1 | /* |
1 | /* |
2 | * static char *rcsid_player_c = |
2 | * CrossFire, A Multiplayer game |
3 | * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The author can be reached via e-mail to crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | #include <global.h> |
25 | #include <global.h> |
30 | #ifndef WIN32 /* ---win32 remove headers */ |
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31 | #include <pwd.h> |
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32 | #endif |
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33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
26 | #include <sproto.h> |
35 | #endif |
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36 | #include <sounds.h> |
27 | #include <sounds.h> |
37 | #include <living.h> |
28 | #include <living.h> |
38 | #include <object.h> |
29 | #include <object.h> |
39 | #include <spells.h> |
30 | #include <spells.h> |
40 | #include <skills.h> |
31 | #include <skills.h> |
41 | #include <newclient.h> |
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42 | |
32 | |
43 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
44 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
45 | #endif |
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46 | |
35 | |
47 | player *find_player(const char *plname) |
36 | playervec players; |
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37 | |
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38 | void |
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39 | display_motd (const object *op) |
48 | { |
40 | { |
49 | player *pl; |
41 | char buf[MAX_BUF]; |
50 | for(pl=first_player;pl!=NULL;pl=pl->next) |
42 | char motd[HUGE_BUF]; |
51 | { |
43 | FILE *fp; |
52 | if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) |
44 | int comp; |
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45 | int size; |
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46 | |
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47 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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48 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
53 | return pl; |
49 | return; |
54 | }; |
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55 | return NULL; |
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56 | } |
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57 | |
50 | |
58 | player* find_player_partial_name( const char* plname ) |
51 | motd[0] = '\0'; |
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52 | size = 0; |
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53 | |
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54 | while (fgets (buf, MAX_BUF, fp)) |
59 | { |
55 | { |
60 | player* pl; |
56 | if (*buf == '#') |
61 | player* found = NULL; |
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62 | size_t namelen = strlen( plname ); |
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63 | for ( pl = first_player; pl != NULL; pl = pl->next ) |
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64 | { |
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65 | if ( strlen( pl->ob->name ) < namelen ) |
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66 | continue; |
57 | continue; |
67 | |
58 | |
68 | if ( !strcmp( pl->ob->name, plname) ) |
59 | strncat (motd + size, buf, HUGE_BUF - size); |
69 | return pl; |
60 | size += strlen (buf); |
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61 | } |
70 | |
62 | |
71 | if ( !strncasecmp( pl->ob->name, plname, namelen ) ) |
63 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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64 | close_and_delete (fp, comp); |
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65 | } |
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66 | |
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67 | void |
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68 | send_rules (const object *op) |
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69 | { |
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70 | char buf[MAX_BUF]; |
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71 | char rules[HUGE_BUF]; |
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72 | FILE *fp; |
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73 | int comp; |
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74 | int size; |
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75 | |
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76 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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77 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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78 | return; |
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79 | |
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80 | rules[0] = '\0'; |
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81 | size = 0; |
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82 | |
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83 | while (fgets (buf, MAX_BUF, fp)) |
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84 | { |
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85 | if (*buf == '#') |
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86 | continue; |
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87 | |
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88 | if (size + strlen (buf) >= HUGE_BUF) |
72 | { |
89 | { |
73 | if ( found ) |
90 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
74 | return NULL; |
91 | break; |
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92 | } |
75 | |
93 | |
76 | found = pl; |
94 | strncat (rules + size, buf, HUGE_BUF - size); |
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95 | size += strlen (buf); |
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96 | } |
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97 | |
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98 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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99 | close_and_delete (fp, comp); |
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100 | } |
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101 | |
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102 | void |
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103 | send_news (const object *op) |
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104 | { |
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105 | char buf[MAX_BUF]; |
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106 | char news[HUGE_BUF]; |
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107 | char subject[MAX_BUF]; |
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108 | FILE *fp; |
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109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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114 | return; |
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115 | |
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116 | news[0] = '\0'; |
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117 | subject[0] = '\0'; |
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118 | size = 0; |
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119 | |
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120 | while (fgets (buf, MAX_BUF, fp)) |
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121 | { |
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122 | if (*buf == '#') |
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123 | continue; |
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124 | |
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125 | if (*buf == '%') |
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126 | { /* send one news */ |
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127 | if (size > 0) |
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128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
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129 | |
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130 | strcpy (subject, buf + 1); |
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131 | strip_endline (subject); |
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132 | size = 0; |
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133 | news[0] = '\0'; |
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134 | } |
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135 | else |
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136 | { |
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137 | if (size + strlen (buf) >= HUGE_BUF) |
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138 | { |
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139 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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140 | break; |
77 | } |
141 | } |
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142 | strncat (news + size, buf, HUGE_BUF - size); |
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143 | size += strlen (buf); |
78 | } |
144 | } |
79 | return found; |
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80 | } |
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81 | |
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82 | void display_motd(const object *op) { |
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83 | char buf[MAX_BUF]; |
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84 | char motd[HUGE_BUF]; |
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85 | FILE *fp; |
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86 | int comp; |
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87 | int size; |
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88 | |
145 | } |
89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
146 | |
90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
91 | return; |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
92 | } |
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93 | motd[0]='\0'; |
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94 | size=0; |
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95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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96 | if( *buf == '#') |
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97 | continue; |
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98 | strncat(motd+size,buf,HUGE_BUF-size); |
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99 | size+=strlen(buf); |
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100 | } |
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101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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102 | close_and_delete(fp, comp); |
149 | close_and_delete (fp, comp); |
103 | } |
150 | } |
104 | |
151 | |
