1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
28 | #include <living.h> |
29 | #include <living.h> |
29 | #include <object.h> |
30 | #include <object.h> |
30 | #include <spells.h> |
31 | #include <spells.h> |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #ifdef COZY_SERVER |
34 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
35 | #include <functional> |
35 | #endif |
|
|
36 | |
36 | |
37 | player * |
37 | playervec players; |
38 | find_player (const char *plname) |
|
|
39 | { |
|
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40 | player *pl; |
|
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41 | |
|
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42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
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43 | { |
|
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44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
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45 | return pl; |
|
|
46 | }; |
|
|
47 | return NULL; |
|
|
48 | } |
|
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49 | |
|
|
50 | player * |
|
|
51 | find_player_partial_name (const char *plname) |
|
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52 | { |
|
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53 | player *pl; |
|
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54 | player *found = NULL; |
|
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55 | size_t namelen = strlen (plname); |
|
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56 | |
|
|
57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
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58 | { |
|
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59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
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60 | continue; |
|
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61 | |
|
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62 | if (!strcmp (pl->ob->name, plname)) |
|
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63 | return pl; |
|
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64 | |
|
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65 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
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66 | { |
|
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67 | if (found) |
|
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68 | return NULL; |
|
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69 | |
|
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70 | found = pl; |
|
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71 | } |
|
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72 | } |
|
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73 | return found; |
|
|
74 | } |
|
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75 | |
38 | |
76 | void |
39 | void |
77 | display_motd (const object *op) |
40 | display_motd (const object *op) |
78 | { |
41 | { |
79 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
87 | return; |
50 | return; |
88 | |
51 | |
89 | motd[0] = '\0'; |
52 | motd[0] = '\0'; |
90 | size = 0; |
53 | size = 0; |
91 | |
54 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
55 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
56 | { |
94 | if (*buf == '#') |
57 | if (*buf == '#') |
95 | continue; |
58 | continue; |
96 | |
59 | |
97 | strncat (motd + size, buf, HUGE_BUF - size); |
60 | strncat (motd + size, buf, HUGE_BUF - size); |
… | |
… | |
116 | return; |
79 | return; |
117 | |
80 | |
118 | rules[0] = '\0'; |
81 | rules[0] = '\0'; |
119 | size = 0; |
82 | size = 0; |
120 | |
83 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
84 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
85 | { |
123 | if (*buf == '#') |
86 | if (*buf == '#') |
124 | continue; |
87 | continue; |
125 | |
88 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
89 | if (size + strlen (buf) >= HUGE_BUF) |
… | |
… | |
153 | |
116 | |
154 | news[0] = '\0'; |
117 | news[0] = '\0'; |
155 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
156 | size = 0; |
119 | size = 0; |
157 | |
120 | |
158 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
159 | { |
122 | { |
160 | if (*buf == '#') |
123 | if (*buf == '#') |
161 | continue; |
124 | continue; |
162 | |
125 | |
163 | if (*buf == '%') |
126 | if (*buf == '%') |
164 | { /* send one news */ |
127 | { /* send one news */ |
165 | if (size > 0) |
128 | if (size > 0) |
166 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
|
|
130 | |
167 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
168 | strip_endline (subject); |
132 | strip_endline (subject); |
169 | size = 0; |
133 | size = 0; |
170 | news[0] = '\0'; |
134 | news[0] = '\0'; |
171 | } |
135 | } |
… | |
… | |
184 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | 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); |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
186 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
187 | } |
151 | } |
188 | |
152 | |
189 | int |
|
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190 | playername_ok (const char *cp) |
|
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191 | { |
|
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192 | /* Don't allow - or _ as first character in the name */ |
|
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193 | if (*cp == '-' || *cp == '_') |
|
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194 | return 0; |
|
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195 | |
|
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196 | for (; *cp != '\0'; cp++) |
|
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197 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
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198 | return 0; |
|
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199 | |
|
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200 | return 1; |
|
|
201 | } |
|
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202 | |
|
|
203 | /* This no longer sets the player map. Also, it now updates |
|
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204 | * all the pointers so the caller doesn't need to do that. |
|
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205 | * Caller is responsible for setting the correct map. |
|
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206 | */ |
|
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207 | |
|
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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 | */ |
|
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214 | static player * |
|
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215 | get_player (player *p) |
|
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216 | { |
|
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217 | object *op = arch_to_object (get_player_archetype (0)); |
|
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218 | int i; |
|
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219 | |
|
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220 | /* Clears basically the entire player structure except |
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221 | * for next and socket. |
|
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222 | */ |
|
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223 | p->clear (); |
|
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224 | |
|
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225 | /* There are some elements we want initialized to non zero value - |
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226 | * we deal with that below this point. |
|
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227 | */ |
|
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228 | p->party = NULL; |
|
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229 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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230 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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231 | p->unapply = unapply_nochoice; |
|
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232 | p->Swap_First = -1; |
|
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233 | |
|
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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 */ |
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239 | |
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240 | op->contr = p; /* this aren't yet in archetype */ |
|
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241 | p->ob = op; |
|
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242 | op->speed_left = 0.5; |
|
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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 | |
|
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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; |
|
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253 | } |
|
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254 | p->state = ST_ROLL_STAT; |
|
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255 | clear_los (op); |
|
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256 | |
|
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257 | p->gen_sp_armour = 10; |
|
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258 | p->last_speed = -1; |
|
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259 | p->shoottype = range_none; |
|
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260 | p->bowtype = bow_normal; |
|
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261 | p->petmode = pet_normal; |
|
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262 | p->listening = 10; |
|
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263 | p->usekeys = containers; |
|
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264 | p->last_weapon_sp = -1; |
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265 | p->peaceful = 1; /* default peaceful */ |
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266 | p->do_los = 1; |
|
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267 | p->explore = 0; |
|
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268 | |
|
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269 | assign (p->title, op->arch->clone.name); |
|
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270 | op->race = op->arch->clone.race; |
|
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271 | |
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272 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
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273 | |
|
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274 | /* we need to clear these to -1 and not zero - otherwise, |
|
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275 | * if a player quits and starts a new character, we wont |
|
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276 | * send new values to the client, as things like exp start |
|
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277 | * at zero. |
|
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278 | */ |
|
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279 | for (i = 0; i < NUM_SKILLS; i++) |
|
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280 | { |
|
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281 | p->last_skill_exp[i] = -1; |
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282 | p->last_skill_ob[i] = NULL; |
|
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283 | } |
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284 | |
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285 | for (i = 0; i < NROFATTACKS; i++) |
|
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286 | p->last_resist[i] = -1; |
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287 | |
|
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288 | p->last_stats.exp = -1; |
|
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289 | p->last_weight = (uint32) - 1; |
|
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290 | |
|
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291 | p->socket->update_look = 0; |
|
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292 | p->socket->look_position = 0; |
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293 | |
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294 | return p; |
|
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295 | } |
|
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296 | |
|
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297 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
298 | static void |
154 | static void |
299 | set_first_map (object *op) |
155 | set_first_map (object *op) |
300 | { |
156 | { |
301 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
302 | op->x = -1; |
158 | op->x = -1; |
303 | op->y = -1; |
159 | op->y = -1; |
|
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160 | } |
|
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161 | |
|
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162 | void |
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163 | player::enter_map () |
|
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164 | { |
|
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165 | object *tmp = object::create (); |
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166 | |
|
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167 | EXIT_PATH (tmp) = maplevel; |
|
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168 | EXIT_X (tmp) = ob->x; |
|
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169 | EXIT_Y (tmp) = ob->y; |
304 | enter_exit (op, 0); |
170 | ob->enter_exit (tmp); |
305 | } |
|
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306 | |
171 | |
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172 | tmp->destroy (); |
|
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173 | } |
|
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174 | |
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175 | void |
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176 | player::activate () |
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177 | { |
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178 | if (active) |
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179 | return; |
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180 | |
|
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181 | players.insert (this); |
|
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182 | ob->remove (); |
|
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183 | ob->map = 0; |
|
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184 | ob->activate_recursive (); |
|
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185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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186 | add_friendly_object (ob); |
|
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187 | enter_map (); |
|
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188 | } |
|
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189 | |
|
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190 | void |
|
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191 | player::deactivate () |
|
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192 | { |
