 | { |
1035 | int tmp_loop; |
844 | int tmp_loop; |
1036 | |
845 | |
1037 | if (key == 'q' || key == 'Q') |
|
|
1038 | { |
|
|
1039 | op->remove (); |
|
|
1040 | play_again (op); |
|
|
1041 | return 0; |
|
|
1042 | } |
|
|
1043 | if (key == 'd' || key == 'D') |
846 | if (key == 'd' || key == 'D') |
1044 | { |
847 | { |
1045 | char buf[MAX_BUF]; |
848 | char buf[MAX_BUF]; |
1046 | |
849 | |
1047 | /* this must before then initial items are given */ |
850 | /* this must before then initial items are given */ |
… | |
… | |
1052 | create_treasure (tl, op, 0, 0, 0); |
855 | create_treasure (tl, op, 0, 0, 0); |
1053 | |
856 | |
1054 | INVOKE_PLAYER (BIRTH, op->contr); |
857 | INVOKE_PLAYER (BIRTH, op->contr); |
1055 | INVOKE_PLAYER (LOGIN, op->contr); |
858 | INVOKE_PLAYER (LOGIN, op->contr); |
1056 | |
859 | |
1057 | op->contr->state = ST_PLAYING; |
860 | op->contr->ns->state = ST_PLAYING; |
1058 | |
861 | |
1059 | if (op->msg) |
862 | if (op->msg) |
1060 | op->msg = NULL; |
863 | op->msg = NULL; |
1061 | |
864 | |
1062 | /* We create this now because some of the unique maps will need it |
865 | /* We create this now because some of the unique maps will need it |
… | |
… | |
1071 | start_info (op); |
874 | start_info (op); |
1072 | CLEAR_FLAG (op, FLAG_WIZ); |
875 | CLEAR_FLAG (op, FLAG_WIZ); |
1073 | give_initial_items (op, op->randomitems); |
876 | give_initial_items (op, op->randomitems); |
1074 | link_player_skills (op); |
877 | link_player_skills (op); |
1075 | esrv_send_inventory (op, op); |
878 | esrv_send_inventory (op, op); |
1076 | fix_player (op); |
879 | op->update_stats (); |
1077 | |
880 | |
1078 | /* This moves the player to a different start map, if there |
881 | /* This moves the player to a different start map, if there |
1079 | * is one for this race |
882 | * is one for this race |
1080 | */ |
883 | */ |
1081 | if (*first_map_ext_path) |
884 | if (*first_map_ext_path) |
… | |
… | |
1107 | while (!tmp_loop) |
910 | while (!tmp_loop) |
1108 | { |
911 | { |
1109 | shstr name = op->name; |
912 | shstr name = op->name; |
1110 | int x = op->x, y = op->y; |
913 | int x = op->x, y = op->y; |
1111 | |
914 | |
1112 | remove_statbonus (op); |
915 | op->remove_statbonus (); |
1113 | op->remove (); |
916 | op->remove (); |
1114 | op->arch = get_player_archetype (op->arch); |
917 | op->arch = get_player_archetype (op->arch); |
1115 | op->arch->clone.copy_to (op); |
918 | op->arch->clone.copy_to (op); |
1116 | op->instantiate (); |
919 | op->instantiate (); |
1117 | op->stats = op->contr->orig_stats; |
920 | op->stats = op->contr->orig_stats; |
… | |
… | |
1119 | op->x = x; |
922 | op->x = x; |
1120 | op->y = y; |
923 | op->y = y; |
1121 | SET_ANIMATION (op, 2); /* So player faces south */ |
924 | SET_ANIMATION (op, 2); /* So player faces south */ |
1122 | insert_ob_in_map (op, op->map, op, 0); |
925 | insert_ob_in_map (op, op->map, op, 0); |
1123 | assign (op->contr->title, op->arch->clone.name); |
926 | assign (op->contr->title, op->arch->clone.name); |
1124 | add_statbonus (op); |
927 | op->add_statbonus (); |
1125 | tmp_loop = allowed_class (op); |
928 | tmp_loop = allowed_class (op); |
1126 | } |
929 | } |
1127 | |
930 | |
1128 | update_object (op, UP_OBJ_FACE); |
931 | update_object (op, UP_OBJ_FACE); |
1129 | esrv_update_item (UPD_FACE, op, op); |
932 | esrv_update_item (UPD_FACE, op, op); |
1130 | fix_player (op); |
933 | op->update_stats (); |
1131 | op->stats.hp = op->stats.maxhp; |
934 | op->stats.hp = op->stats.maxhp; |
1132 | op->stats.sp = op->stats.maxsp; |
935 | op->stats.sp = op->stats.maxsp; |
1133 | op->stats.grace = 0; |
936 | op->stats.grace = 0; |
1134 | |
937 | |
1135 | if (op->msg) |
938 | if (op->msg) |
1136 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
939 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1137 | |
940 | |
1138 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
941 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1139 | return 0; |
942 | return 0; |
1140 | } |
943 | } |
1141 | |
944 | |
1142 | int |
945 | int |
1143 | key_confirm_quit (object *op, char key) |
946 | key_confirm_quit (object *op, char key) |
1144 | { |
947 | { |
1145 | char buf[MAX_BUF]; |
|
|
1146 | |
|
|
1147 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
948 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
1148 | { |
949 | { |
1149 | op->contr->state = ST_PLAYING; |
950 | op->contr->ns->state = ST_PLAYING; |
1150 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
951 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
1151 | return 1; |
952 | return 1; |
1152 | } |
953 | } |
1153 | |
954 | |
1154 | INVOKE_PLAYER (LOGOUT, op->contr); |
955 | INVOKE_PLAYER (LOGOUT, op->contr); |
… | |
… | |
1159 | op->direction = 0; |
960 | op->direction = 0; |
1160 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
961 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
1161 | |
962 | |
1162 | strcpy (op->contr->killer, "quit"); |
963 | strcpy (op->contr->killer, "quit"); |
1163 | check_score (op); |
964 | check_score (op); |
1164 | op->contr->party = NULL; |
965 | op->contr->party = 0; |
1165 | if (settings.set_title == TRUE) |
|
|
1166 | op->contr->own_title[0] = '\0'; |
966 | op->contr->own_title[0] = '\0'; |
1167 | |
967 | |
1168 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
968 | object_ptr ob = op; |
1169 | { |
|
|
1170 | maptile *mp, *next; |
|
|
1171 | |
969 | |
|
|
970 | delete ob->contr; |
|
|
971 | |
1172 | /* We need to hunt for any per player unique maps in memory and |
972 | /* 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, |
973 | * 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 |
974 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1175 | */ |
975 | */ |
|
|
976 | char buf[MAX_BUF]; |
1176 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
977 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1177 | for (mp = first_map; mp != NULL; mp = next) |
978 | |
1178 | { |
979 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
980 | { |
1179 | next = mp->next; |
981 | next = mp->next; |
|
|
982 | |
1180 | if (!strncmp (mp->path, buf, strlen (buf))) |
983 | if (!strncmp (mp->path, buf, strlen (buf))) |
1181 | delete_map (mp); |
984 | delete_map (mp); |
1182 | } |
985 | } |
1183 | |