105 | void send_rules(const object *op) { |
152 | /* This loads the first map an puts the player on it. */ |
106 | char buf[MAX_BUF]; |
153 | static void |
107 | char rules[HUGE_BUF]; |
154 | set_first_map (object *op) |
108 | FILE *fp; |
155 | { |
109 | int comp; |
156 | op->contr->maplevel = first_map_path; |
110 | int size; |
157 | op->x = -1; |
111 | |
158 | op->y = -1; |
112 | sprintf(buf, "%s/%s", settings.confdir, settings.rules); |
159 | } |
113 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
160 | |
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161 | void |
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162 | player::enter_map () |
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163 | { |
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164 | object *tmp = object::create (); |
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165 | |
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166 | EXIT_PATH (tmp) = maplevel; |
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167 | EXIT_X (tmp) = ob->x; |
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168 | EXIT_Y (tmp) = ob->y; |
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169 | ob->enter_exit (tmp); |
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170 | |
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171 | tmp->destroy (); |
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172 | } |
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173 | |
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174 | void |
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175 | player::activate () |
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176 | { |
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177 | if (active) |
114 | return; |
178 | return; |
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179 | |
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180 | players.insert (this); |
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181 | ob->remove (); |
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182 | ob->map = 0; |
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183 | ob->activate_recursive (); |
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184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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185 | add_friendly_object (ob); |
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186 | enter_map (); |
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187 | } |
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188 | |
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189 | void |
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190 | player::deactivate () |
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191 | { |
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192 | if (!active) |
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193 | return; |
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194 | |
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195 | terminate_all_pets (ob); |
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196 | remove_friendly_object (ob); |
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197 | ob->deactivate_recursive (); |
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198 | |
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199 | if (ob->map) |
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200 | maplevel = ob->map->path; |
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201 | |
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202 | ob->remove (); |
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203 | ob->map = 0; |
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204 | party = 0; |
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205 | |
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206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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207 | |
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208 | players.erase (this); |
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209 | } |
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210 | |
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211 | // connect the player with a specific client |
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212 | // also changes, rationalises, and fixes some incorrect settings |
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213 | void |
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214 | player::connect (client *ns) |
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215 | { |
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216 | this->ns = ns; |
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217 | ns->pl = this; |
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218 | |
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219 | run_on = 0; |
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220 | fire_on = 0; |
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221 | ob->close_container (); //TODO: client-specific |
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222 | |
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223 | ns->update_look = 0; |
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224 | ns->look_position = 0; |
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225 | |
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226 | clear_los (ob); |
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227 | |
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228 | ns->reset_stats (); |
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229 | |
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230 | /* make sure he's a player -- needed because of class change. */ |
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231 | ob->type = PLAYER; // we are paranoid |
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232 | ob->race = ob->arch->clone.race; |
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233 | |
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234 | ob->carrying = sum_weight (ob); |
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235 | link_player_skills (ob); |
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236 | |
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237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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238 | |
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239 | assign (title, ob->arch->clone.name); |
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240 | |
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241 | /* if it's a dragon player, set the correct title here */ |
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242 | if (is_dragon_pl (ob)) |
115 | } |
243 | { |
116 | rules[0]='\0'; |
244 | object *tmp, *abil = 0, *skin = 0; |
117 | size=0; |
245 | |
118 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
119 | if( *buf == '#') |
247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
120 | continue; |
248 | |
121 | if (size + strlen(buf)>=HUGE_BUF) |
249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
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250 | if (tmp->type == FORCE) |
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251 | if (tmp->arch->name == dragon_ability_force) |
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252 | abil = tmp; |
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253 | else if (tmp->arch->name == dragon_skin_force) |
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254 | skin = tmp; |
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255 | |
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256 | set_dragon_name (ob, abil, skin); |
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257 | } |
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258 | |
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259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
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260 | |
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261 | esrv_new_player (this, ob->weight + ob->carrying); |
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262 | |
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263 | for (object *op = ob->inv; op; op = op->below) |
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264 | if (op->flag [FLAG_APPLIED]) |
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265 | switch (op->type) |
122 | { |
266 | { |
123 | LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
267 | case WAND: |
124 | break; |
268 | case ROD: |
125 | } |
269 | case HORN: |
126 | strncat(rules+size,buf,HUGE_BUF-size); |
270 | case BOW: |
127 | size+=strlen(buf); |
271 | case SKILL: |
128 | } |
272 | case SKILL_TOOL: |
129 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
273 | case WEAPON: |
130 | close_and_delete(fp, comp); |
274 | fprintf (stderr, "applied<%s>\n", &op->name);//D |
131 | } |
275 | apply_special (ob, op, AP_UNAPPLY); |
132 | |
276 | apply_special (ob, op, AP_APPLY); |
133 | void send_news(const object *op) { |
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134 | char buf[MAX_BUF]; |
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135 | char news[HUGE_BUF]; |
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136 | char subject[MAX_BUF]; |
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137 | FILE *fp; |
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138 | int comp; |
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139 | int size; |
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140 | |
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141 | sprintf(buf, "%s/%s", settings.confdir, settings.news); |
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142 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) |
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143 | return; |
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144 | news[0]='\0'; |
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145 | subject[0]='\0'; |
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146 | size=0; |
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147 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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148 | if( *buf == '#') |
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149 | continue; |
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150 | if ( *buf =='%'){ /* send one news */ |
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151 | if (size>0) |
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152 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
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153 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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154 | "INFORMATION: %s\n%s", |
