1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
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 3 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, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
28 | #include <living.h> |
27 | #include <living.h> |
29 | #include <object.h> |
28 | #include <object.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | |
31 | |
33 | #ifdef COZY_SERVER |
32 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
33 | #include <functional> |
35 | #endif |
|
|
36 | |
34 | |
37 | player * |
35 | playervec players; |
38 | find_player (const char *plname) |
|
|
39 | { |
|
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40 | player *pl; |
|
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41 | |
|
|
42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
43 | { |
|
|
44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
45 | return pl; |
|
|
46 | }; |
|
|
47 | return NULL; |
|
|
48 | } |
|
|
49 | |
|
|
50 | player * |
|
|
51 | find_player_partial_name (const char *plname) |
|
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52 | { |
|
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53 | player *pl; |
|
|
54 | player *found = NULL; |
|
|
55 | size_t namelen = strlen (plname); |
|
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56 | |
|
|
57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
58 | { |
|
|
59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
60 | continue; |
|
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61 | |
|
|
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)) |
|
|
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; |
|
|
71 | } |
|
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72 | } |
|
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73 | return found; |
|
|
74 | } |
|
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75 | |
36 | |
76 | void |
37 | void |
77 | display_motd (const object *op) |
38 | display_motd (const object *op) |
78 | { |
39 | { |
79 | char buf[MAX_BUF]; |
40 | char buf[MAX_BUF]; |
… | |
… | |
87 | return; |
48 | return; |
88 | |
49 | |
89 | motd[0] = '\0'; |
50 | motd[0] = '\0'; |
90 | size = 0; |
51 | size = 0; |
91 | |
52 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
53 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
54 | { |
94 | if (*buf == '#') |
55 | if (*buf == '#') |
95 | continue; |
56 | continue; |
96 | |
57 | |
97 | strncat (motd + size, buf, HUGE_BUF - size); |
58 | strncat (motd + size, buf, HUGE_BUF - size); |
… | |
… | |
116 | return; |
77 | return; |
117 | |
78 | |
118 | rules[0] = '\0'; |
79 | rules[0] = '\0'; |
119 | size = 0; |
80 | size = 0; |
120 | |
81 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
82 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
83 | { |
123 | if (*buf == '#') |
84 | if (*buf == '#') |
124 | continue; |
85 | continue; |
125 | |
86 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
87 | if (size + strlen (buf) >= HUGE_BUF) |
… | |
… | |
153 | |
114 | |
154 | news[0] = '\0'; |
115 | news[0] = '\0'; |
155 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
156 | size = 0; |
117 | size = 0; |
157 | |
118 | |
158 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
159 | { |
120 | { |
160 | if (*buf == '#') |
121 | if (*buf == '#') |
161 | continue; |
122 | continue; |
162 | |
123 | |
163 | if (*buf == '%') |
124 | if (*buf == '%') |
164 | { /* send one news */ |
125 | { /* send one news */ |
165 | if (size > 0) |
126 | 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 */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
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128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
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129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
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130 | subject, news); /*send previously read news */ |
|
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131 | |
167 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
168 | strip_endline (subject); |
133 | strip_endline (subject); |
169 | size = 0; |
134 | size = 0; |
170 | news[0] = '\0'; |
135 | news[0] = '\0'; |
171 | } |
136 | } |
… | |
… | |
180 | size += strlen (buf); |
145 | size += strlen (buf); |
181 | } |
146 | } |
182 | } |
147 | } |
183 | |
148 | |
184 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | 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); |
150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
186 | close_and_delete (fp, comp); |
151 | close_and_delete (fp, comp); |
187 | } |
|
|
188 | |
|
|
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 | } |
152 | } |
296 | |
153 | |
297 | /* This loads the first map an puts the player on it. */ |
154 | /* This loads the first map an puts the player on it. */ |
298 | static void |
155 | static void |
299 | set_first_map (object *op) |
156 | set_first_map (object *op) |
300 | { |
157 | { |
301 | strcpy (op->contr->maplevel, first_map_path); |
158 | op->contr->maplevel = first_map_path; |
302 | op->x = -1; |
159 | op->x = -1; |
303 | op->y = -1; |
160 | op->y = -1; |
304 | enter_exit (op, 0); |
|
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305 | } |
161 | } |
306 | |
162 | |
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163 | void |
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164 | player::activate () |
|
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165 | { |
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166 | if (active) |
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167 | return; |
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168 | |
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169 | players.insert (this); |
|
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170 | ob->remove (); |
|
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171 | ob->map = 0; |
|
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172 | ob->activate_recursive (); |
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173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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174 | add_friendly_object (ob); |
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175 | } |
|
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176 | |
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177 | void |
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178 | player::deactivate () |
|
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179 | { |
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180 | if (!active) |
|
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181 | return; |
|
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182 | |
|
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183 | terminate_all_pets (ob); |
|
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184 | remove_friendly_object (ob); |
|
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185 | ob->deactivate_recursive (); |
|
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186 | |
|
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187 | if (ob->map) |
|
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188 | maplevel = ob->map->path; |
|
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189 | |
|
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190 | ob->remove (); |
|
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191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
|
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192 | ob->map = 0; |
|
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193 | party = 0; |
|
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194 | |
|
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195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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196 | |
|
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197 | players.erase (this); |
|
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198 | } |
|
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199 | |
|
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200 | // connect the player with a specific client |
|
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201 | // also changes, rationalises, and fixes some incorrect settings |
|
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202 | void |
|
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203 | player::connect (client *ns) |
|
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204 | { |
|
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205 | this->ns = ns; |
|
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206 | ns->pl = this; |
|
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207 | |
|
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208 | run_on = 0; |
|
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209 | fire_on = 0; |
|
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210 | ob->close_container (); //TODO: client-specific |
|
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211 | |
|
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212 | ns->update_look = 0; |
|
|
213 | ns->look_position = 0; |
|
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214 | |
|
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215 | clear_los (this); |
|
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216 | |
|
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217 | ns->reset_stats (); |
|
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218 | |
|
|
219 | /* make sure he's a player -- needed because of class change. */ |
|
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220 | ob->type = PLAYER; // we are paranoid |
|
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221 | ob->race = ob->arch->race; |
|
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222 | |
|
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223 | ob->update_weight (); |
|
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224 | link_player_skills (ob); |
|
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225 | |
|
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226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
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227 | |
|
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228 | assign (title, ob->arch->object::name); |
|
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229 | |
|
|
230 | /* if it's a dragon player, set the correct title here */ |
|
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231 | if (is_dragon_pl (ob)) |
|
|
232 | { |
|
|
233 | object *tmp, *abil = 0, *skin = 0; |
|
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234 | |
|
|
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
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236 | if (tmp->type == FORCE) |
|
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237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
238 | abil = tmp; |
|
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239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
240 | skin = tmp; |
|
|
241 | |
|
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242 | set_dragon_name (ob, abil, skin); |
|
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243 | } |
|
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244 | |
|
|
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
246 | |
|
|
247 | esrv_new_player (this); |
|
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248 | |
|
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249 | ob->update_stats (); |
|
|
250 | |
|
|
251 | ns->floorbox_update (); |
|
|
252 | esrv_send_inventory (ob, ob); |
|
|
253 | esrv_add_spells (this, 0); |
|
|
254 | |
|
|
255 | activate (); |
|
|
256 | |
|
|
257 | send_rules (ob); |
|
|
258 | send_news (ob); |
|
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259 | display_motd (ob); |
|
|
260 | |
|
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261 | INVOKE_PLAYER (CONNECT, this); |
|
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262 | INVOKE_PLAYER (LOGIN, this); |
|
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263 | } |
|
|
264 | |
|
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265 | void |
|
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266 | player::disconnect () |
|
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267 | { |
|
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268 | if (ob) |
|
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269 | { |
|
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270 | ob->close_container (); //TODO: client-specific |
|
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271 | ob->drop_unpaid_items (); |
|
|
272 | } |
|
|
273 | |
|
|
274 | if (ns) |
|
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275 | { |
|
|
276 | if (active) |
|
|
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
278 | |
|
|
279 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
280 | |
|
|
281 | ns->reset_stats (); |
|
|
282 | ns->pl = 0; |
|
|
283 | ns = 0; |
|
|
284 | } |
|
|
285 | |
|
|
286 | observe = ob; |
|
|
287 | |
|
|
288 | deactivate (); |
|
|
289 | } |
|
|
290 | |
|
|
291 | // the need for this function can be explained |
|
|
292 | // by load_object not returning the object |
|
|
293 | void |
|
|
294 | player::set_object (object *op) |
|
|
295 | { |
|
|
296 | ob = observe = op; |
|
|
297 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
298 | |
|
|
299 | ob->speed = 1.0f; |
|
|
300 | ob->speed_left = 0.5f; |
|
|
301 | |
|
|
302 | ob->direction = 5; /* So player faces south */ |
|
|
303 | |
|
|
304 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
305 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
306 | ob->flag [FLAG_READY_BOW] = false; |
|
|
307 | |
|
|
308 | for (object *op = ob->inv; op; op = op->below) |
|
|
309 | if (op->flag [FLAG_APPLIED]) |
|
|
310 | switch (op->type) |
|
|
311 | { |
|
|
312 | case SKILL: |
|
|
313 | ob->flag [FLAG_APPLIED] = false; |
|
|
314 | break; |
|
|
315 | |
|
|
316 | case WAND: |
|
|
317 | case ROD: |
|
|
318 | case HORN: |
|
|
319 | case BOW: |
|
|
320 | ranged_ob = op; |
|
|
321 | break; |
|
|
322 | |
|
|
323 | case WEAPON: |
|
|
324 | combat_ob = op; |
|
|
325 | break; |
|
|
326 | } |
|
|
327 | |
|
|
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
329 | ob->deactivate (); // change_weapon activates, fix this better |
|
|
330 | } |
|
|
331 | |
|
|
332 | void |
|
|
333 | player::set_observe (object *op) |
|
|
334 | { |
|
|
335 | observe = op ? op : ob; |
|
|
336 | do_los = 1; |
|
|
337 | } |
|
|
338 | |
|
|
339 | player::player () |
|
|
340 | { |
|
|
341 | /* There are some elements we want initialised to non zero value - |
|
|
342 | * we deal with that below this point. |
|
|
343 | */ |
|
|
344 | outputs_sync = 4; |
|
|
345 | outputs_count = 4; |
|
|
346 | unapply = unapply_nochoice; |
|
|
347 | |
|
|
348 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
349 | |
|
|
350 | gen_sp_armour = 10; |
|
|
351 | bowtype = bow_normal; |
|
|
352 | petmode = pet_normal; |
|
|
353 | listening = 10; |
|
|
354 | usekeys = containers; |
|
|
355 | peaceful = 1; /* default peaceful */ |
|
|
356 | do_los = 1; |
|
|
357 | |
|
|
358 | weapon_sp = 1.0f; |
|
|
359 | weapon_sp_left = 0.5f; |
|
|
360 | } |
|
|
361 | |
|
|
362 | void |
|
|
363 | player::do_destroy () |
|
|
364 | { |
|
|
365 | disconnect (); |
|
|
366 | |
|
|
367 | attachable::do_destroy (); |
|
|
368 | |
|
|
369 | if (ob) |
|
|
370 | { |
|
|
371 | ob->destroy_inv (false); |
|
|
372 | ob->destroy (); |
|
|
373 | } |
|
|
374 | |
|
|
375 | ob = observe = 0; |
|
|
376 | } |
|
|
377 | |
|
|
378 | player::~player () |
|
|
379 | { |
|
|
380 | /* Clear item stack */ |
|
|
381 | free (stack_items); |
|
|
382 | } |
|
|
383 | |
307 | /* Tries to add player on the connection passwd in ns. |
384 | /* 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 |
385 | * All we can really get in this is some settings like host and display |
309 | * mode. |
386 | * mode. |
310 | */ |
387 | */ |
311 | |
388 | player * |
312 | int |
389 | player::create () |
313 | add_player (client *ns) |
|
|
314 | { |
390 | { |
315 | player *p = new player; |
391 | player *pl = new player; |
316 | |
392 | |
317 | p->socket = ns; |
393 | pl->set_object (arch_to_object (get_player_archetype (0))); |
318 | ns->pl = p; |
|
|
319 | |
394 | |
320 | p->next = first_player; |
395 | pl->ob->roll_stats (); |
321 | first_player = p; |
396 | pl->ob->stats.wc = 2; |
|
|
397 | pl->ob->run_away = 25; /* Then we panick... */ |
322 | |
398 | |
323 | p = get_player (p); |
|
|
324 | |
|
|
325 | set_first_map (p->ob); |
399 | set_first_map (pl->ob); |
326 | |
400 | |
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; |
401 | return pl; |
336 | } |
402 | } |
337 | |
403 | |
338 | /* |
404 | /* |
339 | * get_player_archetype() return next player archetype from archetype |
405 | * get_player_archetype() return next player archetype from archetype |
340 | * list. Not very efficient routine, but used only creating new players. |
406 | * list. Not very efficient routine, but used only creating new players. |
341 | * Note: there MUST be at least one player archetype! |
407 | * Note: there MUST be at least one player archetype! |
342 | */ |
408 | */ |
343 | archetype * |
409 | archetype * |
344 | get_player_archetype (archetype *at) |
410 | get_player_archetype (archetype *at) |
345 | { |
411 | { |
346 | archetype *start = at; |
412 | // archetypes could have been reloaded |
|
|
413 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
414 | |
|
|
415 | if (!nat) |
|
|
416 | return at; |
|
|
417 | |
|
|
418 | archvec::iterator i = archetypes.find (nat); |
347 | |
419 | |
348 | for (;;) |
420 | for (;;) |
349 | { |
421 | { |
350 | if (at == NULL || at->next == NULL) |
422 | if (++i == archetypes.end ()) |
351 | at = first_archetype; |
423 | i = archetypes.begin (); |
352 | else |
424 | else if (*i == at) |
353 | at = at->next; |
425 | cleanup ("not a single player archetype found"); |
354 | |
426 | |
355 | if (at->clone.type == PLAYER) |
427 | if ((*i)->type == PLAYER) |
356 | return at; |
428 | return *i; |
357 | |
|
|
358 | if (at == start) |
|
|
359 | { |
|
|
360 | LOG (llevError, "No Player archetypes\n"); |
|
|
361 | exit (-1); |
|
|
362 | } |
|
|
363 | } |
429 | } |
364 | } |
430 | } |
365 | |
431 | |
366 | object * |
432 | object * |
367 | get_nearest_player (object *mon) |
433 | get_nearest_player (object *mon) |
368 | { |
434 | { |
369 | object *op = NULL; |
435 | object *op = NULL; |
370 | player *pl = NULL; |
|
|
371 | objectlink *ol; |
436 | objectlink *ol; |
372 | unsigned lastdist; |
437 | unsigned lastdist; |
373 | rv_vector rv; |
438 | rv_vector rv; |
374 | |
439 | |
375 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
440 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
376 | { |
441 | { |
377 | /* We should not find free objects on this friendly list, but it |
|
|
378 | * does periodically happen. Given that, lets deal with it. |
|
|
379 | * While unlikely, it is possible the next object on the friendly |
|
|
380 | * list is also free, so encapsulate this in a while loop. |
|
|
381 | */ |
|
|
382 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
383 | { |
|
|
384 | object *tmp = ol->ob; |
|
|
385 | |
|
|
386 | /* Can't do much more other than log the fact, because the object |
|
|
387 | * itself will have been cleared. |
|
|
388 | */ |
|
|
389 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
390 | ol = ol->next; |
|
|
391 | remove_friendly_object (tmp); |
|
|
392 | if (!ol) |
|
|
393 | return op; |
|
|
394 | } |
|
|
395 | |
|
|
396 | /* Remove special check for player from this. First, it looks to cause |
|
|
397 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
398 | * complicated method of state checking would be needed in any case - |
|
|
399 | * as it was, a clever player could type quit, and the function would |
|
|
400 | * skip them over while waiting for confirmation. Remove |
|
|
401 | * on_same_map check, as can_detect_enemy also does this |
|
|
402 | */ |
|
|
403 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
442 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
404 | continue; |
443 | continue; |
405 | |
444 | |
406 | if (lastdist > rv.distance) |
445 | if (lastdist > rv.distance) |
407 | { |
446 | { |
408 | op = ol->ob; |
447 | op = ol->ob; |
409 | lastdist = rv.distance; |
448 | lastdist = rv.distance; |
410 | } |
449 | } |
411 | } |
450 | } |
412 | for (pl = first_player; pl != NULL; pl = pl->next) |
451 | |
413 | { |
452 | for_all_players (pl) |
414 | if (can_detect_enemy (mon, pl->ob, &rv)) |
453 | if (can_detect_enemy (mon, pl->ob, &rv)) |
415 | { |
|
|
416 | |
|
|
417 | if (lastdist > rv.distance) |
454 | if (lastdist > rv.distance) |
418 | { |
455 | { |
419 | op = pl->ob; |
456 | op = pl->ob; |
420 | lastdist = rv.distance; |
457 | lastdist = rv.distance; |
421 | } |
458 | } |
422 | } |
459 | |
423 | } |
|
|
424 | #if 0 |