986 | |
1184 | delete_character (op->name, 1); |
987 | delete_character (ob->name, 1); |
1185 | } |
|
|
1186 | |
988 | |
1187 | play_again (op); |
|
|
1188 | return 1; |
989 | return 1; |
1189 | } |
990 | } |
1190 | |
991 | |
1191 | void |
992 | void |
1192 | flee_player (object *op) |
993 | flee_player (object *op) |
… | |
… | |
1223 | { |
1024 | { |
1224 | op->enemy = NULL; |
1025 | op->enemy = NULL; |
1225 | CLEAR_FLAG (op, FLAG_SCARED); |
1026 | CLEAR_FLAG (op, FLAG_SCARED); |
1226 | return; |
1027 | return; |
1227 | } |
1028 | } |
|
|
1029 | |
1228 | get_rangevector (op, op->enemy, &rv, 0); |
1030 | get_rangevector (op, op->enemy, &rv, 0); |
1229 | |
1031 | |
1230 | dir = absdir (4 + rv.direction); |
1032 | dir = absdir (4 + rv.direction); |
1231 | for (diff = 0; diff < 3; diff++) |
1033 | for (diff = 0; diff < 3; diff++) |
1232 | { |
1034 | { |
1233 | int m = 1 - (RANDOM () & 2); |
1035 | int m = 1 - (RANDOM () & 2); |
1234 | |
1036 | |
1235 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1037 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1236 | { |
|
|
1237 | return; |
1038 | return; |
1238 | } |
|
|
1239 | } |
1039 | } |
|
|
1040 | |
1240 | /* Cornered, get rid of scared */ |
1041 | /* Cornered, get rid of scared */ |
1241 | CLEAR_FLAG (op, FLAG_SCARED); |
1042 | CLEAR_FLAG (op, FLAG_SCARED); |
1242 | op->enemy = NULL; |
1043 | op->enemy = NULL; |
1243 | } |
1044 | } |
1244 | |
1045 | |
… | |
… | |
1882 | arrow->y = sy; |
1683 | arrow->y = sy; |
1883 | |
1684 | |
1884 | if (op->type == PLAYER) |
1685 | if (op->type == PLAYER) |
1885 | { |
1686 | { |
1886 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1687 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1887 | fix_player (op); |
1688 | op->update_stats (); |
1888 | } |
1689 | } |
1889 | |
1690 | |
1890 | SET_ANIMATION (arrow, arrow->direction); |
1691 | SET_ANIMATION (arrow, arrow->direction); |
1891 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1692 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1892 | arrow->stats.hp = arrow->stats.dam; |
1693 | arrow->stats.hp = arrow->stats.dam; |
… | |
… | |
2050 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1851 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2051 | item->face = item->arch->clone.face; |
1852 | item->face = item->arch->clone.face; |
2052 | item->speed = 0; |
1853 | item->speed = 0; |
2053 | update_ob_speed (item); |
1854 | update_ob_speed (item); |
2054 | } |
1855 | } |
2055 | if ((tmp = is_player_inv (item))) |
1856 | if ((tmp = item->in_player ())) |
2056 | esrv_update_item (UPD_ANIM, tmp, item); |
1857 | esrv_update_item (UPD_ANIM, tmp, item); |
2057 | } |
1858 | } |
2058 | } |
1859 | } |
2059 | else if (item->type == ROD || item->type == HORN) |
1860 | else if (item->type == ROD || item->type == HORN) |
2060 | { |
1861 | { |
… | |
… | |
2210 | * 0 otherwise |
2011 | * 0 otherwise |
2211 | */ |
2012 | */ |
2212 | static int |
2013 | static int |
2213 | player_attack_door (object *op, object *door) |
2014 | player_attack_door (object *op, object *door) |
2214 | { |
2015 | { |
2215 | |
|
|
2216 | /* If its a door, try to find a use a key. If we do destroy the door, |
2016 | /* If its a door, try to find a use a key. If we do destroy the door, |
2217 | * might as well return immediately as there is nothing more to do - |
2017 | * might as well return immediately as there is nothing more to do - |
2218 | * otherwise, we fall through to the rest of the code. |
2018 | * otherwise, we fall through to the rest of the code. |
2219 | */ |
2019 | */ |
2220 | object *key = find_key (op, op, door); |
2020 | object *key = find_key (op, op, door); |
… | |
… | |
2258 | * It should keep the code cleaner. |
2058 | * It should keep the code cleaner. |
2259 | * When this is called, the players direction has been updated |
2059 | * When this is called, the players direction has been updated |
2260 | * (taking into account confusion.) The player is also actually |
2060 | * (taking into account confusion.) The player is also actually |
2261 | * going to try and move (not fire weapons). |
2061 | * going to try and move (not fire weapons). |
2262 | */ |
2062 | */ |
2263 | |
|
|
2264 | void |
2063 | void |
2265 | move_player_attack (object *op, int dir) |
2064 | move_player_attack (object *op, int dir) |
2266 | { |
2065 | { |
2267 | object *tmp, *mon; |
2066 | object *tmp, *mon; |
2268 | sint16 nx, ny; |
2067 | sint16 nx, ny; |
… | |
… | |
2270 | maptile *m; |
2069 | maptile *m; |
2271 | |
2070 | |
2272 | nx = freearr_x[dir] + op->x; |
2071 | nx = freearr_x[dir] + op->x; |
2273 | ny = freearr_y[dir] + op->y; |
2072 | ny = freearr_y[dir] + op->y; |
2274 | |
2073 | |
2275 | on_battleground = op_on_battleground (op, NULL, NULL); |
2074 | on_battleground = op_on_battleground (op, 0, 0); |
2276 | |
2075 | |
2277 | /* If braced, or can't move to the square, and it is not out of the |
2076 | /* 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 |
2077 | * 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 |
2078 | * 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 |
2079 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2292 | return; /* Don't think this should happen */ |
2091 | return; /* Don't think this should happen */ |
2293 | } |
2092 | } |
2294 | else |
2093 | else |
2295 | m = op->map; |
2094 | m = op->map; |
2296 | |
2095 | |
2297 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2096 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2298 | { |
2097 | { |
2299 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
2098 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
2300 | return; |
2099 | return; |
2301 | } |
2100 | } |
2302 | |
2101 | |
2303 | mon = NULL; |
2102 | mon = 0; |
2304 | /* Go through all the objects, and find ones of interest. Only stop if |
2103 | /* 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. |
2104 | * 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 |
2105 | * if its a door or barrel (can roll) see if there may be monsters |
2307 | * on the space |
2106 | * on the space |
2308 | */ |
2107 | */ |
2309 | while (tmp != NULL) |
2108 | while (tmp) |
2310 | { |
2109 | { |
2311 | if (tmp == op) |
2110 | if (tmp == op) |
2312 | { |
2111 | { |
2313 | tmp = tmp->above; |