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155 | "%s\n%s", |
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156 | subject, news); /*send previously read news*/ |
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157 | strcpy(subject,buf+1); |
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158 | strip_endline(subject); |
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159 | size=0; |
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160 | news[0]='\0'; |
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161 | } |
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162 | else{ |
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163 | if (size + strlen(buf)>=HUGE_BUF) |
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164 | { |
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165 | LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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166 | break; |
277 | break; |
167 | } |
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168 | strncat(news+size,buf,HUGE_BUF-size); |
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169 | size+=strlen(buf); |
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170 | } |
278 | } |
171 | } |
279 | |
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280 | ob->update_stats (); |
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281 | ns->floorbox_update (); |
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282 | |
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283 | esrv_send_inventory (ob, ob); |
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284 | esrv_add_spells (this, 0); |
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285 | |
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286 | activate (); |
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287 | |
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288 | send_rules (ob); |
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289 | send_news (ob); |
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290 | display_motd (ob); |
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291 | |
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292 | INVOKE_PLAYER (CONNECT, this); |
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293 | INVOKE_PLAYER (LOGIN, this); |
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294 | } |
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295 | |
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296 | void |
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297 | player::disconnect () |
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298 | { |
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299 | if (ns) |
172 | |
300 | { |
173 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
301 | if (active) |
174 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
302 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
175 | "INFORMATION: %s\n%s\n", |
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176 | "%s\n%s", |
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177 | subject, news); |
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178 | close_and_delete(fp, comp); |
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179 | } |
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180 | |
303 | |
181 | int playername_ok(const char *cp) { |
304 | INVOKE_PLAYER (DISCONNECT, this); |
182 | /* Don't allow - or _ as first character in the name */ |
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183 | if (*cp == '-' || *cp == '_') return 0; |
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184 | |
305 | |
185 | for(;*cp!='\0';cp++) |
306 | ns->reset_stats (); |
186 | if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
307 | ns->pl = 0; |
187 | return 0; |
308 | ns = 0; |
188 | return 1; |
|
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189 | } |
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190 | |
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191 | /* This no longer sets the player map. Also, it now updates |
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192 | * all the pointers so the caller doesn't need to do that. |
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193 | * Caller is responsible for setting the correct map. |
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194 | */ |
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195 | |
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196 | /* Redo this to do both get_player_ob and get_player. |
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197 | * Hopefully this will be less bugfree and simpler. |
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198 | * Returns the player structure. If 'p' is null, |
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199 | * we create a new one. Otherwise, we recycle |
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200 | * the one that is passed. |
|
|
201 | */ |
|
|
202 | static player* get_player(player *p) { |
|
|
203 | object *op=arch_to_object(get_player_archetype(NULL)); |
|
|
204 | int i; |
|
|
205 | |
|
|
206 | if (!p) { |
|
|
207 | player *tmp; |
|
|
208 | |
|
|
209 | p = (player *) malloc(sizeof(player)); |
|
|
210 | if(p==NULL) |
|
|
211 | fatal(OUT_OF_MEMORY); |
|
|
212 | |
|
|
213 | /* This adds the player in the linked list. There is extra |
|
|
214 | * complexity here because we want to add the new player at the |
|
|
215 | * end of the list - there is in fact no compelling reason that |
|
|
216 | * that needs to be done except for things like output of |
|
|
217 | * 'who'. |
|
|
218 | */ |
|
|
219 | tmp=first_player; |
|
|
220 | while(tmp!=NULL&&tmp->next!=NULL) |
|
|
221 | tmp=tmp->next; |
|
|
222 | if(tmp!=NULL) |
|
|
223 | tmp->next=p; |
|
|
224 | else |
|
|
225 | first_player=p; |
|
|
226 | |
|
|
227 | p->next = NULL; |
|
|
228 | } |
309 | } |
229 | |
310 | |
230 | /* Clears basically the entire player structure except |
311 | if (ob) |
231 | * for next and socket. |
312 | ob->close_container (); //TODO: client-specific |
232 | */ |
|
|
233 | memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); |
|
|
234 | |
313 | |
|
|
314 | deactivate (); |
|
|
315 | } |
|
|
316 | |
|
|
317 | // the need for this function can be explained |
|
|
318 | // by load_object not returning the object |
|
|
319 | void |
|
|
320 | player::set_object (object *op) |
|
|
321 | { |
|
|
322 | ob = op; |
|
|
323 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
324 | |
|
|
325 | ob->speed_left = 0.5; |
|
|
326 | ob->speed = 1.0; |
|
|
327 | ob->direction = 5; /* So player faces south */ |
|
|
328 | } |
|
|
329 | |
|
|
330 | player::player () |
|
|
331 | { |
235 | /* There are some elements we want initialized to non zero value - |
332 | /* There are some elements we want initialised to non zero value - |
236 | * we deal with that below this point. |
333 | * we deal with that below this point. |
237 | */ |
334 | */ |
238 | p->party=NULL; |
335 | outputs_sync = 4; |
239 | p->outputs_sync=16; /* Every 2 seconds */ |
336 | outputs_count = 4; |
240 | p->outputs_count=1; /* Keeps present behaviour */ |
|
|
241 | p->unapply = unapply_nochoice; |
337 | unapply = unapply_nochoice; |
242 | p->Swap_First = -1; |
|
|
243 | |
338 | |
244 | #ifdef AUTOSAVE |
339 | savebed_map = first_map_path; /* Init. respawn position */ |
245 | p->last_save_tick = 9999999; |
340 | |
246 | #endif |
341 | gen_sp_armour = 10; |
|
|
342 | bowtype = bow_normal; |
|
|
343 | petmode = pet_normal; |
|
|
344 | listening = 10; |
|
|
345 | usekeys = containers; |
|
|
346 | peaceful = 1; /* default peaceful */ |
|
|
347 | do_los = 1; |
|
|
348 | } |
|
|
349 | |
|
|
350 | void |
|
|
351 | player::do_destroy () |
|
|
352 | { |
|
|
353 | disconnect (); |
|
|
354 | |
|
|
355 | attachable::do_destroy (); |
|
|
356 | |
|
|
357 | if (ob) |
247 | |
358 | { |
248 | strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ |
359 | ob->destroy_inv (false); |
|
|
360 | ob->destroy (); |
249 | |
361 | } |
250 | op->contr=p; /* this aren't yet in archetype */ |
|
|
251 | p->ob = op; |
|
|
252 | op->speed_left=0.5; |
|
|
253 | op->speed=1.0; |
|
|
254 | op->direction=5; /* So player faces south */ |
|
|
255 | op->stats.wc=2; |
|
|
256 | op->run_away = 25; /* Then we panick... */ |
|
|
257 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
258 | |
|
|
259 | roll_stats(op); |
|
|
260 | p->state=ST_ROLL_STAT; |
|
|
261 | clear_los(op); |
|
|
262 | |
|
|
263 | p->gen_sp_armour=10; |
|
|
264 | p->last_speed= -1; |
|
|
265 | p->shoottype=range_none; |
|
|
266 | p->bowtype=bow_normal; |
|
|
267 | p->petmode=pet_normal; |
|
|
268 | p->listening=10; |
|
|
269 | p->usekeys=containers; |
|
|
270 | p->last_weapon_sp= -1; |
|
|
271 | p->peaceful=1; /* default peaceful */ |
|
|
272 | p->do_los=1; |
|
|
273 | p->explore=0; |
|
|
274 | p->no_shout=0; /* default can shout */ |
|
|
275 | |
|
|
276 | strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); |
|
|
277 | p->title[sizeof(p->title)-1] = '\0'; |
|
|
278 | op->race = add_string (op->arch->clone.race); |
|
|
279 | |
|
|
280 | CLEAR_FLAG(op,FLAG_READY_SKILL); |
|
|
281 | |
|
|
282 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
283 | * if a player quits and starts a new character, we wont |
|
|
284 | * send new values to the client, as things like exp start |
|
|
285 | * at zero. |
|
|
286 | */ |
|
|
287 | for (i=0; i < NUM_SKILLS; i++) { |
|
|
288 | p->last_skill_exp[i] = -1; |
|
|
289 | p->last_skill_ob[i] = NULL; |
|
|
290 | } |
|
|
291 | for (i=0; i < NROFATTACKS; i++) { |
|
|
292 | p->last_resist[i] = -1; |
|
|
293 | } |
|
|
294 | p->last_stats.exp = -1; |
|
|
295 | p->last_weight = (uint32)-1; |
|
|
296 | |
|
|
297 | p->socket.update_look=0; |
|
|
298 | p->socket.look_position=0; |
|
|
299 | return p; |
|
|
300 | } |
362 | } |
301 | |
363 | |
302 | |
364 | player::~player () |
303 | /* This loads the first map an puts the player on it. */ |
|
|
304 | static void set_first_map(object *op) |
|
|
305 | { |
365 | { |
306 | strcpy(op->contr->maplevel, first_map_path); |
366 | /* Clear item stack */ |
307 | op->x = -1; |
367 | free (stack_items); |
308 | op->y = -1; |
|
|
309 | enter_exit(op, NULL); |
|
|
310 | } |
368 | } |
311 | |
369 | |
312 | /* Tries to add player on the connection passwd in ns. |
370 | /* Tries to add player on the connection passed in ns. |
313 | * All we can really get in this is some settings like host and display |
371 | * All we can really get in this is some settings like host and display |
314 | * mode. |
372 | * mode. |
315 | */ |
373 | */ |
|
|
374 | player * |
|
|
375 | player::create () |
|
|
376 | { |
|
|
377 | player *pl = new player; |
316 | |
378 | |
317 | int add_player(NewSocket *ns) { |
379 | pl->set_object (arch_to_object (get_player_archetype (0))); |
318 | player *p; |
|
|
319 | |
380 | |
320 | p=get_player(NULL); |
381 | pl->ob->roll_stats (); |
321 | p->socket = *ns; |
382 | pl->ob->stats.wc = 2; |