|
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193 | if (!active) |
|
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194 | return; |
|
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195 | |
|
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196 | terminate_all_pets (ob); |
|
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197 | remove_friendly_object (ob); |
|
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198 | ob->deactivate_recursive (); |
|
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199 | maplevel = ob->map->path; |
|
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200 | ob->remove (); |
|
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201 | ob->map = 0; |
|
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202 | party = 0; |
|
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203 | |
|
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204 | // for weird reasons, this is often "ob", keeping a circular reference |
|
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205 | ranges [range_skill] = 0; |
|
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206 | |
|
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207 | players.erase (this); |
|
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208 | } |
|
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209 | |
|
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210 | // connect the player with a specific client |
|
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211 | // also changed, rationalises, and fixes some incorrect settings |
|
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212 | void |
|
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213 | player::connect (client *ns) |
|
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214 | { |
|
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215 | this->ns = ns; |
|
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216 | ns->pl = this; |
|
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217 | |
|
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218 | run_on = 0; |
|
|
219 | fire_on = 0; |
|
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220 | ob->close_container (); //TODO: client-specific |
|
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221 | |
|
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222 | ns->update_look = 0; |
|
|
223 | ns->look_position = 0; |
|
|
224 | |
|
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225 | clear_los (ob); |
|
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226 | |
|
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227 | ns->reset_stats (); |
|
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228 | |
|
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229 | /* make sure he's a player -- needed because of class change. */ |
|
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230 | ob->type = PLAYER; // we are paranoid |
|
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231 | ob->race = ob->arch->clone.race; |
|
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232 | |
|
|
233 | if (!legal_range (ob, shoottype)) |
|
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234 | shoottype = range_none; |
|
|
235 | |
|
|
236 | ob->carrying = sum_weight (ob); |
|
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237 | link_player_skills (ob); |
|
|
238 | |
|
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239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
240 | |
|
|
241 | assign (title, ob->arch->clone.name); |
|
|
242 | |
|
|
243 | /* if it's a dragon player, set the correct title here */ |
|
|
244 | if (is_dragon_pl (ob)) |
|
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245 | { |
|
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246 | object *tmp, *abil = 0, *skin = 0; |
|
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247 | |
|
|
248 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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249 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
250 | |
|
|
251 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
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252 | if (tmp->type == FORCE) |
|
|
253 | if (tmp->arch->name == dragon_ability_force) |
|
|
254 | abil = tmp; |
|
|
255 | else if (tmp->arch->name == dragon_skin_force) |
|
|
256 | skin = tmp; |
|
|
257 | |
|
|
258 | set_dragon_name (ob, abil, skin); |
|
|
259 | } |
|
|
260 | |
|
|
261 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
262 | |
|
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263 | esrv_new_player (this, ob->weight + ob->carrying); |
|
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264 | |
|
|
265 | ob->update_stats (); |
|
|
266 | ns->floorbox_update (); |
|
|
267 | |
|
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268 | esrv_send_inventory (ob, ob); |
|
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269 | esrv_add_spells (this, 0); |
|
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270 | |
|
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271 | activate (); |
|
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272 | |
|
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273 | send_rules (ob); |
|
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274 | send_news (ob); |
|
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275 | display_motd (ob); |
|
|
276 | |
|
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277 | INVOKE_PLAYER (CONNECT, this); |
|
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278 | INVOKE_PLAYER (LOGIN, this); |
|
|
279 | } |
|
|
280 | |
|
|
281 | void |
|
|
282 | player::disconnect () |
|
|
283 | { |
|
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284 | if (ns) |
|
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285 | { |
|
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286 | if (active) |
|
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287 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
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288 | |
|
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289 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
290 | |
|
|
291 | ns->reset_stats (); |
|
|
292 | ns->pl = 0; |
|
|
293 | this->ns = 0; |
|
|
294 | } |
|
|
295 | |
|
|
296 | if (ob) |
|
|
297 | ob->close_container (); //TODO: client-specific |
|
|
298 | |
|
|
299 | deactivate (); |
|
|
300 | } |
|
|
301 | |
|
|
302 | // the need for this function can be explained |
|
|
303 | // by load_object not returning the object |
|
|
304 | void |
|
|
305 | player::set_object (object *op) |
|
|
306 | { |
|
|
307 | ob = op; |
|
|
308 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
309 | |
|
|
310 | ob->speed_left = 0.5; |
|
|
311 | ob->speed = 1.0; |
|
|
312 | ob->direction = 5; /* So player faces south */ |
|
|
313 | } |
|
|
314 | |
|
|
315 | player::player () |
|
|
316 | { |
|
|
317 | /* There are some elements we want initialised to non zero value - |
|
|
318 | * we deal with that below this point. |
|
|
319 | */ |
|
|
320 | outputs_sync = 16; /* Every 2 seconds */ |
|
|
321 | outputs_count = 8; /* Keeps present behaviour */ |
|
|
322 | unapply = unapply_nochoice; |
|
|
323 | |
|
|
324 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
325 | |
|
|
326 | gen_sp_armour = 10; |
|
|
327 | shoottype = range_none; |
|
|
328 | bowtype = bow_normal; |
|
|
329 | petmode = pet_normal; |
|
|
330 | listening = 10; |
|
|
331 | usekeys = containers; |
|
|
332 | peaceful = 1; /* default peaceful */ |
|
|
333 | do_los = 1; |
|
|
334 | } |
|
|
335 | |
|
|
336 | void |
|
|
337 | player::do_destroy () |
|
|
338 | { |
|
|
339 | disconnect (); |
|
|
340 | |
|
|
341 | attachable::do_destroy (); |
|
|
342 | |
|
|
343 | if (ob) |
|
|
344 | { |
|
|
345 | ob->destroy_inv (false); |
|
|
346 | ob->destroy (); |
|
|
347 | } |
|
|
348 | } |
|
|
349 | |
|
|
350 | player::~player () |
|
|
351 | { |
|
|
352 | /* Clear item stack */ |
|
|
353 | free (stack_items); |
|
|
354 | } |
|
|
355 | |
307 | /* Tries to add player on the connection passwd in ns. |
356 | /* 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 |
357 | * All we can really get in this is some settings like host and display |
309 | * mode. |
358 | * mode. |
310 | */ |
359 | */ |
311 | |
360 | player * |
312 | int |
361 | player::create () |
313 | add_player (client *ns) |
|
|
314 | { |
362 | { |
315 | player *p = new player; |
363 | player *pl = new player; |
316 | |
364 | |
317 | p->socket = ns; |
365 | pl->set_object (arch_to_object (get_player_archetype (0))); |
318 | ns->pl = p; |
|
|
319 | |
366 | |
320 | p->next = first_player; |
367 | pl->ob->roll_stats (); |
321 | first_player = p; |
368 | pl->ob->stats.wc = 2; |
|
|
369 | pl->ob->run_away = 25; /* Then we panick... */ |
322 | |
370 | |
323 | p = get_player (p); |
|
|
324 | |
|
|
325 | set_first_map (p->ob); |
371 | set_first_map (pl->ob); |
326 | |
372 | |
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 | |
|
|
333 | get_name (p->ob); |
|
|
334 | |
|
|
335 | return 0; |
373 | return pl; |
336 | } |
374 | } |
337 | |
375 | |
338 | /* |
376 | /* |
339 | * get_player_archetype() return next player archetype from archetype |
377 | * get_player_archetype() return next player archetype from archetype |
340 | * list. Not very efficient routine, but used only creating new players. |
378 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
365 | |
403 | |
366 | object * |
404 | object * |
367 | get_nearest_player (object *mon) |
405 | get_nearest_player (object *mon) |
368 | { |
406 | { |
369 | object *op = NULL; |
407 | object *op = NULL; |
370 | player *pl = NULL; |
|
|
371 | objectlink *ol; |
408 | objectlink *ol; |
372 | unsigned lastdist; |
409 | unsigned lastdist; |
373 | rv_vector rv; |
410 | rv_vector rv; |
374 | |
411 | |
375 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
412 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
376 | { |
413 | { |
377 | /* We should not find free objects on this friendly list, but it |
414 | /* We should not find free objects on this friendly list, but it |
378 | * does periodically happen. Given that, lets deal with it. |
415 | * does periodically happen. Given that, lets deal with it. |
379 | * While unlikely, it is possible the next object on the friendly |
416 | * While unlikely, it is possible the next object on the friendly |
380 | * list is also free, so encapsulate this in a while loop. |
417 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
384 | object *tmp = ol->ob; |
421 | object *tmp = ol->ob; |
385 | |
422 | |
386 | /* Can't do much more other than log the fact, because the object |
423 | /* Can't do much more other than log the fact, because the object |
387 | * itself will have been cleared. |
424 | * itself will have been cleared. |
388 | */ |
425 | */ |
389 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
426 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
427 | tmp->debug_desc ()); |
390 | ol = ol->next; |
428 | ol = ol->next; |
391 | remove_friendly_object (tmp); |
429 | remove_friendly_object (tmp); |
392 | if (!ol) |
430 | if (!ol) |
393 | return op; |
431 | return op; |
394 | } |
432 | } |
… | |
… | |
407 | { |
445 | { |
408 | op = ol->ob; |
446 | op = ol->ob; |
409 | lastdist = rv.distance; |
447 | lastdist = rv.distance; |
410 | } |
448 | } |
411 | } |
449 | } |
412 | for (pl = first_player; pl != NULL; pl = pl->next) |
450 | |
413 | { |
451 | for_all_players (pl) |
414 | if (can_detect_enemy (mon, pl->ob, &rv)) |
452 | if (can_detect_enemy (mon, pl->ob, &rv)) |
415 | { |
|
|
416 | |
|
|
417 | if (lastdist > rv.distance) |
453 | if (lastdist > rv.distance) |
418 | { |
454 | { |
419 | op = pl->ob; |
455 | op = pl->ob; |
420 | lastdist = rv.distance; |
456 | lastdist = rv.distance; |
421 | } |
457 | } |
422 | } |
458 | |
423 | } |
|
|
424 | #if 0 |
459 | #if 0 |
425 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
460 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
426 | #endif |
461 | #endif |
427 | return op; |
462 | return op; |
428 | } |
463 | } |
… | |
… | |
446 | * circling behaviour. Unfortunately, this function is also used to determined |
481 | * circling behaviour. Unfortunately, this function is also used to determined |
447 | * if the creature should cast a spell, so returning a direction in that case |
482 | * if the creature should cast a spell, so returning a direction in that case |
448 | * is probably not a good thing. |
483 | * is probably not a good thing. |
449 | */ |
484 | */ |
450 | #define MAX_SPACES 50 |
485 | #define MAX_SPACES 50 |
451 | |
|
|
452 | |
486 | |
453 | /* |
487 | /* |
454 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
488 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
455 | * modified to verify there is a path to the player. Does this by stepping towards |
489 | * modified to verify there is a path to the player. Does this by stepping towards |
456 | * player and if path is blocked then see if blockage is close enough to player that |
490 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
487 | x = mon->x; |
521 | x = mon->x; |
488 | y = mon->y; |
522 | y = mon->y; |
489 | m = mon->map; |
523 | m = mon->map; |
490 | dir = rv.direction; |
524 | dir = rv.direction; |
491 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
492 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
527 | |
493 | /* If we can't solve it within the search distance, return now. */ |
528 | /* If we can't solve it within the search distance, return now. */ |
494 | if (diff > max) |
529 | if (diff > max) |
495 | return 0; |
530 | return 0; |
|
|
531 | |
496 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
497 | { |
533 | { |
498 | lastx = x; |
534 | lastx = x; |
499 | lasty = y; |
535 | lasty = y; |
500 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
582 | max--; |
618 | max--; |
583 | lastdir = dir; |
619 | lastdir = dir; |
584 | if (!firstdir) |
620 | if (!firstdir) |
585 | firstdir = dir; |
621 | firstdir = dir; |
586 | } |
622 | } |
|
|
623 | |
587 | if (diff <= 1) |
624 | if (diff <= 1) |
588 | { |
625 | { |
589 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
590 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
591 | */ |
628 | */ |
592 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
593 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
594 | } |
631 | } |
|
|
632 | |
595 | if (diff > max) |
633 | if (diff > max) |
596 | return 0; |
634 | return 0; |
597 | } |
635 | } |
|
|
636 | |
598 | /* If we reached the max, didn't find a direction in time */ |
637 | /* If we reached the max, didn't find a direction in time */ |
599 | if (!max) |
638 | if (!max) |
600 | return 0; |
639 | return 0; |
601 | |
640 | |
602 | return firstdir; |
641 | return firstdir; |
… | |
… | |
695 | /* Need to set up the skill pointers */ |
734 | /* Need to set up the skill pointers */ |
696 | link_player_skills (pl); |
735 | link_player_skills (pl); |
697 | } |
736 | } |
698 | |
737 | |
699 | void |
738 | void |
700 | get_name (object *op) |
|
|
701 | { |
|
|
702 | op->contr->write_buf[0] = '\0'; |
|
|
703 | op->contr->state = ST_GET_NAME; |
|
|
704 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
705 | } |
|
|
706 | |
|
|
707 | void |
|
|
708 | get_password (object *op) |
|
|
709 | { |
|
|
710 | op->contr->write_buf[0] = '\0'; |
|
|
711 | op->contr->state = ST_GET_PASSWORD; |
|
|