2112 | tmp = tmp->above; |
2314 | continue; |
2113 | continue; |
… | |
… | |
2324 | mon = tmp; |
2123 | mon = tmp; |
2325 | |
2124 | |
2326 | tmp = tmp->above; |
2125 | tmp = tmp->above; |
2327 | } |
2126 | } |
2328 | |
2127 | |
2329 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2128 | if (!mon) /* This happens anytime the player tries to move */ |
2330 | return; /* into a wall */ |
2129 | return; /* into a wall */ |
2331 | |
2130 | |
2332 | if (mon->head != NULL) |
2131 | if (mon->head) |
2333 | mon = mon->head; |
2132 | mon = mon->head; |
2334 | |
2133 | |
2335 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2134 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2336 | if (player_attack_door (op, mon)) |
2135 | if (player_attack_door (op, mon)) |
2337 | return; |
2136 | return; |
… | |
… | |
2374 | * attack them either. |
2173 | * attack them either. |
2375 | */ |
2174 | */ |
2376 | if ((mon->type == PLAYER || mon->enemy != op) && |
2175 | if ((mon->type == PLAYER || mon->enemy != op) && |
2377 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2176 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2378 | #ifdef PROHIBIT_PLAYERKILL |
2177 | #ifdef PROHIBIT_PLAYERKILL |
2379 | (op->contr->peaceful |
2178 | (op->contr->peaceful |
2380 | || (mon->type == PLAYER |
2179 | || (mon->type == PLAYER |
2381 | && mon->contr-> |
2180 | && mon->contr-> |
2382 | peaceful)) && |
2181 | peaceful)) && |
2383 | #else |
2182 | #else |
2384 | op->contr->peaceful && |
2183 | op->contr->peaceful && |
2385 | #endif |
2184 | #endif |
2386 | !on_battleground)) |
2185 | !on_battleground)) |
2387 | { |
2186 | { |
2388 | if (!op->contr->braced) |
2187 | if (!op->contr->braced) |
2389 | { |
2188 | { |
2390 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2189 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2391 | (void) push_ob (mon, dir, op); |
2190 | (void) push_ob (mon, dir, op); |
2392 | } |
2191 | } |
2393 | else |
2192 | else |
2394 | { |
|
|
2395 | new_draw_info (0, 0, op, "You withhold your attack"); |
2193 | new_draw_info (0, 0, op, "You withhold your attack"); |
2396 | } |
2194 | |
2397 | if (op->contr->tmp_invis || op->hide) |
2195 | if (op->contr->tmp_invis || op->hide) |
2398 | make_visible (op); |
2196 | make_visible (op); |
2399 | } |
2197 | } |
2400 | |
2198 | |
2401 | /* If the object is a boulder or other rollable object, then |
2199 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2429 | op->speed_left += op->speed / op->contr->weapon_sp; |
2227 | op->speed_left += op->speed / op->contr->weapon_sp; |
2430 | |
2228 | |
2431 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2229 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2432 | } |
2230 | } |
2433 | |
2231 | |
2434 | skill_attack (mon, op, 0, NULL, NULL); |
2232 | skill_attack (mon, op, 0, 0, 0); |
2435 | |
2233 | |
2436 | /* If attacking another player, that player gets automatic |
2234 | /* If attacking another player, that player gets automatic |
2437 | * hitback, and doesn't loose luck either. |
2235 | * hitback, and doesn't loose luck either. |
2438 | * Disable hitback on the battleground or if the target is |
2236 | * Disable hitback on the battleground or if the target is |
2439 | * the wiz. |
2237 | * the wiz. |
… | |
… | |
2441 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2239 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2442 | { |
2240 | { |
2443 | short luck = mon->stats.luck; |
2241 | short luck = mon->stats.luck; |
2444 | |
2242 | |
2445 | mon->contr->has_hit = 1; |
2243 | mon->contr->has_hit = 1; |
2446 | skill_attack (op, mon, 0, NULL, NULL); |
2244 | skill_attack (op, mon, 0, 0, 0); |
2447 | mon->stats.luck = luck; |
2245 | mon->stats.luck = luck; |
2448 | } |
2246 | } |
|
|
2247 | |
2449 | if (action_makes_visible (op)) |
2248 | if (action_makes_visible (op)) |
2450 | make_visible (op); |
2249 | make_visible (op); |
2451 | } |
2250 | } |
2452 | } /* if player should attack something */ |
2251 | } /* if player should attack something */ |
2453 | } |
2252 | } |
… | |
… | |
2488 | |
2287 | |
2489 | /* Add special check for newcs players and fire on - this way, the |
2288 | /* Add special check for newcs players and fire on - this way, the |
2490 | * server can handle repeat firing. |
2289 | * server can handle repeat firing. |
2491 | */ |
2290 | */ |
2492 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2291 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2493 | { |
|
|
2494 | op->direction = dir; |
2292 | op->direction = dir; |
2495 | } |
|
|
2496 | else |
2293 | else |
2497 | { |
|
|
2498 | op->direction = 0; |
2294 | op->direction = 0; |
2499 | } |
2295 | |
2500 | /* Update how the player looks. Use the facing, so direction may |
2296 | /* Update how the player looks. Use the facing, so direction may |
2501 | * get reset to zero. This allows for full animation capabilities |
2297 | * get reset to zero. This allows for full animation capabilities |
2502 | * for players. |
2298 | * for players. |
2503 | */ |
2299 | */ |
2504 | animate_object (op, op->facing); |
2300 | animate_object (op, op->facing); |
… | |
… | |
2557 | /* call this here - we also will call this in do_ericserver, but |
2353 | /* call this here - we also will call this in do_ericserver, but |
2558 | * the players time has been increased when doericserver has been |
2354 | * the players time has been increased when doericserver has been |
2559 | * called, so we recheck it here. |
2355 | * called, so we recheck it here. |
2560 | */ |
2356 | */ |
2561 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2357 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2562 | for (int rep = 8; --rep && op->contr->socket->handle_command (); ) |
2358 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2563 | ; |
2359 | ; |
2564 | |
2360 | |
2565 | if (op->speed_left < 0) |
2361 | if (op->speed_left < 0) |
2566 | return 0; |
2362 | return 0; |
2567 | |
2363 | |
… | |
… | |
2606 | op->stats.hp = op->stats.maxhp; |
2402 | op->stats.hp = op->stats.maxhp; |
2607 | |
2403 | |
2608 | if (op->stats.food < 0) |
2404 | if (op->stats.food < 0) |
2609 | op->stats.food = 999; |
2405 | op->stats.food = 999; |
2610 | |
2406 | |
2611 | fix_player (op); |
2407 | op->update_stats (); |