322 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
383 | pl->ob->run_away = 25; /* Then we panick... */ |
323 | if(p->socket.faces_sent == NULL) |
384 | |
324 | fatal(OUT_OF_MEMORY); |
|
|
325 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
326 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
327 | * Note that this can result in a client reset if there is partial data |
|
|
328 | * on the uncoming socket. |
|
|
329 | */ |
|
|
330 | p->socket.inbuf.len = 0; |
|
|
331 | set_first_map(p->ob); |
385 | set_first_map (pl->ob); |
332 | |
386 | |
333 | CLEAR_FLAG(p->ob, FLAG_FRIENDLY); |
|
|
334 | add_friendly_object(p->ob); |
|
|
335 | send_rules(p->ob); |
|
|
336 | send_news(p->ob); |
|
|
337 | display_motd(p->ob); |
|
|
338 | get_name(p->ob); |
|
|
339 | return 0; |
387 | return pl; |
340 | } |
388 | } |
341 | |
389 | |
342 | /* |
390 | /* |
343 | * get_player_archetype() return next player archetype from archetype |
391 | * get_player_archetype() return next player archetype from archetype |
344 | * list. Not very efficient routine, but used only creating new players. |
392 | * list. Not very efficient routine, but used only creating new players. |
345 | * Note: there MUST be at least one player archetype! |
393 | * Note: there MUST be at least one player archetype! |
346 | */ |
394 | */ |
|
|
395 | archetype * |
347 | archetype *get_player_archetype(archetype* at) |
396 | get_player_archetype (archetype *at) |
348 | { |
397 | { |
349 | archetype *start = at; |
398 | archetype *start = at; |
|
|
399 | |
350 | for (;;) { |
400 | for (;;) |
|
|
401 | { |
351 | if (at==NULL || at->next==NULL) |
402 | if (at == NULL || at->next == NULL) |
352 | at=first_archetype; |
403 | at = first_archetype; |
353 | else |
404 | else |
354 | at=at->next; |
405 | at = at->next; |
|
|
406 | |
355 | if(at->clone.type==PLAYER) |
407 | if (at->clone.type == PLAYER) |
356 | return at; |
408 | return at; |
|
|
409 | |
357 | if (at == start) { |
410 | if (at == start) |
|
|
411 | { |
358 | LOG (llevError, "No Player archetypes\n"); |
412 | LOG (llevError, "No Player archetypes\n"); |
359 | exit (-1); |
413 | exit (-1); |
360 | } |
414 | } |
361 | } |
415 | } |
362 | } |
416 | } |
363 | |
417 | |
364 | |
418 | object * |
365 | object *get_nearest_player(object *mon) { |
419 | get_nearest_player (object *mon) |
|
|
420 | { |
366 | object *op = NULL; |
421 | object *op = NULL; |
367 | player *pl = NULL; |
|
|
368 | objectlink *ol; |
422 | objectlink *ol; |
369 | unsigned lastdist; |
423 | unsigned lastdist; |
370 | rv_vector rv; |
424 | rv_vector rv; |
371 | |
425 | |
372 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
426 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
|
|
427 | { |
373 | /* We should not find free objects on this friendly list, but it |
428 | /* We should not find free objects on this friendly list, but it |
374 | * does periodically happen. Given that, lets deal with it. |
429 | * does periodically happen. Given that, lets deal with it. |
375 | * While unlikely, it is possible the next object on the friendly |
430 | * While unlikely, it is possible the next object on the friendly |
376 | * list is also free, so encapsulate this in a while loop. |
431 | * list is also free, so encapsulate this in a while loop. |
377 | */ |
432 | */ |
378 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
433 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
434 | { |
379 | object *tmp=ol->ob; |
435 | object *tmp = ol->ob; |
380 | |
436 | |
381 | /* Can't do much more other than log the fact, because the object |
437 | /* Can't do much more other than log the fact, because the object |
382 | * itself will have been cleared. |
438 | * itself will have been cleared. |
383 | */ |
439 | */ |
384 | LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
440 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
441 | tmp->debug_desc ()); |
385 | ol = ol->next; |
442 | ol = ol->next; |
386 | remove_friendly_object(tmp); |
443 | remove_friendly_object (tmp); |
387 | if (!ol) return op; |
444 | if (!ol) |
388 | } |
445 | return op; |
|
|
446 | } |
389 | |
447 | |
390 | /* Remove special check for player from this. First, it looks to cause |
448 | /* Remove special check for player from this. First, it looks to cause |
391 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
449 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
392 | * complicated method of state checking would be needed in any case - |
450 | * complicated method of state checking would be needed in any case - |
393 | * as it was, a clever player could type quit, and the function would |
451 | * as it was, a clever player could type quit, and the function would |
394 | * skip them over while waiting for confirmation. Remove |
452 | * skip them over while waiting for confirmation. Remove |
395 | * on_same_map check, as can_detect_enemy also does this |
453 | * on_same_map check, as can_detect_enemy also does this |
396 | */ |
454 | */ |
397 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
455 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
398 | continue; |
456 | continue; |
399 | |
457 | |
400 | if(lastdist>rv.distance) { |
|
|
401 | op=ol->ob; |
|
|
402 | lastdist=rv.distance; |
|
|
403 | } |
|
|
404 | } |
|
|
405 | for (pl=first_player; pl != NULL; pl=pl->next) { |
|
|
406 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
|
|
407 | |
|
|
408 | if(lastdist>rv.distance) { |
458 | if (lastdist > rv.distance) |
409 | op=pl->ob; |
459 | { |
|
|
460 | op = ol->ob; |
410 | lastdist=rv.distance; |
461 | lastdist = rv.distance; |
|
|
462 | } |
411 | } |
463 | } |
412 | } |
464 | |
413 | } |
465 | for_all_players (pl) |
|
|
466 | if (can_detect_enemy (mon, pl->ob, &rv)) |
|
|
467 | if (lastdist > rv.distance) |
|
|
468 | { |
|
|
469 | op = pl->ob; |
|
|
470 | lastdist = rv.distance; |
|
|
471 | } |
|
|
472 | |
414 | #if 0 |
473 | #if 0 |
415 | LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); |
474 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
416 | #endif |
475 | #endif |
417 | return op; |
476 | return op; |
418 | } |
477 | } |
419 | |
478 | |
420 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
479 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
421 | * result in a monster paths backtracking. It basically determines how large a |
480 | * result in a monster paths backtracking. It basically determines how large a |
422 | * detour a monster will take from the direction path when looking |
481 | * detour a monster will take from the direction path when looking |
… | |
… | |
436 | * circling behaviour. Unfortunately, this function is also used to determined |
495 | * circling behaviour. Unfortunately, this function is also used to determined |
437 | * if the creature should cast a spell, so returning a direction in that case |
496 | * if the creature should cast a spell, so returning a direction in that case |
438 | * is probably not a good thing. |
497 | * is probably not a good thing. |
439 | */ |
498 | */ |
440 | #define MAX_SPACES 50 |
499 | #define MAX_SPACES 50 |
441 | |
|
|
442 | |
500 | |
443 | /* |
501 | /* |
444 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
502 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
445 | * modified to verify there is a path to the player. Does this by stepping towards |
503 | * modified to verify there is a path to the player. Does this by stepping towards |
446 | * player and if path is blocked then see if blockage is close enough to player that |
504 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
459 | * monster can in fact move one space in that direction. |
517 | * monster can in fact move one space in that direction. |
460 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
518 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
461 | * since only simple checks to blocked are being called, which could mean the monster |
519 | * since only simple checks to blocked are being called, which could mean the monster |
462 | * is blocking itself. |
520 | * is blocking itself. |
463 | */ |
521 | */ |
|
|
522 | int |
464 | int path_to_player(object *mon, object *pl, unsigned mindiff) { |
523 | path_to_player (object *mon, object *pl, unsigned mindiff) |
|
|
524 | { |
465 | rv_vector rv; |
525 | rv_vector rv; |
466 | sint16 x,y; |
526 | sint16 x, y; |
467 | int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; |
527 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
468 | mapstruct *m ,*lastmap; |
528 | maptile *m, *lastmap; |
469 | |
529 | |
470 | get_rangevector(mon, pl, &rv, 0); |
530 | get_rangevector (mon, pl, &rv, 0); |
471 | |
531 | |
472 | if (rv.distance<mindiff) return 0; |
532 | if (rv.distance < mindiff) |
473 | |
|
|
474 | x=mon->x; |
|
|
475 | y=mon->y; |
|
|
476 | m=mon->map; |
|
|
477 | dir = rv.direction; |
|
|
478 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
|
|
479 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
|
|
480 | /* If we can't solve it within the search distance, return now. */ |
|
|
481 | if (diff>max) return 0; |
|
|
482 | while (diff >1 && max>0) { |
|
|
483 | lastx = x; |
|
|
484 | lasty = y; |
|
|
485 | lastmap = m; |
|
|
486 | x = lastx + freearr_x[dir]; |
|
|
487 | y = lasty + freearr_y[dir]; |
|
|
488 | |
|
|
489 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
490 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
|
|
491 | |
|
|
492 | /* Space is blocked - try changing direction a little */ |
|
|
493 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) |
|
|
494 | && (m == mon->map && blocked_link(mon, m, x, y)))) { |
|
|
495 | /* recalculate direction from last good location. Possible |
|
|
496 | * we were not traversing ideal location before. |
|
|
497 | */ |
|
|
498 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
|
|
499 | if (rv.direction != dir) { |
|
|
500 | /* OK - says direction should be different - lets reset the |
|
|
501 | * the values so it will try again. |
|
|
502 | */ |
|
|
503 | x = lastx; |
|
|
504 | y = lasty; |
|
|
505 | m = lastmap; |
|
|
506 | dir = firstdir = rv.direction; |
|
|
507 | } else { |
|
|
508 | /* direct path is blocked - try taking a side step to |
|
|
509 | * either the left or right. |
|
|
510 | * Note increase the values in the loop below to be |
|
|
511 | * more than -1/1 respectively will mean the monster takes |
|
|
512 | * bigger detour. Have to be careful about these values getting |
|
|
513 | * too big (3 or maybe 4 or higher) as the monster may just try |
|
|
514 | * stepping back and forth |
|
|
515 | */ |
|
|
516 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
|
|
517 | if (i==0) continue; /* already did this, so skip it */ |
|
|
518 | /* Use lastdir here - otherwise, |
|
|
519 | * since the direction that the creature should move in |
|
|
520 | * may change, you could get infinite loops. |
|
|
521 | * ie, player is northwest, but monster can only |
|
|
522 | * move west, so it does that. It goes some distance, |