460 | #if 0 |
425 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
461 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
426 | #endif |
462 | #endif |
427 | return op; |
463 | return op; |
428 | } |
464 | } |
… | |
… | |
446 | * circling behaviour. Unfortunately, this function is also used to determined |
482 | * 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 |
483 | * if the creature should cast a spell, so returning a direction in that case |
448 | * is probably not a good thing. |
484 | * is probably not a good thing. |
449 | */ |
485 | */ |
450 | #define MAX_SPACES 50 |
486 | #define MAX_SPACES 50 |
451 | |
|
|
452 | |
487 | |
453 | /* |
488 | /* |
454 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
489 | * 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 |
490 | * 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 |
491 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
487 | x = mon->x; |
522 | x = mon->x; |
488 | y = mon->y; |
523 | y = mon->y; |
489 | m = mon->map; |
524 | m = mon->map; |
490 | dir = rv.direction; |
525 | dir = rv.direction; |
491 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
526 | 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); |
527 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
528 | |
493 | /* If we can't solve it within the search distance, return now. */ |
529 | /* If we can't solve it within the search distance, return now. */ |
494 | if (diff > max) |
530 | if (diff > max) |
495 | return 0; |
531 | return 0; |
|
|
532 | |
496 | while (diff > 1 && max > 0) |
533 | while (diff > 1 && max > 0) |
497 | { |
534 | { |
498 | lastx = x; |
535 | lastx = x; |
499 | lasty = y; |
536 | lasty = y; |
500 | lastmap = m; |
537 | lastmap = m; |
… | |
… | |
582 | max--; |
619 | max--; |
583 | lastdir = dir; |
620 | lastdir = dir; |
584 | if (!firstdir) |
621 | if (!firstdir) |
585 | firstdir = dir; |
622 | firstdir = dir; |
586 | } |
623 | } |
|
|
624 | |
587 | if (diff <= 1) |
625 | if (diff <= 1) |
588 | { |
626 | { |
589 | /* Recalculate diff (distance) because we may not have actually |
627 | /* Recalculate diff (distance) because we may not have actually |
590 | * headed toward player for entire distance. |
628 | * headed toward player for entire distance. |
591 | */ |
629 | */ |
592 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
630 | 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); |
631 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
594 | } |
632 | } |
|
|
633 | |
595 | if (diff > max) |
634 | if (diff > max) |
596 | return 0; |
635 | return 0; |
597 | } |
636 | } |
|
|
637 | |
598 | /* If we reached the max, didn't find a direction in time */ |
638 | /* If we reached the max, didn't find a direction in time */ |
599 | if (!max) |
639 | if (!max) |
600 | return 0; |
640 | return 0; |
601 | |
641 | |
602 | return firstdir; |
642 | return firstdir; |
603 | } |
643 | } |
604 | |
644 | |
605 | void |
645 | void |
606 | give_initial_items (object *pl, treasurelist * items) |
646 | give_initial_items (object *pl, treasurelist *items) |
607 | { |
647 | { |
608 | object *op, *next = NULL; |
|
|
609 | |
|
|
610 | if (pl->randomitems != NULL) |
648 | if (pl->randomitems) |
611 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
649 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
612 | |
650 | |
613 | for (op = pl->inv; op; op = next) |
651 | for (object *next, *op = pl->inv; op; op = next) |
614 | { |
652 | { |
615 | next = op->below; |
653 | next = op->below; |
616 | |
654 | |
617 | /* Forces get applied per default, unless they have the |
655 | /* Forces get applied per default, unless they have the |
618 | * flag "neutral" set. Sorry but I can't think of a better way |
656 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
623 | /* we never give weapons/armour if these cannot be used |
661 | /* we never give weapons/armour if these cannot be used |
624 | * by this player due to race restrictions |
662 | * by this player due to race restrictions |
625 | */ |
663 | */ |
626 | if (pl->type == PLAYER) |
664 | if (pl->type == PLAYER) |
627 | { |
665 | { |
628 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
666 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
667 | && |
629 | (op->type == ARMOUR || op->type == BOOTS || |
668 | (op->type == ARMOUR || op->type == BOOTS |
630 | op->type == CLOAK || op->type == HELMET || |
669 | || op->type == CLOAK || op->type == HELMET |
631 | op->type == SHIELD || op->type == GLOVES || |
670 | || op->type == SHIELD || op->type == GLOVES |
|
|
671 | || op->type == BRACERS || op->type == GIRDLE)) |
632 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
672 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
633 | { |
673 | { |
634 | op->destroy (); |
674 | op->destroy (); |
635 | continue; |
675 | continue; |
636 | } |
676 | } |
637 | } |
677 | } |
… | |
… | |
660 | if (op->nrof > 1) |
700 | if (op->nrof > 1) |
661 | op->nrof = 1; |
701 | op->nrof = 1; |
662 | } |
702 | } |
663 | |
703 | |
664 | if (op->type == SPELLBOOK && op->inv) |
704 | if (op->type == SPELLBOOK && op->inv) |
665 | { |
|
|
666 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
705 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
667 | } |
|
|
668 | |
706 | |
669 | /* Give starting characters identified, uncursed, and undamned |
707 | /* Give starting characters identified, uncursed, and undamned |
670 | * items. Just don't identify gold or silver, or it won't be |
708 | * items. Just don't identify gold or silver, or it won't be |
671 | * merged properly. |
709 | * merged properly. |
672 | */ |
710 | */ |
673 | if (need_identify (op)) |
711 | if (need_identify (op)) |
674 | { |
712 | { |
675 | SET_FLAG (op, FLAG_IDENTIFIED); |
713 | SET_FLAG (op, FLAG_IDENTIFIED); |
676 | CLEAR_FLAG (op, FLAG_CURSED); |
714 | CLEAR_FLAG (op, FLAG_CURSED); |
677 | CLEAR_FLAG (op, FLAG_DAMNED); |
715 | CLEAR_FLAG (op, FLAG_DAMNED); |
678 | } |
716 | } |
|
|
717 | |
679 | if (op->type == SPELL) |
718 | if (op->type == SPELL) |
680 | { |
719 | { |
681 | op->destroy (); |
720 | op->destroy (); |
682 | continue; |
721 | continue; |
683 | } |
722 | } |
… | |
… | |
685 | { |
724 | { |
686 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
725 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
687 | op->stats.exp = 0; |
726 | op->stats.exp = 0; |
688 | op->level = 1; |
727 | op->level = 1; |
689 | } |
728 | } |
690 | /* lock all 'normal items by default */ |
729 | else /* lock all 'normal items by default */ |
691 | else |
|
|
692 | SET_FLAG (op, FLAG_INV_LOCKED); |
730 | SET_FLAG (op, FLAG_INV_LOCKED); |
693 | } /* for loop of objects in player inv */ |
731 | } /* for loop of objects in player inv */ |
694 | |
732 | |
695 | /* Need to set up the skill pointers */ |
733 | /* Need to set up the skill pointers */ |
696 | link_player_skills (pl); |
734 | link_player_skills (pl); |
697 | } |
735 | } |
698 | |
736 | |
699 | void |
737 | 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) |
738 | get_party_password (object *op, partylist *party) |
785 | { |
739 | { |
786 | if (party == NULL) |
740 | if (party == NULL) |
787 | { |
741 | { |
788 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
742 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
789 | return; |
743 | return; |
790 | } |
744 | } |
|
|
745 | |
791 | op->contr->write_buf[0] = '\0'; |
746 | op->contr->write_buf[0] = '\0'; |
792 | op->contr->state = ST_GET_PARTY_PASSWORD; |
747 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
793 | op->contr->party_to_join = party; |
748 | op->contr->party_to_join = party; |
794 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
749 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
795 | } |
750 | } |
796 | |
|
|
797 | |
751 | |
798 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
752 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
799 | int |
753 | static int |
800 | roll_stat (void) |
754 | roll_stat (void) |
801 | { |
755 | { |
802 | int a[4], i, j, k; |
756 | int a[4], i, j, k; |
803 | |
757 | |
804 | for (i = 0; i < 4; i++) |
758 | for (i = 0; i < 4; i++) |
805 | a[i] = (int) RANDOM () % 6 + 1; |
759 | a[i] = (int) rndm (6) + 1; |
806 | |
760 | |
807 | for (i = 0, j = 0, k = 7; i < 4; i++) |
761 | for (i = 0, j = 0, k = 7; i < 4; i++) |
808 | if (a[i] < k) |
762 | if (a[i] < k) |
809 | k = a[i], j = i; |
763 | k = a[i], j = i; |
810 | |
764 | |
811 | for (i = 0, k = 0; i < 4; i++) |
765 | for (i = 0, k = 0; i < 4; i++) |
812 | { |
|
|
813 | if (i != j) |
766 | if (i != j) |
814 | k += a[i]; |
767 | k += a[i]; |
815 | } |
768 | |
816 | return k; |
769 | return k; |
817 | } |
770 | } |
818 | |
771 | |
819 | void |
772 | void |
820 | roll_stats (object *op) |
773 | object::roll_stats () |
821 | { |
774 | { |
|
|
775 | int statsort [NUM_STATS]; |
|
|
776 | |
|
|
777 | for (;;) |
|
|
778 | { |
822 | int sum = 0; |
779 | int sum = 0; |
823 | int i = 0, j = 0; |
780 | for (int i = NUM_STATS; i--; ) |
824 | int statsort[7]; |
781 | sum += statsort [i] = roll_stat (); |
825 | |
782 | |
826 | do |
783 | if (sum >= 82 && sum <= 116) |
|
|
784 | break; |
827 | { |
785 | } |
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 | } |
|
|
837 | while (sum < 82 || sum > 116); |
|
|
838 | |
786 | |
839 | /* Sort the stats so that rerolling is easier... */ |
787 | // Sort the stats so that rerolling is easier... |
840 | statsort[0] = op->stats.Str; |
788 | std::sort (statsort, statsort + NUM_STATS, 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 | |
789 | |
848 | /* a quick and dirty bubblesort? */ |
790 | for (int i = 0; i < NUM_STATS; ++i) |
849 | do |
791 | stats.stat (i) = statsort [i]; |
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 | |
792 | |
865 | op->stats.Str = statsort[0]; |
|
|
866 | op->stats.Dex = statsort[1]; |
|
|
867 | op->stats.Con = statsort[2]; |
|
|
868 | op->stats.Int = statsort[3]; |
|
|
869 | op->stats.Wis = statsort[4]; |
|
|
870 | op->stats.Pow = statsort[5]; |
|
|
871 | op->stats.Cha = statsort[6]; |
|
|
872 | |
|
|
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; |
793 | stats.exp = 0; |
884 | op->stats.ac = 0; |
794 | stats.ac = 0; |
885 | |
795 | |
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; |
796 | stats.hp = stats.maxhp; |
892 | op->stats.sp = op->stats.maxsp; |
797 | stats.sp = stats.maxsp; |
893 | op->stats.grace = op->stats.maxgrace; |
798 | stats.grace = stats.maxgrace; |
|
|
799 | |
|
|
800 | if (contr) |
|
|
801 | { |
|
|
802 | contr->levhp[1] = 9; |
|
|
803 | contr->levsp[1] = 6; |
|
|
804 | contr->levgrace[1] = 3; |
|
|
805 | |
894 | op->contr->orig_stats = op->stats; |
806 | contr->orig_stats = stats; |
|
|
807 | } |
895 | } |
808 | } |
896 | |
809 | |
897 | void |
810 | void |
898 | Roll_Again (object *op) |
811 | object::swap_stats (int a, int b) |
899 | { |
812 | { |
900 | esrv_new_player (op->contr, 0); |
813 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
901 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
902 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
903 | } |
|
|
904 | |
814 | |
905 | void |
815 | for (int i = 0; i < NUM_STATS; ++i) |
906 | Swap_Stat (object *op, int Swap_Second) |
816 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
817 | |
|
|
818 | //TODO: the following code looks so borked and should, at the very least, |
|
|
819 | // be merged with the similar code in roll_stats |
|
|
820 | stats.ac = 0; |
|
|
821 | |
|
|
822 | level = 1; |
|
|
823 | stats.exp = 0; |
|
|
824 | stats.ac = 0; |
|
|
825 | |
|
|
826 | stats.hp = stats.maxhp; |
|
|
827 | stats.sp = stats.maxsp; |
|
|
828 | stats.grace = stats.maxgrace; |
|
|
829 | |
|
|
830 | if (contr) |
|
|
831 | { |
|
|
832 | contr->levhp[1] = 9; |
|
|
833 | contr->levsp[1] = 6; |
|
|
834 | contr->levgrace[1] = 3; |
|
|
835 | |
|
|
836 | contr->orig_stats = stats; |
|
|
837 | } |
|
|
838 | } |
|
|
839 | |
|
|
840 | static void |
|
|
841 | start_info (object *op) |
907 | { |
842 | { |
908 | signed char tmp; |
|
|
909 | char buf[MAX_BUF]; |
843 | char buf[MAX_BUF]; |
910 | |
844 | |
911 | if (op->contr->Swap_First == -1) |
845 | sprintf (buf, "Welcome to Deliantra 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); |
846 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
927 | op->stats.Str = op->contr->orig_stats.Str; |
|
|
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); |
|
|
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 | } |
847 | } |
1026 | |
848 | |
1027 | /* This function takes the key that is passed, and does the |
849 | /* This function takes the key that is passed, and does the |
1028 | * appropriate action with it (change race, or other things). |
850 | * appropriate action with it (change race, or other things). |
1029 | * The function name is for historical reasons - now we have |
851 | * The function name is for historical reasons - now we have |
1030 | * separate race and class; this actually changes the RACE, |
852 | * separate race and class; this actually changes the RACE, |
1031 | * not the class. |
853 | * not the class. |
1032 | */ |
854 | */ |
1033 | |
855 | void |
1034 | int |
856 | player::chargen_race_done () |
1035 | key_change_class (object *op, char key) |
|
|
1036 | { |
857 | { |
1037 | int tmp_loop; |
|
|
1038 | |
|
|
1039 | if (key == 'q' || key == 'Q') |
|
|
1040 | { |
|
|
1041 | op->remove (); |
|
|
1042 | play_again (op); |
|
|
1043 | return 0; |
|
|
1044 | } |
|
|
1045 | if (key == 'd' || key == 'D') |
|
|
1046 | { |
|
|
1047 | char buf[MAX_BUF]; |
|
|
1048 | |
|
|
1049 | /* this must before then initial items are given */ |
858 | /* this must before then initial items are given */ |
1050 | esrv_new_player (op->contr, op->weight + op->carrying); |
859 | esrv_new_player (ob->contr); |
1051 | |
860 | |
1052 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
861 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
1053 | if (tl) |
862 | if (tl) |
1054 | create_treasure (tl, op, 0, 0, 0); |
863 | create_treasure (tl, ob, 0, 0, 0); |
1055 | |
864 | |
1056 | INVOKE_PLAYER (BIRTH, op->contr); |
865 | INVOKE_PLAYER (BIRTH, ob->contr); |
1057 | INVOKE_PLAYER (LOGIN, op->contr); |
866 | INVOKE_PLAYER (LOGIN, ob->contr); |
1058 | |
867 | |
1059 | op->contr->state = ST_PLAYING; |
868 | ob->contr->ns->state = ST_PLAYING; |
1060 | |
869 | |
1061 | if (op->msg) |
870 | if (ob->msg) |
1062 | op->msg = NULL; |
871 | ob->msg = 0; |
1063 | |
872 | |
1064 | /* We create this now because some of the unique maps will need it |
|
|
1065 | * to save here. |
|
|
1066 | */ |
|
|
1067 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
1068 | make_path_to_file (buf); |
|
|
1069 | |
|
|
1070 | #ifdef AUTOSAVE |
|
|
1071 | op->contr->last_save_tick = pticks; |
|
|
1072 | #endif |
|
|
1073 | start_info (op); |
873 | start_info (ob); |
1074 | CLEAR_FLAG (op, FLAG_WIZ); |
874 | CLEAR_FLAG (ob, FLAG_WIZ); |
1075 | give_initial_items (op, op->randomitems); |
875 | give_initial_items (ob, ob->randomitems); |
1076 | link_player_skills (op); |
876 | link_player_skills (ob); |
1077 | esrv_send_inventory (op, op); |
877 | esrv_send_inventory (ob, ob); |
1078 | fix_player (op); |
878 | ob->update_stats (); |
1079 | |
879 | |
1080 | /* This moves the player to a different start map, if there |
880 | /* This moves the player to a different start map, if there |
1081 | * is one for this race |
881 | * is one for this race |
1082 | */ |
882 | */ |
1083 | if (*first_map_ext_path) |
883 | if (*first_map_ext_path) |
1084 | { |
884 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
1085 | object *tmp; |
|
|
1086 | char mapname[MAX_BUF]; |
|
|
1087 | |
|
|
1088 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
|
|
1089 | tmp = object::create (); |
|
|
1090 | EXIT_PATH (tmp) = mapname; |
|
|
1091 | EXIT_X (tmp) = op->x; |
|
|
1092 | EXIT_Y (tmp) = op->y; |
|
|
1093 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
|
|
1094 | * if the map isn't there, then stay on the |
|
|
1095 | * default initial map */ |
|
|
1096 | tmp->destroy (); |
|
|
1097 | } |
|
|
1098 | else |
885 | else |
1099 | LOG (llevDebug, "first_map_ext_path not set\n"); |
886 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
887 | } |
1100 | |
888 | |
1101 | return 0; |
889 | void |
1102 | } |
890 | player::chargen_race_next () |
1103 | |
891 | { |
1104 | /* Following actually changes the race - this is the default command |
892 | /* Following actually changes the race - this is the default command |
1105 | * if we don't match with one of the options above. |
893 | * if we don't match with one of the options above. |
1106 | */ |
894 | */ |
1107 | |
895 | |
1108 | tmp_loop = 0; |
896 | do |
1109 | while (!tmp_loop) |
|
|
1110 | { |
897 | { |
1111 | shstr name = op->name; |
898 | shstr name = ob->name; |
1112 | int x = op->x, y = op->y; |
899 | int x = ob->x, y = ob->y; |
1113 | |
900 | |
1114 | remove_statbonus (op); |
901 | ob->remove_statbonus (); |
1115 | op->remove (); |
902 | ob->remove (); |
1116 | op->arch = get_player_archetype (op->arch); |
903 | ob->arch = get_player_archetype (ob->arch); |
1117 | op->arch->clone.copy_to (op); |
904 | ob->arch->copy_to (ob); |
1118 | op->instantiate (); |
905 | ob->instantiate (); |
1119 | op->stats = op->contr->orig_stats; |
906 | ob->stats = ob->contr->orig_stats; |
1120 | op->name = op->name_pl = name; |
907 | ob->name = ob->name_pl = name; |
1121 | op->x = x; |
908 | ob->x = x; |
1122 | op->y = y; |
909 | ob->y = y; |
1123 | SET_ANIMATION (op, 2); /* So player faces south */ |
910 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1124 | insert_ob_in_map (op, op->map, op, 0); |
911 | insert_ob_in_map (ob, ob->map, ob, 0); |
1125 | assign (op->contr->title, op->arch->clone.name); |
912 | assign (ob->contr->title, ob->arch->object::name); |
1126 | add_statbonus (op); |
913 | ob->add_statbonus (); |
1127 | tmp_loop = allowed_class (op); |
|
|
1128 | } |
914 | } |
|
|
915 | while (!allowed_class (ob)); |
1129 | |
916 | |
1130 | update_object (op, UP_OBJ_FACE); |
917 | update_object (ob, UP_OBJ_FACE); |
1131 | esrv_update_item (UPD_FACE, op, op); |
918 | esrv_update_item (UPD_FACE, ob, ob); |
1132 | fix_player (op); |
919 | ob->update_stats (); |
1133 | op->stats.hp = op->stats.maxhp; |
920 | ob->stats.hp = ob->stats.maxhp; |
1134 | op->stats.sp = op->stats.maxsp; |
921 | ob->stats.sp = ob->stats.maxsp; |
1135 | op->stats.grace = 0; |
922 | ob->stats.grace = 0; |
1136 | |
|
|
1137 | if (op->msg) |
|
|
1138 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1139 | |
|
|
1140 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1141 | 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 | } |
923 | } |
1192 | |
924 | |
1193 | void |
925 | void |
1194 | flee_player (object *op) |
926 | flee_player (object *op) |
1195 | { |
927 | { |
… | |
… | |
1242 | /* Cornered, get rid of scared */ |
974 | /* Cornered, get rid of scared */ |
1243 | CLEAR_FLAG (op, FLAG_SCARED); |
975 | CLEAR_FLAG (op, FLAG_SCARED); |
1244 | op->enemy = NULL; |
976 | op->enemy = NULL; |
1245 | } |
977 | } |
1246 | |
978 | |
1247 | |
|
|
1248 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
979 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1249 | * IT returns 1 if the player should keep on moving, 0 if he should |
980 | * It returns 1 if the player should keep on moving, 0 if he should |
1250 | * stop. |
981 | * stop. |
1251 | */ |
982 | */ |
1252 | int |
983 | int |
1253 | check_pick (object *op) |
984 | check_pick (object *op) |
1254 | { |
985 | { |
1255 | object *tmp, *next; |
986 | object *tmp, *next; |
1256 | int stop = 0; |
987 | int stop = 0; |
1257 | int j, k, wvratio; |
988 | int wvratio; |
1258 | char putstring[128], tmpstr[16]; |
989 | char putstring[128]; |
1259 | |
990 | |
1260 | /* if you're flying, you cna't pick up anything */ |
991 | /* if you're flying, you cna't pick up anything */ |
1261 | if (op->move_type & MOVE_FLYING) |
992 | if (op->move_type & MOVE_FLYING) |
1262 | return 1; |
993 | return 1; |
1263 | |
994 | |
1264 | next = op->below; |
995 | next = op->below; |
1265 | |
996 | |
|
|
997 | int cnt = MAX_ITEM_PER_DROP; |
|
|
998 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
999 | |
1266 | /* loop while there are items on the floor that are not marked as |
1000 | /* loop while there are items on the floor that are not marked as |
1267 | * destroyed */ |
1001 | * destroyed */ |
1268 | while (next && !next->destroyed ()) |
1002 | while (next && !next->destroyed ()) |
1269 | { |
1003 | { |
1270 | tmp = next; |
1004 | tmp = next; |
1271 | next = tmp->below; |
1005 | next = tmp->below; |
1272 | |
1006 | |
|
|
1007 | if (cnt <= 0) |
|
|
1008 | { |
|
|
1009 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
1010 | return 0; |
|
|
1011 | } |
|
|
1012 | |
1273 | if (op->destroyed ()) |
1013 | if (op->destroyed ()) |
1274 | return 0; |
1014 | return 0; |
1275 | |
1015 | |
1276 | if (!can_pick (op, tmp)) |
1016 | if (!can_pick (op, tmp)) |
1277 | continue; |
1017 | continue; |
1278 | |
1018 | |
1279 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1019 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1280 | { |