2612 | return 1; |
2408 | return 1; |
2613 | } |
2409 | } |
2614 | |
2410 | |
2615 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2411 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2616 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2412 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2646 | remove_unpaid_objects (op->inv, env); |
2442 | remove_unpaid_objects (op->inv, env); |
2647 | |
2443 | |
2648 | op = next; |
2444 | op = next; |
2649 | } |
2445 | } |
2650 | } |
2446 | } |
2651 | |
|
|
2652 | |
2447 | |
2653 | /* |
2448 | /* |
2654 | * Returns pointer a static string containing gravestone text |
2449 | * Returns pointer a static string containing gravestone text |
2655 | * Moved from apply.c to player.c - player.c is what |
2450 | * Moved from apply.c to player.c - player.c is what |
2656 | * actually uses this function. player.c may not be quite the |
2451 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2690 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2485 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2691 | strcat (buf2, buf); |
2486 | strcat (buf2, buf); |
2692 | |
2487 | |
2693 | return buf2; |
2488 | return buf2; |
2694 | } |
2489 | } |
2695 | |
|
|
2696 | |
|
|
2697 | |
2490 | |
2698 | void |
2491 | void |
2699 | do_some_living (object *op) |
2492 | do_some_living (object *op) |
2700 | { |
2493 | { |
2701 | int last_food = op->stats.food; |
2494 | int last_food = op->stats.food; |
… | |
… | |
2710 | const int max_grace = 1; |
2503 | const int max_grace = 1; |
2711 | |
2504 | |
2712 | if (op->contr->outputs_sync) |
2505 | if (op->contr->outputs_sync) |
2713 | { |
2506 | { |
2714 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2507 | 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) |
2508 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2716 | flush_output_element (op, &op->contr->outputs[i]); |
2509 | flush_output_element (op, &op->contr->outputs[i]); |
2717 | } |
2510 | } |
2718 | |
2511 | |
2719 | if (op->contr->state == ST_PLAYING) |
2512 | if (op->contr->ns->state == ST_PLAYING) |
2720 | { |
2513 | { |
2721 | |
|
|
2722 | /* these next three if clauses make it possible to SLOW DOWN |
2514 | /* these next three if clauses make it possible to SLOW DOWN |
2723 | hp/grace/spellpoint regeneration. */ |
2515 | hp/grace/spellpoint regeneration. */ |
2724 | if (op->contr->gen_hp >= 0) |
2516 | if (op->contr->gen_hp >= 0) |
2725 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2517 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2726 | else |
2518 | else |
2727 | { |
2519 | { |
2728 | gen_hp = op->stats.maxhp; |
2520 | gen_hp = op->stats.maxhp; |
2729 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2521 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2730 | } |
2522 | } |
|
|
2523 | |
2731 | if (op->contr->gen_sp >= 0) |
2524 | if (op->contr->gen_sp >= 0) |
2732 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2525 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2733 | else |
2526 | else |
2734 | { |
2527 | { |
2735 | gen_sp = op->stats.maxsp; |
2528 | gen_sp = op->stats.maxsp; |
2736 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2529 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2737 | } |
2530 | } |
|
|
2531 | |
2738 | if (op->contr->gen_grace >= 0) |
2532 | if (op->contr->gen_grace >= 0) |
2739 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2533 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2740 | else |
2534 | else |
2741 | { |
2535 | { |
2742 | gen_grace = op->stats.maxgrace; |
2536 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2758 | op->stats.food += op->contr->digestion; |
2552 | op->stats.food += op->contr->digestion; |
2759 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2553 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2760 | op->stats.food = last_food; |
2554 | op->stats.food = last_food; |
2761 | } |
2555 | } |
2762 | } |
2556 | } |
|
|
2557 | |
2763 | if (max_sp > 1) |
2558 | if (max_sp > 1) |
2764 | { |
2559 | { |
2765 | over_sp = (gen_sp + 10) / rate_sp; |
2560 | over_sp = (gen_sp + 10) / rate_sp; |
2766 | if (over_sp > 0) |
2561 | if (over_sp > 0) |
2767 | { |
2562 | { |
2768 | if (op->stats.sp < op->stats.maxsp) |
2563 | if (op->stats.sp < op->stats.maxsp) |
2769 | { |
2564 | { |
2770 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2565 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2566 | |
2771 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2567 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2772 | op->stats.sp--; |
2568 | op->stats.sp--; |
|
|
2569 | |
2773 | if (op->stats.sp > op->stats.maxsp) |
2570 | if (op->stats.sp > op->stats.maxsp) |
2774 | op->stats.sp = op->stats.maxsp; |
2571 | op->stats.sp = op->stats.maxsp; |
2775 | } |
2572 | } |
2776 | op->last_sp = 0; |
2573 | op->last_sp = 0; |
2777 | } |
2574 | } |
2778 | else |
2575 | else |
2779 | { |
|
|
2780 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2576 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2781 | } |
|
|
2782 | } |
2577 | } |
2783 | else |
2578 | else |
2784 | { |
|
|
2785 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2579 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2786 | } |
|
|
2787 | } |
2580 | } |
2788 | |
2581 | |
2789 | /* Regenerate Grace */ |
2582 | /* Regenerate Grace */ |
2790 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2583 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2791 | if (--op->last_grace < 0) |
2584 | if (--op->last_grace < 0) |
2792 | { |
2585 | { |
2793 | if (op->stats.grace < op->stats.maxgrace / 2) |
2586 | if (op->stats.grace < op->stats.maxgrace / 2) |
2794 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2587 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2588 | |
2795 | if (max_grace > 1) |
2589 | if (max_grace > 1) |
2796 | { |
2590 | { |
2797 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2591 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2798 | if (over_grace > 0) |
2592 | if (over_grace > 0) |
2799 | { |
2593 | { |
… | |
… | |
2827 | op->stats.food += op->contr->digestion; |
2621 | op->stats.food += op->contr->digestion; |
2828 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2622 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2829 | op->stats.food = last_food; |