|
|
523 | * gets blocked, finds that it should move north, |
|
|
524 | * can't do that, but now finds it can move east, and |
|
|
525 | * gets back to its original point. lastdir contains |
|
|
526 | * the last direction the creature has successfully |
|
|
527 | * moved. |
|
|
528 | */ |
|
|
529 | |
|
|
530 | x = lastx + freearr_x[absdir(lastdir+i)]; |
|
|
531 | y = lasty + freearr_y[absdir(lastdir+i)]; |
|
|
532 | m = lastmap; |
|
|
533 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
534 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
535 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
|
|
536 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
|
|
537 | if (mflags & P_BLOCKSVIEW) continue; |
|
|
538 | |
|
|
539 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
|
|
540 | } |
|
|
541 | /* go through entire loop without finding a valid |
|
|
542 | * sidestep to take - thus, no valid path. |
|
|
543 | */ |
|
|
544 | if (i==(DETOUR_AMOUNT+1)) |
|
|
545 | return 0; |
|
|
546 | diff--; |
|
|
547 | lastdir=dir; |
|
|
548 | max--; |
|
|
549 | if (!firstdir) firstdir = dir+i; |
|
|
550 | } /* else check alternate directions */ |
|
|
551 | } /* if blocked */ |
|
|
552 | else { |
|
|
553 | /* we moved towards creature, so diff is less */ |
|
|
554 | diff--; |
|
|
555 | max--; |
|
|
556 | lastdir=dir; |
|
|
557 | if (!firstdir) firstdir = dir; |
|
|
558 | } |
|
|
559 | if (diff<=1) { |
|
|
560 | /* Recalculate diff (distance) because we may not have actually |
|
|
561 | * headed toward player for entire distance. |
|
|
562 | */ |
|
|
563 | get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
|
|
564 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
|
|
565 | } |
|
|
566 | if (diff>max) return 0; |
|
|
567 | } |
|
|
568 | /* If we reached the max, didn't find a direction in time */ |
|
|
569 | if (!max) return 0; |
|
|
570 | |
|
|
571 | return firstdir; |
|
|
572 | } |
|
|
573 | |
|
|
574 | void give_initial_items(object *pl,treasurelist *items) { |
|
|
575 | object *op,*next=NULL; |
|
|
576 | |
|
|
577 | if(pl->randomitems!=NULL) |
|
|
578 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
|
|
579 | |
|
|
580 | for (op=pl->inv; op; op=next) { |
|
|
581 | next = op->below; |
|
|
582 | |
|
|
583 | /* Forces get applied per default, unless they have the |
|
|
584 | * flag "neutral" set. Sorry but I can't think of a better way |
|
|
585 | */ |
|
|
586 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
|
|
587 | SET_FLAG(op,FLAG_APPLIED); |
|
|
588 | |
|
|
589 | /* we never give weapons/armour if these cannot be used |
|
|
590 | * by this player due to race restrictions |
|
|
591 | */ |
|
|
592 | if (pl->type == PLAYER) { |
|
|
593 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
|
|
594 | (op->type == ARMOUR || op->type == BOOTS || |
|
|
595 | op->type == CLOAK || op->type == HELMET || |
|
|
596 | op->type == SHIELD || op->type == GLOVES || |
|
|
597 | op->type == BRACERS || op->type == GIRDLE)) || |
|
|
598 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
|
|
599 | remove_ob (op); |
|
|
600 | free_object (op); |
|
|
601 | continue; |
|
|
602 | } |
|
|
603 | } |
|
|
604 | |
|
|
605 | /* This really needs to be better - we should really give |
|
|
606 | * a substitute spellbook. The problem is that we don't really |
|
|
607 | * have a good idea what to replace it with (need something like |
|
|
608 | * a first level treasurelist for each skill.) |
|
|
609 | * remove duplicate skills also |
|
|
610 | */ |
|
|
611 | if(op->type==SPELLBOOK || op->type == SKILL) { |
|
|
612 | object *tmp; |
|
|
613 | |
|
|
614 | for (tmp=op->below; tmp; tmp=tmp->below) |
|
|
615 | if (tmp->type == op->type && tmp->name == op->name) break; |
|
|
616 | |
|
|
617 | if (tmp) { |
|
|
618 | remove_ob(op); |
|
|
619 | free_object(op); |
|
|
620 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
|
|
621 | tmp->name); |
|
|
622 | continue; |
|
|
623 | } |
|
|
624 | if (op->nrof > 1) op->nrof = 1; |
|
|
625 | } |
|
|
626 | |
|
|
627 | if (op->type == SPELLBOOK && op->inv) { |
|
|
628 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
|
|
629 | } |
|
|
630 | |
|
|
631 | /* Give starting characters identified, uncursed, and undamned |
|
|
632 | * items. Just don't identify gold or silver, or it won't be |
|
|
633 | * merged properly. |
|
|
634 | */ |
|
|
635 | if (need_identify(op)) { |
|
|
636 | SET_FLAG(op, FLAG_IDENTIFIED); |
|
|
637 | CLEAR_FLAG(op, FLAG_CURSED); |
|
|
638 | CLEAR_FLAG(op, FLAG_DAMNED); |
|
|
639 | } |
|
|
640 | if(op->type==SPELL) { |
|
|
641 | remove_ob(op); |
|
|
642 | free_object(op); |
|
|
643 | continue; |
|
|
644 | } |
|
|
645 | else if(op->type==SKILL) { |
|
|
646 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
|
|
647 | op->stats.exp = 0; |
|
|
648 | op->level = 1; |
|
|
649 | } |
|
|
650 | /* lock all 'normal items by default */ |
|
|
651 | else SET_FLAG(op, FLAG_INV_LOCKED); |
|
|
652 | } /* for loop of objects in player inv */ |
|
|
653 | |
|
|
654 | /* Need to set up the skill pointers */ |
|
|
655 | link_player_skills(pl); |
|
|
656 | } |
|
|
657 | |
|
|
658 | void get_name(object *op) { |
|
|
659 | op->contr->write_buf[0]='\0'; |
|
|
660 | op->contr->state=ST_GET_NAME; |
|
|
661 | send_query(&op->contr->socket,0,"What is your name?\n:"); |
|
|
662 | } |
|
|
663 | |
|
|
664 | void get_password(object *op) { |
|
|
665 | op->contr->write_buf[0]='\0'; |
|
|
666 | op->contr->state=ST_GET_PASSWORD; |
|
|
667 | send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
668 | } |
|
|
669 | |
|
|
670 | void play_again(object *op) |
|
|
671 | { |
|
|
672 | op->contr->state=ST_PLAY_AGAIN; |
|
|
673 | op->chosen_skill = NULL; |
|
|
674 | send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
675 | /* a bit of a hack, but there are various places early in th |
|
|
676 | * player creation process that a user can quit (eg, roll |
|
|
677 | * stats) that isn't removing the player. Taking a quick |
|
|
678 | * look, there are many places that call play_again without |
|
|
679 | * removing the player - it probably makes more sense |
|
|
680 | * to leave it to play_again to remove the object in all |
|
|
681 | * cases. |
|
|
682 | */ |
|
|
683 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
|
|
684 | remove_ob(op); |
|
|
685 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
686 | * and draw() doesn't check to see if the player is removed, only if |
|
|
687 | * the map is null or not swapped out. |
|
|
688 | */ |
|
|
689 | op->map = NULL; |
|
|
690 | } |
|
|
691 | |
|
|
692 | |
|
|
693 | int receive_play_again(object *op, char key) |
|
|
694 | { |
|
|
695 | if(key=='q'||key=='Q') { |
|
|
696 | remove_friendly_object(op); |
|
|
697 | leave(op->contr,0); /* ericserver will draw the message */ |
|
|
698 | return 2; |
|
|
699 | } |
|
|
700 | else if(key=='a'||key=='A') { |
|
|
701 | player *pl = op->contr; |
|
|
702 | const char *name = op->name; |
|
|
703 | |
|
|
704 | add_refcount(name); |
|
|
705 | remove_friendly_object(op); |
|
|
706 | free_object(op); |
|
|
707 | pl = get_player(pl); |
|
|
708 | op = pl->ob; |
|
|
709 | add_friendly_object(op); |
|
|
710 | op->contr->password[0]='~'; |
|
|
711 | FREE_AND_CLEAR_STR(op->name); |
|
|
712 | FREE_AND_CLEAR_STR(op->name_pl); |
|
|
713 | |
|
|
714 | /* Lets put a space in here */ |
|
|
715 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
|
|
716 | get_name(op); |
|
|
717 | op->name = name; /* Alrady added a refcount above */ |
|
|
718 | op->name_pl = add_string(name); |
|
|
719 | set_first_map(op); |
|
|
720 | } else { |
|
|
721 | /* user pressed something else so just ask again... */ |
|
|
722 | play_again(op); |
|
|
723 | } |
|
|
724 | return 0; |
533 | return 0; |
725 | } |
|
|
726 | |
534 | |
727 | void confirm_password(object *op) { |
535 | x = mon->x; |
|
|
536 | y = mon->y; |
|
|
537 | m = mon->map; |
|
|
538 | dir = rv.direction; |
|
|
539 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
|
|
540 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
728 | |
541 | |
729 | op->contr->write_buf[0]='\0'; |
542 | /* If we can't solve it within the search distance, return now. */ |
730 | op->contr->state=ST_CONFIRM_PASSWORD; |
543 | if (diff > max) |
731 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
544 | return 0; |
732 | } |
|
|
733 | |
545 | |
|
|
546 | while (diff > 1 && max > 0) |
|
|
547 | { |
|
|
548 | lastx = x; |
|
|
549 | lasty = y; |
|
|
550 | lastmap = m; |
|
|
551 | x = lastx + freearr_x[dir]; |
|
|
552 | y = lasty + freearr_y[dir]; |
|
|
553 | |
|
|
554 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
555 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
556 | |
|
|
557 | /* Space is blocked - try changing direction a little */ |
|
|
558 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
|
|
559 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
|
|
560 | { |
|
|
561 | /* recalculate direction from last good location. Possible |
|
|
562 | * we were not traversing ideal location before. |
|
|
563 | */ |
|
|
564 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
|
|
565 | if (rv.direction != dir) |
|
|
566 | { |
|
|
567 | /* OK - says direction should be different - lets reset the |
|
|
568 | * the values so it will try again. |
|
|
569 | */ |
|
|
570 | x = lastx; |
|
|
571 | y = lasty; |
|
|
572 | m = lastmap; |
|
|
573 | dir = firstdir = rv.direction; |
|
|
574 | } |
|
|
575 | else |
|
|
576 | { |
|
|
577 | /* direct path is blocked - try taking a side step to |
|
|
578 | * either the left or right. |
|
|
579 | * Note increase the values in the loop below to be |
|
|
580 | * more than -1/1 respectively will mean the monster takes |
|
|
581 | * bigger detour. Have to be careful about these values getting |
|
|
582 | * too big (3 or maybe 4 or higher) as the monster may just try |
|
|
583 | * stepping back and forth |
|
|
584 | */ |
|
|
585 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
|
|
586 | { |
|
|
587 | if (i == 0) |
|
|
588 | continue; /* already did this, so skip it */ |
|
|
589 | /* Use lastdir here - otherwise, |
|
|
590 | * since the direction that the creature should move in |
|
|
591 | * may change, you could get infinite loops. |
|
|
592 | * ie, player is northwest, but monster can only |
|
|
593 | * move west, so it does that. It goes some distance, |
|
|
594 | * gets blocked, finds that it should move north, |
|
|
595 | * can't do that, but now finds it can move east, and |
|
|
596 | * gets back to its original point. lastdir contains |
|
|
597 | * the last direction the creature has successfully |
|
|
598 | * moved. |
|
|
599 | */ |
|
|
600 | |
|
|
601 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
602 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
603 | m = lastmap; |
|
|
604 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
605 | if (mflags & P_OUT_OF_MAP) |
|
|
606 | continue; |
|
|
607 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
608 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