712 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
713 | } |
|
|
714 | |
|
|
715 | void |
|
|
716 | play_again (object *op) |
|
|
717 | { |
|
|
718 | op->contr->state = ST_PLAY_AGAIN; |
|
|
719 | op->chosen_skill = NULL; |
|
|
720 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
721 | /* a bit of a hack, but there are various places early in th |
|
|
722 | * player creation process that a user can quit (eg, roll |
|
|
723 | * stats) that isn't removing the player. Taking a quick |
|
|
724 | * look, there are many places that call play_again without |
|
|
725 | * removing the player - it probably makes more sense |
|
|
726 | * to leave it to play_again to remove the object in all |
|
|
727 | * cases. |
|
|
728 | */ |
|
|
729 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
730 | op->remove (); |
|
|
731 | |
|
|
732 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
733 | * and draw() doesn't check to see if the player is removed, only if |
|
|
734 | * the map is null or not swapped out. |
|
|
735 | */ |
|
|
736 | op->map = NULL; |
|
|
737 | } |
|
|
738 | |
|
|
739 | int |
|
|
740 | receive_play_again (object *op, char key) |
|
|
741 | { |
|
|
742 | if (key == 'q' || key == 'Q') |
|
|
743 | { |
|
|
744 | remove_friendly_object (op); |
|
|
745 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
746 | return 2; |
|
|
747 | } |
|
|
748 | else if (key == 'a' || key == 'A') |
|
|
749 | { |
|
|
750 | player *pl = op->contr; |
|
|
751 | shstr name = op->name; |
|
|
752 | |
|
|
753 | op->contr = 0; |
|
|
754 | op->type = 0; |
|
|
755 | op->destroy (1); |
|
|
756 | pl = get_player (pl); |
|
|
757 | op = pl->ob; |
|
|
758 | add_friendly_object (op); |
|
|
759 | op->contr->password[0] = '~'; |
|
|
760 | op->name = op->name_pl = 0; |
|
|
761 | /* Lets put a space in here */ |
|
|
762 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
763 | get_name (op); |
|
|
764 | op->name = op->name_pl = name; |
|
|
765 | set_first_map (op); |
|
|
766 | } |
|
|
767 | else |
|
|
768 | /* user pressed something else so just ask again... */ |
|
|
769 | play_again (op); |
|
|
770 | |
|
|
771 | return 0; |
|
|
772 | } |
|
|
773 | |
|
|
774 | void |
|
|
775 | confirm_password (object *op) |
|
|
776 | { |
|
|
777 | |
|
|
778 | op->contr->write_buf[0] = '\0'; |
|
|
779 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
780 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
781 | } |
|
|
782 | |
|
|
783 | void |
|
|
784 | get_party_password (object *op, partylist *party) |
739 | get_party_password (object *op, partylist *party) |
785 | { |
740 | { |
786 | if (party == NULL) |
741 | if (party == NULL) |
787 | { |
742 | { |
788 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
743 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
789 | return; |
744 | return; |
790 | } |
745 | } |
|
|
746 | |
791 | op->contr->write_buf[0] = '\0'; |
747 | op->contr->write_buf[0] = '\0'; |
792 | op->contr->state = ST_GET_PARTY_PASSWORD; |
748 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
793 | op->contr->party_to_join = party; |
749 | op->contr->party_to_join = party; |
794 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
750 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
795 | } |
751 | } |
796 | |
|
|
797 | |
752 | |
798 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
753 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
799 | int |
754 | static int |
800 | roll_stat (void) |
755 | roll_stat (void) |
801 | { |
756 | { |
802 | int a[4], i, j, k; |
757 | int a[4], i, j, k; |
803 | |
758 | |
804 | for (i = 0; i < 4; i++) |
759 | for (i = 0; i < 4; i++) |
805 | a[i] = (int) RANDOM () % 6 + 1; |
760 | a[i] = (int) rndm (6) + 1; |
806 | |
761 | |
807 | for (i = 0, j = 0, k = 7; i < 4; i++) |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
808 | if (a[i] < k) |
763 | if (a[i] < k) |
809 | k = a[i], j = i; |
764 | k = a[i], j = i; |
810 | |
765 | |
811 | for (i = 0, k = 0; i < 4; i++) |
766 | for (i = 0, k = 0; i < 4; i++) |
812 | { |
|
|
813 | if (i != j) |
767 | if (i != j) |
814 | k += a[i]; |
768 | k += a[i]; |
815 | } |
769 | |
816 | return k; |
770 | return k; |
817 | } |
771 | } |
818 | |
772 | |
819 | void |
773 | void |
820 | roll_stats (object *op) |
774 | object::roll_stats () |
821 | { |
775 | { |
822 | int sum = 0; |
|
|
823 | int i = 0, j = 0; |
|
|
824 | int statsort[7]; |
776 | int statsort [7]; |
825 | |
777 | |
826 | do |
778 | for (;;) |
827 | { |
|
|
828 | op->stats.Str = roll_stat (); |
|
|
829 | op->stats.Dex = roll_stat (); |
|
|
830 | op->stats.Int = roll_stat (); |
|
|
831 | op->stats.Con = roll_stat (); |
|
|
832 | op->stats.Wis = roll_stat (); |
|
|
833 | op->stats.Pow = roll_stat (); |
|
|
834 | op->stats.Cha = roll_stat (); |
|
|
835 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
836 | } |
779 | { |
837 | while (sum < 82 || sum > 116); |
780 | int sum = 0; |
|
|
781 | for (int i = 7; i--; ) |
|
|
782 | sum += statsort [i] = roll_stat (); |
838 | |
783 | |
|
|
784 | if (sum >= 82 && sum <= 116) |
|
|
785 | break; |
|
|
786 | } |
|
|
787 | |
839 | /* Sort the stats so that rerolling is easier... */ |
788 | // Sort the stats so that rerolling is easier... |
840 | statsort[0] = op->stats.Str; |
789 | std::sort (statsort, statsort + 7, std::greater<int>()); |
841 | statsort[1] = op->stats.Dex; |
|
|
842 | statsort[2] = op->stats.Int; |
|
|
843 | statsort[3] = op->stats.Con; |
|
|
844 | statsort[4] = op->stats.Wis; |
|
|
845 | statsort[5] = op->stats.Pow; |
|
|
846 | statsort[6] = op->stats.Cha; |
|
|
847 | |
790 | |
848 | /* a quick and dirty bubblesort? */ |
|
|
849 | do |
|
|
850 | { |
|
|
851 | if (statsort[i] < statsort[i + 1]) |
|
|
852 | { |
|
|
853 | j = statsort[i]; |
|
|
854 | statsort[i] = statsort[i + 1]; |
|
|
855 | statsort[i + 1] = j; |
|
|
856 | i = 0; |
|
|
857 | } |
|
|
858 | else |
|
|
859 | { |
|
|
860 | i++; |
|
|
861 | } |
|
|
862 | } |
|
|
863 | while (i < 6); |
|
|
864 | |
|
|
865 | op->stats.Str = statsort[0]; |
791 | stats.Str = statsort[0]; |
866 | op->stats.Dex = statsort[1]; |
792 | stats.Dex = statsort[1]; |
867 | op->stats.Con = statsort[2]; |
793 | stats.Con = statsort[2]; |
868 | op->stats.Int = statsort[3]; |
794 | stats.Int = statsort[3]; |
869 | op->stats.Wis = statsort[4]; |
795 | stats.Wis = statsort[4]; |
870 | op->stats.Pow = statsort[5]; |
796 | stats.Pow = statsort[5]; |
871 | op->stats.Cha = statsort[6]; |
797 | stats.Cha = statsort[6]; |
872 | |
798 | |
873 | |
|
|
874 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
875 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
876 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
877 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
878 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
879 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
880 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
881 | |
|
|
882 | op->level = 1; |
|
|
883 | op->stats.exp = 0; |
799 | stats.exp = 0; |
884 | op->stats.ac = 0; |
800 | stats.ac = 0; |
885 | |
801 | |
886 | op->contr->levhp[1] = 9; |
|
|
887 | op->contr->levsp[1] = 6; |
|
|
888 | op->contr->levgrace[1] = 3; |
|
|
889 | |
|
|
890 | fix_player (op); |
|
|
891 | op->stats.hp = op->stats.maxhp; |
802 | stats.hp = stats.maxhp; |
892 | op->stats.sp = op->stats.maxsp; |
803 | stats.sp = stats.maxsp; |
893 | op->stats.grace = op->stats.maxgrace; |
804 | stats.grace = stats.maxgrace; |
|
|
805 | |
|
|
806 | if (contr) |
|
|
807 | { |
|
|
808 | contr->levhp[1] = 9; |
|
|
809 | contr->levsp[1] = 6; |
|
|
810 | contr->levgrace[1] = 3; |
|
|
811 | |
894 | op->contr->orig_stats = op->stats; |
812 | contr->orig_stats = stats; |
|
|
813 | } |
895 | } |
814 | } |
896 | |
815 | |
897 | void |
816 | void |
898 | Roll_Again (object *op) |
817 | object::swap_stats (int a, int b) |
899 | { |
818 | { |
900 | esrv_new_player (op->contr, 0); |
819 | int tmp = get_attr_value (&contr->orig_stats, a); |
901 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
820 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
902 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
821 | set_attr_value (&contr->orig_stats, b, tmp); |
903 | } |
|
|
904 | |
822 | |
905 | void |
823 | stats.Str = contr->orig_stats.Str; |
906 | Swap_Stat (object *op, int Swap_Second) |
824 | stats.Dex = contr->orig_stats.Dex; |
|
|
825 | stats.Con = contr->orig_stats.Con; |
|
|
826 | stats.Int = contr->orig_stats.Int; |
|
|
827 | stats.Wis = contr->orig_stats.Wis; |
|
|
828 | stats.Pow = contr->orig_stats.Pow; |
|
|
829 | stats.Cha = contr->orig_stats.Cha; |
|
|
830 | |
|
|
831 | //TODO: the following code looks so borked and should, at the very least, |
|
|
832 | // be merged with the similar code in roll_stats |
|
|
833 | stats.ac = 0; |
|
|
834 | |
|
|
835 | level = 1; |
|
|
836 | stats.exp = 0; |
|
|
837 | stats.ac = 0; |
|
|
838 | |
|
|
839 | stats.hp = stats.maxhp; |
|
|
840 | stats.sp = stats.maxsp; |
|
|
841 | stats.grace = stats.maxgrace; |
|
|
842 | |
|
|
843 | if (contr) |
|
|
844 | { |
|
|
845 | contr->levhp[1] = 9; |
|
|
846 | contr->levsp[1] = 6; |
|
|
847 | contr->levgrace[1] = 3; |
|
|
848 | |
|
|
849 | contr->orig_stats = stats; |
|
|
850 | } |
|
|
851 | } |
|
|
852 | |
|
|
853 | static void |
|
|
854 | start_info (object *op) |
907 | { |
855 | { |
908 | signed char tmp; |
|
|
909 | char buf[MAX_BUF]; |
856 | char buf[MAX_BUF]; |
910 | |
857 | |
911 | if (op->contr->Swap_First == -1) |
858 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
912 | { |
|
|
913 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
914 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
915 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
916 | return; |
|
|
917 | } |
|
|
918 | |
|
|
919 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
920 | |
|
|
921 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
922 | |
|
|
923 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
924 | |
|
|
925 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
926 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
859 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
927 | op->stats.Str = op->contr->orig_stats.Str; |
860 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
928 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
929 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
930 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
931 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
932 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
933 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
934 | op->stats.ac = 0; |
|
|
935 | |
|
|
936 | op->level = 1; |
|
|
937 | op->stats.exp = 0; |
|
|
938 | op->stats.ac = 0; |
|
|
939 | |
|
|
940 | op->contr->levhp[1] = 9; |
|
|
941 | op->contr->levsp[1] = 6; |
|
|
942 | op->contr->levgrace[1] = 3; |
|
|
943 | |
|
|
944 | fix_player (op); |
|
|
945 | op->stats.hp = op->stats.maxhp; |
|
|
946 | op->stats.sp = op->stats.maxsp; |
|
|
947 | op->stats.grace = op->stats.maxgrace; |
|
|
948 | op->contr->orig_stats = op->stats; |
|
|
949 | op->contr->Swap_First = -1; |
|
|
950 | } |
|
|
951 | |
|
|
952 | |
|
|
953 | /* This code has been greatly reduced, because with set_attr_value |
|
|
954 | * and get_attr_value, the stats can be accessed just numeric |
|
|
955 | * ids. stat_trans is a table that translate the number entered |
|
|
956 | * into the actual stat. It is needed because the order the stats |
|
|
957 | * are displayed in the stat window is not the same as how |
|
|
958 | * the number's access that stat. The table does that translation. |
|
|
959 | */ |
|
|
960 | int |
|
|
961 | key_roll_stat (object *op, char key) |
|
|
962 | { |
|
|
963 | int keynum = key - '0'; |
|
|
964 | char buf[MAX_BUF]; |
|
|
965 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
966 | |
|
|
967 | if (keynum > 0 && keynum <= 7) |
|
|
968 | { |
|
|
969 | if (op->contr->Swap_First == -1) |
|
|
970 | { |
|
|
971 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
972 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
973 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
974 | } |
|
|
975 | else |
|
|
976 | Swap_Stat (op, stat_trans[keynum]); |
|
|
977 | |
|
|
978 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
979 | return 1; |
|
|
980 | } |
|
|
981 | switch (key) |
|
|
982 | { |
|
|
983 | case 'n': |
|
|
984 | case 'N': |
|
|
985 | { |
|
|
986 | SET_FLAG (op, FLAG_WIZ); |
|
|
987 | if (op->map == NULL) |
|
|
988 | { |
|
|
989 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
990 | break; |
|
|
991 | } |
|
|
992 | |
|
|
993 | #if 0 |
|
|
994 | /* So that enter_exit will put us at startx/starty */ |
|
|
995 | op->x = -1; |
|
|
996 | |
|
|
997 | enter_exit (op, NULL); |
|
|
998 | #endif |
|
|
999 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1000 | /* Enter exit adds a player otherwise */ |
|
|
1001 | add_statbonus (op); |
|
|
1002 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1003 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1004 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1005 | if (op->msg) |
|
|
1006 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1007 | return 0; |
|
|
1008 | } |
|
|
1009 | case 'y': |
|
|
1010 | case 'Y': |
|
|
1011 | roll_stats (op); |
|
|
1012 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1013 | return 1; |
|
|
1014 | |
|
|
1015 | case 'q': |
|
|
1016 | case 'Q': |
|
|
1017 | play_again (op); |
|
|
1018 | return 1; |
|
|
1019 | |
|
|
1020 | default: |
|
|
1021 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1022 | return 0; |
|
|
1023 | } |
|
|
1024 | return 0; |
|
|
1025 | } |
862 | } |
1026 | |
863 | |
1027 | /* This function takes the key that is passed, and does the |
864 | /* This function takes the key that is passed, and does the |
1028 | * appropriate action with it (change race, or other things). |
865 | * appropriate action with it (change race, or other things). |
1029 | * The function name is for historical reasons - now we have |
866 | * The function name is for historical reasons - now we have |
1030 | * separate race and class; this actually changes the RACE, |
867 | * separate race and class; this actually changes the RACE, |
1031 | * not the class. |
868 | * not the class. |
1032 | */ |
869 | */ |
1033 | |
|
|
1034 | int |
870 | int |
1035 | key_change_class (object *op, char key) |
871 | key_change_class (object *op, char key) |
1036 | { |
872 | { |
1037 | int tmp_loop; |
873 | int tmp_loop; |
1038 | |
874 | |
1039 | if (key == 'q' || key == 'Q') |
|
|
1040 | { |
|
|
1041 | op->remove (); |
|
|
1042 | play_again (op); |
|
|
1043 | return 0; |
|
|
1044 | } |
|
|
1045 | if (key == 'd' || key == 'D') |
875 | if (key == 'd' || key == 'D') |
1046 | { |
876 | { |
1047 | char buf[MAX_BUF]; |
877 | char buf[MAX_BUF]; |
1048 | |
878 | |
1049 | /* this must before then initial items are given */ |
879 | /* this must before then initial items are given */ |
… | |
… | |
1054 | create_treasure (tl, op, 0, 0, 0); |
884 | create_treasure (tl, op, 0, 0, 0); |
1055 | |
885 | |
1056 | INVOKE_PLAYER (BIRTH, op->contr); |
886 | INVOKE_PLAYER (BIRTH, op->contr); |
1057 | INVOKE_PLAYER (LOGIN, op->contr); |
887 | INVOKE_PLAYER (LOGIN, op->contr); |
1058 | |
888 | |
1059 | op->contr->state = ST_PLAYING; |
889 | op->contr->ns->state = ST_PLAYING; |
1060 | |
890 | |
1061 | if (op->msg) |
891 | if (op->msg) |
1062 | op->msg = NULL; |
892 | op->msg = NULL; |
1063 | |
893 | |
1064 | /* We create this now because some of the unique maps will need it |
894 | /* We create this now because some of the unique maps will need it |