2623 | op->stats.food = last_food; |
2830 | } |
2624 | } |
2831 | } |
2625 | } |
|
|
2626 | |
2832 | if (max_hp > 1) |
2627 | if (max_hp > 1) |
2833 | { |
2628 | { |
2834 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2629 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2835 | if (over_hp > 0) |
2630 | if (over_hp > 0) |
2836 | { |
2631 | { |
… | |
… | |
2860 | |
2655 | |
2861 | if (op->contr->gen_hp > 0) |
2656 | if (op->contr->gen_hp > 0) |
2862 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2657 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2863 | else |
2658 | else |
2864 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2659 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2660 | |
2865 | /* dms do not consume food */ |
2661 | /* dms do not consume food */ |
2866 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2662 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2867 | op->stats.food--; |
2663 | op->stats.food--; |
2868 | } |
2664 | } |
2869 | } |
|
|
2870 | |
2665 | |
2871 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2666 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2872 | { |
2667 | { |
2873 | object *tmp, *flesh = NULL; |
2668 | object *tmp, *flesh = 0; |
2874 | |
2669 | |
2875 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2670 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2876 | { |
2671 | { |
2877 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2672 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2878 | { |
|
|
2879 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2880 | { |
2673 | { |
|
|
2674 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2675 | { |
2881 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2676 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2882 | manual_apply (op, tmp, 0); |
2677 | manual_apply (op, tmp, 0); |
2883 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2678 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2884 | break; |
2679 | break; |
2885 | } |
2680 | } |
2886 | else if (tmp->type == FLESH) |
2681 | else if (tmp->type == FLESH) |
2887 | flesh = tmp; |
2682 | flesh = tmp; |
2888 | } /* End if paid for object */ |
2683 | } /* End if paid for object */ |
2889 | } /* end of for loop */ |
2684 | } /* end of for loop */ |
|
|
2685 | |
2890 | /* If player is still starving, it means they don't have any food, so |
2686 | /* If player is still starving, it means they don't have any food, so |
2891 | * eat flesh instead. |
2687 | * eat flesh instead. |
2892 | */ |
2688 | */ |
2893 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2689 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2894 | { |
2690 | { |
2895 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2691 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2896 | manual_apply (op, flesh, 0); |
2692 | manual_apply (op, flesh, 0); |
2897 | } |
2693 | } |
2898 | } /* end if player is starving */ |
2694 | } |
2899 | |
2695 | |
2900 | while (op->stats.food < 0 && op->stats.hp > 0) |
2696 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2901 | op->stats.food++, op->stats.hp--; |
2697 | op->stats.food++, op->stats.hp--; |
2902 | |
2698 | |
2903 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2699 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2904 | kill_player (op); |
2700 | kill_player (op); |
|
|
2701 | } |
2905 | } |
2702 | } |
2906 | |
|
|
2907 | |
|
|
2908 | |
2703 | |
2909 | /* If the player should die (lack of hp, food, etc), we call this. |
2704 | /* 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 |
2705 | * 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 |
2706 | * permadeath, no lifesave), this will take care of removing the player |
2912 | * file. |
2707 | * file. |
… | |
… | |
3019 | x = op->x; |
2814 | x = op->x; |
3020 | y = op->y; |
2815 | y = op->y; |
3021 | map = op->map; |
2816 | map = op->map; |
3022 | |
2817 | |
3023 | |
2818 | |
3024 | if (settings.not_permadeth == TRUE) |
|
|
3025 | { |
|
|
3026 | /* NOT_PERMADEATH code. This basically brings the character back to |
2819 | /* NOT_PERMADEATH code. This basically brings the character back to |
3027 | * life if they are dead - it takes some exp and a random stat. |
2820 | * 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. |
2821 | * See the config.h file for a little more in depth detail about this. |
3029 | */ |
2822 | */ |
3030 | |
2823 | |
3031 | /* Basically two ways to go - remove a stat permanently, or just |
2824 | /* Basically two ways to go - remove a stat permanently, or just |
3032 | * make it depletion. This bunch of code deals with that aspect |
2825 | * make it depletion. This bunch of code deals with that aspect |
3033 | * of death. |
2826 | * of death. |
3034 | */ |
2827 | */ |
3035 | #ifndef COZY_SERVER |
2828 | #ifndef COZY_SERVER |
3036 | if (settings.balanced_stat_loss) |
2829 | if (settings.balanced_stat_loss) |
3037 | { |
2830 | { |
3038 | /* If stat loss is permanent, lose one stat only. */ |
2831 | /* If stat loss is permanent, lose one stat only. */ |
3039 | /* Lower level chars don't lose as many stats because they suffer |
2832 | /* Lower level chars don't lose as many stats because they suffer |
3040 | more if they do. */ |
2833 | more if they do. */ |
3041 | /* Higher level characters can afford things such as potions of |
2834 | /* Higher level characters can afford things such as potions of |
3042 | restoration, or better, stat potions. So we slug them that |
2835 | restoration, or better, stat potions. So we slug them that |
3043 | little bit harder. */ |
2836 | little bit harder. */ |
3044 | /* GD */ |
2837 | /* GD */ |
3045 | if (settings.stat_loss_on_death) |
2838 | if (settings.stat_loss_on_death) |
3046 | num_stats_lose = 1; |
2839 | num_stats_lose = 1; |
3047 | else |
|
|
3048 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3049 | } |
|
|
3050 | else |
2840 | else |
3051 | { |
2841 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2842 | } |
|
|
2843 | else |
|
|
2844 | { |
3052 | num_stats_lose = 1; |
2845 | num_stats_lose = 1; |
3053 | } |
2846 | } |
3054 | lost_a_stat = 0; |
2847 | lost_a_stat = 0; |
3055 | |
2848 | |
3056 | for (z = 0; z < num_stats_lose; z++) |