|
|
609 | continue; |
|
|
610 | if (mflags & P_BLOCKSVIEW) |
|
|
611 | continue; |
|
|
612 | |
|
|
613 | if (m == mon->map && blocked_link (mon, m, x, y)) |
|
|
614 | break; |
|
|
615 | } |
|
|
616 | /* go through entire loop without finding a valid |
|
|
617 | * sidestep to take - thus, no valid path. |
|
|
618 | */ |
|
|
619 | if (i == (DETOUR_AMOUNT + 1)) |
|
|
620 | return 0; |
|
|
621 | diff--; |
|
|
622 | lastdir = dir; |
|
|
623 | max--; |
|
|
624 | if (!firstdir) |
|
|
625 | firstdir = dir + i; |
|
|
626 | } /* else check alternate directions */ |
|
|
627 | } /* if blocked */ |
|
|
628 | else |
|
|
629 | { |
|
|
630 | /* we moved towards creature, so diff is less */ |
|
|
631 | diff--; |
|
|
632 | max--; |
|
|
633 | lastdir = dir; |
|
|
634 | if (!firstdir) |
|
|
635 | firstdir = dir; |
|
|
636 | } |
|
|
637 | |
|
|
638 | if (diff <= 1) |
|
|
639 | { |
|
|
640 | /* Recalculate diff (distance) because we may not have actually |
|
|
641 | * headed toward player for entire distance. |
|
|
642 | */ |
|
|
643 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
|
|
644 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
645 | } |
|
|
646 | |
|
|
647 | if (diff > max) |
|
|
648 | return 0; |
|
|
649 | } |
|
|
650 | |
|
|
651 | /* If we reached the max, didn't find a direction in time */ |
|
|
652 | if (!max) |
|
|
653 | return 0; |
|
|
654 | |
|
|
655 | return firstdir; |
|
|
656 | } |
|
|
657 | |
|
|
658 | void |
|
|
659 | give_initial_items (object *pl, treasurelist * items) |
|
|
660 | { |
|
|
661 | object *op, *next = NULL; |
|
|
662 | |
|
|
663 | if (pl->randomitems != NULL) |
|
|
664 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
|
|
665 | |
|
|
666 | for (op = pl->inv; op; op = next) |
|
|
667 | { |
|
|
668 | next = op->below; |
|
|
669 | |
|
|
670 | /* Forces get applied per default, unless they have the |
|
|
671 | * flag "neutral" set. Sorry but I can't think of a better way |
|
|
672 | */ |
|
|
673 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
|
|
674 | SET_FLAG (op, FLAG_APPLIED); |
|
|
675 | |
|
|
676 | /* we never give weapons/armour if these cannot be used |
|
|
677 | * by this player due to race restrictions |
|
|
678 | */ |
|
|
679 | if (pl->type == PLAYER) |
|
|
680 | { |
|
|
681 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
|
|
682 | (op->type == ARMOUR || op->type == BOOTS || |
|
|
683 | op->type == CLOAK || op->type == HELMET || |
|
|
684 | op->type == SHIELD || op->type == GLOVES || |
|
|
685 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
|
|
686 | { |
|
|
687 | op->destroy (); |
|
|
688 | continue; |
|
|
689 | } |
|
|
690 | } |
|
|
691 | |
|
|
692 | /* This really needs to be better - we should really give |
|
|
693 | * a substitute spellbook. The problem is that we don't really |
|
|
694 | * have a good idea what to replace it with (need something like |
|
|
695 | * a first level treasurelist for each skill.) |
|
|
696 | * remove duplicate skills also |
|
|
697 | */ |
|
|
698 | if (op->type == SPELLBOOK || op->type == SKILL) |
|
|
699 | { |
|
|
700 | object *tmp; |
|
|
701 | |
|
|
702 | for (tmp = op->below; tmp; tmp = tmp->below) |
|
|
703 | if (tmp->type == op->type && tmp->name == op->name) |
|
|
704 | break; |
|
|
705 | |
|
|
706 | if (tmp) |
|
|
707 | { |
|
|
708 | op->destroy (); |
|
|
709 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
|
|
710 | continue; |
|
|
711 | } |
|
|
712 | |
|
|
713 | if (op->nrof > 1) |
|
|
714 | op->nrof = 1; |
|
|
715 | } |
|
|
716 | |
|
|
717 | if (op->type == SPELLBOOK && op->inv) |
|
|
718 | { |
|
|
719 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
720 | } |
|
|
721 | |
|
|
722 | /* Give starting characters identified, uncursed, and undamned |
|
|
723 | * items. Just don't identify gold or silver, or it won't be |
|
|
724 | * merged properly. |
|
|
725 | */ |
|
|
726 | if (need_identify (op)) |
|
|
727 | { |
|
|
728 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
729 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
730 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
731 | } |
|
|
732 | if (op->type == SPELL) |
|
|
733 | { |
|
|
734 | op->destroy (); |
|
|
735 | continue; |
|
|
736 | } |
|
|
737 | else if (op->type == SKILL) |
|
|
738 | { |
|
|
739 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
|
|
740 | op->stats.exp = 0; |
|
|
741 | op->level = 1; |
|
|
742 | } |
|
|
743 | /* lock all 'normal items by default */ |
|
|
744 | else |
|
|
745 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
746 | } /* for loop of objects in player inv */ |
|
|
747 | |
|
|
748 | /* Need to set up the skill pointers */ |
|
|
749 | link_player_skills (pl); |
|
|
750 | } |
|
|
751 | |
|
|
752 | void |
734 | void get_party_password(object *op, partylist *party) { |
753 | get_party_password (object *op, partylist *party) |
|
|
754 | { |
735 | if (party == NULL) { |
755 | if (party == NULL) |
|
|
756 | { |
736 | LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); |
757 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
737 | return; |
758 | return; |
738 | } |
759 | } |
|
|
760 | |
739 | op->contr->write_buf[0]='\0'; |
761 | op->contr->write_buf[0] = '\0'; |
740 | op->contr->state=ST_GET_PARTY_PASSWORD; |
762 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
741 | op->contr->party_to_join = party; |
763 | op->contr->party_to_join = party; |
742 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
764 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
743 | } |
765 | } |
744 | |
|
|
745 | |
766 | |
746 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
767 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
|
|
768 | static int |
747 | int roll_stat(void) { |
769 | roll_stat (void) |
|
|
770 | { |
748 | int a[4],i,j,k; |
771 | int a[4], i, j, k; |
749 | |
772 | |
750 | for(i=0;i<4;i++) |
773 | for (i = 0; i < 4; i++) |
751 | a[i]=(int)RANDOM()%6+1; |
774 | a[i] = (int) rndm (6) + 1; |
752 | |
775 | |
753 | for(i=0,j=0,k=7;i<4;i++) |
776 | for (i = 0, j = 0, k = 7; i < 4; i++) |
754 | if(a[i]<k) |
777 | if (a[i] < k) |
755 | k=a[i],j=i; |
778 | k = a[i], j = i; |
756 | |
779 | |
757 | for(i=0,k=0;i<4;i++) { |
780 | for (i = 0, k = 0; i < 4; i++) |
758 | if(i!=j) |
781 | if (i != j) |
759 | k+=a[i]; |
782 | k += a[i]; |
760 | } |
783 | |
761 | return k; |
784 | return k; |
762 | } |
785 | } |
763 | |
786 | |
764 | void roll_stats(object *op) { |
787 | void |
765 | int sum=0; |
788 | object::roll_stats () |
766 | int i = 0, j = 0; |
789 | { |
767 | int statsort[7]; |
790 | int statsort [7]; |
768 | |
791 | |
|
|
792 | for (;;) |
769 | do { |
793 | { |
770 | op->stats.Str=roll_stat(); |
794 | int sum = 0; |
771 | op->stats.Dex=roll_stat(); |
795 | for (int i = 7; i--; ) |
772 | op->stats.Int=roll_stat(); |
796 | sum += statsort [i] = roll_stat (); |
773 | op->stats.Con=roll_stat(); |
|
|
774 | op->stats.Wis=roll_stat(); |
|
|
775 | op->stats.Pow=roll_stat(); |
|
|
776 | op->stats.Cha=roll_stat(); |
|
|
777 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
|
|
778 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
|
|
779 | op->stats.Cha; |
|
|
780 | } while(sum<82||sum>116); |
|
|
781 | |
797 | |
|
|
798 | if (sum >= 82 && sum <= 116) |
|
|
799 | break; |
|
|
800 | } |
|
|
801 | |
782 | /* Sort the stats so that rerolling is easier... */ |
802 | // Sort the stats so that rerolling is easier... |
783 | statsort[0] = op->stats.Str; |
803 | std::sort (statsort, statsort + 7, std::greater<int>()); |
784 | statsort[1] = op->stats.Dex; |
|
|
785 | statsort[2] = op->stats.Int; |
|
|
786 | statsort[3] = op->stats.Con; |
|
|
787 | statsort[4] = op->stats.Wis; |
|
|
788 | statsort[5] = op->stats.Pow; |
|
|
789 | statsort[6] = op->stats.Cha; |
|
|
790 | |
804 | |
791 | /* a quick and dirty bubblesort? */ |
|
|
792 | do { |
|
|
793 | if (statsort[i] < statsort[i + 1]) { |
|
|
794 | j = statsort[i]; |
|
|
795 | statsort[i] = statsort[i + 1]; |
|
|
796 | statsort[i + 1] = j; |
|
|
797 | i = 0; |
|
|
798 | } else { |
|
|
799 | i++; |
|
|
800 | } |
|
|
801 | } while (i < 6); |
|
|
802 | |
|
|
803 | op->stats.Str = statsort[0]; |
805 | stats.Str = statsort[0]; |
804 | op->stats.Dex = statsort[1]; |
806 | stats.Dex = statsort[1]; |
805 | op->stats.Con = statsort[2]; |
807 | stats.Con = statsort[2]; |
806 | op->stats.Int = statsort[3]; |
808 | stats.Int = statsort[3]; |
807 | op->stats.Wis = statsort[4]; |
809 | stats.Wis = statsort[4]; |
808 | op->stats.Pow = statsort[5]; |
810 | stats.Pow = statsort[5]; |
809 | op->stats.Cha = statsort[6]; |
811 | stats.Cha = statsort[6]; |
810 | |
812 | |
811 | |
|
|
812 | op->contr->orig_stats.Str=op->stats.Str; |
|
|
813 | op->contr->orig_stats.Dex=op->stats.Dex; |
|
|
814 | op->contr->orig_stats.Int=op->stats.Int; |
|
|
815 | op->contr->orig_stats.Con=op->stats.Con; |
|
|
816 | op->contr->orig_stats.Wis=op->stats.Wis; |
|
|
817 | op->contr->orig_stats.Pow=op->stats.Pow; |
|
|
818 | op->contr->orig_stats.Cha=op->stats.Cha; |
|
|
819 | |
|
|
820 | op->level=1; |
|
|
821 | op->stats.exp=0; |
813 | stats.exp = 0; |
822 | op->stats.ac=0; |
814 | stats.ac = 0; |
823 | |
815 | |
|
|
816 | stats.hp = stats.maxhp; |
|
|
817 | stats.sp = stats.maxsp; |
|
|
818 | stats.grace = stats.maxgrace; |
|
|
819 | |
|
|
820 | if (contr) |
|
|
821 | { |
824 | op->contr->levhp[1] = 9; |
822 | contr->levhp[1] = 9; |
825 | op->contr->levsp[1] = 6; |
823 | contr->levsp[1] = 6; |
826 | op->contr->levgrace[1] = 3; |
824 | contr->levgrace[1] = 3; |
827 | |
825 | |
828 | fix_player(op); |
826 | contr->orig_stats = stats; |
|
|
827 | } |
|
|
828 | } |
|
|
829 | |
|
|
830 | void |
|
|
831 | object::swap_stats (int a, int b) |
|
|
832 | { |
|
|
833 | int tmp = get_attr_value (&contr->orig_stats, a); |
|
|
834 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
835 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
836 | |
|
|
837 | stats.Str = contr->orig_stats.Str; |
|
|
838 | stats.Dex = contr->orig_stats.Dex; |
|
|
839 | stats.Con = contr->orig_stats.Con; |
|
|
840 | stats.Int = contr->orig_stats.Int; |
|
|
841 | stats.Wis = contr->orig_stats.Wis; |
|
|
842 | stats.Pow = contr->orig_stats.Pow; |
|
|
843 | stats.Cha = contr->orig_stats.Cha; |
|
|
844 | |
|
|
845 | //TODO: the following code looks so borked and should, at the very least, |
|
|
846 | // be merged with the similar code in roll_stats |
|
|
847 | stats.ac = 0; |
|
|
848 | |
|
|
849 | level = 1; |
|
|
850 | stats.exp = 0; |
|
|
851 | stats.ac = 0; |
|
|
852 | |
829 | op->stats.hp = op->stats.maxhp; |
853 | stats.hp = stats.maxhp; |
830 | op->stats.sp = op->stats.maxsp; |
854 | stats.sp = stats.maxsp; |
831 | op->stats.grace = op->stats.maxgrace; |
855 | stats.grace = stats.maxgrace; |
|
|
856 | |
|
|
857 | if (contr) |
|
|
858 | { |
|
|
859 | contr->levhp[1] = 9; |
|
|
860 | contr->levsp[1] = 6; |
|
|
861 | contr->levgrace[1] = 3; |
|
|
862 | |
832 | op->contr->orig_stats=op->stats; |
863 | contr->orig_stats = stats; |
|
|
864 | } |
833 | } |
865 | } |