1020 | { |
1281 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1021 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1282 | pick_up (op, tmp); |
1022 | CHK_PICK_PICKUP; |
1283 | continue; |
1023 | continue; |
1284 | } |
1024 | } |
1285 | |
1025 | |
1286 | /* high not bit set? We're using the old autopickup model */ |
1026 | /* high not bit set? We're using the old autopickup model */ |
1287 | if (!(op->contr->mode & PU_NEWMODE)) |
1027 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1289 | switch (op->contr->mode) |
1029 | switch (op->contr->mode) |
1290 | { |
1030 | { |
1291 | case 0: |
1031 | case 0: |
1292 | return 1; /* don't pick up */ |
1032 | return 1; /* don't pick up */ |
1293 | case 1: |
1033 | case 1: |
1294 | pick_up (op, tmp); |
1034 | CHK_PICK_PICKUP; |
1295 | return 1; |
1035 | return 1; |
1296 | case 2: |
1036 | case 2: |
1297 | pick_up (op, tmp); |
1037 | CHK_PICK_PICKUP; |
1298 | return 0; |
1038 | return 0; |
1299 | case 3: |
1039 | case 3: |
1300 | return 0; /* stop before pickup */ |
1040 | return 0; /* stop before pickup */ |
1301 | case 4: |
1041 | case 4: |
1302 | pick_up (op, tmp); |
1042 | CHK_PICK_PICKUP; |
1303 | break; |
1043 | break; |
1304 | case 5: |
1044 | case 5: |
1305 | pick_up (op, tmp); |
1045 | CHK_PICK_PICKUP; |
1306 | stop = 1; |
1046 | stop = 1; |
1307 | break; |
1047 | break; |
1308 | case 6: |
1048 | case 6: |
1309 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1049 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1310 | pick_up (op, tmp); |
1050 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1051 | CHK_PICK_PICKUP; |
1311 | break; |
1052 | break; |
1312 | |
1053 | |
1313 | case 7: |
1054 | case 7: |
1314 | if (tmp->type == MONEY || tmp->type == GEM) |
1055 | if (tmp->type == MONEY || tmp->type == GEM) |
1315 | pick_up (op, tmp); |
1056 | CHK_PICK_PICKUP; |
1316 | break; |
1057 | break; |
1317 | |
1058 | |
1318 | default: |
1059 | default: |
1319 | /* use value density */ |
1060 | /* use value density */ |
1320 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1061 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1321 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1062 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1322 | pick_up (op, tmp); |
1063 | CHK_PICK_PICKUP; |
1323 | } |
1064 | } |
1324 | } |
1065 | } |
1325 | else |
1066 | else |
1326 | { /* old model */ |
1067 | { /* old model */ |
1327 | /* NEW pickup handling */ |
1068 | /* NEW pickup handling */ |
… | |
… | |
1331 | if (tmp->name != NULL) |
1072 | if (tmp->name != NULL) |
1332 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1073 | 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)))); |
1074 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1334 | else |
1075 | else |
1335 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1076 | 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)))); |
1077 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1078 | |
1337 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1079 | 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 | } |
1080 | } |
|
|
1081 | |
1368 | /* philosophy: |
1082 | /* philosophy: |
1369 | * It's easy to grab an item type from a pile, as long as it's |
1083 | * 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 |
1084 | * generic. This takes no game-time. For more detailed pickups |
1371 | * and selections, select-items shoul dbe used. This is a |
1085 | * and selections, select-items should be used. This is a |
1372 | * grab-as-you-run type mode that's really useful for arrows for |
1086 | * grab-as-you-run type mode that's really useful for arrows for |
1373 | * example. |
1087 | * example. |
1374 | * The drawback: right now it has no frontend, so you need to |
1088 | * 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 |
1089 | * stick the bits you want into a calculator in hex mode and then |
1376 | * convert to decimal and then 'pickup <#> |
1090 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1409 | /* all food and drink if desired */ |
1123 | /* all food and drink if desired */ |
1410 | /* question: don't pick up known-poisonous stuff? */ |
1124 | /* question: don't pick up known-poisonous stuff? */ |
1411 | if (op->contr->mode & PU_FOOD) |
1125 | if (op->contr->mode & PU_FOOD) |
1412 | if (tmp->type == FOOD) |
1126 | if (tmp->type == FOOD) |
1413 | { |
1127 | { |
1414 | pick_up (op, tmp); |
1128 | CHK_PICK_PICKUP; |
1415 | continue; |
1129 | continue; |
1416 | } |
1130 | } |
1417 | |
1131 | |
1418 | if (op->contr->mode & PU_DRINK) |
1132 | if (op->contr->mode & PU_DRINK) |
1419 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1133 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1420 | { |
1134 | { |
1421 | pick_up (op, tmp); |
1135 | CHK_PICK_PICKUP; |
1422 | continue; |
1136 | continue; |
1423 | } |
1137 | } |
1424 | |
1138 | |
1425 | if (op->contr->mode & PU_POTION) |
1139 | if (op->contr->mode & PU_POTION) |
1426 | if (tmp->type == POTION) |
1140 | if (tmp->type == POTION) |
1427 | { |
1141 | { |
1428 | pick_up (op, tmp); |
1142 | CHK_PICK_PICKUP; |
1429 | continue; |
1143 | continue; |
1430 | } |
1144 | } |
1431 | |
1145 | |
1432 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1146 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1433 | if (op->contr->mode & PU_SPELLBOOK) |
1147 | if (op->contr->mode & PU_SPELLBOOK) |
1434 | if (tmp->type == SPELLBOOK) |
1148 | if (tmp->type == SPELLBOOK) |
1435 | { |
1149 | { |
1436 | pick_up (op, tmp); |
1150 | CHK_PICK_PICKUP; |
1437 | continue; |
1151 | continue; |
1438 | } |
1152 | } |
1439 | |
1153 | |
1440 | if (op->contr->mode & PU_SKILLSCROLL) |
1154 | if (op->contr->mode & PU_SKILLSCROLL) |
1441 | if (tmp->type == SKILLSCROLL) |
1155 | if (tmp->type == SKILLSCROLL) |
1442 | { |
1156 | { |
1443 | pick_up (op, tmp); |
1157 | CHK_PICK_PICKUP; |
1444 | continue; |
1158 | continue; |
1445 | } |
1159 | } |
1446 | |
1160 | |
1447 | if (op->contr->mode & PU_READABLES) |
1161 | if (op->contr->mode & PU_READABLES) |
1448 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1162 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1449 | { |
1163 | { |
1450 | pick_up (op, tmp); |
1164 | CHK_PICK_PICKUP; |
1451 | continue; |
1165 | continue; |
1452 | } |
1166 | } |
1453 | |
1167 | |
1454 | /* wands/staves/rods/horns */ |
1168 | /* wands/staves/rods/horns */ |
1455 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1169 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1456 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1170 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1457 | { |
1171 | { |
1458 | pick_up (op, tmp); |
1172 | CHK_PICK_PICKUP; |
1459 | continue; |
1173 | continue; |
1460 | } |
1174 | } |
1461 | |
1175 | |
1462 | /* pick up all magical items */ |
1176 | /* pick up all magical items */ |
1463 | if (op->contr->mode & PU_MAGICAL) |
1177 | if (op->contr->mode & PU_MAGICAL) |
1464 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1178 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1465 | { |
1179 | { |
1466 | pick_up (op, tmp); |
1180 | CHK_PICK_PICKUP; |
1467 | continue; |
1181 | continue; |
1468 | } |
1182 | } |
1469 | |
1183 | |
1470 | if (op->contr->mode & PU_VALUABLES) |
1184 | if (op->contr->mode & PU_VALUABLES) |
1471 | { |
1185 | { |
1472 | if (tmp->type == MONEY || tmp->type == GEM) |
1186 | if (tmp->type == MONEY || tmp->type == GEM) |
1473 | { |
1187 | { |
1474 | pick_up (op, tmp); |
1188 | CHK_PICK_PICKUP; |
1475 | continue; |
1189 | continue; |
1476 | } |
1190 | } |
1477 | } |
1191 | } |
1478 | |
1192 | |
1479 | /* rings & amulets - talismans seems to be typed AMULET */ |
1193 | /* rings & amulets - talismans seems to be typed AMULET */ |
1480 | if (op->contr->mode & PU_JEWELS) |
1194 | if (op->contr->mode & PU_JEWELS) |
1481 | if (tmp->type == RING || tmp->type == AMULET) |
1195 | if (tmp->type == RING || tmp->type == AMULET) |
1482 | { |
1196 | { |
1483 | pick_up (op, tmp); |
1197 | CHK_PICK_PICKUP; |
1484 | continue; |
1198 | continue; |
1485 | } |
1199 | } |
1486 | |
1200 | |
1487 | /* we don't forget dragon food */ |
1201 | /* we don't forget dragon food */ |
1488 | if (op->contr->mode & PU_FLESH) |
1202 | if (op->contr->mode & PU_FLESH) |
1489 | if (tmp->type == FLESH) |
1203 | if (tmp->type == FLESH) |
1490 | { |
1204 | { |
1491 | pick_up (op, tmp); |
1205 | CHK_PICK_PICKUP; |
1492 | continue; |
1206 | continue; |
1493 | } |
1207 | } |
1494 | |
1208 | |
1495 | /* bows and arrows. Bows are good for selling! */ |
1209 | /* bows and arrows. Bows are good for selling! */ |
1496 | if (op->contr->mode & PU_BOW) |
1210 | if (op->contr->mode & PU_BOW) |
1497 | if (tmp->type == BOW) |
1211 | if (tmp->type == BOW) |
1498 | { |
1212 | { |
1499 | pick_up (op, tmp); |
1213 | CHK_PICK_PICKUP; |
1500 | continue; |
1214 | continue; |
1501 | } |
1215 | } |
1502 | |
1216 | |
1503 | if (op->contr->mode & PU_ARROW) |
1217 | if (op->contr->mode & PU_ARROW) |
1504 | if (tmp->type == ARROW) |
1218 | if (tmp->type == ARROW) |
1505 | { |
1219 | { |
1506 | pick_up (op, tmp); |
1220 | CHK_PICK_PICKUP; |
1507 | continue; |
1221 | continue; |
1508 | } |
1222 | } |
1509 | |
1223 | |
1510 | /* all kinds of armor etc. */ |
1224 | /* all kinds of armor etc. */ |
1511 | if (op->contr->mode & PU_ARMOUR) |
1225 | if (op->contr->mode & PU_ARMOUR) |
1512 | if (tmp->type == ARMOUR) |
1226 | if (tmp->type == ARMOUR) |
1513 | { |
1227 | { |
1514 | pick_up (op, tmp); |
1228 | CHK_PICK_PICKUP; |
1515 | continue; |
1229 | continue; |
1516 | } |
1230 | } |
1517 | |
1231 | |
1518 | if (op->contr->mode & PU_HELMET) |
1232 | if (op->contr->mode & PU_HELMET) |
1519 | if (tmp->type == HELMET) |
1233 | if (tmp->type == HELMET) |
1520 | { |
1234 | { |
1521 | pick_up (op, tmp); |
1235 | CHK_PICK_PICKUP; |
1522 | continue; |
1236 | continue; |
1523 | } |
1237 | } |
1524 | |
1238 | |
1525 | if (op->contr->mode & PU_SHIELD) |
1239 | if (op->contr->mode & PU_SHIELD) |
1526 | if (tmp->type == SHIELD) |
1240 | if (tmp->type == SHIELD) |
1527 | { |
1241 | { |
1528 | pick_up (op, tmp); |
1242 | CHK_PICK_PICKUP; |
1529 | continue; |
1243 | continue; |
1530 | } |
1244 | } |
1531 | |
1245 | |
1532 | if (op->contr->mode & PU_BOOTS) |
1246 | if (op->contr->mode & PU_BOOTS) |
1533 | if (tmp->type == BOOTS) |
1247 | if (tmp->type == BOOTS) |
1534 | { |
1248 | { |
1535 | pick_up (op, tmp); |
1249 | CHK_PICK_PICKUP; |
1536 | continue; |
1250 | continue; |
1537 | } |
1251 | } |
1538 | |
1252 | |
1539 | if (op->contr->mode & PU_GLOVES) |
1253 | if (op->contr->mode & PU_GLOVES) |
1540 | if (tmp->type == GLOVES) |
1254 | if (tmp->type == GLOVES) |
1541 | { |
1255 | { |
1542 | pick_up (op, tmp); |
1256 | CHK_PICK_PICKUP; |
1543 | continue; |
1257 | continue; |
1544 | } |
1258 | } |
1545 | |
1259 | |
1546 | if (op->contr->mode & PU_CLOAK) |
1260 | if (op->contr->mode & PU_CLOAK) |
1547 | if (tmp->type == CLOAK) |
1261 | if (tmp->type == CLOAK) |
1548 | { |
1262 | { |
1549 | pick_up (op, tmp); |
1263 | CHK_PICK_PICKUP; |
1550 | continue; |
1264 | continue; |
1551 | } |
1265 | } |
1552 | |
1266 | |
1553 | /* hoping to catch throwing daggers here */ |
1267 | /* hoping to catch throwing daggers here */ |
1554 | if (op->contr->mode & PU_MISSILEWEAPON) |
1268 | if (op->contr->mode & PU_MISSILEWEAPON) |
1555 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1269 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1556 | { |
1270 | { |
1557 | pick_up (op, tmp); |
1271 | CHK_PICK_PICKUP; |
1558 | continue; |
1272 | continue; |
1559 | } |
1273 | } |
1560 | |
1274 | |
1561 | /* careful: chairs and tables are weapons! */ |
1275 | /* careful: chairs and tables are weapons! */ |
1562 | if (op->contr->mode & PU_ALLWEAPON) |
1276 | if (op->contr->mode & PU_ALLWEAPON) |
1563 | { |
1277 | { |
1564 | if (tmp->type == WEAPON && tmp->name != NULL) |
1278 | if (tmp->type == WEAPON && tmp->name != NULL) |
1565 | { |
1279 | { |
1566 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1280 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1567 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1281 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1568 | { |
1282 | { |
1569 | pick_up (op, tmp); |
1283 | CHK_PICK_PICKUP; |
1570 | continue; |
1284 | continue; |
1571 | } |
1285 | } |
1572 | } |
1286 | } |
1573 | |
1287 | |
1574 | if (tmp->type == WEAPON && tmp->name == NULL) |
1288 | if (tmp->type == WEAPON && tmp->name == NULL) |
1575 | { |
1289 | { |
1576 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1290 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1577 | { |
1291 | { |
1578 | pick_up (op, tmp); |
1292 | CHK_PICK_PICKUP; |
1579 | continue; |
1293 | continue; |
1580 | } |
1294 | } |
1581 | } |
1295 | } |
1582 | } |
1296 | } |
1583 | |
1297 | |
1584 | /* misc stuff that's useful */ |
1298 | /* misc stuff that's useful */ |
1585 | if (op->contr->mode & PU_KEY) |
1299 | if (op->contr->mode & PU_KEY) |
1586 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1300 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1587 | { |
1301 | { |
1588 | pick_up (op, tmp); |
1302 | CHK_PICK_PICKUP; |
1589 | continue; |
1303 | continue; |
1590 | } |
1304 | } |
1591 | |
1305 | |
1592 | /* any of the last 4 bits set means we use the ratio for value |
1306 | /* any of the last 4 bits set means we use the ratio for value |
1593 | * pickups */ |
1307 | * pickups */ |
… | |
… | |
1598 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1312 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1599 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1313 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1600 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1314 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1601 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1315 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1602 | { |
1316 | { |
1603 | pick_up (op, tmp); |
1317 | CHK_PICK_PICKUP; |
1604 | #if 0 |
1318 | #if 0 |
1605 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1319 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1606 | if (tmp->name != NULL) |
1320 | if (tmp->name != NULL) |
1607 | { |
1321 | { |
1608 | fprintf (stderr, "%s", tmp->name); |
1322 | fprintf (stderr, "%s", tmp->name); |
1609 | } |
1323 | } |
1610 | else |
1324 | else |
1611 | fprintf (stderr, "%s", tmp->arch->name); |
1325 | fprintf (stderr, "%s", tmp->arch->archname); |
1612 | fprintf (stderr, ",%d] = ", tmp->type); |
1326 | fprintf (stderr, ",%d] = ", tmp->type); |
1613 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1327 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1614 | #endif |
1328 | #endif |
1615 | continue; |
1329 | continue; |
1616 | } |
1330 | } |
… | |
… | |
1627 | * found object is returned. |
1341 | * found object is returned. |
1628 | */ |
1342 | */ |
1629 | object * |
1343 | object * |
1630 | find_arrow (object *op, const char *type) |
1344 | find_arrow (object *op, const char *type) |
1631 | { |
1345 | { |
1632 | object *tmp = NULL; |
|
|
1633 | |
|
|
1634 | for (op = op->inv; op; op = op->below) |
1346 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1635 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1636 | tmp = find_arrow (op, type); |
|
|
1637 | else if (op->type == ARROW && op->race == type) |
1347 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1348 | return splay (tmp); |
|
|
1349 | |
|
|
1350 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1351 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1352 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1353 | { |
|
|
1354 | splay (tmp); |
1638 | return op; |
1355 | return arrow; |
|
|
1356 | } |
|
|
1357 | |
1639 | return tmp; |
1358 | return 0; |
1640 | } |
1359 | } |
1641 | |
1360 | |
1642 | /* |
1361 | /* |
1643 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1362 | * 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 |
1363 | * 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 |
1364 | * 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. |
1365 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1647 | */ |
1366 | */ |
1648 | |
|
|
1649 | object * |
1367 | object * |
1650 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1368 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1651 | { |
1369 | { |
1652 | object *tmp = NULL, *arrow, *ntmp; |
1370 | object *tmp = NULL, *arrow, *ntmp; |
1653 | int attacknum, attacktype, betterby = 0, i; |
1371 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1668 | } |
1386 | } |
1669 | } |
1387 | } |
1670 | else if (arrow->type == ARROW && arrow->race == type) |
1388 | else if (arrow->type == ARROW && arrow->race == type) |
1671 | { |
1389 | { |
1672 | /* allways prefer assasination/slaying */ |
1390 | /* allways prefer assasination/slaying */ |
1673 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1391 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1674 | { |
1392 | { |
1675 | if (arrow->attacktype & AT_DEATH) |
1393 | if (arrow->attacktype & AT_DEATH) |
1676 | { |
1394 | { |
1677 | *better = 100; |
1395 | *better = 100; |
1678 | return arrow; |
1396 | return arrow; |
… | |
… | |
1686 | else |
1404 | else |
1687 | { |
1405 | { |
1688 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1406 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1689 | { |
1407 | { |
1690 | attacktype = 1 << attacknum; |
1408 | attacktype = 1 << attacknum; |
1691 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1409 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1692 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1410 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1693 | { |
1411 | { |
1694 | tmp = arrow; |
1412 | tmp = arrow; |
1695 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1413 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1696 | } |
1414 | } |
1697 | } |
1415 | } |
1698 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1416 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1699 | { |
1417 | { |
1700 | tmp = arrow; |
1418 | tmp = arrow; |
… | |
… | |
1706 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1424 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1707 | } |
1425 | } |
1708 | } |
1426 | } |
1709 | } |
1427 | } |
1710 | } |
1428 | } |
|
|
1429 | |
1711 | if (tmp == NULL && arrow == NULL) |
1430 | if (tmp == NULL && arrow == NULL) |
1712 | return find_arrow (op, type); |
1431 | return find_arrow (op, type); |
1713 | |
1432 | |
1714 | *better = betterby; |
1433 | *better = betterby; |
1715 | return tmp; |
1434 | return tmp; |
… | |
… | |
1719 | * find_better_arrow to find a decent arrow to use. |
1438 | * find_better_arrow to find a decent arrow to use. |
1720 | * op = the shooter |
1439 | * op = the shooter |
1721 | * type = bow->race |
1440 | * type = bow->race |
1722 | * dir = fire direction |
1441 | * dir = fire direction |
1723 | */ |
1442 | */ |
1724 | |
|
|
1725 | object * |
1443 | object * |
1726 | pick_arrow_target (object *op, const char *type, int dir) |
1444 | pick_arrow_target (object *op, const char *type, int dir) |
1727 | { |
1445 | { |
1728 | object *tmp = NULL; |
1446 | object *tmp = NULL; |
1729 | maptile *m; |
1447 | maptile *m; |
… | |
… | |
1794 | */ |
1512 | */ |
1795 | int |
1513 | int |
1796 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1514 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1797 | { |
1515 | { |
1798 | object *left, *bow; |
1516 | object *left, *bow; |
1799 | int bowspeed, mflags; |
1517 | int mflags; |
1800 | maptile *m; |
1518 | maptile *m; |
1801 | |
1519 | |
1802 | if (!dir) |
1520 | if (!dir) |
1803 | { |
1521 | { |
1804 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1522 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1805 | return 0; |
1523 | return 0; |
1806 | } |
1524 | } |
1807 | |
1525 | |
1808 | if (op->type == PLAYER) |
1526 | if (op->contr) |
1809 | bow = op->contr->ranges[range_bow]; |
1527 | bow = op->current_weapon; |
1810 | else |
1528 | else |
1811 | { |
1529 | { |
1812 | for (bow = op->inv; bow; bow = bow->below) |
1530 | for (bow = op->inv; bow; bow = bow->below) |
1813 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1531 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1814 | * don't need to switch back and forth between bows and weapons. |
1532 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1819 | if (!bow) |
1537 | if (!bow) |
1820 | { |
1538 | { |
1821 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1539 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1822 | return 0; |
1540 | return 0; |
1823 | } |
1541 | } |
|
|
1542 | |
|
|
1543 | // optimisation: move object to top so we will find it quickly again |
|
|
1544 | if (bow->below) |
|
|
1545 | { |
|
|
1546 | bow->remove (); |
|
|
1547 | op->insert (bow); |
|
|
1548 | } |
|
|
1549 | |
1824 | } |
1550 | } |
1825 | |
1551 | |
1826 | if (!bow->race || !bow->skill) |
1552 | if (!bow->race || !bow->skill) |
1827 | { |
1553 | { |