2849 | for (z = 0; z < num_stats_lose; z++) |
3057 | { |
2850 | { |
3058 | i = RANDOM () % NUM_STATS; |
2851 | i = RANDOM () % NUM_STATS; |
3059 | |
2852 | |
3060 | if (settings.stat_loss_on_death) |
2853 | if (settings.stat_loss_on_death) |
3061 | { |
2854 | { |
3062 | /* Pick a random stat and take a point off it. Tell the player |
2855 | /* Pick a random stat and take a point off it. Tell the player |
3063 | * what he lost. |
2856 | * what he lost. |
3064 | */ |
2857 | */ |
3065 | change_attr_value (&(op->stats), i, -1); |
2858 | change_attr_value (&(op->stats), i, -1); |
3066 | check_stat_bounds (&(op->stats)); |
2859 | check_stat_bounds (&(op->stats)); |
3067 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2860 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3068 | check_stat_bounds (&(op->contr->orig_stats)); |
2861 | check_stat_bounds (&(op->contr->orig_stats)); |
3069 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2862 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3070 | lost_a_stat = 1; |
2863 | lost_a_stat = 1; |
|
|
2864 | } |
|
|
2865 | else |
|
|
2866 | { |
|
|
2867 | /* deplete a stat */ |
|
|
2868 | archetype *deparch = archetype::find ("depletion"); |
|
|
2869 | object *dep; |
|
|
2870 | |
|
|
2871 | dep = present_arch_in_ob (deparch, op); |
|
|
2872 | if (!dep) |
|
|
2873 | { |
|
|
2874 | dep = arch_to_object (deparch); |
|
|
2875 | insert_ob_in_ob (dep, op); |
3071 | } |
2876 | } |
3072 | else |
2877 | lose_this_stat = 1; |
|
|
2878 | if (settings.balanced_stat_loss) |
3073 | { |
2879 | { |
3074 | /* deplete a stat */ |
2880 | /* GD */ |
3075 | archetype *deparch = archetype::find ("depletion"); |
2881 | /* Get the stat that we're about to deplete. */ |
3076 | object *dep; |
2882 | this_stat = get_attr_value (&(dep->stats), i); |
3077 | |
2883 | if (this_stat < 0) |
3078 | dep = present_arch_in_ob (deparch, op); |
|
|
3079 | if (!dep) |
|
|
3080 | { |
2884 | { |
3081 | dep = arch_to_object (deparch); |
2885 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3082 | insert_ob_in_ob (dep, op); |
2886 | int keep_chance = this_stat * this_stat; |
3083 | } |
2887 | |
3084 | lose_this_stat = 1; |
2888 | /* 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) |
2889 | if (keep_chance < 1) |
|
|
2890 | keep_chance = 1; |
|
|
2891 | |
|
|
2892 | /* There is a maximum depletion total per level. */ |
|
|
2893 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3091 | { |
2894 | { |
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; |
2895 | lose_this_stat = 0; |
3103 | /* Take loss chance vs keep chance to see if we |
2896 | /* Take loss chance vs keep chance to see if we |
3104 | retain the stat. */ |
2897 | 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 | } |
2898 | } |
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 | */ |
2899 | else |
3126 | if (this_stat >= -50) |
|
|
3127 | { |
2900 | { |
3128 | change_attr_value (&(dep->stats), i, -1); |
2901 | 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; |
2902 | lose_this_stat = 0; |
|
|
2903 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2904 | this_stat, keep_chance, loss_chance, |
|
|
2905 | lose_this_stat?"LOSE":"KEEP"); */ |
3133 | } |
2906 | } |
3134 | } |
2907 | } |
3135 | } |
2908 | } |
|
|
2909 | |
|
|
2910 | if (lose_this_stat) |
|
|
2911 | { |
|
|
2912 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2913 | /* We could try to do something clever like find another |
|
|
2914 | * stat to reduce if this fails. But chances are, if |
|
|
2915 | * stats have been depleted to -50, all are pretty low |
|
|
2916 | * and should be roughly the same, so it shouldn't make a |
|
|
2917 | * difference. |
|
|
2918 | */ |
|
|
2919 | if (this_stat >= -50) |
|
|
2920 | { |
|
|
2921 | change_attr_value (&(dep->stats), i, -1); |
|
|
2922 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2923 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2924 | op->update_stats (); |
|
|
2925 | lost_a_stat = 1; |
|
|
2926 | } |
3136 | } |
2927 | } |
|
|
2928 | } |
|
|
2929 | } |
3137 | /* If no stat lost, tell the player. */ |
2930 | /* If no stat lost, tell the player. */ |
3138 | if (!lost_a_stat) |
2931 | if (!lost_a_stat) |
3139 | { |
2932 | { |
3140 | /* determine_god() seems to not work sometimes... why is this? |
2933 | /* determine_god() seems to not work sometimes... why is this? |
3141 | Should I be using something else? GD */ |
2934 | Should I be using something else? GD */ |
3142 | const char *god = determine_god (op); |
2935 | const char *god = determine_god (op); |
3143 | |
2936 | |
3144 | if (god && (strcmp (god, "none"))) |
2937 | if (god && (strcmp (god, "none"))) |
3145 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2938 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3146 | else |
2939 | else |
3147 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2940 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3148 | } |
2941 | } |
3149 | #else |
2942 | #else |
3150 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2943 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3151 | #endif |
2944 | #endif |
3152 | |
2945 | |
3153 | /* Put a gravestone up where the character 'almost' died. List the |
2946 | /* Put a gravestone up where the character 'almost' died. List the |
3154 | * exp loss on the stone. |
2947 | * exp loss on the stone. |
3155 | */ |
2948 | */ |
3156 | tmp = arch_to_object (archetype::find ("gravestone")); |
2949 | tmp = arch_to_object (archetype::find ("gravestone")); |
3157 | sprintf (buf, "%s's gravestone", &op->name); |
2950 | sprintf (buf, "%s's gravestone", &op->name); |
3158 | tmp->name = buf; |
2951 | tmp->name = buf; |
3159 | sprintf (buf, "%s's gravestones", &op->name); |
2952 | sprintf (buf, "%s's gravestones", &op->name); |
3160 | tmp->name_pl = buf; |
2953 | tmp->name_pl = buf; |
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); |
2954 | 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; |
2955 | tmp->msg = buf; |
3163 | tmp->x = op->x, tmp->y = op->y; |
2956 | tmp->x = op->x, tmp->y = op->y; |
3164 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2957 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3165 | |
2958 | |
3166 | /**************************************/ |