834 | |
866 | |
835 | void Roll_Again(object *op) |
867 | static void |
|
|
868 | start_info (object *op) |
836 | { |
869 | { |
837 | esrv_new_player(op->contr, 0); |
|
|
838 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
839 | } |
|
|
840 | |
|
|
841 | void Swap_Stat(object *op,int Swap_Second) |
|
|
842 | { |
|
|
843 | signed char tmp; |
|
|
844 | char buf[MAX_BUF]; |
870 | char buf[MAX_BUF]; |
845 | |
871 | |
846 | if ( op->contr->Swap_First == -1 ) { |
872 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
847 | new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
|
|
848 | new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); |
|
|
849 | new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
|
|
850 | return; |
|
|
851 | } |
|
|
852 | |
|
|
853 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
|
|
854 | |
|
|
855 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
|
|
856 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
|
|
857 | |
|
|
858 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
|
|
859 | |
|
|
860 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
|
|
861 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
873 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
862 | op->stats.Str = op->contr->orig_stats.Str; |
874 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
863 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
864 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
865 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
866 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
867 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
868 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
869 | op->stats.ac=0; |
|
|
870 | |
|
|
871 | op->level=1; |
|
|
872 | op->stats.exp=0; |
|
|
873 | op->stats.ac=0; |
|
|
874 | |
|
|
875 | op->contr->levhp[1] = 9; |
|
|
876 | op->contr->levsp[1] = 6; |
|
|
877 | op->contr->levgrace[1] = 3; |
|
|
878 | |
|
|
879 | fix_player(op); |
|
|
880 | op->stats.hp = op->stats.maxhp; |
|
|
881 | op->stats.sp = op->stats.maxsp; |
|
|
882 | op->stats.grace = op->stats.maxgrace; |
|
|
883 | op->contr->orig_stats=op->stats; |
|
|
884 | op->contr->Swap_First=-1; |
|
|
885 | } |
|
|
886 | |
|
|
887 | |
|
|
888 | /* This code has been greatly reduced, because with set_attr_value |
|
|
889 | * and get_attr_value, the stats can be accessed just numeric |
|
|
890 | * ids. stat_trans is a table that translate the number entered |
|
|
891 | * into the actual stat. It is needed because the order the stats |
|
|
892 | * are displayed in the stat window is not the same as how |
|
|
893 | * the number's access that stat. The table does that translation. |
|
|
894 | */ |
|
|
895 | int key_roll_stat(object *op, char key) |
|
|
896 | { |
|
|
897 | int keynum = key -'0'; |
|
|
898 | char buf[MAX_BUF]; |
|
|
899 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
|
|
900 | |
|
|
901 | if (keynum>0 && keynum<=7) { |
|
|
902 | if (op->contr->Swap_First==-1) { |
|
|
903 | op->contr->Swap_First=stat_trans[keynum]; |
|
|
904 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
905 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
875 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
906 | } |
|
|
907 | else |
|
|
908 | Swap_Stat(op,stat_trans[keynum]); |
|
|
909 | |
|
|
910 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
911 | return 1; |
|
|
912 | } |
|
|
913 | switch (key) { |
|
|
914 | case 'n': |
|
|
915 | case 'N': { |
|
|
916 | SET_FLAG(op, FLAG_WIZ); |
|
|
917 | if(op->map==NULL) { |
|
|
918 | LOG(llevError,"Map == NULL in state 2\n"); |
|
|
919 | break; |
|
|
920 | } |
|
|
921 | |
|
|
922 | #if 0 |
|
|
923 | /* So that enter_exit will put us at startx/starty */ |
|
|
924 | op->x= -1; |
|
|
925 | |
|
|
926 | enter_exit(op,NULL); |
|
|
927 | #endif |
|
|
928 | SET_ANIMATION(op, 2); /* So player faces south */ |
|
|
929 | /* Enter exit adds a player otherwise */ |
|
|
930 | add_statbonus(op); |
|
|
931 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
932 | op->contr->state = ST_CHANGE_CLASS; |
|
|
933 | if (op->msg) |
|
|
934 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
935 | return 0; |
|
|
936 | } |
|
|
937 | case 'y': |
|
|
938 | case 'Y': |
|
|
939 | roll_stats(op); |
|
|
940 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
941 | return 1; |
|
|
942 | |
|
|
943 | case 'q': |
|
|
944 | case 'Q': |
|
|
945 | play_again(op); |
|
|
946 | return 1; |
|
|
947 | |
|
|
948 | default: |
|
|
949 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
|
|
950 | return 0; |
|
|
951 | } |
|
|
952 | return 0; |
|
|
953 | } |
876 | } |
954 | |
877 | |
955 | /* This function takes the key that is passed, and does the |
878 | /* This function takes the key that is passed, and does the |
956 | * appropriate action with it (change race, or other things). |
879 | * appropriate action with it (change race, or other things). |
957 | * The function name is for historical reasons - now we have |
880 | * The function name is for historical reasons - now we have |
958 | * separate race and class; this actually changes the RACE, |
881 | * separate race and class; this actually changes the RACE, |
959 | * not the class. |
882 | * not the class. |
960 | */ |
883 | */ |
961 | |
884 | void |
962 | int key_change_class(object *op, char key) |
885 | player::chargen_race_done () |
963 | { |
886 | { |
964 | int tmp_loop; |
|
|
965 | |
|
|
966 | if(key=='q'||key=='Q') { |
|
|
967 | remove_ob(op); |
|
|
968 | play_again(op); |
|
|
969 | return 0; |
|
|
970 | } |
|
|
971 | if(key=='d'||key=='D') { |
|
|
972 | char buf[MAX_BUF]; |
|
|
973 | |
|
|
974 | /* this must before then initial items are given */ |
887 | /* this must before then initial items are given */ |
975 | esrv_new_player(op->contr, op->weight+op->carrying); |
888 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
976 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
|
|
977 | |
889 | |
|
|
890 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
|
|
891 | if (tl) |
|
|
892 | create_treasure (tl, ob, 0, 0, 0); |
|
|
893 | |
978 | INVOKE_PLAYER (BIRTH, op->contr); |
894 | INVOKE_PLAYER (BIRTH, ob->contr); |
979 | INVOKE_PLAYER (LOGIN, op->contr); |
895 | INVOKE_PLAYER (LOGIN, ob->contr); |
980 | |
896 | |
981 | op->contr->state=ST_PLAYING; |
897 | ob->contr->ns->state = ST_PLAYING; |
982 | |
898 | |
983 | if (op->msg) { |
899 | if (ob->msg) |
984 | free_string(op->msg); |
900 | ob->msg = 0; |
985 | op->msg=NULL; |
|
|
986 | } |
|
|
987 | |
901 | |
988 | /* We create this now because some of the unique maps will need it |
902 | /* We create this now because some of the unique maps will need it |
989 | * to save here. |
903 | * to save here. |
990 | */ |
|
|
991 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); |
|
|
992 | make_path_to_file(buf); |
|
|
993 | |
|
|
994 | #ifdef AUTOSAVE |
|
|
995 | op->contr->last_save_tick = pticks; |
|
|
996 | #endif |
|
|
997 | start_info(op); |
|
|
998 | CLEAR_FLAG(op, FLAG_WIZ); |
|
|
999 | give_initial_items(op,op->randomitems); |
|
|
1000 | link_player_skills(op); |
|
|
1001 | esrv_send_inventory(op, op); |
|
|
1002 | fix_player(op); |
|
|
1003 | |
|
|
1004 | /* This moves the player to a different start map, if there |
|
|
1005 | * is one for this race |
|
|
1006 | */ |
|
|
1007 | if(*first_map_ext_path) { |
|
|
1008 | object *tmp; |
|
|
1009 | mapstruct *oldmap = op->map; |
|
|
1010 | char mapname[MAX_BUF]; |
|
|
1011 | snprintf(mapname, MAX_BUF-1, "%s/%s", |
|
|
1012 | first_map_ext_path, op->arch->name); |
|
|
1013 | tmp=get_object(); |
|
|
1014 | EXIT_PATH(tmp) = add_string(mapname); |
|
|
1015 | EXIT_X(tmp) = op->x; |
|
|
1016 | EXIT_Y(tmp) = op->y; |
|
|
1017 | enter_exit(op,tmp); /* we don't really care if it succeeded; |
|
|
1018 | * if the map isn't there, then stay on the |
|
|
1019 | * default initial map */ |
|
|
1020 | free_object(tmp); |
|
|
1021 | } else { |
|
|
1022 | LOG(llevDebug,"first_map_ext_path not set\n"); |
|
|
1023 | } |
|
|
1024 | return 0; |
|
|
1025 | } |
|
|
1026 | |
|
|
1027 | /* Following actually changes the race - this is the default command |
|
|
1028 | * if we don't match with one of the options above. |
|
|
1029 | */ |
904 | */ |
1030 | |
905 | { |
1031 | tmp_loop = 0; |
|
|
1032 | while(!tmp_loop) { |
|
|
1033 | const char *name = add_string (op->name); |
|
|
1034 | int x = op->x, y = op->y; |
|
|
1035 | remove_statbonus(op); |
|
|
1036 | remove_ob (op); |
|
|
1037 | op->arch = get_player_archetype(op->arch); |
|
|
1038 | copy_object (&op->arch->clone, op); |
|
|
1039 | op->instantiate (); |
|
|
1040 | op->stats = op->contr->orig_stats; |
|
|
1041 | free_string (op->name); |
|
|
1042 | op->name = name; |
|
|
1043 | free_string(op->name_pl); |
|
|
1044 | op->name_pl = add_string(name); |
|
|
1045 | op->x = x; |
|
|
1046 | op->y = y; |
|
|
1047 | SET_ANIMATION(op, 2); /* So player faces south */ |
|
|
1048 | insert_ob_in_map (op, op->map, op,0); |
|
|
1049 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
|
|
1050 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
|
|
1051 | add_statbonus(op); |
|
|
1052 | tmp_loop=allowed_class(op); |
|
|
1053 | |
|
|
1054 | if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO |
|
|
1055 | } |
|
|
1056 | update_object(op,UP_OBJ_FACE); |
|
|
1057 | esrv_update_item(UPD_FACE,op,op); |
|
|
1058 | fix_player(op); |
|
|
1059 | op->stats.hp=op->stats.maxhp; |
|
|
1060 | op->stats.sp=op->stats.maxsp; |
|
|
1061 | op->stats.grace=0; |
|
|
1062 | if (op->msg) |
|
|
1063 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
1064 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1065 | return 0; |
|
|
1066 | } |
|
|
1067 | |
|
|
1068 | int key_confirm_quit(object *op, char key) |
|
|
1069 | { |
|
|
1070 | char buf[MAX_BUF]; |
906 | char buf[MAX_BUF]; |
1071 | |
|
|
1072 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
|
|
1073 | op->contr->state=ST_PLAYING; |
|
|
1074 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
|
|
1075 | return 1; |
|
|
1076 | } |
|
|
1077 | |
|
|
1078 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1079 | INVOKE_PLAYER (QUIT , op->contr); |
|
|
1080 | |
|
|
1081 | terminate_all_pets(op); |
|
|
1082 | leave_map(op); |
|
|
1083 | op->direction=0; |
|
|
1084 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
|
|
1085 | "%s quits the game.",op->name); |
|
|
1086 | |
|
|
1087 | strcpy(op->contr->killer,"quit"); |
|
|
1088 | check_score(op); |
|
|
1089 | op->contr->party=NULL; |
|
|
1090 | if (settings.set_title == TRUE) |
|
|
1091 | op->contr->own_title[0]='\0'; |
|
|
1092 | |
|
|
1093 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
|
|
1094 | mapstruct *mp, *next; |
|
|
1095 | |
|
|
1096 | /* We need to hunt for any per player unique maps in memory and |
|
|
1097 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1098 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1099 | */ |
|
|
1100 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); |