1828 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1554 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1829 | return 0; |
1555 | return 0; |
1830 | } |
1556 | } |
1831 | |
|
|
1832 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1833 | |
|
|
1834 | /* penalize ROF for bestarrow */ |
|
|
1835 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1836 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1837 | |
|
|
1838 | if (bowspeed < 1) |
|
|
1839 | bowspeed = 1; |
|
|
1840 | |
1557 | |
1841 | if (arrow == NULL) |
1558 | if (arrow == NULL) |
1842 | { |
1559 | { |
1843 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1560 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1844 | { |
1561 | { |
1845 | if (op->type == PLAYER) |
1562 | if (op->type == PLAYER) |
1846 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1563 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1847 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1564 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1848 | else |
1565 | else |
1849 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1566 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1567 | |
1850 | return 0; |
1568 | return 0; |
1851 | } |
1569 | } |
1852 | } |
1570 | } |
1853 | |
1571 | |
1854 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1572 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1867 | arrow->destroy (); |
1585 | arrow->destroy (); |
1868 | return 0; |
1586 | return 0; |
1869 | } |
1587 | } |
1870 | |
1588 | |
1871 | left = arrow; /* these are arrows left to the player */ |
1589 | left = arrow; /* these are arrows left to the player */ |
1872 | arrow = get_split_ob (arrow, 1); |
1590 | arrow = arrow->split (); |
1873 | if (!arrow) |
1591 | if (!arrow) |
1874 | { |
1592 | { |
1875 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1876 | return 0; |
1594 | return 0; |
1877 | } |
1595 | } |
1878 | |
1596 | |
1879 | arrow->set_owner (op); |
1597 | arrow->set_owner (op); |
1880 | arrow->skill = bow->skill; |
1598 | arrow->skill = bow->skill; |
1881 | |
|
|
1882 | arrow->direction = dir; |
1599 | arrow->direction = dir; |
1883 | arrow->x = sx; |
1600 | |
1884 | arrow->y = sy; |
1601 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1602 | arrow->stats.hp = arrow->stats.dam; |
|
|
1603 | arrow->stats.grace = arrow->attacktype; |
|
|
1604 | |
|
|
1605 | if (arrow->slaying) |
|
|
1606 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1607 | |
|
|
1608 | #if 0 |
|
|
1609 | if (player *pl = op->contr) |
|
|
1610 | { |
|
|
1611 | float speed = pl->weapon_sp; |
|
|
1612 | |
|
|
1613 | /* penalize ROF for bestarrow */ |
|
|
1614 | if (pl->bowtype == bow_bestarrow) |
|
|
1615 | speed *= .9f; |
|
|
1616 | else |
|
|
1617 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1618 | |
|
|
1619 | op->speed_left += speed - op->speed; |
|
|
1620 | } |
|
|
1621 | #endif |
|
|
1622 | |
|
|
1623 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1624 | |
|
|
1625 | /* update the speed */ |
|
|
1626 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1627 | + bow->stats.dam / 7.f; |
|
|
1628 | |
|
|
1629 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1630 | arrow->speed_left = 0; |
|
|
1631 | |
|
|
1632 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
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; |
|
|
1889 | fix_player (op); |
|
|
1890 | } |
|
|
1891 | |
|
|
1892 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1893 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1894 | arrow->stats.hp = arrow->stats.dam; |
|
|
1895 | arrow->stats.grace = arrow->attacktype; |
|
|
1896 | if (arrow->slaying != NULL) |
|
|
1897 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1898 | |
|
|
1899 | /* Note that this was different for monsters - they got their level |
|
|
1900 | * added to the damage. I think the strength bonus is more proper. |
|
|
1901 | */ |
|
|
1902 | |
|
|
1903 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1904 | |
|
|
1905 | /* update the speed */ |
|
|
1906 | 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; |
|
|
1908 | |
|
|
1909 | if (arrow->speed < 1.0) |
|
|
1910 | arrow->speed = 1.0; |
|
|
1911 | update_ob_speed (arrow); |
|
|
1912 | arrow->speed_left = 0; |
|
|
1913 | |
|
|
1914 | if (op->type == PLAYER) |
|
|
1915 | { |
|
|
1916 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1917 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1918 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1919 | |
|
|
1920 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1636 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1637 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1638 | |
|
|
1639 | if (!arrow->slaying) |
|
|
1640 | arrow->slaying = op->slaying; |
|
|
1641 | |
|
|
1642 | arrow->attacktype |= op->attacktype; |
1921 | } |
1643 | } |
1922 | else |
1644 | else |
1923 | { |
1645 | { |
1924 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1925 | arrow->level = op->level; |
1646 | arrow->level = op->level; |
1926 | } |
1647 | arrow->stats.wc -= bow->magic; |
1927 | |
1648 | |
1928 | if (arrow->attacktype == AT_PHYSICAL) |
1649 | if (!arrow->slaying) |
|
|
1650 | arrow->slaying = bow->slaying; |
|
|
1651 | |
1929 | arrow->attacktype |= bow->attacktype; |
1652 | arrow->attacktype |= bow->attacktype; |
|
|
1653 | } |
1930 | |
1654 | |
1931 | if (bow->slaying) |
1655 | wc -= arrow->level; |
1932 | arrow->slaying = bow->slaying; |
1656 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1933 | |
1657 | |
1934 | arrow->map = m; |
1658 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1935 | arrow->move_type = MOVE_FLY_LOW; |
1659 | arrow->move_type = MOVE_FLY_LOW; |
1936 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1660 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1937 | |
1661 | |
1938 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1662 | op->play_sound (sound_find ("fire_arrow")); |
1939 | insert_ob_in_map (arrow, m, op, 0); |
1663 | m->insert (arrow, sx, sy, op); |
1940 | |
1664 | |
1941 | if (!arrow->destroyed ()) |
1665 | if (!arrow->destroyed ()) |
1942 | move_arrow (arrow); |
1666 | move_arrow (arrow); |
1943 | |
|
|
1944 | if (op->type == PLAYER) |
|
|
1945 | { |
|
|
1946 | if (left->destroyed ()) |
|
|
1947 | esrv_del_item (op->contr, left->count); |
|
|
1948 | else |
|
|
1949 | esrv_send_item (op, left); |
|
|
1950 | } |
|
|
1951 | |
1667 | |
1952 | return 1; |
1668 | return 1; |
1953 | } |
1669 | } |
1954 | |
1670 | |
1955 | /* Special fire code for players - this takes into |
1671 | /* Special fire code for players - this takes into |
… | |
… | |
1964 | { |
1680 | { |
1965 | int ret = 0, wcmod = 0; |
1681 | int ret = 0, wcmod = 0; |
1966 | |
1682 | |
1967 | if (op->contr->bowtype == bow_bestarrow) |
1683 | if (op->contr->bowtype == bow_bestarrow) |
1968 | { |
1684 | { |
1969 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1685 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1970 | } |
1686 | } |
1971 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1687 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1972 | { |
1688 | { |
1973 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1689 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1974 | wcmod = -1; |
1690 | wcmod = -1; |
|
|
1691 | |
1975 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1692 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1976 | } |
1693 | } |
1977 | else if (op->contr->bowtype == bow_threewide) |
1694 | else if (op->contr->bowtype == bow_threewide) |
1978 | { |
1695 | { |
1979 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1696 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
1983 | else if (op->contr->bowtype == bow_spreadshot) |
1700 | else if (op->contr->bowtype == bow_spreadshot) |
1984 | { |
1701 | { |
1985 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1702 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1986 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1703 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1987 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1704 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1988 | |
|
|
1989 | } |
1705 | } |
1990 | else |
1706 | else |
1991 | { |
1707 | { |
1992 | /* Simple case */ |
1708 | /* Simple case */ |
1993 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1709 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1994 | } |
1710 | } |
|
|
1711 | |
1995 | return ret; |
1712 | return ret; |
1996 | } |
1713 | } |
1997 | |
|
|
1998 | |
1714 | |
1999 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1715 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
2000 | * Broken apart from 'fire' to keep it more readable. |
1716 | * Broken apart from 'fire' to keep it more readable. |
2001 | */ |
1717 | */ |
2002 | void |
1718 | void |
2003 | fire_misc_object (object *op, int dir) |
1719 | fire_misc_object (object *op, int dir) |
2004 | { |
1720 | { |
2005 | object *item; |
1721 | object *item = op->contr->ranged_ob; |
2006 | |
1722 | |
2007 | if (!op->contr->ranges[range_misc]) |
1723 | if (!item) |
2008 | { |
1724 | { |
2009 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1725 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
2010 | return; |
1726 | return; |
2011 | } |
1727 | } |
2012 | |
1728 | |
2013 | item = op->contr->ranges[range_misc]; |
|
|
2014 | if (!item->inv) |
1729 | if (!item->inv) |
2015 | { |
1730 | { |
2016 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1731 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2017 | return; |
1732 | return; |
2018 | } |
1733 | } |
|
|
1734 | |
|
|
1735 | if (!op->change_weapon (item)) |
|
|
1736 | return; |
|
|
1737 | |
2019 | if (item->type == WAND) |
1738 | if (item->type == WAND) |
2020 | { |
1739 | { |
2021 | if (item->stats.food <= 0) |
1740 | if (item->stats.food <= 0) |
2022 | { |
1741 | { |
2023 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1742 | op->contr->play_sound (sound_find ("wand_poof")); |
2024 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1743 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1744 | |
2025 | return; |
1745 | return; |
2026 | } |
1746 | } |
2027 | } |
1747 | } |
2028 | else if (item->type == ROD || item->type == HORN) |
1748 | else if (item->type == ROD || item->type == HORN) |
2029 | { |
1749 | { |
2030 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1750 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1751 | |
|
|
1752 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1753 | // for a rod or horn, this fixes some broken rods. |
|
|
1754 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
2031 | { |
1755 | { |
2032 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1756 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1757 | |
2033 | if (item->type == ROD) |
1758 | if (item->type == ROD) |
2034 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1759 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2035 | else |
1760 | else |
2036 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1761 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1762 | |
2037 | return; |
1763 | return; |
2038 | } |
1764 | } |
2039 | } |
1765 | } |
2040 | |
1766 | |
2041 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1767 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
2048 | object *tmp; |
1774 | object *tmp; |
2049 | |
1775 | |
2050 | if (item->arch) |
1776 | if (item->arch) |
2051 | { |
1777 | { |
2052 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1778 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2053 | item->face = item->arch->clone.face; |
1779 | item->face = item->arch->face; |
2054 | item->speed = 0; |
1780 | item->set_speed (0); |
2055 | update_ob_speed (item); |
|
|
2056 | } |
1781 | } |
2057 | if ((tmp = item->in_player ())) |
1782 | |
|
|
1783 | if (object *pl = item->visible_to ()) |
2058 | esrv_update_item (UPD_ANIM, tmp, item); |
1784 | esrv_update_item (UPD_ANIM, pl, item); |
2059 | } |
1785 | } |
2060 | } |
1786 | } |
2061 | else if (item->type == ROD || item->type == HORN) |
1787 | else if (item->type == ROD || item->type == HORN) |
2062 | { |
|
|
2063 | drain_rod_charge (item); |
1788 | drain_rod_charge (item); |
2064 | } |
|
|
2065 | } |
1789 | } |
2066 | } |
1790 | } |
2067 | |
1791 | |
2068 | /* Received a fire command for the player - go and do it. |
1792 | /* Received a fire command for the player - go and do it. |
2069 | */ |
1793 | */ |
2070 | void |
1794 | bool |
2071 | fire (object *op, int dir) |
1795 | fire (object *op, int dir) |
2072 | { |
1796 | { |
2073 | int spellcost = 0; |
1797 | int spellcost = 0; |
2074 | |
1798 | |
2075 | /* check for loss of invisiblity/hide */ |
1799 | /* check for loss of invisiblity/hide */ |
2076 | if (action_makes_visible (op)) |
1800 | if (action_makes_visible (op)) |
2077 | make_visible (op); |
1801 | make_visible (op); |
2078 | |
1802 | |
2079 | switch (op->contr->shoottype) |
1803 | player *pl = op->contr; |
|
|
1804 | |
|
|
1805 | if (pl->golem) |
|
|
1806 | { |
|
|
1807 | control_golem (op->contr->golem, dir); |
|
|
1808 | return false; |
2080 | { |
1809 | } |
2081 | case range_none: |
|
|
2082 | return; |
|
|
2083 | |
1810 | |
2084 | case range_bow: |
1811 | object *ob = pl->ranged_ob; |
|
|
1812 | |
|
|
1813 | if (!ob) |
|
|
1814 | return false; |
|
|
1815 | |
|
|
1816 | if (!op->change_weapon (ob)) |
|
|
1817 | return false; |
|
|
1818 | |
|
|
1819 | if (op->speed_left > 0.f) |
|
|
1820 | --op->speed_left; |
|
|
1821 | else |
|
|
1822 | return false; |
|
|
1823 | |
|
|
1824 | switch (ob->type) |
|
|
1825 | { |
|
|
1826 | case BOW: |
2085 | player_fire_bow (op, dir); |
1827 | player_fire_bow (op, dir); |
2086 | return; |
1828 | break; |
2087 | |
1829 | |
2088 | case range_magic: /* Casting spells */ |
1830 | case SPELL: |
2089 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1831 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
2090 | return; |
1832 | break; |
2091 | |
1833 | |
2092 | case range_misc: |
1834 | case BUILDER: |
|
|
1835 | apply_map_builder (op, dir); |
|
|
1836 | break; |
|
|
1837 | |
|
|
1838 | case SKILL: |
|
|
1839 | do_skill (op, op, ob, dir, 0); |
|
|
1840 | break; |
|
|
1841 | |
|
|
1842 | default: |
2093 | fire_misc_object (op, dir); |
1843 | fire_misc_object (op, dir); |
2094 | return; |
1844 | break; |
2095 | |
|
|
2096 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2097 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2098 | { |
|
|
2099 | op->contr->ranges[range_golem] = 0; |
|
|
2100 | op->contr->shoottype = range_none; |
|
|
2101 | } |
|
|
2102 | else |
|
|
2103 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2104 | return; |
|
|
2105 | |
|
|
2106 | case range_skill: |
|
|
2107 | if (!op->chosen_skill) |
|
|
2108 | { |
|
|
2109 | if (op->type == PLAYER) |
|
|
2110 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2111 | return; |
|
|
2112 | } |
|
|
2113 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2114 | return; |
|
|
2115 | case range_builder: |
|
|
2116 | apply_map_builder (op, dir); |
|
|
2117 | return; |
|
|
2118 | default: |
|
|
2119 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
2120 | return; |
|
|
2121 | } |
1845 | } |
2122 | } |
|
|
2123 | |
1846 | |
2124 | |
1847 | return true; |
|
|
1848 | } |
2125 | |
1849 | |
2126 | /* find_key |
1850 | /* find_key |
2127 | * We try to find a key for the door as passed. If we find a key |
1851 | * 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 |
1852 | * and successfully use it, we return the key, otherwise NULL |
2129 | * This function merges both normal and locked door, since the logic |
1853 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2131 | * pl is the player, |
1855 | * pl is the player, |
2132 | * inv is the objects inventory to searched |
1856 | * inv is the objects inventory to searched |
2133 | * door is the door we are trying to match against. |
1857 | * door is the door we are trying to match against. |
2134 | * This function can be called recursively to search containers. |
1858 | * This function can be called recursively to search containers. |
2135 | */ |
1859 | */ |
2136 | |
|
|
2137 | object * |
1860 | object * |
2138 | find_key (object *pl, object *container, object *door) |
1861 | find_key (object *pl, object *container, object *door) |
2139 | { |
1862 | { |
2140 | object *tmp, *key; |
1863 | object *tmp, *key; |
2141 | |
1864 | |
2142 | /* Should not happen, but sanity checking is never bad */ |
1865 | /* Should not happen, but sanity checking is never bad */ |
2143 | if (container->inv == NULL) |
1866 | if (!container->inv) |
2144 | return NULL; |
1867 | return 0; |
2145 | |
1868 | |
2146 | /* First, lets try to find a key in the top level inventory */ |
1869 | /* First, lets try to find a key in the top level inventory */ |
2147 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1870 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2148 | { |
1871 | { |
2149 | if (door->type == DOOR && tmp->type == KEY) |
1872 | if (door->type == DOOR && tmp->type == KEY) |
2150 | break; |
1873 | break; |
2151 | /* For sanity, we should really check door type, but other stuff |
1874 | /* For sanity, we should really check door type, but other stuff |
2152 | * (like containers) can be locked with special keys |
1875 | * (like containers) can be locked with special keys |
2153 | */ |
1876 | */ |
2154 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1877 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2155 | break; |
1878 | break; |
2156 | } |
1879 | } |
|
|
1880 | |
2157 | /* No key found - lets search inventories now */ |
1881 | /* No key found - lets search inventories now */ |
2158 | /* If we find and use a key in an inventory, return at that time. |
1882 | /* 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 |
1883 | * otherwise, if we search all the inventories and still don't find |
2160 | * a key, return |
1884 | * a key, return |
2161 | */ |
1885 | */ |
2162 | if (!tmp) |
1886 | if (!tmp) |
2163 | { |
1887 | { |
2164 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1888 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2165 | { |
1889 | { |
2166 | /* No reason to search empty containers */ |
1890 | /* No reason to search empty containers */ |
2167 | if (tmp->type == CONTAINER && tmp->inv) |
1891 | if (tmp->type == CONTAINER && tmp->inv) |
2168 | { |
1892 | { |
2169 | if ((key = find_key (pl, tmp, door)) != NULL) |
1893 | if ((key = find_key (pl, tmp, door))) |
2170 | return key; |
1894 | return key; |
2171 | } |
1895 | } |
2172 | } |
1896 | } |
|
|
1897 | |
2173 | if (!tmp) |
1898 | if (!tmp) |
2174 | return NULL; |
1899 | return NULL; |
2175 | } |
1900 | } |
|
|
1901 | |
2176 | /* We get down here if we have found a key. Now if its in a container, |
1902 | /* 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 |
1903 | * see if we actually want to use it |
2178 | */ |
1904 | */ |
2179 | if (pl != container) |
1905 | if (pl != container) |
2180 | { |
1906 | { |
… | |
… | |
2201 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1927 | 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)); |
1928 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2203 | return NULL; |
1929 | return NULL; |
2204 | } |
1930 | } |
2205 | } |
1931 | } |
|
|
1932 | |
2206 | return tmp; |
1933 | return tmp; |
2207 | } |
1934 | } |
2208 | |
1935 | |
2209 | /* moved door processing out of move_player_attack. |
1936 | /* moved door processing out of move_player_attack. |
2210 | * returns 1 if player has opened the door with a key |
1937 | * returns 1 if player has opened the door with a key |
… | |
… | |
2212 | * 0 otherwise |
1939 | * 0 otherwise |
2213 | */ |
1940 | */ |
2214 | static int |
1941 | static int |
2215 | player_attack_door (object *op, object *door) |
1942 | player_attack_door (object *op, object *door) |
2216 | { |
1943 | { |
2217 | /* If its a door, try to find a use a key. If we do destroy the door, |
1944 | /* If its a door, try to find a key. If we do destroy the door, |
2218 | * might as well return immediately as there is nothing more to do - |
1945 | * might as well return immediately as there is nothing more to do - |
2219 | * otherwise, we fall through to the rest of the code. |
1946 | * otherwise, we fall through to the rest of the code. |
2220 | */ |
1947 | */ |
2221 | object *key = find_key (op, op, door); |
1948 | object *key = find_key (op, op, door); |
2222 | |
1949 | |
2223 | /* IF we found a key, do some extra work */ |
1950 | /* If we found a key, do some extra work */ |
2224 | if (key) |
1951 | if (key) |
2225 | { |
1952 | { |
2226 | object *container = key->env; |
1953 | object *container = key->env; |
2227 | |
1954 | |
2228 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2229 | if (action_makes_visible (op)) |
1955 | if (action_makes_visible (op)) |
2230 | make_visible (op); |
1956 | make_visible (op); |
|
|
1957 | |
2231 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1958 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2232 | spring_trap (door->inv, op); |