2959 | /**************************************/ |
3167 | /* */ |
2960 | /* */ |
3168 | /* Subtract the experience points, */ |
2961 | /* Subtract the experience points, */ |
3169 | /* if we died cause of food, give us */ |
2962 | /* if we died cause of food, give us */ |
3170 | /* food, and reset HP's... */ |
2963 | /* food, and reset HP's... */ |
3171 | /* */ |
2964 | /* */ |
3172 | /**************************************/ |
2965 | /**************************************/ |
3173 | |
2966 | |
3174 | /* remove any poisoning and confusion the character may be suffering. */ |
2967 | /* remove any poisoning and confusion the character may be suffering. */ |
3175 | /* restore player */ |
2968 | /* restore player */ |
3176 | at = archetype::find ("poisoning"); |
2969 | at = archetype::find ("poisoning"); |
3177 | tmp = present_arch_in_ob (at, op); |
2970 | tmp = present_arch_in_ob (at, op); |
3178 | |
2971 | |
3179 | if (tmp) |
2972 | if (tmp) |
3180 | { |
2973 | { |
3181 | tmp->destroy (); |
2974 | tmp->destroy (); |
3182 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2975 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3183 | } |
2976 | } |
3184 | |
2977 | |
3185 | at = archetype::find ("confusion"); |
2978 | at = archetype::find ("confusion"); |
3186 | tmp = present_arch_in_ob (at, op); |
2979 | tmp = present_arch_in_ob (at, op); |
3187 | if (tmp) |
2980 | if (tmp) |
3188 | { |
2981 | { |
3189 | tmp->destroy (); |
2982 | tmp->destroy (); |
3190 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2983 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3191 | } |
2984 | } |
3192 | |
2985 | |
3193 | cure_disease (op, 0); /* remove any disease */ |
2986 | cure_disease (op, 0); /* remove any disease */ |
3194 | |
2987 | |
3195 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2988 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3196 | apply_death_exp_penalty (op); |
2989 | apply_death_exp_penalty (op); |
3197 | if (op->stats.food < 100) |
2990 | if (op->stats.food < 100) |
3198 | op->stats.food = 900; |
2991 | op->stats.food = 900; |
3199 | op->stats.hp = op->stats.maxhp; |
2992 | op->stats.hp = op->stats.maxhp; |
3200 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2993 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3201 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2994 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3202 | |
2995 | |
3203 | /* |
2996 | /* |
3204 | * Check to see if the player is in a shop. IF so, then check to see if |
2997 | * Check to see if the player is in a shop. IF so, then check to see if |
3205 | * the player has any unpaid items. If so, remove them and put them back |
2998 | * the player has any unpaid items. If so, remove them and put them back |
3206 | * in the map. |
2999 | * in the map. |
3207 | */ |
3000 | */ |
3208 | |
3001 | |
3209 | if (is_in_shop (op)) |
3002 | if (is_in_shop (op)) |
3210 | remove_unpaid_objects (op->inv, op); |
3003 | remove_unpaid_objects (op->inv, op); |
3211 | |
3004 | |
3212 | /****************************************/ |
3005 | /****************************************/ |
3213 | /* */ |
3006 | /* */ |
3214 | /* Move player to his current respawn- */ |
3007 | /* Move player to his current respawn- */ |
3215 | /* position (usually last savebed) */ |
3008 | /* position (usually last savebed) */ |
3216 | /* */ |
3009 | /* */ |
3217 | /****************************************/ |
3010 | /****************************************/ |
3218 | |
3011 | |
3219 | enter_player_savebed (op); |
3012 | enter_player_savebed (op); |
3220 | |
3013 | |
3221 | /* Save the player before inserting the force to reduce |
3014 | /* Save the player before inserting the force to reduce |
3222 | * chance of abuse. |
3015 | * chance of abuse. |
3223 | */ |
3016 | */ |
3224 | op->contr->braced = 0; |
3017 | op->contr->braced = 0; |
3225 | save_player (op, 1); |
3018 | op->contr->save (); |
3226 | |
3019 | |
3227 | /* it is possible that the player has blown something up |
3020 | /* it is possible that the player has blown something up |
3228 | * at his savebed location, and that can have long lasting |
3021 | * at his savebed location, and that can have long lasting |
3229 | * spell effects. So first see if there is a spell effect |
3022 | * spell effects. So first see if there is a spell effect |
3230 | * on the space that might harm the player. |
3023 | * on the space that might harm the player. |
3231 | */ |
3024 | */ |
3232 | will_kill_again = 0; |
3025 | will_kill_again = 0; |
3233 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3026 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3234 | if (tmp->type == SPELL_EFFECT) |
3027 | if (tmp->type == SPELL_EFFECT) |
3235 | will_kill_again |= tmp->attacktype; |
3028 | will_kill_again |= tmp->attacktype; |
3236 | |
3029 | |
3237 | if (will_kill_again) |
3030 | if (will_kill_again) |
3238 | { |
3031 | { |
3239 | object *force; |
3032 | object *force; |
3240 | int at; |
3033 | int at; |
3241 | |
3034 | |
3242 | force = get_archetype (FORCE_NAME); |
3035 | force = get_archetype (FORCE_NAME); |
3243 | /* 50 ticks should be enough time for the spell to abate */ |
3036 | /* 50 ticks should be enough time for the spell to abate */ |
3244 | force->speed = 0.1; |
3037 | force->speed = 0.1; |
3245 | force->speed_left = -5.0; |
3038 | force->speed_left = -5.0; |
3246 | SET_FLAG (force, FLAG_APPLIED); |
3039 | SET_FLAG (force, FLAG_APPLIED); |
3247 | for (at = 0; at < NROFATTACKS; at++) |
3040 | for (at = 0; at < NROFATTACKS; at++) |
3248 | if (will_kill_again & (1 << at)) |
3041 | if (will_kill_again & (1 << at)) |
3249 | force->resist[at] = 100; |
3042 | force->resist[at] = 100; |
3250 | |
3043 | |
3251 | insert_ob_in_ob (force, op); |
3044 | insert_ob_in_ob (force, op); |
3252 | fix_player (op); |
3045 | op->update_stats (); |
3253 | |
3046 | |
3254 | } |
3047 | } |
3255 | |
3048 | |
3256 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3049 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3257 | return; |
|
|
3258 | } /* NOT_PERMADETH */ |
|
|
3259 | else |
|
|
3260 | { |
|
|
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 | |
|
|
3265 | op->contr->party = NULL; |
|
|
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 | } |