1065 | * to save here. |
895 | * to save here. |
1066 | */ |
896 | */ |
1067 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
1068 | make_path_to_file (buf); |
898 | make_path_to_file (buf); |
1069 | |
899 | |
1070 | #ifdef AUTOSAVE |
|
|
1071 | op->contr->last_save_tick = pticks; |
|
|
1072 | #endif |
|
|
1073 | start_info (op); |
900 | start_info (op); |
1074 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
1075 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (op, op->randomitems); |
1076 | link_player_skills (op); |
903 | link_player_skills (op); |
1077 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (op, op); |
1078 | fix_player (op); |
905 | op->update_stats (); |
1079 | |
906 | |
1080 | /* This moves the player to a different start map, if there |
907 | /* This moves the player to a different start map, if there |
1081 | * is one for this race |
908 | * is one for this race |
1082 | */ |
909 | */ |
1083 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
1084 | { |
911 | { |
1085 | object *tmp; |
912 | object *tmp; |
1086 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
1087 | |
914 | |
1088 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
1089 | tmp = object::create (); |
916 | tmp = object::create (); |
1090 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
1091 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = op->x; |
1092 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = op->y; |
1093 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
920 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
1094 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
1095 | * default initial map */ |
922 | * default initial map */ |
1096 | tmp->destroy (); |
923 | tmp->destroy (); |
1097 | } |
924 | } |
1098 | else |
925 | else |
… | |
… | |
1109 | while (!tmp_loop) |
936 | while (!tmp_loop) |
1110 | { |
937 | { |
1111 | shstr name = op->name; |
938 | shstr name = op->name; |
1112 | int x = op->x, y = op->y; |
939 | int x = op->x, y = op->y; |
1113 | |
940 | |
1114 | remove_statbonus (op); |
941 | op->remove_statbonus (); |
1115 | op->remove (); |
942 | op->remove (); |
1116 | op->arch = get_player_archetype (op->arch); |
943 | op->arch = get_player_archetype (op->arch); |
1117 | op->arch->clone.copy_to (op); |
944 | op->arch->clone.copy_to (op); |
1118 | op->instantiate (); |
945 | op->instantiate (); |
1119 | op->stats = op->contr->orig_stats; |
946 | op->stats = op->contr->orig_stats; |
… | |
… | |
1121 | op->x = x; |
948 | op->x = x; |
1122 | op->y = y; |
949 | op->y = y; |
1123 | SET_ANIMATION (op, 2); /* So player faces south */ |
950 | SET_ANIMATION (op, 2); /* So player faces south */ |
1124 | insert_ob_in_map (op, op->map, op, 0); |
951 | insert_ob_in_map (op, op->map, op, 0); |
1125 | assign (op->contr->title, op->arch->clone.name); |
952 | assign (op->contr->title, op->arch->clone.name); |
1126 | add_statbonus (op); |
953 | op->add_statbonus (); |
1127 | tmp_loop = allowed_class (op); |
954 | tmp_loop = allowed_class (op); |
1128 | } |
955 | } |
1129 | |
956 | |
1130 | update_object (op, UP_OBJ_FACE); |
957 | update_object (op, UP_OBJ_FACE); |
1131 | esrv_update_item (UPD_FACE, op, op); |
958 | esrv_update_item (UPD_FACE, op, op); |
1132 | fix_player (op); |
959 | op->update_stats (); |
1133 | op->stats.hp = op->stats.maxhp; |
960 | op->stats.hp = op->stats.maxhp; |
1134 | op->stats.sp = op->stats.maxsp; |
961 | op->stats.sp = op->stats.maxsp; |
1135 | op->stats.grace = 0; |
962 | op->stats.grace = 0; |
1136 | |
963 | |
1137 | if (op->msg) |
964 | if (op->msg) |
1138 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
965 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1139 | |
966 | |
1140 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
967 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1141 | return 0; |
968 | return 0; |
1142 | } |
|
|
1143 | |
|
|
1144 | int |
|
|
1145 | key_confirm_quit (object *op, char key) |
|
|
1146 | { |
|
|
1147 | char buf[MAX_BUF]; |
|
|
1148 | |
|
|
1149 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1150 | { |
|
|
1151 | op->contr->state = ST_PLAYING; |
|
|
1152 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1153 | return 1; |
|
|
1154 | } |
|
|
1155 | |
|
|
1156 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1157 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1158 | |
|
|
1159 | terminate_all_pets (op); |
|
|
1160 | leave_map (op); |
|
|
1161 | op->direction = 0; |
|
|
1162 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1163 | |
|
|
1164 | strcpy (op->contr->killer, "quit"); |
|
|
1165 | check_score (op); |
|
|
1166 | op->contr->party = NULL; |
|
|
1167 | if (settings.set_title == TRUE) |
|
|
1168 | op->contr->own_title[0] = '\0'; |
|
|
1169 | |
|
|
1170 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1171 | { |
|
|
1172 | maptile *mp, *next; |
|
|
1173 | |
|
|
1174 | /* We need to hunt for any per player unique maps in memory and |
|
|
1175 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1176 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1177 | */ |
|
|
1178 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1179 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1180 | { |
|
|
1181 | next = mp->next; |
|
|
1182 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1183 | delete_map (mp); |
|
|
1184 | } |
|
|
1185 | |
|
|
1186 | delete_character (op->name, 1); |
|
|
1187 | } |
|
|
1188 | |
|
|
1189 | play_again (op); |
|
|
1190 | return 1; |
|
|
1191 | } |
969 | } |
1192 | |
970 | |
1193 | void |
971 | void |
1194 | flee_player (object *op) |
972 | flee_player (object *op) |
1195 | { |
973 | { |
… | |
… | |
1252 | int |
1030 | int |
1253 | check_pick (object *op) |
1031 | check_pick (object *op) |
1254 | { |
1032 | { |
1255 | object *tmp, *next; |
1033 | object *tmp, *next; |
1256 | int stop = 0; |
1034 | int stop = 0; |
1257 | int j, k, wvratio; |
1035 | int wvratio; |
1258 | char putstring[128], tmpstr[16]; |
1036 | char putstring[128]; |
1259 | |
1037 | |
1260 | /* if you're flying, you cna't pick up anything */ |
1038 | /* if you're flying, you cna't pick up anything */ |
1261 | if (op->move_type & MOVE_FLYING) |
1039 | if (op->move_type & MOVE_FLYING) |
1262 | return 1; |
1040 | return 1; |
1263 | |
1041 | |
… | |
… | |
1332 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1333 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1111 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1334 | else |
1112 | else |
1335 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1113 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1336 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1114 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1115 | |
1337 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1116 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1338 | |
|
|
1339 | sprintf (putstring, "...flags: "); |
|
|
1340 | for (k = 0; k < 4; k++) |
|
|
1341 | { |
|
|
1342 | for (j = 0; j < 32; j++) |
|
|
1343 | { |
|
|
1344 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1345 | { |
|
|
1346 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1347 | strcat (putstring, tmpstr); |
|
|
1348 | } |
|
|
1349 | } |
|
|
1350 | } |
|
|
1351 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1352 | |
|
|
1353 | #if 0 |
|
|
1354 | /* print the flags too */ |
|
|
1355 | for (k = 0; k < 4; k++) |
|
|
1356 | { |
|
|
1357 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1358 | for (j = 0; j < 32; j++) |
|
|
1359 | { |
|
|
1360 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1361 | if (!((j + 1) % 4)) |
|
|
1362 | fprintf (stderr, " "); |
|
|
1363 | } |
|
|
1364 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1365 | } |
|
|
1366 | #endif |
|
|
1367 | } |
1117 | } |
|
|
1118 | |
1368 | /* philosophy: |
1119 | /* philosophy: |
1369 | * It's easy to grab an item type from a pile, as long as it's |
1120 | * It's easy to grab an item type from a pile, as long as it's |
1370 | * generic. This takes no game-time. For more detailed pickups |
1121 | * generic. This takes no game-time. For more detailed pickups |
1371 | * and selections, select-items shoul dbe used. This is a |
1122 | * and selections, select-items should be used. This is a |
1372 | * grab-as-you-run type mode that's really useful for arrows for |
1123 | * grab-as-you-run type mode that's really useful for arrows for |
1373 | * example. |
1124 | * example. |
1374 | * The drawback: right now it has no frontend, so you need to |
1125 | * The drawback: right now it has no frontend, so you need to |
1375 | * stick the bits you want into a calculator in hex mode and then |
1126 | * stick the bits you want into a calculator in hex mode and then |
1376 | * convert to decimal and then 'pickup <#> |
1127 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1627 | * found object is returned. |
1378 | * found object is returned. |
1628 | */ |
1379 | */ |
1629 | object * |
1380 | object * |
1630 | find_arrow (object *op, const char *type) |
1381 | find_arrow (object *op, const char *type) |
1631 | { |
1382 | { |
1632 | object *tmp = NULL; |
1383 | object *tmp = 0; |
1633 | |
1384 | |
1634 | for (op = op->inv; op; op = op->below) |
1385 | for (op = op->inv; op; op = op->below) |
1635 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1636 | tmp = find_arrow (op, type); |
1387 | tmp = find_arrow (op, type); |
1637 | else if (op->type == ARROW && op->race == type) |
1388 | else if (op->type == ARROW && op->race == type) |
1638 | return op; |
1389 | return op; |
|
|
1390 | |
1639 | return tmp; |
1391 | return tmp; |
1640 | } |
1392 | } |
1641 | |
1393 | |
1642 | /* |
1394 | /* |
1643 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1395 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1644 | * against the target. A full test is not performed, simply a basic test |
1396 | * against the target. A full test is not performed, simply a basic test |
1645 | * of resistances. The archer is making a quick guess at what he sees down |
1397 | * of resistances. The archer is making a quick guess at what he sees down |
1646 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1647 | */ |
1399 | */ |
1648 | |
|
|
1649 | object * |
1400 | object * |
1650 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1651 | { |
1402 | { |
1652 | object *tmp = NULL, *arrow, *ntmp; |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1653 | int attacknum, attacktype, betterby = 0, i; |
1404 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1876 | return 0; |
1627 | return 0; |
1877 | } |
1628 | } |
1878 | |
1629 | |
1879 | arrow->set_owner (op); |
1630 | arrow->set_owner (op); |
1880 | arrow->skill = bow->skill; |
1631 | arrow->skill = bow->skill; |
1881 | |
|
|
1882 | arrow->direction = dir; |
1632 | arrow->direction = dir; |
1883 | arrow->x = sx; |
|
|
1884 | arrow->y = sy; |
|
|
1885 | |
1633 | |
1886 | if (op->type == PLAYER) |
1634 | if (op->type == PLAYER) |
1887 | { |
1635 | { |
1888 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1636 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1889 | fix_player (op); |
1637 | op->update_stats (); |
1890 | } |
1638 | } |
1891 | |
1639 | |
1892 | SET_ANIMATION (arrow, arrow->direction); |
1640 | SET_ANIMATION (arrow, arrow->direction); |
1893 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1641 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1894 | arrow->stats.hp = arrow->stats.dam; |
1642 | arrow->stats.hp = arrow->stats.dam; |
… | |
… | |
1904 | |
1652 | |
1905 | /* update the speed */ |
1653 | /* update the speed */ |
1906 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1654 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1907 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1655 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1908 | |
1656 | |
1909 | if (arrow->speed < 1.0) |
1657 | arrow->set_speed (max (arrow->speed, 1.0)); |
1910 | arrow->speed = 1.0; |
|
|
1911 | update_ob_speed (arrow); |
|
|
1912 | arrow->speed_left = 0; |
1658 | arrow->speed_left = 0; |
1913 | |
1659 | |
1914 | if (op->type == PLAYER) |
1660 | if (op->type == PLAYER) |
1915 | { |
1661 | { |
1916 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1662 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1929 | arrow->attacktype |= bow->attacktype; |
1675 | arrow->attacktype |= bow->attacktype; |
1930 | |
1676 | |
1931 | if (bow->slaying) |
1677 | if (bow->slaying) |
1932 | arrow->slaying = bow->slaying; |
1678 | arrow->slaying = bow->slaying; |
1933 | |
1679 | |
1934 | arrow->map = m; |
|
|
1935 | arrow->move_type = MOVE_FLY_LOW; |
1680 | arrow->move_type = MOVE_FLY_LOW; |
1936 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1681 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1937 | |
1682 | |
1938 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1683 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1939 | insert_ob_in_map (arrow, m, op, 0); |
1684 | m->insert (arrow, sx, sy, op); |
1940 | |
1685 | |
1941 | if (!arrow->destroyed ()) |
1686 | if (!arrow->destroyed ()) |
1942 | move_arrow (arrow); |
1687 | move_arrow (arrow); |
1943 | |
1688 | |
1944 | if (op->type == PLAYER) |
1689 | if (op->type == PLAYER) |
… | |
… | |
1970 | } |
1715 | } |
1971 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1716 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1972 | { |
1717 | { |
1973 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1718 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1974 | wcmod = -1; |
1719 | wcmod = -1; |
|
|
1720 | |
1975 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1721 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1976 | } |
1722 | } |
1977 | else if (op->contr->bowtype == bow_threewide) |
1723 | else if (op->contr->bowtype == bow_threewide) |
1978 | { |
1724 | { |
1979 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1725 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2049 | |
1795 | |
2050 | if (item->arch) |
1796 | if (item->arch) |
2051 | { |
1797 | { |
2052 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1798 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2053 | item->face = item->arch->clone.face; |
1799 | item->face = item->arch->clone.face; |
2054 | item->speed = 0; |
1800 | item->set_speed (0); |
2055 | update_ob_speed (item); |
|
|
2056 | } |
1801 | } |
|
|
1802 | |
2057 | if ((tmp = item->in_player ())) |
1803 | if ((tmp = item->in_player ())) |
2058 | esrv_update_item (UPD_ANIM, tmp, item); |
1804 | esrv_update_item (UPD_ANIM, tmp, item); |
2059 | } |
1805 | } |
2060 | } |
1806 | } |
2061 | else if (item->type == ROD || item->type == HORN) |
1807 | else if (item->type == ROD || item->type == HORN) |
2062 | { |
|
|
2063 | drain_rod_charge (item); |
1808 | drain_rod_charge (item); |
2064 | } |
|
|
2065 | } |
1809 | } |
2066 | } |
1810 | } |
2067 | |
1811 | |
2068 | /* Received a fire command for the player - go and do it. |
1812 | /* Received a fire command for the player - go and do it. |
2069 | */ |
1813 | */ |
… | |
… | |
2108 | { |
1852 | { |
2109 | if (op->type == PLAYER) |
1853 | if (op->type == PLAYER) |
2110 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
2111 | return; |
1855 | return; |
2112 | } |
1856 | } |
|
|
1857 | |
2113 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
2114 | return; |
1859 | return; |
2115 | case range_builder: |
1860 | case range_builder: |
2116 | apply_map_builder (op, dir); |
1861 | apply_map_builder (op, dir); |