1959 | spring_trap (door->inv, op); |
|
|
1960 | |
2233 | if (door->type == DOOR) |
1961 | if (door->type == DOOR) |
2234 | { |
|
|
2235 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1962 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2236 | } |
|
|
2237 | else if (door->type == LOCKED_DOOR) |
1963 | else if (door->type == LOCKED_DOOR) |
2238 | { |
1964 | { |
2239 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1965 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2240 | remove_door2 (door); /* remove door without violence ;-) */ |
1966 | remove_door2 (door); /* remove door without violence ;-) */ |
2241 | } |
1967 | } |
|
|
1968 | |
2242 | /* Do this after we print the message */ |
1969 | /* Do this after we print the message */ |
2243 | decrease_ob (key); /* Use up one of the keys */ |
1970 | key->decrease (); /* Use up one of the keys */ |
2244 | /* Need to update the weight the container the key was in */ |
1971 | |
2245 | if (container != op) |
|
|
2246 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2247 | return 1; /* Nothing more to do below */ |
1972 | return 1; /* Nothing more to do below */ |
2248 | } |
1973 | } |
2249 | else if (door->type == LOCKED_DOOR) |
1974 | else if (door->type == LOCKED_DOOR) |
2250 | { |
1975 | { |
2251 | /* Might as well return now - no other way to open this */ |
1976 | /* Might as well return now - no other way to open this */ |
2252 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1977 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2253 | return 1; |
1978 | return 1; |
2254 | } |
1979 | } |
|
|
1980 | |
2255 | return 0; |
1981 | return 0; |
2256 | } |
1982 | } |
2257 | |
1983 | |
2258 | /* This function is just part of a breakup from move_player. |
1984 | /* This function is just part of a breakup from move_player. |
2259 | * It should keep the code cleaner. |
1985 | * It should keep the code cleaner. |
2260 | * When this is called, the players direction has been updated |
1986 | * When this is called, the players direction has been updated |
2261 | * (taking into account confusion.) The player is also actually |
1987 | * (taking into account confusion.) The player is also actually |
2262 | * going to try and move (not fire weapons). |
1988 | * going to try and move (not fire weapons). |
2263 | */ |
1989 | */ |
2264 | void |
1990 | bool |
2265 | move_player_attack (object *op, int dir) |
1991 | move_player_attack (object *op, int dir) |
2266 | { |
1992 | { |
2267 | object *tmp, *mon; |
|
|
2268 | sint16 nx, ny; |
|
|
2269 | int on_battleground; |
1993 | int on_battleground; |
2270 | maptile *m; |
|
|
2271 | |
1994 | |
2272 | nx = freearr_x[dir] + op->x; |
1995 | sint16 nx = freearr_x[dir] + op->x; |
2273 | ny = freearr_y[dir] + op->y; |
1996 | sint16 ny = freearr_y[dir] + op->y; |
2274 | |
1997 | |
2275 | on_battleground = op_on_battleground (op, 0, 0); |
1998 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1999 | |
|
|
2000 | if (out_of_map (op->map, nx, ny)) |
|
|
2001 | return false; |
|
|
2002 | |
|
|
2003 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2004 | { |
|
|
2005 | --op->speed_left; |
|
|
2006 | return true; |
|
|
2007 | } |
2276 | |
2008 | |
2277 | /* If braced, or can't move to the square, and it is not out of the |
2009 | /* If braced, or can't move to the square, and it is not out of the |
2278 | * map, attack it. Note order of if statement is important - don't |
2010 | * map, attack it. Note order of if statement is important - don't |
2279 | * want to be calling move_ob if braced, because move_ob will move the |
2011 | * want to be calling move_ob if braced, because move_ob will move the |
2280 | * player. This is a pretty nasty hack, because if we could |
2012 | * player. This is a pretty nasty hack, because if we could |
2281 | * move to some space, it then means that if we are braced, we should |
2013 | * move to some space, it then means that if we are braced, we should |
2282 | * do nothing at all. As it is, if we are braced, we go through |
2014 | * do nothing at all. As it is, if we are braced, we go through |
2283 | * quite a bit of processing. However, it probably is less than what |
2015 | * quite a bit of processing. However, it probably is less than what |
2284 | * move_ob uses. |
2016 | * move_ob uses. |
2285 | */ |
2017 | */ |
2286 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2018 | maptile *m = op->map->xy_find (nx, ny); |
2287 | { |
|
|
2288 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2289 | { |
|
|
2290 | m = get_map_from_coord (op->map, &nx, &ny); |
|
|
2291 | if (!m) |
|
|
2292 | return; /* Don't think this should happen */ |
|
|
2293 | } |
|
|
2294 | else |
|
|
2295 | m = op->map; |
|
|
2296 | |
2019 | |
2297 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
|
|
2298 | { |
|
|
2299 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2300 | return; |
|
|
2301 | } |
|
|
2302 | |
|
|
2303 | mon = 0; |
|
|
2304 | /* Go through all the objects, and find ones of interest. Only stop if |
2020 | /* 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. |
2021 | * 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 |
2022 | * if its a door or barrel (can roll) see if there may be monsters |
2307 | * on the space |
2023 | * on the space |
2308 | */ |
2024 | */ |
2309 | while (tmp) |
2025 | object *mon; |
2310 | { |
2026 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2311 | if (tmp == op) |
2027 | { |
2312 | { |
2028 | if ((mon->flag [FLAG_ALIVE] |
2313 | tmp = tmp->above; |
2029 | || mon->type == LOCKED_DOOR |
2314 | continue; |
2030 | || mon->flag [FLAG_CAN_ROLL]) |
2315 | } |
|
|
2316 | |
|
|
2317 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2318 | { |
|
|
2319 | mon = tmp; |
2031 | && mon != op) |
2320 | break; |
2032 | break; |
2321 | } |
2033 | } |
2322 | |
2034 | |
2323 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2324 | mon = tmp; |
|
|
2325 | |
|
|
2326 | tmp = tmp->above; |
|
|
2327 | } |
|
|
2328 | |
|
|
2329 | if (!mon) /* This happens anytime the player tries to move */ |
2035 | if (!mon) /* This happens anytime the player tries to move */ |
2330 | return; /* into a wall */ |
2036 | return false; /* into a wall */ |
2331 | |
2037 | |
2332 | if (mon->head) |
|
|
2333 | mon = mon->head; |
2038 | mon = mon->head_ (); |
2334 | |
2039 | |
2335 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2040 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2041 | if (op->contr->weapon_sp_left > 0.f) |
2336 | if (player_attack_door (op, mon)) |
2042 | if (player_attack_door (op, mon)) |
|
|
2043 | { |
|
|
2044 | --op->contr->weapon_sp_left; |
2337 | return; |
2045 | return true; |
|
|
2046 | } |
2338 | |
2047 | |
2339 | /* The following deals with possibly attacking peaceful |
2048 | /* The following deals with possibly attacking peaceful |
2340 | * or frienddly creatures. Basically, all players are considered |
2049 | * or friendly creatures. Basically, all players are considered |
2341 | * unaggressive. If the moving player has peaceful set, then the |
2050 | * unaggressive. If the moving player has peaceful set, then the |
2342 | * object should be pushed instead of attacked. It is assumed that |
2051 | * object should be pushed instead of attacked. It is assumed that |
2343 | * if you are braced, you will not attack friends accidently, |
2052 | * if you are braced, you will not attack friends accidently, |
2344 | * and thus will not push them. |
2053 | * and thus will not push them. |
2345 | */ |
2054 | */ |
2346 | |
2055 | |
2347 | /* If the creature is a pet, push it even if the player is not |
2056 | /* If the creature is a pet, push it even if the player is not |
2348 | * peaceful. Our assumption is the creature is a pet if the |
2057 | * peaceful. Our assumption is the creature is a pet if the |
2349 | * player owns it and it is either friendly or unagressive. |
2058 | * player owns it and it is either friendly or unagressive. |
2350 | */ |
2059 | */ |
2351 | if ((op->type == PLAYER) |
2060 | if (op->type == PLAYER |
2352 | #if COZY_SERVER |
|
|
2353 | && |
|
|
2354 | ((mon->owner && mon->owner->contr |
2061 | && ((mon->owner && mon->owner->contr |
2355 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2062 | && same_party (mon->owner->contr->party, op->contr->party)) |
2356 | #else |
|
|
2357 | && mon->owner == op |
2063 | || mon->owner == op) |
2358 | #endif |
|
|
2359 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2064 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2360 | { |
2065 | { |
2361 | /* If we're braced, we don't want to switch places with it */ |
2066 | /* If we're braced, we don't want to switch places with it */ |
2362 | if (op->contr->braced) |
2067 | if (op->contr->braced) |
2363 | return; |
2068 | return false; |
2364 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2069 | |
|
|
2070 | if (op->speed_left > 0.f) |
|
|
2071 | { |
|
|
2072 | --op->speed_left; |
|
|
2073 | |
|
|
2074 | op->play_sound (sound_find ("push_player")); |
2365 | (void) push_ob (mon, dir, op); |
2075 | push_ob (mon, dir, op); |
|
|
2076 | |
2366 | if (op->contr->tmp_invis || op->hide) |
2077 | if (op->contr->tmp_invis || op->hide) |
2367 | make_visible (op); |
2078 | make_visible (op); |
|
|
2079 | |
2368 | return; |
2080 | return true; |
2369 | } |
2081 | } |
|
|
2082 | else |
|
|
2083 | return false; |
|
|
2084 | } |
2370 | |
2085 | |
2371 | /* in certain circumstances, you shouldn't attack friendly |
2086 | /* in certain circumstances, you shouldn't attack friendly |
2372 | * creatures. Note that if you are braced, you can't push |
2087 | * creatures. Note that if you are braced, you can't push |
2373 | * someone, but put it inside this loop so that you won't |
2088 | * someone, but put it inside this loop so that you won't |
2374 | * attack them either. |
2089 | * attack them either. |
2375 | */ |
2090 | */ |
2376 | if ((mon->type == PLAYER || mon->enemy != op) && |
2091 | if ((mon->type == PLAYER || mon->enemy != op) |
2377 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2092 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2378 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2379 | (op->contr->peaceful |
2093 | && ((op->contr->peaceful |
2380 | || (mon->type == PLAYER |
2094 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2381 | && mon->contr-> |
|
|
2382 | peaceful)) && |
|
|
2383 | #else |
|
|
2384 | op->contr->peaceful && |
|
|
2385 | #endif |
|
|
2386 | !on_battleground)) |
2095 | && !on_battleground)) |
|
|
2096 | { |
|
|
2097 | if (op->speed_left > 0.f) |
2387 | { |
2098 | { |
|
|
2099 | --op->speed_left; |
|
|
2100 | |
2388 | if (!op->contr->braced) |
2101 | if (!op->contr->braced) |
2389 | { |
2102 | { |
2390 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2103 | op->play_sound (sound_find ("push_player")); |
2391 | (void) push_ob (mon, dir, op); |
2104 | push_ob (mon, dir, op); |
2392 | } |
2105 | } |
2393 | else |
2106 | else |
2394 | new_draw_info (0, 0, op, "You withhold your attack"); |
2107 | op->statusmsg ("You withhold your attack"); |
2395 | |
2108 | |
2396 | if (op->contr->tmp_invis || op->hide) |
2109 | if (op->contr->tmp_invis || op->hide) |
2397 | make_visible (op); |
2110 | make_visible (op); |
2398 | } |
|
|
2399 | |
2111 | |
|
|
2112 | return true; |
|
|
2113 | } |
|
|
2114 | } |
2400 | /* If the object is a boulder or other rollable object, then |
2115 | /* If the object is a boulder or other rollable object, then |
2401 | * roll it if not braced. You can't roll it if you are braced. |
2116 | * roll it if not braced. You can't roll it if you are braced. |
2402 | */ |
2117 | */ |
2403 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2118 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2119 | { |
|
|
2120 | if (op->speed_left > 0.f) |
2404 | { |
2121 | { |
|
|
2122 | --op->speed_left; |
|
|
2123 | |
2405 | recursive_roll (mon, dir, op); |
2124 | recursive_roll (mon, dir, op); |
2406 | if (action_makes_visible (op)) |
2125 | if (action_makes_visible (op)) |
2407 | make_visible (op); |
2126 | make_visible (op); |
2408 | } |
|
|
2409 | |
2127 | |
|
|
2128 | return true; |
|
|
2129 | } |
|
|
2130 | } |
2410 | /* Any generic living creature. Including things like doors. |
2131 | /* Any generic living creature. Including things like doors. |
2411 | * Way it works is like this: First, it must have some hit points |
2132 | * 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: |
2133 | * 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 |
2134 | * 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. |
2135 | * that party_number -1 is no party, so attacks can still happen. |
2415 | */ |
2136 | */ |
2416 | |
|
|
2417 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2137 | 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))) |
2138 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2419 | { |
2139 | { |
2420 | |
2140 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2421 | /* If the player hasn't hit something this tick, and does |
|
|
2422 | * so, give them speed boost based on weapon speed. Doing |
|
|
2423 | * it here is better than process_players2, which basically |
|
|
2424 | * incurred a 1 tick offset. |
|
|
2425 | */ |
|
|
2426 | if (!op->contr->has_hit) |
|
|
2427 | { |
2141 | { |
2428 | op->speed_left += op->speed / op->contr->weapon_sp; |
2142 | --op->contr->weapon_sp_left; |
2429 | |
|
|
2430 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2431 | } |
|
|
2432 | |
2143 | |
2433 | skill_attack (mon, op, 0, 0, 0); |
2144 | skill_attack (mon, op, 0, 0, 0); |
2434 | |
|
|
2435 | /* If attacking another player, that player gets automatic |
|
|
2436 | * hitback, and doesn't loose luck either. |
|
|
2437 | * Disable hitback on the battleground or if the target is |
|
|
2438 | * the wiz. |
|
|
2439 | */ |
|
|
2440 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2441 | { |
|
|
2442 | short luck = mon->stats.luck; |
|
|
2443 | |
|
|
2444 | mon->contr->has_hit = 1; |
|
|
2445 | skill_attack (op, mon, 0, 0, 0); |
|
|
2446 | mon->stats.luck = luck; |
|
|
2447 | } |
|
|
2448 | |
2145 | |
2449 | if (action_makes_visible (op)) |
2146 | if (action_makes_visible (op)) |
2450 | make_visible (op); |
2147 | make_visible (op); |
2451 | } |
|
|
2452 | } /* if player should attack something */ |
|
|
2453 | } |
|
|
2454 | |
2148 | |
2455 | int |
2149 | return true; |
|
|
2150 | } |
|
|
2151 | } |
|
|
2152 | |
|
|
2153 | return false; |
|
|
2154 | } |
|
|
2155 | |
|
|
2156 | bool |
2456 | move_player (object *op, int dir) |
2157 | move_player (object *op, int dir) |
2457 | { |
2158 | { |
2458 | int pick; |
2159 | int pick; |
2459 | |
2160 | |
2460 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2161 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2461 | return 0; |
2162 | return 0; |
2462 | |
2163 | |
2463 | /* Sanity check: make sure dir is valid */ |
2164 | /* Sanity check: make sure dir is valid */ |
2464 | if ((dir < 0) || (dir >= 9)) |
2165 | if ((dir < 0) || (dir >= 9)) |
2465 | { |
2166 | { |
2466 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2167 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2467 | return 0; |
2168 | return 0; |
2468 | } |
2169 | } |
2469 | |
2170 | |
2470 | /* peterm: added following line */ |
2171 | /* peterm: added following line */ |
2471 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2172 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2472 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2173 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2473 | |
2174 | |
2474 | op->facing = dir; |
2175 | op->facing = dir; |
2475 | |
2176 | |
2476 | if (op->hide) |
2177 | if (op->hide) |
2477 | do_hidden_move (op); |
2178 | do_hidden_move (op); |
2478 | |
2179 | |
|
|
2180 | bool retval; |
|
|
2181 | |
2479 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2182 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2480 | /*nop */ ; |
2183 | retval = RESULT_INT (0); |
2481 | else if (op->contr->fire_on) |
2184 | else if (op->contr->fire_on) |
2482 | fire (op, dir); |
2185 | retval = fire (op, dir); |
2483 | else |
2186 | else |
2484 | { |
2187 | { |
2485 | move_player_attack (op, dir); |
2188 | retval = move_player_attack (op, dir); |
2486 | pick = check_pick (op); |
2189 | pick = check_pick (op); |
2487 | } |
2190 | } |
2488 | |
2191 | |
2489 | /* Add special check for newcs players and fire on - this way, the |
2192 | /* Add special check for newcs players and fire on - this way, the |
2490 | * server can handle repeat firing. |
2193 | * server can handle repeat firing. |
… | |
… | |
2497 | /* Update how the player looks. Use the facing, so direction may |
2200 | /* Update how the player looks. Use the facing, so direction may |
2498 | * get reset to zero. This allows for full animation capabilities |
2201 | * get reset to zero. This allows for full animation capabilities |
2499 | * for players. |
2202 | * for players. |
2500 | */ |
2203 | */ |
2501 | animate_object (op, op->facing); |
2204 | animate_object (op, op->facing); |
2502 | return 0; |
2205 | |
|
|
2206 | return retval; |
2503 | } |
2207 | } |
2504 | |
2208 | |
2505 | /* This is similar to handle_player, below, but is only used by the |
2209 | /* This is similar to handle_player, below, but is only used by the |
2506 | * new client/server stuff. |
2210 | * new client/server stuff. |
2507 | * This is sort of special, in that the new client/server actually uses |
2211 | * This is sort of special, in that the new client/server actually uses |
2508 | * the new speed values for commands. |
2212 | * the new speed values for commands. |
2509 | * |
2213 | * |
2510 | * Returns true if there are more actions we can do. |
2214 | * Returns true if there are more actions we can do. Should not do |
|
|
2215 | * many actions in a row, as that would be too unfair to other |
|
|
2216 | * players. |
2511 | */ |
2217 | */ |
2512 | int |
2218 | bool |
2513 | handle_newcs_player (object *op) |
2219 | handle_newcs_player (object *op) |
2514 | { |
2220 | { |
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)) |
2221 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2536 | { |
2222 | { |
2537 | flee_player (op); |
2223 | if (op->speed_left > 0.f) |
2538 | /* If player is still scared, that is his action for this tick */ |
|
|
2539 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2540 | { |
2224 | { |
2541 | op->speed_left--; |
2225 | --op->speed_left; |
|
|
2226 | flee_player (op); |
|
|
2227 | |
2542 | return 0; |
2228 | return true; |
2543 | } |
2229 | } |
|
|
2230 | else |
|
|
2231 | return false; |
2544 | } |
2232 | } |
2545 | |
|
|
2546 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2547 | * the player object still points to the defunct golem. The code that |
|
|
2548 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2549 | * put this in a a workaround to clean up the golem pointer. |
|
|
2550 | */ |
|
|
2551 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2552 | op->contr->ranges[range_golem] = 0; |
|
|
2553 | |
2233 | |
2554 | /* call this here - we also will call this in do_ericserver, but |
2234 | /* call this here - we also will call this in do_ericserver, but |
2555 | * the players time has been increased when doericserver has been |
2235 | * the players time has been increased when doericserver has been |
2556 | * called, so we recheck it here. |
2236 | * called, so we recheck it here. |
2557 | */ |
2237 | */ |
2558 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2238 | if (op->contr->ns->handle_command ()) |
2559 | for (int rep = 8; --rep && op->contr->socket->handle_command (); ) |
|
|
2560 | ; |
|
|
2561 | |
|
|
2562 | if (op->speed_left < 0) |
|
|
2563 | return 0; |
2239 | return true; |
2564 | |
2240 | |
2565 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2241 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2566 | { |
|
|
2567 | /* All move commands take 1 tick, at least for now */ |
|
|
2568 | op->speed_left--; |
|
|
2569 | |
|
|
2570 | /* Instead of all the stuff below, let move_player take care |
|
|
2571 | * of it. Also, some of the skill stuff is only put in |
|
|
2572 | * there, as well as the confusion stuff. |
|
|
2573 | */ |
|
|
2574 | move_player (op, op->direction); |
2242 | return move_player (op, op->direction); |
2575 | if (op->speed_left > 0) |
|
|
2576 | return 1; |
|
|
2577 | else |
|
|
2578 | return 0; |
|
|
2579 | } |
|
|
2580 | |
2243 | |
2581 | return 0; |
2244 | return false; |
2582 | } |
2245 | } |
2583 | |
2246 | |
2584 | int |
2247 | int |
2585 | save_life (object *op) |
2248 | save_life (object *op) |
2586 | { |
2249 | { |
… | |
… | |
2588 | return 0; |
2251 | return 0; |
2589 | |
2252 | |
2590 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2253 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2591 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2254 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2592 | { |
2255 | { |
2593 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2256 | op->play_sound (sound_find ("ob_evaporate")); |