3050 | } |
3325 | |
|
|
3326 | |
3051 | |
3327 | void |
3052 | void |
3328 | loot_object (object *op) |
3053 | loot_object (object *op) |
3329 | { /* Grab and destroy some treasure */ |
3054 | { /* Grab and destroy some treasure */ |
3330 | object *tmp, *tmp2, *next; |
3055 | object *tmp, *tmp2, *next; |
3331 | |
3056 | |
3332 | if (op->container) |
3057 | if (op->container) |
3333 | { /* close open sack first */ |
|
|
3334 | esrv_apply_container (op, op->container); |
3058 | esrv_apply_container (op, op->container); /* close open sack first */ |
3335 | } |
|
|
3336 | |
3059 | |
3337 | for (tmp = op->inv; tmp != NULL; tmp = next) |
3060 | for (tmp = op->inv; tmp; tmp = next) |
3338 | { |
3061 | { |
3339 | next = tmp->below; |
3062 | next = tmp->below; |
3340 | if (tmp->type == EXPERIENCE || tmp->invisible) |
3063 | |
|
|
3064 | if (tmp->invisible) |
3341 | continue; |
3065 | continue; |
|
|
3066 | |
3342 | tmp->remove (); |
3067 | tmp->remove (); |
3343 | tmp->x = op->x, tmp->y = op->y; |
3068 | tmp->x = op->x, tmp->y = op->y; |
3344 | if (tmp->type == CONTAINER) |
3069 | if (tmp->type == CONTAINER) |
3345 | { /* empty container to ground */ |
3070 | { /* empty container to ground */ |
3346 | loot_object (tmp); |
3071 | loot_object (tmp); |
… | |
… | |
3368 | */ |
3093 | */ |
3369 | |
3094 | |
3370 | void |
3095 | void |
3371 | fix_weight (void) |
3096 | fix_weight (void) |
3372 | { |
3097 | { |
3373 | player *pl; |
|
|
3374 | |
|
|
3375 | for (pl = first_player; pl != NULL; pl = pl->next) |
3098 | for (player *pl = first_player; pl; pl = pl->next) |
3376 | { |
3099 | { |
3377 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3100 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3378 | |
3101 | |
3379 | if (old == sum) |
3102 | if (old == sum) |
3380 | continue; |
3103 | continue; |
3381 | fix_player (pl->ob); |
3104 | pl->ob->update_stats (); |
3382 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3105 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3383 | } |
3106 | } |
3384 | } |
3107 | } |
3385 | |
3108 | |
3386 | void |
3109 | void |
3387 | fix_luck (void) |
3110 | fix_luck (void) |
3388 | { |
3111 | { |
3389 | player *pl; |
|
|
3390 | |
|
|
3391 | for (pl = first_player; pl != NULL; pl = pl->next) |
3112 | for (player *pl = first_player; pl; pl = pl->next) |
3392 | if (!pl->ob->contr->state) |
3113 | if (!pl->ob->contr->ns->state) |
3393 | change_luck (pl->ob, 0); |
3114 | pl->ob->change_luck (0); |
3394 | } |
3115 | } |
3395 | |
|
|
3396 | |
3116 | |
3397 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3117 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3398 | * This is much simpler in the new spell code - we basically |
3118 | * This is much simpler in the new spell code - we basically |
3399 | * just treat this as any other spell casting object. |
3119 | * just treat this as any other spell casting object. |
3400 | */ |
3120 | */ |
3401 | |
|
|
3402 | void |
3121 | void |
3403 | cast_dust (object *op, object *throw_ob, int dir) |
3122 | cast_dust (object *op, object *throw_ob, int dir) |
3404 | { |
3123 | { |
3405 | object *skop, *spob; |
3124 | object *skop, *spob; |
3406 | |
3125 | |
… | |
… | |
3451 | object *tmp = NULL; |
3170 | object *tmp = NULL; |
3452 | |
3171 | |
3453 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3172 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3454 | return 1; |
3173 | return 1; |
3455 | |
3174 | |
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; |
3175 | return 0; |
3462 | } |
3176 | } |
3463 | |
3177 | |
3464 | /* look at the surrounding terrain to determine |
3178 | /* look at the surrounding terrain to determine |
3465 | * the hideability of this object. Positive levels |
3179 | * the hideability of this object. Positive levels |
… | |
… | |
3580 | if (mflags & P_OUT_OF_MAP) |
3294 | if (mflags & P_OUT_OF_MAP) |
3581 | continue; |
3295 | continue; |
3582 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3296 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3583 | continue; |
3297 | continue; |
3584 | |
3298 | |
3585 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3299 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3586 | { |
3300 | { |
3587 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3301 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3588 | return 1; |
3302 | return 1; |
3589 | else if (tmp->type == PLAYER) |
3303 | else if (tmp->type == PLAYER) |
3590 | { |
3304 | { |
… | |
… | |
3644 | |
3358 | |
3645 | /* only the viewable area the player sees is updated by LOS |
3359 | /* only the viewable area the player sees is updated by LOS |
3646 | * code, so we need to restrict ourselves to that range of values |
3360 | * code, so we need to restrict ourselves to that range of values |
3647 | * for any meaningful values. |
3361 | * for any meaningful values. |
3648 | */ |
3362 | */ |
3649 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3363 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3650 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3364 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3651 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
3365 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3652 | return 1; |
3366 | return 1; |
3653 | op = op->more; |
3367 | op = op->more; |
3654 | } |
3368 | } |
3655 | return 0; |
3369 | return 0; |
3656 | } |
3370 | } |
… | |
… | |
3842 | { |
3556 | { |
3843 | /* forces in the treasurelist can alter the player's stats */ |
3557 | /* forces in the treasurelist can alter the player's stats */ |
3844 | object *skin; |
3558 | object *skin; |
3845 | |
3559 | |
3846 | /* first get the dragon skin force */ |
3560 | /* first get the dragon skin force */ |
|
|
3561 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3847 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3562 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3563 | ; |
|
|
3564 | |
3848 | if (skin == NULL) |
3565 | if (!skin) |
3849 | return; |
3566 | return; |
3850 | |
3567 | |
3851 | /* adding new spellpath attunements */ |
3568 | /* adding new spellpath attunements */ |
3852 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3569 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3853 | { |
3570 | { |