2117 | return; |
1862 | return; |
2118 | default: |
1863 | default: |
2119 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
2120 | return; |
1865 | return; |
2121 | } |
1866 | } |
2122 | } |
1867 | } |
2123 | |
|
|
2124 | |
|
|
2125 | |
1868 | |
2126 | /* find_key |
1869 | /* find_key |
2127 | * We try to find a key for the door as passed. If we find a key |
1870 | * We try to find a key for the door as passed. If we find a key |
2128 | * and successfully use it, we return the key, otherwise NULL |
1871 | * and successfully use it, we return the key, otherwise NULL |
2129 | * This function merges both normal and locked door, since the logic |
1872 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2131 | * pl is the player, |
1874 | * pl is the player, |
2132 | * inv is the objects inventory to searched |
1875 | * inv is the objects inventory to searched |
2133 | * door is the door we are trying to match against. |
1876 | * door is the door we are trying to match against. |
2134 | * This function can be called recursively to search containers. |
1877 | * This function can be called recursively to search containers. |
2135 | */ |
1878 | */ |
2136 | |
|
|
2137 | object * |
1879 | object * |
2138 | find_key (object *pl, object *container, object *door) |
1880 | find_key (object *pl, object *container, object *door) |
2139 | { |
1881 | { |
2140 | object *tmp, *key; |
1882 | object *tmp, *key; |
2141 | |
1883 | |
2142 | /* Should not happen, but sanity checking is never bad */ |
1884 | /* Should not happen, but sanity checking is never bad */ |
2143 | if (container->inv == NULL) |
1885 | if (!container->inv) |
2144 | return NULL; |
1886 | return 0; |
2145 | |
1887 | |
2146 | /* First, lets try to find a key in the top level inventory */ |
1888 | /* First, lets try to find a key in the top level inventory */ |
2147 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1889 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2148 | { |
1890 | { |
2149 | if (door->type == DOOR && tmp->type == KEY) |
1891 | if (door->type == DOOR && tmp->type == KEY) |
2150 | break; |
1892 | break; |
2151 | /* For sanity, we should really check door type, but other stuff |
1893 | /* For sanity, we should really check door type, but other stuff |
2152 | * (like containers) can be locked with special keys |
1894 | * (like containers) can be locked with special keys |
2153 | */ |
1895 | */ |
2154 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1896 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2155 | break; |
1897 | break; |
2156 | } |
1898 | } |
|
|
1899 | |
2157 | /* No key found - lets search inventories now */ |
1900 | /* No key found - lets search inventories now */ |
2158 | /* If we find and use a key in an inventory, return at that time. |
1901 | /* If we find and use a key in an inventory, return at that time. |
2159 | * otherwise, if we search all the inventories and still don't find |
1902 | * otherwise, if we search all the inventories and still don't find |
2160 | * a key, return |
1903 | * a key, return |
2161 | */ |
1904 | */ |
2162 | if (!tmp) |
1905 | if (!tmp) |
2163 | { |
1906 | { |
2164 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1907 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2165 | { |
1908 | { |
2166 | /* No reason to search empty containers */ |
1909 | /* No reason to search empty containers */ |
2167 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | if (tmp->type == CONTAINER && tmp->inv) |
2168 | { |
1911 | { |
2169 | if ((key = find_key (pl, tmp, door)) != NULL) |
1912 | if ((key = find_key (pl, tmp, door))) |
2170 | return key; |
1913 | return key; |
2171 | } |
1914 | } |
2172 | } |
1915 | } |
|
|
1916 | |
2173 | if (!tmp) |
1917 | if (!tmp) |
2174 | return NULL; |
1918 | return NULL; |
2175 | } |
1919 | } |
|
|
1920 | |
2176 | /* We get down here if we have found a key. Now if its in a container, |
1921 | /* We get down here if we have found a key. Now if its in a container, |
2177 | * see if we actually want to use it |
1922 | * see if we actually want to use it |
2178 | */ |
1923 | */ |
2179 | if (pl != container) |
1924 | if (pl != container) |
2180 | { |
1925 | { |
… | |
… | |
2201 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2202 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1947 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2203 | return NULL; |
1948 | return NULL; |
2204 | } |
1949 | } |
2205 | } |
1950 | } |
|
|
1951 | |
2206 | return tmp; |
1952 | return tmp; |
2207 | } |
1953 | } |
2208 | |
1954 | |
2209 | /* moved door processing out of move_player_attack. |
1955 | /* moved door processing out of move_player_attack. |
2210 | * returns 1 if player has opened the door with a key |
1956 | * returns 1 if player has opened the door with a key |
… | |
… | |
2228 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
2229 | if (action_makes_visible (op)) |
1975 | if (action_makes_visible (op)) |
2230 | make_visible (op); |
1976 | make_visible (op); |
2231 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2232 | spring_trap (door->inv, op); |
1978 | spring_trap (door->inv, op); |
|
|
1979 | |
2233 | if (door->type == DOOR) |
1980 | if (door->type == DOOR) |
2234 | { |
|
|
2235 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2236 | } |
|
|
2237 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
2238 | { |
1983 | { |
2239 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2240 | remove_door2 (door); /* remove door without violence ;-) */ |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
2241 | } |
1986 | } |
|
|
1987 | |
2242 | /* Do this after we print the message */ |
1988 | /* Do this after we print the message */ |
2243 | decrease_ob (key); /* Use up one of the keys */ |
1989 | decrease_ob (key); /* Use up one of the keys */ |
2244 | /* Need to update the weight the container the key was in */ |
1990 | /* Need to update the weight the container the key was in */ |
2245 | if (container != op) |
1991 | if (container != op) |
2246 | esrv_update_item (UPD_WEIGHT, op, container); |
1992 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1993 | |
2247 | return 1; /* Nothing more to do below */ |
1994 | return 1; /* Nothing more to do below */ |
2248 | } |
1995 | } |
2249 | else if (door->type == LOCKED_DOOR) |
1996 | else if (door->type == LOCKED_DOOR) |
2250 | { |
1997 | { |
2251 | /* Might as well return now - no other way to open this */ |
1998 | /* Might as well return now - no other way to open this */ |
2252 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1999 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2253 | return 1; |
2000 | return 1; |
2254 | } |
2001 | } |
|
|
2002 | |
2255 | return 0; |
2003 | return 0; |
2256 | } |
2004 | } |
2257 | |
2005 | |
2258 | /* This function is just part of a breakup from move_player. |
2006 | /* This function is just part of a breakup from move_player. |
2259 | * It should keep the code cleaner. |
2007 | * It should keep the code cleaner. |
… | |
… | |
2285 | */ |
2033 | */ |
2286 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2034 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2287 | { |
2035 | { |
2288 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2036 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2289 | { |
2037 | { |
2290 | m = get_map_from_coord (op->map, &nx, &ny); |
2038 | m = op->map->xy_find (nx, ny); |
2291 | if (!m) |
2039 | if (!m) |
2292 | return; /* Don't think this should happen */ |
2040 | return; /* Don't think this should happen */ |
2293 | } |
2041 | } |
2294 | else |
2042 | else |
2295 | m = op->map; |
2043 | m = op->map; |
2296 | |
2044 | |
2297 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2045 | if (!(tmp = m->at (nx, ny).bot)) |
2298 | { |
|
|
2299 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2300 | return; |
2046 | return; |
2301 | } |
|
|
2302 | |
2047 | |
2303 | mon = 0; |
2048 | mon = 0; |
2304 | /* Go through all the objects, and find ones of interest. Only stop if |
2049 | /* 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. |
2050 | * 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 |
2051 | * if its a door or barrel (can roll) see if there may be monsters |
… | |
… | |
2359 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2104 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2360 | { |
2105 | { |
2361 | /* If we're braced, we don't want to switch places with it */ |
2106 | /* If we're braced, we don't want to switch places with it */ |
2362 | if (op->contr->braced) |
2107 | if (op->contr->braced) |
2363 | return; |
2108 | return; |
|
|
2109 | |
2364 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2110 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2365 | (void) push_ob (mon, dir, op); |
2111 | (void) push_ob (mon, dir, op); |
2366 | if (op->contr->tmp_invis || op->hide) |
2112 | if (op->contr->tmp_invis || op->hide) |
2367 | make_visible (op); |
2113 | make_visible (op); |
|
|
2114 | |
2368 | return; |
2115 | return; |
2369 | } |
2116 | } |
2370 | |
2117 | |
2371 | /* in certain circumstances, you shouldn't attack friendly |
2118 | /* in certain circumstances, you shouldn't attack friendly |
2372 | * creatures. Note that if you are braced, you can't push |
2119 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2386 | !on_battleground)) |
2133 | !on_battleground)) |
2387 | { |
2134 | { |
2388 | if (!op->contr->braced) |
2135 | if (!op->contr->braced) |
2389 | { |
2136 | { |
2390 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2137 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2391 | (void) push_ob (mon, dir, op); |
2138 | push_ob (mon, dir, op); |
2392 | } |
2139 | } |
2393 | else |
2140 | else |
2394 | new_draw_info (0, 0, op, "You withhold your attack"); |
2141 | new_draw_info (0, 0, op, "You withhold your attack"); |
2395 | |
2142 | |
2396 | if (op->contr->tmp_invis || op->hide) |
2143 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2411 | * Way it works is like this: First, it must have some hit points |
2158 | * Way it works is like this: First, it must have some hit points |
2412 | * and be living. Then, it must be one of the following: |
2159 | * and be living. Then, it must be one of the following: |
2413 | * 1) Not a player, 2) A player, but of a different party. Note |
2160 | * 1) Not a player, 2) A player, but of a different party. Note |
2414 | * that party_number -1 is no party, so attacks can still happen. |
2161 | * that party_number -1 is no party, so attacks can still happen. |
2415 | */ |
2162 | */ |
2416 | |
|
|
2417 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2163 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2418 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2164 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2419 | { |
2165 | { |
2420 | |
2166 | |
2421 | /* If the player hasn't hit something this tick, and does |
2167 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2455 | int |
2201 | int |
2456 | move_player (object *op, int dir) |
2202 | move_player (object *op, int dir) |
2457 | { |
2203 | { |
2458 | int pick; |
2204 | int pick; |
2459 | |
2205 | |
2460 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2206 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2461 | return 0; |
2207 | return 0; |
2462 | |
2208 | |
2463 | /* Sanity check: make sure dir is valid */ |
2209 | /* Sanity check: make sure dir is valid */ |
2464 | if ((dir < 0) || (dir >= 9)) |
2210 | if ((dir < 0) || (dir >= 9)) |
2465 | { |
2211 | { |
2466 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2212 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2467 | return 0; |
2213 | return 0; |
2468 | } |
2214 | } |
2469 | |
2215 | |
2470 | /* peterm: added following line */ |
2216 | /* peterm: added following line */ |
2471 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2217 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2472 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2218 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2473 | |
2219 | |
2474 | op->facing = dir; |
2220 | op->facing = dir; |
2475 | |
2221 | |
2476 | if (op->hide) |
2222 | if (op->hide) |
2477 | do_hidden_move (op); |
2223 | do_hidden_move (op); |
… | |
… | |
2510 | * Returns true if there are more actions we can do. |
2256 | * Returns true if there are more actions we can do. |
2511 | */ |
2257 | */ |
2512 | int |
2258 | int |
2513 | handle_newcs_player (object *op) |
2259 | handle_newcs_player (object *op) |
2514 | { |
2260 | { |
2515 | if (op->contr->hidden) |
|
|
2516 | { |
|
|
2517 | op->invisible = 1000; |
|
|
2518 | /* the socket code flashes the player visible/invisible |
|
|
2519 | * depending on the value of invisible, so we need to |
|
|
2520 | * alternate it here for it to work correctly. |
|
|
2521 | */ |
|
|
2522 | if (pticks & 2) |
|
|
2523 | op->invisible--; |
|
|
2524 | } |
|
|
2525 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2526 | { |
|
|
2527 | op->invisible--; |
|
|
2528 | if (!op->invisible) |
|
|
2529 | { |
|
|
2530 | make_visible (op); |
|
|
2531 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2532 | } |
|
|
2533 | } |
|
|
2534 | |
|
|
2535 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2261 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2536 | { |
2262 | { |
2537 | flee_player (op); |
2263 | flee_player (op); |
2538 | /* If player is still scared, that is his action for this tick */ |
2264 | /* If player is still scared, that is his action for this tick */ |
2539 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
… | |
… | |
2553 | |
2279 | |
2554 | /* call this here - we also will call this in do_ericserver, but |
2280 | /* call this here - we also will call this in do_ericserver, but |
2555 | * the players time has been increased when doericserver has been |
2281 | * the players time has been increased when doericserver has been |
2556 | * called, so we recheck it here. |
2282 | * called, so we recheck it here. |
2557 | */ |
2283 | */ |
2558 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2284 | if (op->contr->ns->handle_command ()) |
2559 | for (int rep = 8; --rep && op->contr->socket->handle_command (); ) |
2285 | return 1; |
2560 | ; |
|
|
2561 | |
2286 | |
2562 | if (op->speed_left < 0) |
2287 | if (op->speed_left > 0) |
2563 | return 0; |
2288 | { |
2564 | |
|
|
2565 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2289 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2566 | { |
2290 | { |
2567 | /* All move commands take 1 tick, at least for now */ |
2291 | /* All move commands take 1 tick, at least for now */ |
2568 | op->speed_left--; |
2292 | op->speed_left--; |
2569 | |
2293 | |
2570 | /* Instead of all the stuff below, let move_player take care |
2294 | /* Instead of all the stuff below, let move_player take care |
2571 | * of it. Also, some of the skill stuff is only put in |
2295 | * of it. Also, some of the skill stuff is only put in |
2572 | * there, as well as the confusion stuff. |
2296 | * there, as well as the confusion stuff. |
2573 | */ |
2297 | */ |
2574 | move_player (op, op->direction); |
2298 | move_player (op, op->direction); |
2575 | if (op->speed_left > 0) |
2299 | |
2576 | return 1; |
2300 | return op->speed_left > 0; |
2577 | else |
2301 | } |
2578 | return 0; |
|
|
2579 | } |
2302 | } |
2580 | |
2303 | |
2581 | return 0; |
2304 | return 0; |
2582 | } |
2305 | } |
2583 | |
2306 | |
… | |
… | |
2603 | op->stats.hp = op->stats.maxhp; |