2594 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2257 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2595 | |
|
|
2596 | if (op->contr) |
|
|
2597 | esrv_del_item (op->contr, tmp->count); |
|
|
2598 | |
2258 | |
2599 | tmp->destroy (); |
2259 | tmp->destroy (); |
2600 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2260 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2601 | |
2261 | |
2602 | if (op->stats.hp < 0) |
2262 | if (op->stats.hp < 0) |
2603 | op->stats.hp = op->stats.maxhp; |
2263 | op->stats.hp = op->stats.maxhp; |
2604 | |
2264 | |
2605 | if (op->stats.food < 0) |
2265 | if (op->stats.food < 0) |
2606 | op->stats.food = 999; |
2266 | op->stats.food = 999; |
2607 | |
2267 | |
2608 | fix_player (op); |
2268 | op->update_stats (); |
2609 | return 1; |
2269 | return 1; |
2610 | } |
2270 | } |
2611 | |
2271 | |
2612 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2272 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2613 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2273 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2615 | return 0; |
2275 | return 0; |
2616 | } |
2276 | } |
2617 | |
2277 | |
2618 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2278 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2619 | * back in the map (location and map determined by values of env). This |
2279 | * back in the map (location and map determined by values of env). This |
2620 | * function will descend into containers. op is the object to start the search |
2280 | * function will descend into containers. op is the object to start the search |
2621 | * from. |
2281 | * from. |
2622 | */ |
2282 | */ |
|
|
2283 | static void |
|
|
2284 | drop_unpaid_items (object *op, object *env) |
|
|
2285 | { |
|
|
2286 | while (op) |
|
|
2287 | { |
|
|
2288 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2289 | |
|
|
2290 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2291 | op->insert_at (env); |
|
|
2292 | else if (op->inv) |
|
|
2293 | drop_unpaid_items (op->inv, env); |
|
|
2294 | |
|
|
2295 | op = next; |
|
|
2296 | } |
|
|
2297 | } |
|
|
2298 | |
2623 | void |
2299 | void |
2624 | remove_unpaid_objects (object *op, object *env) |
2300 | object::drop_unpaid_items () |
2625 | { |
2301 | { |
2626 | object *next; |
2302 | if (!flag [FLAG_REMOVED]) |
2627 | |
2303 | ::drop_unpaid_items (inv, this); |
2628 | while (op) |
|
|
2629 | { |
|
|
2630 | next = op->below; /* Make sure we have a good value, in case |
|
|
2631 | * we remove object 'op' |
|
|
2632 | */ |
|
|
2633 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2634 | { |
|
|
2635 | op->remove (); |
|
|
2636 | op->x = env->x; |
|
|
2637 | op->y = env->y; |
|
|
2638 | if (env->type == PLAYER) |
|
|
2639 | esrv_del_item (env->contr, op->count); |
|
|
2640 | insert_ob_in_map (op, env->map, NULL, 0); |
|
|
2641 | } |
|
|
2642 | else if (op->inv) |
|
|
2643 | remove_unpaid_objects (op->inv, env); |
|
|
2644 | |
|
|
2645 | op = next; |
|
|
2646 | } |
|
|
2647 | } |
2304 | } |
2648 | |
|
|
2649 | |
2305 | |
2650 | /* |
2306 | /* |
2651 | * Returns pointer a static string containing gravestone text |
2307 | * Returns pointer a static string containing gravestone text |
2652 | * Moved from apply.c to player.c - player.c is what |
2308 | * Moved from apply.c to player.c - player.c is what |
2653 | * actually uses this function. player.c may not be quite the |
2309 | * actually uses this function. player.c may not be quite the |
2654 | * best, a misc file for object actions is probably better, |
2310 | * best, a misc file for object actions is probably better, |
2655 | * but there isn't one in the server directory. |
2311 | * but there isn't one in the server directory. |
2656 | */ |
2312 | */ |
2657 | char * |
2313 | const char * |
2658 | gravestone_text (object *op) |
2314 | gravestone_text (object *op) |
2659 | { |
2315 | { |
2660 | static char buf2[MAX_BUF]; |
2316 | static dynbuf_text buf; |
2661 | char buf[MAX_BUF]; |
|
|
2662 | time_t now = time (NULL); |
|
|
2663 | |
2317 | |
2664 | strcpy (buf2, " R.I.P.\n\n"); |
2318 | buf << "---- R.I.P. ----\n\n"; |
|
|
2319 | op->name; |
|
|
2320 | |
2665 | if (op->type == PLAYER) |
2321 | if (op->type == PLAYER) |
2666 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2322 | buf << " the " << op->contr->title; |
2667 | else |
|
|
2668 | sprintf (buf, "%s\n", &op->name); |
|
|
2669 | |
2323 | |
2670 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2324 | buf << "\n\n"; |
2671 | strcat (buf2, buf); |
2325 | |
|
|
2326 | buf << "who was level "; |
|
|
2327 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2328 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2329 | |
2672 | if (op->type == PLAYER) |
2330 | if (op->type == PLAYER) |
2673 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2331 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2674 | else |
|
|
2675 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2676 | |
2332 | |
2677 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2678 | strcat (buf2, buf); |
|
|
2679 | if (op->type == PLAYER) |
|
|
2680 | { |
2333 | { |
2681 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2334 | static char buf2[128]; |
2682 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2335 | time_t now = time (NULL); |
2683 | strcat (buf2, buf); |
|
|
2684 | } |
|
|
2685 | |
|
|
2686 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2336 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2687 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2337 | buf << buf2; |
2688 | strcat (buf2, buf); |
2338 | } |
2689 | |
2339 | |
2690 | return buf2; |
2340 | return buf; |
2691 | } |
2341 | } |
2692 | |
|
|
2693 | |
|
|
2694 | |
2342 | |
2695 | void |
2343 | void |
2696 | do_some_living (object *op) |
2344 | do_some_living (object *op) |
2697 | { |
2345 | { |
2698 | int last_food = op->stats.food; |
2346 | int last_food = op->stats.food; |
… | |
… | |
2704 | int rate_grace = 2000; |
2352 | int rate_grace = 2000; |
2705 | const int max_hp = 1; |
2353 | const int max_hp = 1; |
2706 | const int max_sp = 1; |
2354 | const int max_sp = 1; |
2707 | const int max_grace = 1; |
2355 | const int max_grace = 1; |
2708 | |
2356 | |
2709 | if (op->contr->outputs_sync) |
2357 | if (op->contr->hidden) |
2710 | { |
|
|
2711 | 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) |
|
|
2713 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2714 | } |
2358 | { |
|
|
2359 | op->invisible = 1000; |
|
|
2360 | /* the socket code flashes the player visible/invisible |
|
|
2361 | * depending on the value of invisible, so we need to |
|
|
2362 | * alternate it here for it to work correctly. |
|
|
2363 | */ |
|
|
2364 | if (pticks & 2) |
|
|
2365 | op->invisible--; |
|
|
2366 | } |
|
|
2367 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2368 | { |
|
|
2369 | if (!op->invisible--) |
|
|
2370 | { |
|
|
2371 | make_visible (op); |
|
|
2372 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2373 | } |
|
|
2374 | } |
2715 | |
2375 | |
2716 | if (op->contr->state == ST_PLAYING) |
2376 | if (op->contr->ns->state == ST_PLAYING) |
2717 | { |
2377 | { |
2718 | |
|
|
2719 | /* these next three if clauses make it possible to SLOW DOWN |
2378 | /* these next three if clauses make it possible to SLOW DOWN |
2720 | hp/grace/spellpoint regeneration. */ |
2379 | hp/grace/spellpoint regeneration. */ |
2721 | if (op->contr->gen_hp >= 0) |
2380 | if (op->contr->gen_hp >= 0) |
2722 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2381 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2723 | else |
2382 | else |
2724 | { |
2383 | { |
2725 | gen_hp = op->stats.maxhp; |
2384 | gen_hp = op->stats.maxhp; |
2726 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2385 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2727 | } |
2386 | } |
|
|
2387 | |
2728 | if (op->contr->gen_sp >= 0) |
2388 | if (op->contr->gen_sp >= 0) |
2729 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2389 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2730 | else |
2390 | else |
2731 | { |
2391 | { |
2732 | gen_sp = op->stats.maxsp; |
2392 | gen_sp = op->stats.maxsp; |
2733 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2393 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2734 | } |
2394 | } |
|
|
2395 | |
2735 | if (op->contr->gen_grace >= 0) |
2396 | if (op->contr->gen_grace >= 0) |
2736 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2397 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2737 | else |
2398 | else |
2738 | { |
2399 | { |
2739 | gen_grace = op->stats.maxgrace; |
2400 | gen_grace = op->stats.maxgrace; |
2740 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2401 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2741 | } |
2402 | } |
2742 | |
2403 | |
2743 | /* Regenerate Spell Points */ |
|
|
2744 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2745 | { |
|
|
2746 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2747 | if (op->stats.sp < op->stats.maxsp) |
|
|
2748 | { |
|
|
2749 | op->stats.sp++; |
|
|
2750 | /* dms do not consume food */ |
|
|
2751 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2752 | { |
|
|
2753 | op->stats.food--; |
|
|
2754 | if (op->contr->digestion < 0) |
|
|
2755 | op->stats.food += op->contr->digestion; |
|
|
2756 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2757 | op->stats.food = last_food; |
|
|
2758 | } |
|
|
2759 | } |
|
|
2760 | if (max_sp > 1) |
|
|
2761 | { |
|
|
2762 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2763 | if (over_sp > 0) |
|
|
2764 | { |
|
|
2765 | if (op->stats.sp < op->stats.maxsp) |
|
|
2766 | { |
|
|
2767 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2768 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2769 | op->stats.sp--; |
|
|
2770 | if (op->stats.sp > op->stats.maxsp) |
|
|
2771 | op->stats.sp = op->stats.maxsp; |
|
|
2772 | } |
|
|
2773 | op->last_sp = 0; |
|
|
2774 | } |
|
|
2775 | else |
|
|
2776 | { |
|
|
2777 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2778 | } |
|
|
2779 | } |
|
|
2780 | else |
|
|
2781 | { |
|
|
2782 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2783 | } |
|
|
2784 | } |
|
|
2785 | |
|
|
2786 | /* Regenerate Grace */ |
2404 | /* Regenerate Grace */ |
2787 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2405 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2788 | if (--op->last_grace < 0) |
2406 | if (--op->last_grace < 0) |
2789 | { |
2407 | { |
2790 | if (op->stats.grace < op->stats.maxgrace / 2) |
2408 | if (op->stats.grace < op->stats.maxgrace / 2) |
2791 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2409 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2410 | |
2792 | if (max_grace > 1) |
2411 | if (max_grace > 1) |
2793 | { |
2412 | { |
2794 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2413 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2795 | if (over_grace > 0) |
2414 | if (over_grace > 0) |
2796 | { |
2415 | { |
… | |
… | |
2808 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2427 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2809 | } |
2428 | } |
2810 | /* wearing stuff doesn't detract from grace generation. */ |
2429 | /* wearing stuff doesn't detract from grace generation. */ |
2811 | } |
2430 | } |
2812 | |
2431 | |
|
|
2432 | if (op->stats.food > 0) |
|
|
2433 | { |
2813 | /* Regenerate Hit Points */ |
2434 | /* Regenerate Spell Points */ |
2814 | if (--op->last_heal < 0) |
2435 | if (!op->contr->golem && --op->last_sp < 0) |
2815 | { |
|
|
2816 | if (op->stats.hp < op->stats.maxhp) |
|
|
2817 | { |
2436 | { |
2818 | op->stats.hp++; |
2437 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2819 | /* dms do not consume food */ |
2438 | |
2820 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2439 | if (op->stats.sp < op->stats.maxsp) |
2821 | { |
2440 | { |
|
|
2441 | op->stats.sp++; |
|
|
2442 | |
|
|
2443 | /* dms do not consume food */ |
|
|
2444 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2445 | { |
2822 | op->stats.food--; |
2446 | op->stats.food--; |
|
|
2447 | |
2823 | if (op->contr->digestion < 0) |
2448 | if (op->contr->digestion < 0) |
2824 | op->stats.food += op->contr->digestion; |
2449 | op->stats.food += op->contr->digestion; |
2825 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2450 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2826 | op->stats.food = last_food; |
2451 | op->stats.food = last_food; |
|
|
2452 | } |
2827 | } |
2453 | } |
2828 | } |
2454 | |
2829 | if (max_hp > 1) |
2455 | if (max_sp > 1) |
2830 | { |
|
|
2831 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2832 | if (over_hp > 0) |
|
|
2833 | { |
2456 | { |
2834 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2457 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2458 | if (over_sp > 0) |
|
|
2459 | { |
|
|
2460 | if (op->stats.sp < op->stats.maxsp) |
|
|
2461 | { |
|
|
2462 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2463 | |
|
|
2464 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2465 | op->stats.sp--; |
|
|
2466 | |
|
|
2467 | if (op->stats.sp > op->stats.maxsp) |
|
|
2468 | op->stats.sp = op->stats.maxsp; |
|
|
2469 | } |
|
|
2470 | |
2835 | op->last_heal = 0; |
2471 | op->last_sp = 0; |
|
|
2472 | } |
|
|
2473 | else |
|
|
2474 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2836 | } |
2475 | } |
2837 | else |
2476 | else |
|
|
2477 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2478 | } |
|
|
2479 | |
|
|
2480 | /* Regenerate Hit Points */ |
|
|
2481 | if (--op->last_heal < 0) |
|
|
2482 | { |
|
|
2483 | if (op->stats.hp < op->stats.maxhp) |
2838 | { |
2484 | { |
2839 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2485 | op->stats.hp++; |
|
|
2486 | |
|
|
2487 | /* dms do not consume food */ |
|
|
2488 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2489 | { |
|
|
2490 | op->stats.food--; |
|
|
2491 | |
|
|
2492 | if (op->contr->digestion < 0) |
|
|
2493 | op->stats.food += op->contr->digestion; |
|
|
2494 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2495 | op->stats.food = last_food; |
|
|
2496 | } |
2840 | } |
2497 | } |
|
|
2498 | |
|
|
2499 | if (max_hp > 1) |
|
|
2500 | { |
|
|
2501 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2502 | |
|
|
2503 | if (over_hp > 0) |
|
|
2504 | { |
|
|
2505 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2506 | op->last_heal = 0; |
|
|
2507 | } |
|
|
2508 | else |
|
|
2509 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2841 | } |
2510 | } |
2842 | else |
2511 | else |
2843 | { |
|
|
2844 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2512 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2845 | } |
2513 | } |
2846 | } |
2514 | } |
2847 | |
2515 | |
2848 | /* Digestion */ |
2516 | /* Digestion */ |
2849 | if (--op->last_eat < 0) |
2517 | if (--op->last_eat < 0) |
2850 | { |
2518 | { |
2851 | #ifdef COZY_SERVER |
2519 | int bonus = max (0, op->contr->digestion), |
2852 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2520 | penalty = max (0, -op->contr->digestion); |
2853 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2854 | #else |
|
|
2855 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2856 | #endif |
|
|
2857 | |
2521 | |
2858 | if (op->contr->gen_hp > 0) |
|
|
2859 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2522 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2860 | else |
2523 | |
2861 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2862 | /* dms do not consume food */ |
2524 | /* dms do not consume food */ |
2863 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2525 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2864 | op->stats.food--; |
2526 | op->stats.food--; |
2865 | } |
2527 | } |
2866 | } |
|
|
2867 | |
2528 | |
2868 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2529 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2869 | { |
2530 | { |
2870 | object *tmp, *flesh = NULL; |
2531 | object *flesh = 0; |
2871 | |
2532 | |
2872 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2533 | for_inv_removable (op, tmp) |
2873 | { |
|
|
2874 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2875 | { |
2534 | { |
|
|
2535 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2536 | continue; |
|
|
2537 | |
2876 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2538 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2877 | { |
2539 | { |
2878 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2540 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2541 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2879 | manual_apply (op, tmp, 0); |
2542 | manual_apply (op, tmp, 0); |
|
|
2543 | |
2880 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2544 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2881 | break; |
2545 | break; |
2882 | } |
2546 | } |
2883 | else if (tmp->type == FLESH) |
2547 | else if (tmp->type == FLESH) |
2884 | flesh = tmp; |
2548 | flesh = tmp; |
2885 | } /* End if paid for object */ |
2549 | } |
2886 | } /* end of for loop */ |
2550 | |
2887 | /* If player is still starving, it means they don't have any food, so |
2551 | /* If player is still starving, it means they don't have any food, so |
2888 | * eat flesh instead. |
2552 | * eat flesh instead. |
2889 | */ |
2553 | */ |
2890 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2554 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2891 | { |
2555 | { |
2892 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2556 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2557 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2893 | manual_apply (op, flesh, 0); |
2558 | manual_apply (op, flesh, 0); |
|
|
2559 | } |
|
|
2560 | |
|
|
2561 | // If player is still starving, alert him! |
|
|
2562 | if (op->stats.food < 0) |
|
|
2563 | op->failmsg ("You are starving! " |
|
|
2564 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2565 | } |
|
|
2566 | |
|
|
2567 | if (op->stats.food < 0) |
2894 | } |
2568 | { |
2895 | } /* end if player is starving */ |
2569 | op->stats.hp += op->stats.food; |
|
|
2570 | op->stats.food = 0; |
2896 | |
2571 | |
2897 | while (op->stats.food < 0 && op->stats.hp > 0) |
2572 | if (op->stats.hp < 0) |
2898 | op->stats.food++, op->stats.hp--; |
2573 | { |
|
|
2574 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2575 | op->contr->killer->destroy (); |
|
|
2576 | } |
|
|
2577 | } |
2899 | |
2578 | |
2900 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2579 | /* killer should be set here already */ |
|
|
2580 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2901 | kill_player (op); |
2581 | kill_player (op); |
|
|
2582 | } |
2902 | } |
2583 | } |
2903 | |
|
|
2904 | |
|
|
2905 | |
2584 | |
2906 | /* If the player should die (lack of hp, food, etc), we call this. |
2585 | /* 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 |
2586 | * 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 |
2587 | * permadeath, no lifesave), this will take care of removing the player |
2909 | * file. |
2588 | * file. |
2910 | */ |
2589 | */ |
2911 | void |
2590 | void |
2912 | kill_player (object *op) |
2591 | kill_player (object *op) |
2913 | { |
2592 | { |
|
|
2593 | int x, y; |
2914 | char buf[MAX_BUF]; |
2594 | char buf[MAX_BUF]; |
2915 | int x, y; |
|
|
2916 | |
|
|
2917 | //int i; |
|
|
2918 | maptile *map; /* this is for resurrection */ |
2595 | maptile *map; /* this is for resurrection */ |
2919 | |
|
|
2920 | /* int z; |
|
|
2921 | int num_stats_lose; |
|
|
2922 | int lost_a_stat; |
|
|
2923 | int lose_this_stat; |
|
|
2924 | int this_stat; */ |
|
|
2925 | int will_kill_again; |
2596 | int will_kill_again; |
2926 | archetype *at; |
2597 | archetype *at; |
2927 | object *tmp; |
2598 | object *tmp; |
2928 | |
2599 | |
2929 | if (save_life (op)) |
2600 | if (save_life (op)) |
2930 | return; |
2601 | return; |
2931 | |
|
|
2932 | |
2602 | |
2933 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2603 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2934 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2604 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2935 | * Look at op_on_battleground() for more info --AndreasV |
2605 | * Look at op_on_battleground() for more info --AndreasV |
2936 | */ |
2606 | */ |
… | |
… | |
2939 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2609 | 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..."); |
2610 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2941 | |
2611 | |
2942 | /* restore player */ |
2612 | /* restore player */ |
2943 | at = archetype::find ("poisoning"); |
2613 | at = archetype::find ("poisoning"); |
2944 | tmp = present_arch_in_ob (at, op); |
2614 | if (object *tmp = present_arch_in_ob (at, op)) |
2945 | if (tmp) |
|
|
2946 | { |
2615 | { |
2947 | tmp->destroy (); |
2616 | tmp->destroy (); |
2948 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2617 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2949 | } |
2618 | } |
2950 | |
2619 | |
2951 | at = archetype::find ("confusion"); |
2620 | at = archetype::find ("confusion"); |
2952 | tmp = present_arch_in_ob (at, op); |
2621 | if (object *tmp = present_arch_in_ob (at, op)) |
2953 | if (tmp) |
|
|
2954 | { |
2622 | { |
2955 | tmp->destroy (); |
2623 | tmp->destroy (); |
2956 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2624 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2957 | } |
2625 | } |
2958 | |
2626 | |
2959 | cure_disease (op, 0); /* remove any disease */ |
2627 | cure_disease (op, 0, 0); /* remove any disease */ |
2960 | op->stats.hp = op->stats.maxhp; |
2628 | op->stats.hp = op->stats.maxhp; |
2961 | if (op->stats.food <= 0) |
2629 | if (op->stats.food <= 0) |
2962 | op->stats.food = 999; |
2630 | op->stats.food = 999; |
2963 | |
2631 | |
2964 | /* create a bodypart-trophy to make the winner happy */ |
2632 | /* create a bodypart-trophy to make the winner happy */ |
2965 | tmp = arch_to_object (archetype::find ("finger")); |
2633 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2966 | if (tmp != NULL) |
|
|
2967 | { |
2634 | { |
2968 | sprintf (buf, "%s's finger", &op->name); |
2635 | tmp->name = format ("%s's finger" , &op->name); |
2969 | tmp->name = buf; |
2636 | tmp->name_pl = format ("%s's fingers", &op->name); |
2970 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2971 | " 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); |
|
|
2973 | tmp->msg = buf; |
2637 | tmp->msg = format ( |
|
|
2638 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2639 | &op->name, op->contr->title, |
|
|
2640 | (int)op->level, |
|
|
2641 | op->contr->killer_name () |
|
|
2642 | ); |
2974 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2643 | tmp->value = 0, tmp->type = 0; |
2975 | tmp->materialname = NULL; |
2644 | tmp->materialname = "organics"; |
2976 | tmp->x = op->x, tmp->y = op->y; |
2645 | tmp->insert_at (op, tmp); |
2977 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2978 | } |
2646 | } |
2979 | |
2647 | |
2980 | /* teleport defeated player to new destination */ |
2648 | /* teleport defeated player to new destination */ |
2981 | transfer_ob (op, x, y, 0, NULL); |
2649 | transfer_ob (op, x, y, 0, NULL); |
2982 | op->contr->braced = 0; |
2650 | op->contr->braced = 0; |
… | |
… | |
2985 | |
2653 | |
2986 | INVOKE_PLAYER (DEATH, op->contr); |
2654 | INVOKE_PLAYER (DEATH, op->contr); |
2987 | |
2655 | |
2988 | command_kill_pets (op, 0); |
2656 | command_kill_pets (op, 0); |
2989 | |
2657 | |
2990 | if (op->stats.food < 0) |
2658 | op->contr->play_sound (sound_find ("player_dies")); |
|
|
2659 | |
|
|
2660 | /* save the map location for corpse, gravestone */ |
|
|
2661 | x = op->x; |
|
|
2662 | y = op->y; |
|
|
2663 | map = op->map; |
|
|
2664 | |
|
|
2665 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
2666 | * life if they are dead - it takes some exp and a random stat. |
|
|
2667 | * See the config.h file for a little more in depth detail about this. |
|
|
2668 | */ |
|
|
2669 | |
|
|
2670 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
2671 | * make it depletion. This bunch of code deals with that aspect |
|
|
2672 | * of death. |
|
|
2673 | */ |
|
|
2674 | #ifndef COZY_SERVER |
|
|
2675 | if (settings.balanced_stat_loss) |
2991 | { |
2676 | { |
2992 | if (op->contr->explore) |
2677 | /* If stat loss is permanent, lose one stat only. */ |
2993 | { |
2678 | /* Lower level chars don't lose as many stats because they suffer |
2994 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
2679 | more if they do. */ |
2995 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2680 | /* Higher level characters can afford things such as potions of |
2996 | op->stats.food = 999; |
2681 | restoration, or better, stat potions. So we slug them that |
2997 | return; |
2682 | little bit harder. */ |
2998 | } |
2683 | /* GD */ |
2999 | sprintf (buf, "%s starved to death.", &op->name); |
2684 | if (settings.stat_loss_on_death) |
3000 | strcpy (op->contr->killer, "starvation"); |
2685 | num_stats_lose = 1; |
|
|
2686 | else |
|
|
2687 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
3001 | } |
2688 | } |
3002 | else |
2689 | else |
3003 | { |
2690 | num_stats_lose = 1; |
3004 | if (op->contr->explore) |
2691 | |
3005 | { |
2692 | lost_a_stat = 0; |
3006 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
2693 | |
3007 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2694 | for (z = 0; z < num_stats_lose; z++) |
3008 | op->stats.hp = op->stats.maxhp; |
|
|
3009 | return; |
|
|
3010 | } |
|
|
3011 | sprintf (buf, "%s died.", &op->name); |
|
|
3012 | } |
2695 | { |
3013 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2696 | i = RANDOM () % NUM_STATS; |
3014 | |
2697 | |
3015 | /* save the map location for corpse, gravestone */ |
|
|
3016 | x = op->x; |
|
|
3017 | y = op->y; |
|
|
3018 | map = op->map; |
|
|
3019 | |
|
|
3020 | |
|
|
3021 | if (settings.not_permadeth == TRUE) |
|
|
3022 | { |
|
|
3023 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
3024 | * 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. |
|
|
3026 | */ |
|
|
3027 | |
|
|
3028 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
3029 | * make it depletion. This bunch of code deals with that aspect |
|
|
3030 | * of death. |
|
|
3031 | */ |
|
|
3032 | #ifndef COZY_SERVER |
|
|
3033 | if (settings.balanced_stat_loss) |
|
|
3034 | { |
|
|
3035 | /* If stat loss is permanent, lose one stat only. */ |
|
|
3036 | /* Lower level chars don't lose as many stats because they suffer |
|
|
3037 | more if they do. */ |
|
|
3038 | /* Higher level characters can afford things such as potions of |
|
|
3039 | restoration, or better, stat potions. So we slug them that |
|
|
3040 | little bit harder. */ |
|
|
3041 | /* GD */ |
|
|
3042 | if (settings.stat_loss_on_death) |
2698 | if (settings.stat_loss_on_death) |
3043 | num_stats_lose = 1; |
2699 | { |
3044 | else |
2700 | /* Pick a random stat and take a point off it. Tell the player |
3045 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2701 | * what he lost. |
|
|
2702 | */ |
|
|
2703 | change_attr_value (&(op->stats), i, -1); |
|
|
2704 | check_stat_bounds (&(op->stats)); |
|
|
2705 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
2706 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
2707 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2708 | lost_a_stat = 1; |
3046 | } |
2709 | } |
3047 | else |
2710 | else |
3048 | { |
2711 | { |
3049 | num_stats_lose = 1; |
2712 | /* deplete a stat */ |
3050 | } |
2713 | archetype *deparch = archetype::find ("depletion"); |
3051 | lost_a_stat = 0; |
2714 | object *dep; |
3052 | |
2715 | |
3053 | for (z = 0; z < num_stats_lose; z++) |
2716 | dep = present_arch_in_ob (deparch, op); |
3054 | { |
2717 | if (!dep) |
3055 | i = RANDOM () % NUM_STATS; |
|
|
3056 | |
|
|
3057 | if (settings.stat_loss_on_death) |
|
|
3058 | { |
2718 | { |
3059 | /* Pick a random stat and take a point off it. Tell the player |
2719 | dep = arch_to_object (deparch); |
3060 | * what he lost. |
2720 | insert_ob_in_ob (dep, op); |
3061 | */ |
|
|
3062 | change_attr_value (&(op->stats), i, -1); |
|
|
3063 | check_stat_bounds (&(op->stats)); |
|
|
3064 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3065 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3066 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3067 | lost_a_stat = 1; |
|
|
3068 | } |
2721 | } |
3069 | else |
2722 | lose_this_stat = 1; |
|
|
2723 | if (settings.balanced_stat_loss) |
3070 | { |
2724 | { |
3071 | /* deplete a stat */ |
2725 | /* GD */ |
3072 | archetype *deparch = archetype::find ("depletion"); |
2726 | /* Get the stat that we're about to deplete. */ |
3073 | object *dep; |
2727 | this_stat = get_attr_value (&(dep->stats), i); |
3074 | |
2728 | if (this_stat < 0) |
3075 | dep = present_arch_in_ob (deparch, op); |
|
|
3076 | if (!dep) |
|
|
3077 | { |
2729 | { |
3078 | dep = arch_to_object (deparch); |
2730 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3079 | insert_ob_in_ob (dep, op); |
2731 | int keep_chance = this_stat * this_stat; |
3080 | } |
2732 | |
3081 | lose_this_stat = 1; |
2733 | /* 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) |
2734 | if (keep_chance < 1) |
|
|
2735 | keep_chance = 1; |
|
|
2736 | |
|
|
2737 | /* There is a maximum depletion total per level. */ |
|
|
2738 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3088 | { |
2739 | { |
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; |
2740 | lose_this_stat = 0; |
3100 | /* Take loss chance vs keep chance to see if we |
2741 | /* Take loss chance vs keep chance to see if we |
3101 | retain the stat. */ |
2742 | 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 | } |
2743 | } |
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 | */ |
2744 | else |
3123 | if (this_stat >= -50) |
|
|
3124 | { |
2745 | { |
3125 | change_attr_value (&(dep->stats), i, -1); |
2746 | 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; |
2747 | lose_this_stat = 0; |
|
|
2748 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2749 | this_stat, keep_chance, loss_chance, |
|
|
2750 | lose_this_stat?"LOSE":"KEEP"); */ |
3130 | } |
2751 | } |
3131 | } |
2752 | } |
3132 | } |
2753 | } |
|
|
2754 | |
|
|
2755 | if (lose_this_stat) |
|
|
2756 | { |
|
|
2757 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2758 | /* We could try to do something clever like find another |
|
|
2759 | * stat to reduce if this fails. But chances are, if |
|
|
2760 | * stats have been depleted to -50, all are pretty low |
|
|
2761 | * and should be roughly the same, so it shouldn't make a |
|
|
2762 | * difference. |
|
|
2763 | */ |
|
|
2764 | if (this_stat >= -50) |
|
|
2765 | { |
|
|
2766 | change_attr_value (&(dep->stats), i, -1); |
|
|
2767 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2768 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2769 | op->update_stats (); |
|
|
2770 | lost_a_stat = 1; |
|
|
2771 | } |
3133 | } |
2772 | } |
|
|
2773 | } |
|
|
2774 | } |
|
|
2775 | |
3134 | /* If no stat lost, tell the player. */ |
2776 | /* If no stat lost, tell the player. */ |
3135 | if (!lost_a_stat) |
2777 | if (!lost_a_stat) |
3136 | { |
2778 | { |
3137 | /* determine_god() seems to not work sometimes... why is this? |
2779 | /* determine_god() seems to not work sometimes... why is this? |
3138 | Should I be using something else? GD */ |
2780 | Should I be using something else? GD */ |
3139 | const char *god = determine_god (op); |
2781 | const char *god = determine_god (op); |
3140 | |
2782 | |
3141 | if (god && (strcmp (god, "none"))) |
2783 | 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); |
2784 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3143 | else |
2785 | else |
3144 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2786 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3145 | } |
2787 | } |
3146 | #else |
2788 | #else |
3147 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2789 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
3148 | #endif |
2790 | #endif |
3149 | |
2791 | |
3150 | /* Put a gravestone up where the character 'almost' died. List the |
2792 | /* Put a gravestone up where the character 'almost' died. List the |
3151 | * exp loss on the stone. |
2793 | * exp loss on the stone. |
3152 | */ |
2794 | */ |
3153 | tmp = arch_to_object (archetype::find ("gravestone")); |
2795 | tmp = arch_to_object (archetype::find ("gravestone")); |
3154 | sprintf (buf, "%s's gravestone", &op->name); |
2796 | tmp->name = format ("%s's gravestone", &op->name); |
3155 | tmp->name = buf; |
2797 | tmp->name_pl = format ("%s's gravestones", &op->name); |
3156 | sprintf (buf, "%s's gravestones", &op->name); |
|
|
3157 | 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); |
2798 | tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); |
3159 | tmp->msg = buf; |
|
|
3160 | tmp->x = op->x, tmp->y = op->y; |
2799 | tmp->x = op->x, tmp->y = op->y; |
3161 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2800 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3162 | |
2801 | |
3163 | /**************************************/ |
2802 | /**************************************/ |
3164 | /* */ |
2803 | /* */ |
3165 | /* Subtract the experience points, */ |
2804 | /* Subtract the experience points, */ |
3166 | /* if we died cause of food, give us */ |
2805 | /* if we died cause of food, give us */ |
3167 | /* food, and reset HP's... */ |
2806 | /* food, and reset HP's... */ |
3168 | /* */ |
2807 | /* */ |
3169 | /**************************************/ |
2808 | /**************************************/ |
3170 | |
2809 | |
3171 | /* remove any poisoning and confusion the character may be suffering. */ |
2810 | /* remove any poisoning and confusion the character may be suffering. */ |
3172 | /* restore player */ |
2811 | /* restore player */ |
3173 | at = archetype::find ("poisoning"); |
2812 | at = archetype::find ("poisoning"); |
3174 | tmp = present_arch_in_ob (at, op); |
2813 | tmp = present_arch_in_ob (at, op); |
3175 | |
2814 | |
3176 | if (tmp) |
2815 | if (tmp) |
3177 | { |
2816 | { |
3178 | tmp->destroy (); |
2817 | tmp->destroy (); |
3179 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2818 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3180 | } |
2819 | } |
3181 | |
2820 | |
3182 | at = archetype::find ("confusion"); |
2821 | at = archetype::find ("confusion"); |
3183 | tmp = present_arch_in_ob (at, op); |
2822 | tmp = present_arch_in_ob (at, op); |
3184 | if (tmp) |
2823 | if (tmp) |
3185 | { |
2824 | { |
3186 | tmp->destroy (); |
2825 | tmp->destroy (); |
3187 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2826 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3188 | } |
2827 | } |
3189 | |
2828 | |
3190 | cure_disease (op, 0); /* remove any disease */ |
2829 | cure_disease (op, 0, 0); /* remove any disease */ |
3191 | |
2830 | |
|
|
2831 | // remove all spell effects that are active |
|
|
2832 | // to avoid long-term effects such as word-of-recall |
|
|
2833 | for (object *item = op->inv; item; ) |
|
|
2834 | { |
|
|
2835 | object *next = item->below; |
|
|
2836 | |
|
|
2837 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2838 | item->destroy (); |
|
|
2839 | |
|
|
2840 | item = next; |
|
|
2841 | } |
|
|
2842 | |
3192 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2843 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3193 | apply_death_exp_penalty (op); |
2844 | apply_death_exp_penalty (op); |
|
|
2845 | |
3194 | if (op->stats.food < 100) |
2846 | if (op->stats.food < 100) |
3195 | op->stats.food = 900; |
2847 | op->stats.food = 900; |
|
|
2848 | |
3196 | op->stats.hp = op->stats.maxhp; |
2849 | op->stats.hp = op->stats.maxhp; |
3197 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2850 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3198 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2851 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3199 | |
2852 | |
3200 | /* |
2853 | /* |
3201 | * Check to see if the player is in a shop. IF so, then check to see if |
2854 | * 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 |
2855 | * and put them back in the map. |
3203 | * in the map. |
2856 | */ |
3204 | */ |
2857 | op->drop_unpaid_items (); |
3205 | |
2858 | |
3206 | if (is_in_shop (op)) |
|
|
3207 | remove_unpaid_objects (op->inv, op); |
|
|
3208 | |
|
|
3209 | /****************************************/ |
2859 | /****************************************/ |
3210 | /* */ |
2860 | /* */ |
3211 | /* Move player to his current respawn- */ |
2861 | /* Move player to his current respawn- */ |
3212 | /* position (usually last savebed) */ |
2862 | /* position (usually last savebed) */ |
3213 | /* */ |
2863 | /* */ |
3214 | /****************************************/ |
2864 | /****************************************/ |
3215 | |
2865 | |
3216 | enter_player_savebed (op); |
2866 | enter_player_savebed (op); |
3217 | |
2867 | |
3218 | /* Save the player before inserting the force to reduce |
|
|
3219 | * chance of abuse. |
|
|
3220 | */ |
|
|
3221 | op->contr->braced = 0; |
2868 | op->contr->braced = 0; |
3222 | save_player (op, 1); |
|
|
3223 | |
2869 | |
3224 | /* it is possible that the player has blown something up |
2870 | /* it is possible that the player has blown something up |
3225 | * at his savebed location, and that can have long lasting |
2871 | * at his savebed location, and that can have long lasting |
3226 | * spell effects. So first see if there is a spell effect |
2872 | * spell effects. So first see if there is a spell effect |
3227 | * on the space that might harm the player. |
2873 | * on the space that might harm the player. |
3228 | */ |
2874 | */ |
3229 | will_kill_again = 0; |
2875 | will_kill_again = 0; |
3230 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2876 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3231 | if (tmp->type == SPELL_EFFECT) |
2877 | if (tmp->type == SPELL_EFFECT) |
3232 | will_kill_again |= tmp->attacktype; |
2878 | will_kill_again |= tmp->attacktype; |
3233 | |
2879 | |
3234 | if (will_kill_again) |
2880 | if (will_kill_again) |
3235 | { |
2881 | { |
3236 | object *force; |
2882 | object *force; |
3237 | int at; |
2883 | int at; |
3238 | |
2884 | |
3239 | force = get_archetype (FORCE_NAME); |
2885 | force = get_archetype (FORCE_NAME); |
3240 | /* 50 ticks should be enough time for the spell to abate */ |
2886 | /* 50 ticks should be enough time for the spell to abate */ |
3241 | force->speed = 0.1; |
2887 | force->speed = 0.1f; |
3242 | force->speed_left = -5.0; |
2888 | force->speed_left = -5.f; |
3243 | SET_FLAG (force, FLAG_APPLIED); |
2889 | SET_FLAG (force, FLAG_APPLIED); |
3244 | for (at = 0; at < NROFATTACKS; at++) |
2890 | for (at = 0; at < NROFATTACKS; at++) |
3245 | if (will_kill_again & (1 << at)) |
2891 | if (will_kill_again & (1 << at)) |
3246 | force->resist[at] = 100; |
2892 | force->resist[at] = 100; |
3247 | |
2893 | |
3248 | insert_ob_in_ob (force, op); |
2894 | insert_ob_in_ob (force, op); |
3249 | fix_player (op); |
2895 | op->update_stats (); |
3250 | |
2896 | |
3251 | } |
2897 | } |
3252 | |
2898 | |
3253 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2899 | 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 | } |
2900 | } |
3322 | |
|
|
3323 | |
2901 | |
3324 | void |
2902 | void |
3325 | loot_object (object *op) |
2903 | loot_object (object *op) |
3326 | { /* Grab and destroy some treasure */ |
2904 | { /* Grab and destroy some treasure */ |
3327 | object *tmp, *tmp2, *next; |
2905 | object *tmp, *tmp2, *next; |
3328 | |
2906 | |
3329 | if (op->container) |
2907 | op->close_container (); /* close open sack first */ |
3330 | { /* close open sack first */ |
|
|
3331 | esrv_apply_container (op, op->container); |
|
|
3332 | } |
|
|
3333 | |
2908 | |
3334 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2909 | for (tmp = op->inv; tmp; tmp = next) |
3335 | { |
2910 | { |
3336 | next = tmp->below; |
2911 | next = tmp->below; |
|
|
2912 | |
3337 | if (tmp->invisible) |
2913 | if (tmp->invisible) |
3338 | continue; |
2914 | continue; |
|
|
2915 | |
3339 | tmp->remove (); |
2916 | tmp->remove (); |
3340 | tmp->x = op->x, tmp->y = op->y; |
2917 | tmp->x = op->x, tmp->y = op->y; |
|
|
2918 | |
3341 | if (tmp->type == CONTAINER) |
2919 | if (tmp->type == CONTAINER) |
3342 | { /* empty container to ground */ |
2920 | loot_object (tmp); /* empty container to ground */ |
3343 | loot_object (tmp); |
2921 | |
3344 | } |
|
|
3345 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2922 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3346 | { |
2923 | { |
3347 | if (tmp->nrof > 1) |
2924 | if (tmp->nrof > 1) |
3348 | { |
2925 | { |
3349 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2926 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3350 | tmp2->destroy (); |
|
|
3351 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2927 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3352 | } |
2928 | } |
3353 | else |
2929 | else |
3354 | tmp->destroy (); |
2930 | tmp->destroy (); |
3355 | } |
2931 | } |
… | |
… | |
3361 | /* |
2937 | /* |
3362 | * fix_weight(): Check recursively the weight of all players, and fix |
2938 | * fix_weight(): Check recursively the weight of all players, and fix |
3363 | * what needs to be fixed. Refresh windows and fix speed if anything |
2939 | * what needs to be fixed. Refresh windows and fix speed if anything |
3364 | * was changed. |
2940 | * was changed. |
3365 | */ |
2941 | */ |
3366 | |
|
|
3367 | void |
2942 | void |
3368 | fix_weight (void) |
2943 | fix_weight (void) |
3369 | { |
2944 | { |
3370 | player *pl; |
2945 | for_all_players (pl) |
3371 | |
|
|
3372 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3373 | { |
2946 | { |
3374 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2947 | sint32 old = pl->ob->carrying; |
3375 | |
2948 | |
3376 | if (old == sum) |
2949 | pl->ob->update_weight (); |
3377 | continue; |
2950 | |
3378 | fix_player (pl->ob); |
2951 | if (old != pl->ob->carrying) |
|
|
2952 | { |
|
|
2953 | pl->ob->update_stats (); |
3379 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2954 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2955 | } |