2326 | op->stats.hp = op->stats.maxhp; |
2604 | |
2327 | |
2605 | if (op->stats.food < 0) |
2328 | if (op->stats.food < 0) |
2606 | op->stats.food = 999; |
2329 | op->stats.food = 999; |
2607 | |
2330 | |
2608 | fix_player (op); |
2331 | op->update_stats (); |
2609 | return 1; |
2332 | return 1; |
2610 | } |
2333 | } |
2611 | |
2334 | |
2612 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2335 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2613 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2336 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2621 | * from. |
2344 | * from. |
2622 | */ |
2345 | */ |
2623 | void |
2346 | void |
2624 | remove_unpaid_objects (object *op, object *env) |
2347 | remove_unpaid_objects (object *op, object *env) |
2625 | { |
2348 | { |
2626 | object *next; |
|
|
2627 | |
|
|
2628 | while (op) |
2349 | while (op) |
2629 | { |
2350 | { |
2630 | next = op->below; /* Make sure we have a good value, in case |
2351 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2631 | * we remove object 'op' |
2352 | |
2632 | */ |
|
|
2633 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2353 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2634 | { |
2354 | { |
2635 | op->remove (); |
|
|
2636 | op->x = env->x; |
|
|
2637 | op->y = env->y; |
|
|
2638 | if (env->type == PLAYER) |
2355 | if (env->type == PLAYER) |
2639 | esrv_del_item (env->contr, op->count); |
2356 | esrv_del_item (env->contr, op->count); |
2640 | insert_ob_in_map (op, env->map, NULL, 0); |
2357 | |
|
|
2358 | op->insert_at (env); |
2641 | } |
2359 | } |
2642 | else if (op->inv) |
2360 | else if (op->inv) |
2643 | remove_unpaid_objects (op->inv, env); |
2361 | remove_unpaid_objects (op->inv, env); |
2644 | |
2362 | |
2645 | op = next; |
2363 | op = next; |
2646 | } |
2364 | } |
2647 | } |
2365 | } |
2648 | |
|
|
2649 | |
2366 | |
2650 | /* |
2367 | /* |
2651 | * Returns pointer a static string containing gravestone text |
2368 | * Returns pointer a static string containing gravestone text |
2652 | * Moved from apply.c to player.c - player.c is what |
2369 | * Moved from apply.c to player.c - player.c is what |
2653 | * actually uses this function. player.c may not be quite the |
2370 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2687 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2404 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2688 | strcat (buf2, buf); |
2405 | strcat (buf2, buf); |
2689 | |
2406 | |
2690 | return buf2; |
2407 | return buf2; |
2691 | } |
2408 | } |
2692 | |
|
|
2693 | |
|
|
2694 | |
2409 | |
2695 | void |
2410 | void |
2696 | do_some_living (object *op) |
2411 | do_some_living (object *op) |
2697 | { |
2412 | { |
2698 | int last_food = op->stats.food; |
2413 | int last_food = op->stats.food; |
… | |
… | |
2704 | int rate_grace = 2000; |
2419 | int rate_grace = 2000; |
2705 | const int max_hp = 1; |
2420 | const int max_hp = 1; |
2706 | const int max_sp = 1; |
2421 | const int max_sp = 1; |
2707 | const int max_grace = 1; |
2422 | const int max_grace = 1; |
2708 | |
2423 | |
|
|
2424 | if (op->contr->hidden) |
|
|
2425 | { |
|
|
2426 | op->invisible = 1000; |
|
|
2427 | /* the socket code flashes the player visible/invisible |
|
|
2428 | * depending on the value of invisible, so we need to |
|
|
2429 | * alternate it here for it to work correctly. |
|
|
2430 | */ |
|
|
2431 | if (pticks & 2) |
|
|
2432 | op->invisible--; |
|
|
2433 | } |
|
|
2434 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2435 | { |
|
|
2436 | if (!op->invisible--) |
|
|
2437 | { |
|
|
2438 | make_visible (op); |
|
|
2439 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2440 | } |
|
|
2441 | } |
|
|
2442 | |
2709 | if (op->contr->outputs_sync) |
2443 | if (op->contr->outputs_sync) |
2710 | { |
2444 | { |
2711 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2445 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2712 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2446 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2713 | flush_output_element (op, &op->contr->outputs[i]); |
2447 | flush_output_element (op, &op->contr->outputs[i]); |
2714 | } |
2448 | } |
2715 | |
2449 | |
2716 | if (op->contr->state == ST_PLAYING) |
2450 | if (op->contr->ns->state == ST_PLAYING) |
2717 | { |
2451 | { |
2718 | |
|
|
2719 | /* these next three if clauses make it possible to SLOW DOWN |
2452 | /* these next three if clauses make it possible to SLOW DOWN |
2720 | hp/grace/spellpoint regeneration. */ |
2453 | hp/grace/spellpoint regeneration. */ |
2721 | if (op->contr->gen_hp >= 0) |
2454 | if (op->contr->gen_hp >= 0) |
2722 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2455 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2723 | else |
2456 | else |
2724 | { |
2457 | { |
2725 | gen_hp = op->stats.maxhp; |
2458 | gen_hp = op->stats.maxhp; |
2726 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2459 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2727 | } |
2460 | } |
|
|
2461 | |
2728 | if (op->contr->gen_sp >= 0) |
2462 | if (op->contr->gen_sp >= 0) |
2729 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2463 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2730 | else |
2464 | else |
2731 | { |
2465 | { |
2732 | gen_sp = op->stats.maxsp; |
2466 | gen_sp = op->stats.maxsp; |
2733 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2467 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2734 | } |
2468 | } |
|
|
2469 | |
2735 | if (op->contr->gen_grace >= 0) |
2470 | if (op->contr->gen_grace >= 0) |
2736 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2471 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2737 | else |
2472 | else |
2738 | { |
2473 | { |
2739 | gen_grace = op->stats.maxgrace; |
2474 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2755 | op->stats.food += op->contr->digestion; |
2490 | op->stats.food += op->contr->digestion; |
2756 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2491 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2757 | op->stats.food = last_food; |
2492 | op->stats.food = last_food; |
2758 | } |
2493 | } |
2759 | } |
2494 | } |
|
|
2495 | |
2760 | if (max_sp > 1) |
2496 | if (max_sp > 1) |
2761 | { |
2497 | { |
2762 | over_sp = (gen_sp + 10) / rate_sp; |
2498 | over_sp = (gen_sp + 10) / rate_sp; |
2763 | if (over_sp > 0) |
2499 | if (over_sp > 0) |
2764 | { |
2500 | { |
2765 | if (op->stats.sp < op->stats.maxsp) |
2501 | if (op->stats.sp < op->stats.maxsp) |
2766 | { |
2502 | { |
2767 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2503 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2504 | |
2768 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2505 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2769 | op->stats.sp--; |
2506 | op->stats.sp--; |
|
|
2507 | |
2770 | if (op->stats.sp > op->stats.maxsp) |
2508 | if (op->stats.sp > op->stats.maxsp) |
2771 | op->stats.sp = op->stats.maxsp; |
2509 | op->stats.sp = op->stats.maxsp; |
2772 | } |
2510 | } |
2773 | op->last_sp = 0; |
2511 | op->last_sp = 0; |
2774 | } |
2512 | } |
2775 | else |
2513 | else |
2776 | { |
|
|
2777 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2514 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2778 | } |
|
|
2779 | } |
2515 | } |
2780 | else |
2516 | else |
2781 | { |
|
|
2782 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2517 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2783 | } |
|
|
2784 | } |
2518 | } |
2785 | |
2519 | |
2786 | /* Regenerate Grace */ |
2520 | /* Regenerate Grace */ |
2787 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2521 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2788 | if (--op->last_grace < 0) |
2522 | if (--op->last_grace < 0) |
2789 | { |
2523 | { |
2790 | if (op->stats.grace < op->stats.maxgrace / 2) |
2524 | if (op->stats.grace < op->stats.maxgrace / 2) |
2791 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2525 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2526 | |
2792 | if (max_grace > 1) |
2527 | if (max_grace > 1) |
2793 | { |
2528 | { |
2794 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2529 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2795 | if (over_grace > 0) |
2530 | if (over_grace > 0) |
2796 | { |
2531 | { |
… | |
… | |
2824 | op->stats.food += op->contr->digestion; |
2559 | op->stats.food += op->contr->digestion; |
2825 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2560 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2826 | op->stats.food = last_food; |
2561 | op->stats.food = last_food; |
2827 | } |
2562 | } |
2828 | } |
2563 | } |
|
|
2564 | |
2829 | if (max_hp > 1) |
2565 | if (max_hp > 1) |
2830 | { |
2566 | { |
2831 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2567 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2832 | if (over_hp > 0) |
2568 | if (over_hp > 0) |
2833 | { |
2569 | { |
… | |
… | |
2857 | |
2593 | |
2858 | if (op->contr->gen_hp > 0) |
2594 | if (op->contr->gen_hp > 0) |
2859 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2595 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2860 | else |
2596 | else |
2861 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2597 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2598 | |
2862 | /* dms do not consume food */ |
2599 | /* dms do not consume food */ |
2863 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2600 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2864 | op->stats.food--; |
2601 | op->stats.food--; |
2865 | } |
2602 | } |
2866 | } |
|
|
2867 | |
2603 | |
2868 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2604 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2869 | { |
2605 | { |
2870 | object *tmp, *flesh = NULL; |
2606 | object *tmp, *flesh = 0; |
2871 | |
2607 | |
2872 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2608 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2873 | { |
2609 | { |
2874 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2610 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2875 | { |
|
|
2876 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2877 | { |
2611 | { |
|
|
2612 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2613 | { |
2878 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2614 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2879 | manual_apply (op, tmp, 0); |
2615 | manual_apply (op, tmp, 0); |
2880 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2616 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2881 | break; |
2617 | break; |
2882 | } |
2618 | } |
2883 | else if (tmp->type == FLESH) |
2619 | else if (tmp->type == FLESH) |
2884 | flesh = tmp; |
2620 | flesh = tmp; |
2885 | } /* End if paid for object */ |
2621 | } /* End if paid for object */ |
2886 | } /* end of for loop */ |
2622 | } /* end of for loop */ |
|
|
2623 | |
2887 | /* If player is still starving, it means they don't have any food, so |
2624 | /* If player is still starving, it means they don't have any food, so |
2888 | * eat flesh instead. |
2625 | * eat flesh instead. |
2889 | */ |
2626 | */ |
2890 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2627 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2891 | { |
2628 | { |
2892 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2629 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2893 | manual_apply (op, flesh, 0); |
2630 | manual_apply (op, flesh, 0); |
2894 | } |
2631 | } |
2895 | } /* end if player is starving */ |
2632 | } |
2896 | |
2633 | |
2897 | while (op->stats.food < 0 && op->stats.hp > 0) |
2634 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2898 | op->stats.food++, op->stats.hp--; |
2635 | op->stats.food++, op->stats.hp--; |
2899 | |
2636 | |
2900 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2637 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2901 | kill_player (op); |
2638 | kill_player (op); |
|
|
2639 | } |
2902 | } |
2640 | } |
2903 | |
|
|
2904 | |
|
|
2905 | |
2641 | |
2906 | /* If the player should die (lack of hp, food, etc), we call this. |
2642 | /* If the player should die (lack of hp, food, etc), we call this. |
2907 | * op is the player in jeopardy. If the player can not be saved (not |
2643 | * op is the player in jeopardy. If the player can not be saved (not |
2908 | * permadeath, no lifesave), this will take care of removing the player |
2644 | * permadeath, no lifesave), this will take care of removing the player |
2909 | * file. |
2645 | * file. |
… | |
… | |
2939 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2675 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2940 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2676 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2941 | |
2677 | |
2942 | /* restore player */ |
2678 | /* restore player */ |
2943 | at = archetype::find ("poisoning"); |
2679 | at = archetype::find ("poisoning"); |
2944 | tmp = present_arch_in_ob (at, op); |
2680 | if (object *tmp = present_arch_in_ob (at, op)) |
2945 | if (tmp) |
|
|
2946 | { |
2681 | { |
2947 | tmp->destroy (); |
2682 | tmp->destroy (); |
2948 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2683 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2949 | } |
2684 | } |
2950 | |
2685 | |
2951 | at = archetype::find ("confusion"); |
2686 | at = archetype::find ("confusion"); |
2952 | tmp = present_arch_in_ob (at, op); |
2687 | if (object *tmp = present_arch_in_ob (at, op)) |
2953 | if (tmp) |
|
|
2954 | { |
2688 | { |
2955 | tmp->destroy (); |
2689 | tmp->destroy (); |
2956 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2690 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2957 | } |
2691 | } |
2958 | |
2692 | |
… | |
… | |
2960 | op->stats.hp = op->stats.maxhp; |
2694 | op->stats.hp = op->stats.maxhp; |
2961 | if (op->stats.food <= 0) |
2695 | if (op->stats.food <= 0) |
2962 | op->stats.food = 999; |
2696 | op->stats.food = 999; |
2963 | |
2697 | |
2964 | /* create a bodypart-trophy to make the winner happy */ |
2698 | /* create a bodypart-trophy to make the winner happy */ |
2965 | tmp = arch_to_object (archetype::find ("finger")); |
2699 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2966 | if (tmp != NULL) |
|
|
2967 | { |
2700 | { |
2968 | sprintf (buf, "%s's finger", &op->name); |
2701 | sprintf (buf, "%s's finger", &op->name); |
2969 | tmp->name = buf; |
2702 | tmp->name = buf; |
2970 | sprintf (buf, " This finger has been cut off %s\n" |
2703 | sprintf (buf, " This finger has been cut off %s\n" |
2971 | " the %s, when he was defeated at\n level %d by %s.\n", |
2704 | " the %s, when he was defeated at\n level %d by %s.\n", |
2972 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2705 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2973 | tmp->msg = buf; |
2706 | tmp->msg = buf; |
2974 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2707 | tmp->value = 0, tmp->type = 0; |
2975 | tmp->materialname = NULL; |
2708 | tmp->materialname = "organics"; |
2976 | tmp->x = op->x, tmp->y = op->y; |
2709 | tmp->insert_at (op, tmp); |
2977 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2978 | } |
2710 | } |
2979 | |
2711 | |
2980 | /* teleport defeated player to new destination */ |
2712 | /* teleport defeated player to new destination */ |
2981 | transfer_ob (op, x, y, 0, NULL); |
2713 | transfer_ob (op, x, y, 0, NULL); |
2982 | op->contr->braced = 0; |
2714 | op->contr->braced = 0; |
… | |
… | |
2987 | |
2719 | |
2988 | command_kill_pets (op, 0); |
2720 | command_kill_pets (op, 0); |
2989 | |
2721 | |