3380 | } |
2956 | } |
3381 | } |
2957 | } |
3382 | |
2958 | |
3383 | void |
2959 | void |
3384 | fix_luck (void) |
2960 | fix_luck (void) |
3385 | { |
2961 | { |
3386 | player *pl; |
2962 | for_all_players (pl) |
3387 | |
|
|
3388 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3389 | if (!pl->ob->contr->state) |
2963 | if (!pl->ob->contr->ns->state) |
3390 | change_luck (pl->ob, 0); |
2964 | pl->ob->change_luck (0); |
3391 | } |
2965 | } |
3392 | |
|
|
3393 | |
2966 | |
3394 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2967 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3395 | * This is much simpler in the new spell code - we basically |
2968 | * This is much simpler in the new spell code - we basically |
3396 | * just treat this as any other spell casting object. |
2969 | * just treat this as any other spell casting object. |
3397 | */ |
2970 | */ |
3398 | |
|
|
3399 | void |
2971 | void |
3400 | cast_dust (object *op, object *throw_ob, int dir) |
2972 | cast_dust (object *op, object *throw_ob, int dir) |
3401 | { |
2973 | { |
3402 | object *skop, *spob; |
2974 | object *skop, *spob; |
3403 | |
2975 | |
… | |
… | |
3432 | void |
3004 | void |
3433 | make_visible (object *op) |
3005 | make_visible (object *op) |
3434 | { |
3006 | { |
3435 | op->hide = 0; |
3007 | op->hide = 0; |
3436 | op->invisible = 0; |
3008 | op->invisible = 0; |
|
|
3009 | |
3437 | if (op->type == PLAYER) |
3010 | if (op->type == PLAYER) |
3438 | { |
3011 | { |
3439 | op->contr->tmp_invis = 0; |
3012 | op->contr->tmp_invis = 0; |
3440 | op->contr->invis_race = 0; |
3013 | op->contr->invis_race = 0; |
3441 | } |
3014 | } |
|
|
3015 | |
3442 | update_object (op, UP_OBJ_FACE); |
3016 | update_object (op, UP_OBJ_CHANGE); |
3443 | } |
3017 | } |
3444 | |
3018 | |
3445 | int |
3019 | int |
3446 | is_true_undead (object *op) |
3020 | is_true_undead (object *op) |
3447 | { |
3021 | { |
3448 | object *tmp = NULL; |
|
|
3449 | |
|
|
3450 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3022 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3451 | return 1; |
3023 | return 1; |
3452 | |
3024 | |
3453 | return 0; |
3025 | return 0; |
3454 | } |
3026 | } |
3455 | |
3027 | |
3456 | /* look at the surrounding terrain to determine |
3028 | /* look at the surrounding terrain to determine |
3457 | * the hideability of this object. Positive levels |
3029 | * the hideability of this object. Positive levels |
3458 | * indicate greater hideability. |
3030 | * indicate greater hideability. |
3459 | */ |
3031 | */ |
3460 | |
|
|
3461 | int |
3032 | int |
3462 | hideability (object *ob) |
3033 | hideability (object *ob) |
3463 | { |
3034 | { |
3464 | int i, level = 0, mflag; |
3035 | int i, level = 0, mflag; |
3465 | sint16 x, y; |
3036 | sint16 x, y; |
… | |
… | |
3475 | * as bad as carrying a light on a pitch dark map */ |
3046 | * as bad as carrying a light on a pitch dark map */ |
3476 | if (has_carried_lights (ob)) |
3047 | if (has_carried_lights (ob)) |
3477 | level = -(10 + (2 * ob->map->darkness)); |
3048 | level = -(10 + (2 * ob->map->darkness)); |
3478 | |
3049 | |
3479 | /* scan through all nearby squares for terrain to hide in */ |
3050 | /* scan through all nearby squares for terrain to hide in */ |
3480 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3051 | for (i = 0, x = ob->x, y = ob->y; |
|
|
3052 | i <= SIZEOFFREE1; |
|
|
3053 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3481 | { |
3054 | { |
3482 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3055 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3483 | if (mflag & P_OUT_OF_MAP) |
3056 | if (mflag & P_OUT_OF_MAP) |
3484 | { |
|
|
3485 | continue; |
3057 | continue; |
3486 | } |
3058 | |
3487 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3059 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3488 | level += 2; |
3060 | level += 2; |
3489 | else /* open terrain! */ |
3061 | else /* open terrain! */ |
3490 | level -= 1; |
3062 | level -= 1; |
3491 | } |
3063 | } |
… | |
… | |
3499 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3071 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3500 | * every time they move - as we subtract off 'invisibility' |
3072 | * every time they move - as we subtract off 'invisibility' |
3501 | * AND, for players, if they move into a ridiculously unhideable |
3073 | * AND, for players, if they move into a ridiculously unhideable |
3502 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3074 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3503 | */ |
3075 | */ |
3504 | |
|
|
3505 | void |
3076 | void |
3506 | do_hidden_move (object *op) |
3077 | do_hidden_move (object *op) |
3507 | { |
3078 | { |
3508 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3079 | int hide = 0; |
3509 | object *skop; |
|
|
3510 | |
3080 | |
3511 | if (!op || !op->map) |
3081 | if (!op || !op->map) |
3512 | return; |
3082 | return; |
3513 | |
3083 | |
3514 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3084 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
3085 | int num = random_roll (0, 19, op, PREFER_LOW); |
3515 | |
3086 | |
3516 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3087 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3517 | if (op->type == PLAYER && op->contr->run_on) |
3088 | if (op->type == PLAYER && op->contr->run_on) |
3518 | { |
|
|
3519 | if (!skop || num >= skop->level) |
3089 | if (!skop || num >= skop->level) |
3520 | { |
3090 | { |
3521 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3091 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3522 | make_visible (op); |
3092 | make_visible (op); |
3523 | return; |
3093 | return; |
3524 | } |
3094 | } |
3525 | else |
3095 | else |
3526 | num += 20; |
3096 | num += 20; |
3527 | } |
3097 | |
3528 | num += op->map->difficulty; |
3098 | num += op->map->difficulty; |
3529 | hide = hideability (op); /* modify by terrain hidden level */ |
3099 | hide = hideability (op); /* modify by terrain hidden level */ |
3530 | num -= hide; |
3100 | num -= hide; |
|
|
3101 | |
3531 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3102 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3532 | { |
3103 | { |
3533 | make_visible (op); |
3104 | make_visible (op); |
|
|
3105 | |
3534 | if (op->type == PLAYER) |
3106 | if (op->type == PLAYER) |
3535 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3107 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3536 | } |
3108 | } |
3537 | else if (op->type == PLAYER && skop) |
3109 | else if (op->type == PLAYER && skop) |
3538 | { |
|
|
3539 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3110 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3540 | } |
|
|
3541 | } |
3111 | } |
3542 | |
3112 | |
3543 | /* determine if who is standing near a hostile creature. */ |
3113 | /* determine if who is standing near a hostile creature. */ |
3544 | |
3114 | |
3545 | int |
3115 | int |
… | |
… | |
3593 | * object op. This function works fine for monsters, |
3163 | * object op. This function works fine for monsters, |
3594 | * but we dont worry if the object isnt the top one in |
3164 | * but we dont worry if the object isnt the top one in |
3595 | * a pile (say a coin under a table would return "viewable" |
3165 | * a pile (say a coin under a table would return "viewable" |
3596 | * by this routine). Another question, should we be |
3166 | * by this routine). Another question, should we be |
3597 | * concerned with the direction the player is looking |
3167 | * concerned with the direction the player is looking |
3598 | * in? Realistically, most of use cant see stuff behind |
3168 | * in? Realistically, most of us can't see stuff behind |
3599 | * our backs...on the other hand, does the "facing" direction |
3169 | * our backs...on the other hand, does the "facing" direction |
3600 | * imply the way your head, or body is facing? Its possible |
3170 | * imply the way your head, or body is facing? It's possible |
3601 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3171 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3602 | * -b.t. |
3172 | * -b.t. |
3603 | * This function is now map tiling safe. |
3173 | * This function is now map tiling safe. |
3604 | */ |
3174 | */ |
3605 | |
|
|
3606 | int |
3175 | int |
3607 | player_can_view (object *pl, object *op) |
3176 | player_can_view (object *pl, object *op) |
3608 | { |
3177 | { |
3609 | rv_vector rv; |
3178 | rv_vector rv; |
3610 | int dx, dy; |
3179 | int dx, dy; |
… | |
… | |
3612 | if (pl->type != PLAYER) |
3181 | if (pl->type != PLAYER) |
3613 | { |
3182 | { |
3614 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3183 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3615 | return -1; |
3184 | return -1; |
3616 | } |
3185 | } |
|
|
3186 | |
3617 | if (!pl || !op) |
3187 | if (!pl || !op) |
3618 | return 0; |
3188 | return 0; |
3619 | |
3189 | |
3620 | if (op->head) |
|
|
3621 | { |
|
|
3622 | op = op->head; |
3190 | op = op->head_ (); |
3623 | } |
3191 | |
3624 | get_rangevector (pl, op, &rv, 0x1); |
3192 | get_rangevector (pl, op, &rv, 0x1); |
3625 | |
3193 | |
3626 | /* starting with the 'head' part, lets loop |
3194 | /* starting with the 'head' part, lets loop |
3627 | * through the object and find if it has any |
3195 | * through the object and find if it has any |
3628 | * part that is in the los array but isnt on |
3196 | * part that is in the los array but isn't on |
3629 | * a blocked los square. |
3197 | * a blocked los square. |
3630 | * we use the archetype to figure out offsets. |
3198 | * we use the archetype to figure out offsets. |
3631 | */ |
3199 | */ |
3632 | while (op) |
3200 | while (op) |
3633 | { |
3201 | { |
3634 | dx = rv.distance_x + op->arch->clone.x; |
3202 | dx = rv.distance_x + op->arch->x; |
3635 | dy = rv.distance_y + op->arch->clone.y; |
3203 | dy = rv.distance_y + op->arch->y; |
3636 | |
3204 | |
3637 | /* only the viewable area the player sees is updated by LOS |
3205 | /* only the viewable area the player sees is updated by LOS |
3638 | * code, so we need to restrict ourselves to that range of values |
3206 | * code, so we need to restrict ourselves to that range of values |
3639 | * for any meaningful values. |
3207 | * for any meaningful values. |
3640 | */ |
3208 | */ |
3641 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3209 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3642 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3210 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3643 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
3211 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3644 | return 1; |
3212 | return 1; |
|
|
3213 | |
3645 | op = op->more; |
3214 | op = op->more; |
3646 | } |
3215 | } |
|
|
3216 | |
3647 | return 0; |
3217 | return 0; |
3648 | } |
3218 | } |
3649 | |
3219 | |
3650 | /* routine for both players and monsters. We call this when |
3220 | /* routine for both players and monsters. We call this when |
3651 | * there is a possibility for our action distrubing our hiding |
3221 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3654 | * return 0. |
3224 | * return 0. |
3655 | */ |
3225 | */ |
3656 | int |
3226 | int |
3657 | action_makes_visible (object *op) |
3227 | action_makes_visible (object *op) |
3658 | { |
3228 | { |
3659 | |
|
|
3660 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3229 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3661 | { |
3230 | { |
3662 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3231 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3663 | return 0; |
3232 | return 0; |
3664 | |
3233 | |
… | |
… | |
3670 | { |
3239 | { |
3671 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3240 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3672 | return 1; |
3241 | return 1; |
3673 | } |
3242 | } |
3674 | } |
3243 | } |
|
|
3244 | |
3675 | return 0; |
3245 | return 0; |
3676 | } |
3246 | } |
3677 | |
3247 | |
3678 | /* op_on_battleground - checks if the given object op (usually |
3248 | /* op_on_battleground - checks if the given object op (usually |
3679 | * a player) is standing on a valid battleground-tile, |
3249 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3684 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3254 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3685 | */ |
3255 | */ |
3686 | int |
3256 | int |
3687 | op_on_battleground (object *op, int *x, int *y) |
3257 | op_on_battleground (object *op, int *x, int *y) |
3688 | { |
3258 | { |
3689 | object *tmp; |
|
|
3690 | |
|
|
3691 | /* A battleground-tile needs the following attributes to be valid: |
3259 | /* A battleground-tile needs the following attributes to be valid: |
3692 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3260 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3693 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3261 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3694 | * and the exit-coordinates sp/hp must both be > 0. |
3262 | * and the exit-coordinates sp/hp must both be > 0. |
3695 | * => The intention here is to prevent abuse of the battleground- |
3263 | * => The intention here is to prevent abuse of the battleground- |
3696 | * feature (like pickable or hidden battleground tiles). */ |
3264 | * feature (like pickable or hidden battleground tiles). */ |
3697 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3265 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3698 | { |
3266 | { |
3699 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3267 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3700 | { |
3268 | { |
3701 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3269 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3702 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3270 | && tmp->type == BATTLEGROUND |
|
|
3271 | && tmp->name == shstr_battleground |
|
|
3272 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3703 | { |
3273 | { |
3704 | /*before we assign the exit, check if this is a teambattle */ |
3274 | /* before we assign the exit, check if this is a teambattle */ |
3705 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3275 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3706 | { |
3276 | { |
3707 | object *invtmp; |
|
|
3708 | |
|
|
3709 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3277 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3710 | { |
3278 | { |
3711 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3279 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3712 | { |
3280 | { |
3713 | if (x != NULL && y != NULL) |
3281 | if (x && y) |
3714 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3282 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3283 | |
3715 | return 1; |
3284 | return 1; |
3716 | } |
3285 | } |
3717 | } |
3286 | } |
3718 | } |
3287 | } |
|
|
3288 | |
3719 | if (x != NULL && y != NULL) |
3289 | if (x && y) |
3720 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3290 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3291 | |
3721 | return 1; |
3292 | return 1; |
3722 | } |
3293 | } |
3723 | } |
3294 | } |
3724 | } |
3295 | } |
|
|
3296 | |
3725 | /* If we got here, did not find a battleground */ |
3297 | /* If we got here, did not find a battleground */ |
3726 | return 0; |
3298 | return 0; |
3727 | } |
3299 | } |
3728 | |
3300 | |
3729 | /* |
3301 | /* |
… | |
… | |
3745 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3317 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3746 | int i = 0, j = 0; |
3318 | int i = 0, j = 0; |
3747 | |
3319 | |
3748 | /* get the appropriate treasurelist */ |
3320 | /* get the appropriate treasurelist */ |
3749 | if (atnr == ATNR_FIRE) |
3321 | if (atnr == ATNR_FIRE) |
3750 | trlist = find_treasurelist ("dragon_ability_fire"); |
3322 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3751 | else if (atnr == ATNR_COLD) |
3323 | else if (atnr == ATNR_COLD) |
3752 | trlist = find_treasurelist ("dragon_ability_cold"); |
3324 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3753 | else if (atnr == ATNR_ELECTRICITY) |
3325 | else if (atnr == ATNR_ELECTRICITY) |
3754 | trlist = find_treasurelist ("dragon_ability_elec"); |
3326 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3755 | else if (atnr == ATNR_POISON) |
3327 | else if (atnr == ATNR_POISON) |
3756 | trlist = find_treasurelist ("dragon_ability_poison"); |
3328 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3757 | |
3329 | |
3758 | if (trlist == NULL || who->type != PLAYER) |
3330 | if (trlist == NULL || who->type != PLAYER) |
3759 | return; |
3331 | return; |
3760 | |
3332 | |
3761 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3333 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3762 | |
3334 | |
3763 | if (tr == NULL || tr->item == NULL) |
3335 | if (!tr || !tr->item) |
3764 | { |
3336 | { |
3765 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3337 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3766 | return; |
3338 | return; |
3767 | } |
3339 | } |
3768 | |
3340 | |
3769 | /* everything seems okay - now bring on the gift: */ |
3341 | /* everything seems okay - now bring on the gift: */ |
3770 | item = &(tr->item->clone); |
3342 | item = tr->item; |
3771 | |
3343 | |
3772 | if (item->type == SPELL) |
3344 | if (item->type == SPELL) |
3773 | { |
3345 | { |
3774 | if (check_spell_known (who, item->name)) |
3346 | if (check_spell_known (who, item->name)) |
3775 | return; |
3347 | return; |
… | |
… | |
3834 | { |
3406 | { |
3835 | /* forces in the treasurelist can alter the player's stats */ |
3407 | /* forces in the treasurelist can alter the player's stats */ |
3836 | object *skin; |
3408 | object *skin; |
3837 | |
3409 | |
3838 | /* first get the dragon skin force */ |
3410 | /* first get the dragon skin force */ |
3839 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3411 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
|
|
3412 | ; |
|
|
3413 | |
3840 | if (skin == NULL) |
3414 | if (!skin) |
3841 | return; |
3415 | return; |
3842 | |
3416 | |
3843 | /* adding new spellpath attunements */ |
3417 | /* adding new spellpath attunements */ |
3844 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3418 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3845 | { |
3419 | { |
… | |
… | |
3877 | else |
3451 | else |
3878 | { |
3452 | { |
3879 | /* generate misc. treasure */ |
3453 | /* generate misc. treasure */ |
3880 | tmp = arch_to_object (tr->item); |
3454 | tmp = arch_to_object (tr->item); |
3881 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3455 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3882 | tmp = insert_ob_in_ob (tmp, who); |
3456 | who->insert (tmp); |
3883 | if (who->type == PLAYER) |
|
|
3884 | esrv_send_item (who, tmp); |
|
|
3885 | } |
3457 | } |
3886 | } |
3458 | } |
3887 | |
3459 | |
3888 | /** |
3460 | /** |
3889 | * Unready an object for a player. This function does nothing if the object was |
3461 | * Unready an object for a player. This function does nothing if the object was |
3890 | * not readied. |
3462 | * not readied. |
3891 | */ |
3463 | */ |
3892 | void |
3464 | void |
3893 | player_unready_range_ob (player *pl, object *ob) |
3465 | player_unready_range_ob (player *pl, object *ob) |
3894 | { |
3466 | { |
3895 | rangetype i; |
3467 | if (pl->ob->current_weapon == ob) |
|
|
3468 | pl->ob->current_weapon = 0; |
3896 | |
3469 | |
3897 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3470 | if (pl->combat_ob == ob) |
3898 | { |
3471 | pl->combat_ob = 0; |
|
|
3472 | |
3899 | if (pl->ranges[i] == ob) |
3473 | if (pl->ranged_ob == ob) |
3900 | { |
3474 | pl->ranged_ob = 0; |
3901 | pl->ranges[i] = NULL; |
|
|
3902 | if (pl->shoottype == i) |
|
|
3903 | { |
|
|
3904 | pl->shoottype = range_none; |
|
|
3905 | } |
|
|
3906 | } |
|
|
3907 | } |
|
|
3908 | } |
3475 | } |
|
|
3476 | |
|
|
3477 | sint8 |
|
|
3478 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3479 | { |
|
|
3480 | if (!ns) |
|
|
3481 | return 0; |
|
|
3482 | |
|
|
3483 | int dx, dy; |
|
|
3484 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3485 | return 0; |
|
|
3486 | |
|
|
3487 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3488 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3489 | |
|
|
3490 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3491 | return 0; |
|
|
3492 | |
|
|
3493 | return 100 - blocked_los [x][y]; |
|
|
3494 | } |
|
|
3495 | |
|
|
3496 | void |
|
|
3497 | player::infobox (const char *title, const char *msg, int color) |
|
|
3498 | { |
|
|
3499 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3500 | } |
|
|
3501 | |
|
|
3502 | void |
|
|
3503 | player::statusmsg (const char *msg, int color) |
|
|
3504 | { |
|
|
3505 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3506 | } |
|
|
3507 | |
|
|
3508 | void |
|
|
3509 | player::failmsg (const char *msg, int color) |
|
|
3510 | { |
|
|
3511 | play_sound (sound_find ("generic_failure")); |
|
|
3512 | statusmsg (msg, color); |
|
|
3513 | } |
|
|
3514 | |