2990 | if (op->stats.food < 0) |
2722 | if (op->stats.food < 0) |
2991 | { |
2723 | { |
2992 | if (op->contr->explore) |
|
|
2993 | { |
|
|
2994 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2995 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2996 | op->stats.food = 999; |
|
|
2997 | return; |
|
|
2998 | } |
|
|
2999 | sprintf (buf, "%s starved to death.", &op->name); |
2724 | sprintf (buf, "%s starved to death.", &op->name); |
3000 | strcpy (op->contr->killer, "starvation"); |
2725 | strcpy (op->contr->killer, "starvation"); |
3001 | } |
2726 | } |
3002 | else |
2727 | else |
3003 | { |
|
|
3004 | if (op->contr->explore) |
|
|
3005 | { |
|
|
3006 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3007 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3008 | op->stats.hp = op->stats.maxhp; |
|
|
3009 | return; |
|
|
3010 | } |
|
|
3011 | sprintf (buf, "%s died.", &op->name); |
2728 | sprintf (buf, "%s died.", &op->name); |
3012 | } |
2729 | |
3013 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2730 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3014 | |
2731 | |
3015 | /* save the map location for corpse, gravestone */ |
2732 | /* save the map location for corpse, gravestone */ |
3016 | x = op->x; |
2733 | x = op->x; |
3017 | y = op->y; |
2734 | y = op->y; |
3018 | map = op->map; |
2735 | map = op->map; |
3019 | |
2736 | |
3020 | |
|
|
3021 | if (settings.not_permadeth == TRUE) |
|
|
3022 | { |
|
|
3023 | /* NOT_PERMADEATH code. This basically brings the character back to |
2737 | /* NOT_PERMADEATH code. This basically brings the character back to |
3024 | * life if they are dead - it takes some exp and a random stat. |
2738 | * life if they are dead - it takes some exp and a random stat. |
3025 | * See the config.h file for a little more in depth detail about this. |
2739 | * See the config.h file for a little more in depth detail about this. |
3026 | */ |
2740 | */ |
3027 | |
2741 | |
3028 | /* Basically two ways to go - remove a stat permanently, or just |
2742 | /* Basically two ways to go - remove a stat permanently, or just |
3029 | * make it depletion. This bunch of code deals with that aspect |
2743 | * make it depletion. This bunch of code deals with that aspect |
3030 | * of death. |
2744 | * of death. |
3031 | */ |
2745 | */ |
3032 | #ifndef COZY_SERVER |
2746 | #ifndef COZY_SERVER |
3033 | if (settings.balanced_stat_loss) |
2747 | if (settings.balanced_stat_loss) |
3034 | { |
2748 | { |
3035 | /* If stat loss is permanent, lose one stat only. */ |
2749 | /* If stat loss is permanent, lose one stat only. */ |
3036 | /* Lower level chars don't lose as many stats because they suffer |
2750 | /* Lower level chars don't lose as many stats because they suffer |
3037 | more if they do. */ |
2751 | more if they do. */ |
3038 | /* Higher level characters can afford things such as potions of |
2752 | /* Higher level characters can afford things such as potions of |
3039 | restoration, or better, stat potions. So we slug them that |
2753 | restoration, or better, stat potions. So we slug them that |
3040 | little bit harder. */ |
2754 | little bit harder. */ |
3041 | /* GD */ |
2755 | /* GD */ |
3042 | if (settings.stat_loss_on_death) |
2756 | if (settings.stat_loss_on_death) |
3043 | num_stats_lose = 1; |
2757 | num_stats_lose = 1; |
3044 | else |
|
|
3045 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3046 | } |
|
|
3047 | else |
2758 | else |
3048 | { |
2759 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2760 | } |
|
|
2761 | else |
3049 | num_stats_lose = 1; |
2762 | num_stats_lose = 1; |
3050 | } |
2763 | |
3051 | lost_a_stat = 0; |
2764 | lost_a_stat = 0; |
3052 | |
2765 | |
3053 | for (z = 0; z < num_stats_lose; z++) |
2766 | for (z = 0; z < num_stats_lose; z++) |
3054 | { |
2767 | { |
3055 | i = RANDOM () % NUM_STATS; |
2768 | i = RANDOM () % NUM_STATS; |
3056 | |
2769 | |
3057 | if (settings.stat_loss_on_death) |
2770 | if (settings.stat_loss_on_death) |
3058 | { |
2771 | { |
3059 | /* Pick a random stat and take a point off it. Tell the player |
2772 | /* Pick a random stat and take a point off it. Tell the player |
3060 | * what he lost. |
2773 | * what he lost. |
3061 | */ |
2774 | */ |
3062 | change_attr_value (&(op->stats), i, -1); |
2775 | change_attr_value (&(op->stats), i, -1); |
3063 | check_stat_bounds (&(op->stats)); |
2776 | check_stat_bounds (&(op->stats)); |
3064 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2777 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3065 | check_stat_bounds (&(op->contr->orig_stats)); |
2778 | check_stat_bounds (&(op->contr->orig_stats)); |
3066 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2779 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3067 | lost_a_stat = 1; |
2780 | lost_a_stat = 1; |
|
|
2781 | } |
|
|
2782 | else |
|
|
2783 | { |
|
|
2784 | /* deplete a stat */ |
|
|
2785 | archetype *deparch = archetype::find ("depletion"); |
|
|
2786 | object *dep; |
|
|
2787 | |
|
|
2788 | dep = present_arch_in_ob (deparch, op); |
|
|
2789 | if (!dep) |
|
|
2790 | { |
|
|
2791 | dep = arch_to_object (deparch); |
|
|
2792 | insert_ob_in_ob (dep, op); |
3068 | } |
2793 | } |
3069 | else |
2794 | lose_this_stat = 1; |
|
|
2795 | if (settings.balanced_stat_loss) |
3070 | { |
2796 | { |
3071 | /* deplete a stat */ |
2797 | /* GD */ |
3072 | archetype *deparch = archetype::find ("depletion"); |
2798 | /* Get the stat that we're about to deplete. */ |
3073 | object *dep; |
2799 | this_stat = get_attr_value (&(dep->stats), i); |
3074 | |
2800 | if (this_stat < 0) |
3075 | dep = present_arch_in_ob (deparch, op); |
|
|
3076 | if (!dep) |
|
|
3077 | { |
2801 | { |
3078 | dep = arch_to_object (deparch); |
2802 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3079 | insert_ob_in_ob (dep, op); |
2803 | int keep_chance = this_stat * this_stat; |
3080 | } |
2804 | |
3081 | lose_this_stat = 1; |
2805 | /* Yes, I am paranoid. Sue me. */ |
3082 | if (settings.balanced_stat_loss) |
|
|
3083 | { |
|
|
3084 | /* GD */ |
|
|
3085 | /* Get the stat that we're about to deplete. */ |
|
|
3086 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3087 | if (this_stat < 0) |
2806 | if (keep_chance < 1) |
|
|
2807 | keep_chance = 1; |
|
|
2808 | |
|
|
2809 | /* There is a maximum depletion total per level. */ |
|
|
2810 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3088 | { |
2811 | { |
3089 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3090 | int keep_chance = this_stat * this_stat; |
|
|
3091 | |
|
|
3092 | /* Yes, I am paranoid. Sue me. */ |
|
|
3093 | if (keep_chance < 1) |
|
|
3094 | keep_chance = 1; |
|
|
3095 | |
|
|
3096 | /* There is a maximum depletion total per level. */ |
|
|
3097 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3098 | { |
|
|
3099 | lose_this_stat = 0; |
2812 | lose_this_stat = 0; |
3100 | /* Take loss chance vs keep chance to see if we |
2813 | /* Take loss chance vs keep chance to see if we |
3101 | retain the stat. */ |
2814 | retain the stat. */ |
3102 | } |
|
|
3103 | else |
|
|
3104 | { |
|
|
3105 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3106 | lose_this_stat = 0; |
|
|
3107 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3108 | this_stat, keep_chance, loss_chance, |
|
|
3109 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3110 | } |
|
|
3111 | } |
2815 | } |
3112 | } |
|
|
3113 | |
|
|
3114 | if (lose_this_stat) |
|
|
3115 | { |
|
|
3116 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3117 | /* We could try to do something clever like find another |
|
|
3118 | * stat to reduce if this fails. But chances are, if |
|
|
3119 | * stats have been depleted to -50, all are pretty low |
|
|
3120 | * and should be roughly the same, so it shouldn't make a |
|
|
3121 | * difference. |
|
|
3122 | */ |
2816 | else |
3123 | if (this_stat >= -50) |
|
|
3124 | { |
2817 | { |
3125 | change_attr_value (&(dep->stats), i, -1); |
2818 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3126 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3127 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3128 | fix_player (op); |
|
|
3129 | lost_a_stat = 1; |
2819 | lose_this_stat = 0; |
|
|
2820 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2821 | this_stat, keep_chance, loss_chance, |
|
|
2822 | lose_this_stat?"LOSE":"KEEP"); */ |
3130 | } |
2823 | } |
3131 | } |
2824 | } |
3132 | } |
2825 | } |
|
|
2826 | |
|
|
2827 | if (lose_this_stat) |
|
|
2828 | { |
|
|
2829 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2830 | /* We could try to do something clever like find another |
|
|
2831 | * stat to reduce if this fails. But chances are, if |
|
|
2832 | * stats have been depleted to -50, all are pretty low |
|
|
2833 | * and should be roughly the same, so it shouldn't make a |
|
|
2834 | * difference. |
|
|
2835 | */ |
|
|
2836 | if (this_stat >= -50) |
|
|
2837 | { |
|
|
2838 | change_attr_value (&(dep->stats), i, -1); |
|
|
2839 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2840 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2841 | op->update_stats (); |
|
|
2842 | lost_a_stat = 1; |
|
|
2843 | } |
3133 | } |
2844 | } |
|
|
2845 | } |
|
|
2846 | } |
3134 | /* If no stat lost, tell the player. */ |
2847 | /* If no stat lost, tell the player. */ |
3135 | if (!lost_a_stat) |
2848 | if (!lost_a_stat) |
3136 | { |
2849 | { |
3137 | /* determine_god() seems to not work sometimes... why is this? |
2850 | /* determine_god() seems to not work sometimes... why is this? |
3138 | Should I be using something else? GD */ |
2851 | Should I be using something else? GD */ |
3139 | const char *god = determine_god (op); |
2852 | const char *god = determine_god (op); |
3140 | |
2853 | |
3141 | if (god && (strcmp (god, "none"))) |
2854 | if (god && (strcmp (god, "none"))) |
3142 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2855 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3143 | else |
2856 | else |
3144 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2857 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3145 | } |
2858 | } |
3146 | #else |
2859 | #else |
3147 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2860 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3148 | #endif |
2861 | #endif |
3149 | |
2862 | |
3150 | /* Put a gravestone up where the character 'almost' died. List the |
2863 | /* Put a gravestone up where the character 'almost' died. List the |
3151 | * exp loss on the stone. |
2864 | * exp loss on the stone. |
3152 | */ |
2865 | */ |
3153 | tmp = arch_to_object (archetype::find ("gravestone")); |
2866 | tmp = arch_to_object (archetype::find ("gravestone")); |
3154 | sprintf (buf, "%s's gravestone", &op->name); |
2867 | sprintf (buf, "%s's gravestone", &op->name); |
3155 | tmp->name = buf; |
2868 | tmp->name = buf; |
3156 | sprintf (buf, "%s's gravestones", &op->name); |
2869 | sprintf (buf, "%s's gravestones", &op->name); |
3157 | tmp->name_pl = buf; |
2870 | tmp->name_pl = buf; |
3158 | 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); |
2871 | 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); |
3159 | tmp->msg = buf; |
2872 | tmp->msg = buf; |
3160 | tmp->x = op->x, tmp->y = op->y; |
2873 | tmp->x = op->x, tmp->y = op->y; |
3161 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2874 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3162 | |
2875 | |
3163 | /**************************************/ |
2876 | /**************************************/ |
3164 | /* */ |
2877 | /* */ |
3165 | /* Subtract the experience points, */ |
2878 | /* Subtract the experience points, */ |
3166 | /* if we died cause of food, give us */ |
2879 | /* if we died cause of food, give us */ |
3167 | /* food, and reset HP's... */ |
2880 | /* food, and reset HP's... */ |
3168 | /* */ |
2881 | /* */ |
3169 | /**************************************/ |
2882 | /**************************************/ |
3170 | |
2883 | |
3171 | /* remove any poisoning and confusion the character may be suffering. */ |
2884 | /* remove any poisoning and confusion the character may be suffering. */ |
3172 | /* restore player */ |
2885 | /* restore player */ |
3173 | at = archetype::find ("poisoning"); |
2886 | at = archetype::find ("poisoning"); |
3174 | tmp = present_arch_in_ob (at, op); |
2887 | tmp = present_arch_in_ob (at, op); |
3175 | |
2888 | |
3176 | if (tmp) |
2889 | if (tmp) |
3177 | { |
2890 | { |
3178 | tmp->destroy (); |
2891 | tmp->destroy (); |
3179 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2892 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3180 | } |
2893 | } |
3181 | |
2894 | |
3182 | at = archetype::find ("confusion"); |
2895 | at = archetype::find ("confusion"); |
3183 | tmp = present_arch_in_ob (at, op); |
2896 | tmp = present_arch_in_ob (at, op); |
3184 | if (tmp) |
2897 | if (tmp) |
3185 | { |
2898 | { |
3186 | tmp->destroy (); |
2899 | tmp->destroy (); |
3187 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2900 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3188 | } |
2901 | } |
3189 | |
2902 | |
3190 | cure_disease (op, 0); /* remove any disease */ |
2903 | cure_disease (op, 0); /* remove any disease */ |
3191 | |
2904 | |
3192 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2905 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3193 | apply_death_exp_penalty (op); |
2906 | apply_death_exp_penalty (op); |
3194 | if (op->stats.food < 100) |
2907 | if (op->stats.food < 100) |
3195 | op->stats.food = 900; |
2908 | op->stats.food = 900; |
3196 | op->stats.hp = op->stats.maxhp; |
2909 | op->stats.hp = op->stats.maxhp; |
3197 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2910 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3198 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2911 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3199 | |
2912 | |
3200 | /* |
2913 | /* |
3201 | * Check to see if the player is in a shop. IF so, then check to see if |
2914 | * Check to see if the player has any unpaid items. If so, remove them |
3202 | * the player has any unpaid items. If so, remove them and put them back |
2915 | * and put them back in the map. |
3203 | * in the map. |
2916 | */ |
3204 | */ |
|
|
3205 | |
|
|
3206 | if (is_in_shop (op)) |
|
|
3207 | remove_unpaid_objects (op->inv, op); |
2917 | remove_unpaid_objects (op->inv, op); |
3208 | |
2918 | |
3209 | /****************************************/ |
2919 | /****************************************/ |
3210 | /* */ |
2920 | /* */ |
3211 | /* Move player to his current respawn- */ |
2921 | /* Move player to his current respawn- */ |
3212 | /* position (usually last savebed) */ |
2922 | /* position (usually last savebed) */ |
3213 | /* */ |
2923 | /* */ |
3214 | /****************************************/ |
2924 | /****************************************/ |
3215 | |
2925 | |
3216 | enter_player_savebed (op); |
2926 | enter_player_savebed (op); |
3217 | |
2927 | |
3218 | /* Save the player before inserting the force to reduce |
|
|
3219 | * chance of abuse. |
|
|
3220 | */ |
|
|
3221 | op->contr->braced = 0; |
2928 | op->contr->braced = 0; |
3222 | save_player (op, 1); |
|
|
3223 | |
2929 | |
3224 | /* it is possible that the player has blown something up |
2930 | /* it is possible that the player has blown something up |
3225 | * at his savebed location, and that can have long lasting |
2931 | * at his savebed location, and that can have long lasting |
3226 | * spell effects. So first see if there is a spell effect |
2932 | * spell effects. So first see if there is a spell effect |
3227 | * on the space that might harm the player. |
2933 | * on the space that might harm the player. |
3228 | */ |
2934 | */ |
3229 | will_kill_again = 0; |
2935 | will_kill_again = 0; |
3230 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2936 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3231 | if (tmp->type == SPELL_EFFECT) |
2937 | if (tmp->type == SPELL_EFFECT) |
3232 | will_kill_again |= tmp->attacktype; |
2938 | will_kill_again |= tmp->attacktype; |
3233 | |
2939 | |
3234 | if (will_kill_again) |
2940 | if (will_kill_again) |
3235 | { |
2941 | { |
3236 | object *force; |
2942 | object *force; |
3237 | int at; |
2943 | int at; |
3238 | |
2944 | |
3239 | force = get_archetype (FORCE_NAME); |
2945 | force = get_archetype (FORCE_NAME); |
3240 | /* 50 ticks should be enough time for the spell to abate */ |
2946 | /* 50 ticks should be enough time for the spell to abate */ |
3241 | force->speed = 0.1; |
2947 | force->speed = 0.1; |
3242 | force->speed_left = -5.0; |
2948 | force->speed_left = -5.0; |
3243 | SET_FLAG (force, FLAG_APPLIED); |
2949 | SET_FLAG (force, FLAG_APPLIED); |
3244 | for (at = 0; at < NROFATTACKS; at++) |
2950 | for (at = 0; at < NROFATTACKS; at++) |
3245 | if (will_kill_again & (1 << at)) |
2951 | if (will_kill_again & (1 << at)) |
3246 | force->resist[at] = 100; |
2952 | force->resist[at] = 100; |
3247 | |
2953 | |
3248 | insert_ob_in_ob (force, op); |
2954 | insert_ob_in_ob (force, op); |
3249 | fix_player (op); |
2955 | op->update_stats (); |
3250 | |
2956 | |
3251 | } |
2957 | } |
3252 | |
2958 | |
3253 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2959 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3254 | return; |
|
|
3255 | } /* NOT_PERMADETH */ |
|
|
3256 | else |
|
|
3257 | { |
|
|
3258 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3259 | * should probably be embedded in an else statement. |
|
|
3260 | */ |
|
|
3261 | |
|
|
3262 | op->contr->party = NULL; |
|
|
3263 | if (settings.set_title == TRUE) |
|
|
3264 | op->contr->own_title[0] = '\0'; |
|
|
3265 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3266 | check_score (op); |
|
|
3267 | |
|
|
3268 | if (op->contr->ranges[range_golem]) |
|
|
3269 | { |
|
|
3270 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3271 | op->contr->ranges[range_golem]->destroy (); |
|
|
3272 | op->contr->ranges[range_golem] = 0; |
|
|
3273 | } |
|
|
3274 | |
|
|
3275 | loot_object (op); /* Remove some of the items for good */ |
|
|
3276 | op->remove (); |
|
|
3277 | op->direction = 0; |
|
|
3278 | |
|
|
3279 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3280 | { |
|
|
3281 | delete_character (op->name, 0); |
|
|
3282 | if (settings.resurrection == TRUE) |
|
|
3283 | { |
|
|
3284 | /* save playerfile sans equipment when player dies |
|
|
3285 | ** then save it as player.pl.dead so that future resurrection |
|
|
3286 | ** type spells will work on them nicely |
|
|
3287 | */ |
|
|
3288 | delete_character (op->name, 0); |
|
|
3289 | op->stats.hp = op->stats.maxhp; |
|
|
3290 | op->stats.food = 999; |
|
|
3291 | |
|
|
3292 | /* set the location of where the person will reappear when */ |
|
|
3293 | /* maybe resurrection code should fix map also */ |
|
|
3294 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3295 | if (op->map != NULL) |
|
|
3296 | op->map = NULL; |
|
|
3297 | op->x = settings.emergency_x; |
|
|
3298 | op->y = settings.emergency_y; |
|
|
3299 | save_player (op, 0); |
|
|
3300 | op->map = map; |
|
|
3301 | /* please see resurrection.c: peterm */ |
|
|
3302 | dead_player (op); |
|
|
3303 | } |
|
|
3304 | else |
|
|
3305 | delete_character (op->name, 1); |
|
|
3306 | } |
|
|
3307 | |
|
|
3308 | play_again (op); |
|
|
3309 | |
|
|
3310 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3311 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3312 | sprintf (buf, "%s", &op->name); |
|
|
3313 | tmp->name = tmp->name_pl = buf; |
|
|
3314 | tmp->level = op->level; |
|
|
3315 | tmp->x = x; |
|
|
3316 | tmp->y = y; |
|
|
3317 | tmp->msg = gravestone_text (op); |
|
|
3318 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3319 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3320 | } |
|
|
3321 | } |
2960 | } |
3322 | |
|
|
3323 | |
2961 | |
3324 | void |
2962 | void |
3325 | loot_object (object *op) |
2963 | loot_object (object *op) |
3326 | { /* Grab and destroy some treasure */ |
2964 | { /* Grab and destroy some treasure */ |
3327 | object *tmp, *tmp2, *next; |
2965 | object *tmp, *tmp2, *next; |
3328 | |
2966 | |
3329 | if (op->container) |
2967 | op->close_container (); /* close open sack first */ |
3330 | { /* close open sack first */ |
|
|
3331 | esrv_apply_container (op, op->container); |
|
|
3332 | } |
|
|
3333 | |
2968 | |
3334 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2969 | for (tmp = op->inv; tmp; tmp = next) |
3335 | { |
2970 | { |
3336 | next = tmp->below; |
2971 | next = tmp->below; |
|
|
2972 | |
3337 | if (tmp->invisible) |
2973 | if (tmp->invisible) |
3338 | continue; |
2974 | continue; |
|
|
2975 | |
3339 | tmp->remove (); |
2976 | tmp->remove (); |
3340 | tmp->x = op->x, tmp->y = op->y; |
2977 | tmp->x = op->x, tmp->y = op->y; |
|
|
2978 | |
3341 | if (tmp->type == CONTAINER) |
2979 | if (tmp->type == CONTAINER) |
3342 | { /* empty container to ground */ |
2980 | loot_object (tmp); /* empty container to ground */ |
3343 | loot_object (tmp); |
2981 | |
3344 | } |
|
|
3345 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2982 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3346 | { |
2983 | { |
3347 | if (tmp->nrof > 1) |
2984 | if (tmp->nrof > 1) |
3348 | { |
2985 | { |
3349 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2986 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3350 | tmp2->destroy (); |
2987 | tmp2->destroy (); |
… | |
… | |
3361 | /* |
2998 | /* |
3362 | * fix_weight(): Check recursively the weight of all players, and fix |
2999 | * fix_weight(): Check recursively the weight of all players, and fix |
3363 | * what needs to be fixed. Refresh windows and fix speed if anything |
3000 | * what needs to be fixed. Refresh windows and fix speed if anything |
3364 | * was changed. |
3001 | * was changed. |
3365 | */ |
3002 | */ |
3366 | |
|
|
3367 | void |
3003 | void |
3368 | fix_weight (void) |
3004 | fix_weight (void) |
3369 | { |
3005 | { |
3370 | player *pl; |
3006 | for_all_players (pl) |
3371 | |
|
|
3372 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3373 | { |
3007 | { |
3374 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3008 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3375 | |
3009 | |
3376 | if (old == sum) |
3010 | if (old == sum) |
3377 | continue; |
3011 | continue; |
3378 | fix_player (pl->ob); |
3012 | pl->ob->update_stats (); |
3379 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3013 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3380 | } |
3014 | } |
3381 | } |
3015 | } |
3382 | |
3016 | |
3383 | void |
3017 | void |
3384 | fix_luck (void) |
3018 | fix_luck (void) |
3385 | { |
3019 | { |
3386 | player *pl; |
3020 | for_all_players (pl) |
3387 | |
|
|
3388 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3389 | if (!pl->ob->contr->state) |
3021 | if (!pl->ob->contr->ns->state) |
3390 | change_luck (pl->ob, 0); |
3022 | pl->ob->change_luck (0); |
3391 | } |
3023 | } |
3392 | |
|
|
3393 | |
3024 | |
3394 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3025 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3395 | * This is much simpler in the new spell code - we basically |
3026 | * This is much simpler in the new spell code - we basically |
3396 | * just treat this as any other spell casting object. |
3027 | * just treat this as any other spell casting object. |
3397 | */ |
3028 | */ |
3398 | |
|
|
3399 | void |
3029 | void |
3400 | cast_dust (object *op, object *throw_ob, int dir) |
3030 | cast_dust (object *op, object *throw_ob, int dir) |
3401 | { |
3031 | { |
3402 | object *skop, *spob; |
3032 | object *skop, *spob; |
3403 | |
3033 | |
… | |
… | |
3437 | if (op->type == PLAYER) |
3067 | if (op->type == PLAYER) |
3438 | { |
3068 | { |
3439 | op->contr->tmp_invis = 0; |
3069 | op->contr->tmp_invis = 0; |
3440 | op->contr->invis_race = 0; |
3070 | op->contr->invis_race = 0; |
3441 | } |
3071 | } |
|
|
3072 | |
3442 | update_object (op, UP_OBJ_FACE); |
3073 | update_object (op, UP_OBJ_CHANGE); |
3443 | } |
3074 | } |
3444 | |
3075 | |
3445 | int |
3076 | int |
3446 | is_true_undead (object *op) |
3077 | is_true_undead (object *op) |
3447 | { |
3078 | { |
3448 | object *tmp = NULL; |
|
|
3449 | |
|
|
3450 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3079 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3451 | return 1; |
3080 | return 1; |
3452 | |
3081 | |
3453 | return 0; |
3082 | return 0; |
3454 | } |
3083 | } |
… | |
… | |
3513 | |
3142 | |
3514 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3143 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3515 | |
3144 | |
3516 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3145 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3517 | if (op->type == PLAYER && op->contr->run_on) |
3146 | if (op->type == PLAYER && op->contr->run_on) |
3518 | { |
|
|
3519 | if (!skop || num >= skop->level) |
3147 | if (!skop || num >= skop->level) |
3520 | { |
3148 | { |
3521 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3149 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3522 | make_visible (op); |
3150 | make_visible (op); |
3523 | return; |
3151 | return; |
3524 | } |
3152 | } |
3525 | else |
3153 | else |
3526 | num += 20; |
3154 | num += 20; |
3527 | } |
3155 | |
3528 | num += op->map->difficulty; |
3156 | num += op->map->difficulty; |
3529 | hide = hideability (op); /* modify by terrain hidden level */ |
3157 | hide = hideability (op); /* modify by terrain hidden level */ |
3530 | num -= hide; |
3158 | num -= hide; |
|
|
3159 | |
3531 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3160 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3532 | { |
3161 | { |
3533 | make_visible (op); |
3162 | make_visible (op); |
3534 | if (op->type == PLAYER) |
3163 | if (op->type == PLAYER) |
3535 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3164 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3536 | } |
3165 | } |
3537 | else if (op->type == PLAYER && skop) |
3166 | else if (op->type == PLAYER && skop) |
3538 | { |
|
|
3539 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3167 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3540 | } |
|
|
3541 | } |
3168 | } |
3542 | |
3169 | |
3543 | /* determine if who is standing near a hostile creature. */ |
3170 | /* determine if who is standing near a hostile creature. */ |
3544 | |
3171 | |
3545 | int |
3172 | int |
… | |
… | |
3612 | if (pl->type != PLAYER) |
3239 | if (pl->type != PLAYER) |
3613 | { |
3240 | { |
3614 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3241 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3615 | return -1; |
3242 | return -1; |
3616 | } |
3243 | } |
|
|
3244 | |
3617 | if (!pl || !op) |
3245 | if (!pl || !op) |
3618 | return 0; |
3246 | return 0; |
3619 | |
3247 | |
3620 | if (op->head) |
|
|
3621 | { |
|
|
3622 | op = op->head; |
3248 | op = op->head_ (); |
3623 | } |
3249 | |
3624 | get_rangevector (pl, op, &rv, 0x1); |
3250 | get_rangevector (pl, op, &rv, 0x1); |
3625 | |
3251 | |
3626 | /* starting with the 'head' part, lets loop |
3252 | /* starting with the 'head' part, lets loop |
3627 | * through the object and find if it has any |
3253 | * through the object and find if it has any |
3628 | * part that is in the los array but isnt on |
3254 | * part that is in the los array but isnt on |
… | |
… | |
3636 | |
3262 | |
3637 | /* only the viewable area the player sees is updated by LOS |
3263 | /* only the viewable area the player sees is updated by LOS |
3638 | * code, so we need to restrict ourselves to that range of values |
3264 | * code, so we need to restrict ourselves to that range of values |
3639 | * for any meaningful values. |
3265 | * for any meaningful values. |
3640 | */ |
3266 | */ |
3641 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3267 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3642 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3268 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3643 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
3269 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3644 | return 1; |
3270 | return 1; |
3645 | op = op->more; |
3271 | op = op->more; |
3646 | } |
3272 | } |
3647 | return 0; |
3273 | return 0; |
3648 | } |
3274 | } |
… | |
… | |
3758 | if (trlist == NULL || who->type != PLAYER) |
3384 | if (trlist == NULL || who->type != PLAYER) |
3759 | return; |
3385 | return; |
3760 | |
3386 | |
3761 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3387 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3762 | |
3388 | |
3763 | if (tr == NULL || tr->item == NULL) |
3389 | if (!tr || !tr->item) |
3764 | { |
3390 | { |
3765 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3391 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3766 | return; |
3392 | return; |
3767 | } |
3393 | } |
3768 | |
3394 | |
… | |
… | |
3834 | { |
3460 | { |
3835 | /* forces in the treasurelist can alter the player's stats */ |
3461 | /* forces in the treasurelist can alter the player's stats */ |
3836 | object *skin; |
3462 | object *skin; |
3837 | |
3463 | |
3838 | /* first get the dragon skin force */ |
3464 | /* first get the dragon skin force */ |
|
|
3465 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3839 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3466 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3467 | ; |
|
|
3468 | |
3840 | if (skin == NULL) |
3469 | if (!skin) |
3841 | return; |
3470 | return; |
3842 | |
3471 | |
3843 | /* adding new spellpath attunements */ |
3472 | /* adding new spellpath attunements */ |
3844 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3473 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3845 | { |
3474 | { |
… | |
… | |
3890 | * not readied. |
3519 | * not readied. |
3891 | */ |
3520 | */ |
3892 | void |
3521 | void |
3893 | player_unready_range_ob (player *pl, object *ob) |
3522 | player_unready_range_ob (player *pl, object *ob) |
3894 | { |
3523 | { |
3895 | rangetype i; |
|
|
3896 | |
|
|
3897 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3524 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3898 | { |
|
|
3899 | if (pl->ranges[i] == ob) |
3525 | if (pl->ranges[i] == ob) |
3900 | { |
3526 | { |
3901 | pl->ranges[i] = NULL; |
3527 | pl->ranges[i] = 0; |
3902 | if (pl->shoottype == i) |
3528 | if (pl->shoottype == i) |
3903 | { |
|
|
3904 | pl->shoottype = range_none; |
3529 | pl->shoottype = range_none; |
3905 | } |
|
|
3906 | } |
3530 | } |
3907 | } |
|
|
3908 | } |
3531 | } |
|
|
3532 | |
|
|
3533 | sint8 |
|
|
3534 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3535 | { |
|
|
3536 | if (!ns) |
|
|
3537 | return 0; |
|
|
3538 | |
|
|
3539 | int dx, dy; |
|
|
3540 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3541 | return 0; |
|
|
3542 | |
|
|
3543 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3544 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3545 | |
|
|
3546 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3547 | return 0; |
|
|
3548 | |
|
|
3549 | return 100 - blocked_los [x][y]; |
|
|
3550 | } |