907 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
1101 | for (mp=first_map; mp!=NULL; mp=next) { |
908 | make_path_to_file (buf); |
1102 | next = mp->next; |
909 | } |
1103 | if (!strncmp(mp->path, buf, strlen(buf))) |
910 | |
1104 | delete_map(mp); |
911 | start_info (ob); |
1105 | } |
912 | CLEAR_FLAG (ob, FLAG_WIZ); |
1106 | |
913 | give_initial_items (ob, ob->randomitems); |
1107 | delete_character(op->name, 1); |
914 | link_player_skills (ob); |
|
|
915 | esrv_send_inventory (ob, ob); |
|
|
916 | ob->update_stats (); |
|
|
917 | |
|
|
918 | /* This moves the player to a different start map, if there |
|
|
919 | * is one for this race |
|
|
920 | */ |
|
|
921 | if (*first_map_ext_path) |
1108 | } |
922 | { |
1109 | play_again(op); |
923 | object *tmp; |
1110 | return 1; |
924 | char mapname[MAX_BUF]; |
1111 | } |
|
|
1112 | |
925 | |
|
|
926 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
|
|
927 | tmp = object::create (); |
|
|
928 | EXIT_PATH (tmp) = mapname; |
|
|
929 | EXIT_X (tmp) = ob->x; |
|
|
930 | EXIT_Y (tmp) = ob->y; |
|
|
931 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
932 | * if the map isn't there, then stay on the |
|
|
933 | * default initial map */ |
|
|
934 | tmp->destroy (); |
|
|
935 | } |
|
|
936 | else |
|
|
937 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
938 | } |
|
|
939 | |
|
|
940 | void |
|
|
941 | player::chargen_race_next () |
|
|
942 | { |
|
|
943 | /* Following actually changes the race - this is the default command |
|
|
944 | * if we don't match with one of the options above. |
|
|
945 | */ |
|
|
946 | |
|
|
947 | do |
|
|
948 | { |
|
|
949 | shstr name = ob->name; |
|
|
950 | int x = ob->x, y = ob->y; |
|
|
951 | |
|
|
952 | ob->remove_statbonus (); |
|
|
953 | ob->remove (); |
|
|
954 | ob->arch = get_player_archetype (ob->arch); |
|
|
955 | ob->arch->clone.copy_to (ob); |
|
|
956 | ob->instantiate (); |
|
|
957 | ob->stats = ob->contr->orig_stats; |
|
|
958 | ob->name = ob->name_pl = name; |
|
|
959 | ob->x = x; |
|
|
960 | ob->y = y; |
|
|
961 | SET_ANIMATION (ob, 2); /* So player faces south */ |
|
|
962 | insert_ob_in_map (ob, ob->map, ob, 0); |
|
|
963 | assign (ob->contr->title, ob->arch->clone.name); |
|
|
964 | ob->add_statbonus (); |
|
|
965 | } |
|
|
966 | while (!allowed_class (ob)); |
|
|
967 | |
|
|
968 | update_object (ob, UP_OBJ_FACE); |
|
|
969 | esrv_update_item (UPD_FACE, ob, ob); |
|
|
970 | ob->update_stats (); |
|
|
971 | ob->stats.hp = ob->stats.maxhp; |
|
|
972 | ob->stats.sp = ob->stats.maxsp; |
|
|
973 | ob->stats.grace = 0; |
|
|
974 | } |
|
|
975 | |
|
|
976 | void |
1113 | void flee_player(object *op) { |
977 | flee_player (object *op) |
|
|
978 | { |
1114 | int dir,diff; |
979 | int dir, diff; |
1115 | rv_vector rv; |
980 | rv_vector rv; |
1116 | |
981 | |
1117 | if(op->stats.hp < 0) { |
982 | if (op->stats.hp < 0) |
|
|
983 | { |
1118 | LOG(llevDebug, "Fleeing player is dead.\n"); |
984 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1119 | CLEAR_FLAG(op, FLAG_SCARED); |
985 | CLEAR_FLAG (op, FLAG_SCARED); |
1120 | return; |
986 | return; |
1121 | } |
987 | } |
1122 | |
988 | |
1123 | if(op->enemy==NULL) { |
989 | if (op->enemy == NULL) |
|
|
990 | { |
1124 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
991 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1125 | CLEAR_FLAG(op, FLAG_SCARED); |
992 | CLEAR_FLAG (op, FLAG_SCARED); |
1126 | return; |
993 | return; |
1127 | } |
994 | } |
1128 | |
995 | |
1129 | /* Seen some crashes here. Since we don't store an |
996 | /* Seen some crashes here. Since we don't store an |
1130 | * op->enemy_count, it is possible that something destroys the |
997 | * op->enemy_count, it is possible that something destroys the |
1131 | * actual enemy, and the object is recycled. |
998 | * actual enemy, and the object is recycled. |
1132 | */ |
999 | */ |
1133 | if (op->enemy->map == NULL) { |
1000 | if (op->enemy->map == NULL) |
|
|
1001 | { |
1134 | CLEAR_FLAG(op, FLAG_SCARED); |
1002 | CLEAR_FLAG (op, FLAG_SCARED); |
1135 | op->enemy=NULL; |
1003 | op->enemy = NULL; |
1136 | return; |
1004 | return; |
1137 | } |
1005 | } |
1138 | |
1006 | |
1139 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
1007 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
1008 | { |
1140 | op->enemy=NULL; |
1009 | op->enemy = NULL; |
1141 | CLEAR_FLAG(op, FLAG_SCARED); |
1010 | CLEAR_FLAG (op, FLAG_SCARED); |
1142 | return; |
1011 | return; |
1143 | } |
1012 | } |
|
|
1013 | |
1144 | get_rangevector(op, op->enemy, &rv, 0); |
1014 | get_rangevector (op, op->enemy, &rv, 0); |
1145 | |
1015 | |
1146 | dir=absdir(4+rv.direction); |
1016 | dir = absdir (4 + rv.direction); |
1147 | for(diff=0;diff<3;diff++) { |
1017 | for (diff = 0; diff < 3; diff++) |
1148 | int m=1-(RANDOM()&2); |
|
|
1149 | if(move_ob(op,absdir(dir+diff*m),op)|| |
|
|
1150 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
|
|
1151 | return; |
|
|
1152 | } |
|
|
1153 | } |
1018 | { |
|
|
1019 | int m = 1 - (RANDOM () & 2); |
|
|
1020 | |
|
|
1021 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
|
|
1022 | return; |
|
|
1023 | } |
|
|
1024 | |
1154 | /* Cornered, get rid of scared */ |
1025 | /* Cornered, get rid of scared */ |
1155 | CLEAR_FLAG(op, FLAG_SCARED); |
1026 | CLEAR_FLAG (op, FLAG_SCARED); |
1156 | op->enemy=NULL; |
1027 | op->enemy = NULL; |
1157 | } |
1028 | } |
1158 | |
|
|
1159 | |
1029 | |
1160 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1030 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1161 | * IT returns 1 if the player should keep on moving, 0 if he should |
1031 | * It returns 1 if the player should keep on moving, 0 if he should |
1162 | * stop. |
1032 | * stop. |
1163 | */ |
1033 | */ |
|
|
1034 | int |
1164 | int check_pick(object *op) { |
1035 | check_pick (object *op) |
|
|
1036 | { |
1165 | object *tmp, *next; |
1037 | object *tmp, *next; |
1166 | tag_t next_tag=0, op_tag; |
|
|
1167 | int stop = 0; |
1038 | int stop = 0; |
1168 | int j, k, wvratio; |
1039 | int wvratio; |
1169 | char putstring[128], tmpstr[16]; |
1040 | char putstring[128]; |
1170 | |
|
|
1171 | |
1041 | |
1172 | /* if you're flying, you cna't pick up anything */ |
1042 | /* if you're flying, you cna't pick up anything */ |
1173 | if (op->move_type & MOVE_FLYING) |
1043 | if (op->move_type & MOVE_FLYING) |
1174 | return 1; |
1044 | return 1; |
1175 | |
1045 | |
1176 | op_tag = op->count; |
|
|
1177 | |
|
|
1178 | next = op->below; |
1046 | next = op->below; |
1179 | if (next) |
|
|
1180 | next_tag = next->count; |
|
|
1181 | |
1047 | |
1182 | /* loop while there are items on the floor that are not marked as |
1048 | /* loop while there are items on the floor that are not marked as |
1183 | * destroyed */ |
1049 | * destroyed */ |
1184 | while (next && ! was_destroyed (next, next_tag)) |
1050 | while (next && !next->destroyed ()) |
1185 | { |
1051 | { |
1186 | tmp = next; |
1052 | tmp = next; |
1187 | next = tmp->below; |
1053 | next = tmp->below; |
1188 | if (next) |
|
|
1189 | next_tag = next->count; |
|
|
1190 | |
1054 | |
1191 | if (was_destroyed (op, op_tag)) |
1055 | if (op->destroyed ()) |
1192 | return 0; |
1056 | return 0; |
1193 | |
1057 | |
1194 | if ( ! can_pick (op, tmp)) |
1058 | if (!can_pick (op, tmp)) |
1195 | continue; |
1059 | continue; |
1196 | |
1060 | |
1197 | if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) |
1061 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1198 | { |
1062 | { |
1199 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1063 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1200 | pick_up (op, tmp); |
1064 | pick_up (op, tmp); |
1201 | continue; |
1065 | continue; |
1202 | } |
1066 | } |
1203 | |
1067 | |
1204 | /* high not bit set? We're using the old autopickup model */ |
1068 | /* high not bit set? We're using the old autopickup model */ |
1205 | if(!(op->contr->mode & PU_NEWMODE)) { |
1069 | if (!(op->contr->mode & PU_NEWMODE)) |
|
|
1070 | { |
1206 | switch (op->contr->mode) { |
1071 | switch (op->contr->mode) |
1207 | case 0: return 1; /* don't pick up */ |
1072 | { |
1208 | case 1: pick_up (op, tmp); |
1073 | case 0: |
1209 | return 1; |
1074 | return 1; /* don't pick up */ |
1210 | case 2: pick_up (op, tmp); |
1075 | case 1: |
1211 | return 0; |
1076 | pick_up (op, tmp); |
1212 | case 3: return 0; /* stop before pickup */ |
1077 | return 1; |
1213 | case 4: pick_up (op, tmp); |
1078 | case 2: |
1214 | break; |
1079 | pick_up (op, tmp); |
1215 | case 5: pick_up (op, tmp); |
1080 | return 0; |
1216 | stop = 1; |
1081 | case 3: |
1217 | break; |
1082 | return 0; /* stop before pickup */ |
1218 | case 6: |
1083 | case 4: |
1219 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
1084 | pick_up (op, tmp); |
1220 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1085 | break; |
1221 | pick_up(op, tmp); |
1086 | case 5: |
1222 | break; |
1087 | pick_up (op, tmp); |
|
|
1088 | stop = 1; |
|
|
1089 | break; |
|
|
1090 | case 6: |
|
|
1091 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1092 | pick_up (op, tmp); |
|
|
1093 | break; |
1223 | |
1094 | |
1224 | case 7: |
1095 | case 7: |
1225 | if (tmp->type == MONEY || tmp->type == GEM) |
1096 | if (tmp->type == MONEY || tmp->type == GEM) |
1226 | pick_up(op, tmp); |
1097 | pick_up (op, tmp); |
1227 | break; |
1098 | break; |
1228 | |
1099 | |
1229 | default: |
1100 | default: |
1230 | /* use value density */ |
1101 | /* use value density */ |
1231 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
1102 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1232 | && (query_cost (tmp, op, F_TRUE) * 100 |
1103 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1233 | / (tmp->weight * MAX (tmp->nrof, 1))) |
1104 | pick_up (op, tmp); |
1234 | >= op->contr->mode) |
1105 | } |
1235 | pick_up(op,tmp); |
1106 | } |
1236 | } |
1107 | else |
1237 | } |
1108 | { /* old model */ |
1238 | else { /* old model */ |
|
|
1239 | /* NEW pickup handling */ |
1109 | /* NEW pickup handling */ |
1240 | if(op->contr->mode & PU_DEBUG) |
1110 | if (op->contr->mode & PU_DEBUG) |
1241 | { |
1111 | { |
1242 | /* some debugging code to figure out item information */ |
1112 | /* some debugging code to figure out item information */ |
1243 | if(tmp->name!=NULL) |
1113 | if (tmp->name != NULL) |
1244 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1114 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1245 | tmp->name, tmp->type, |
1115 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1246 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1116 | else |
1247 | else |
|
|
1248 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1117 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1249 | tmp->arch->name, tmp->type, |
1118 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1250 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1119 | |
1251 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1120 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1121 | } |
1252 | |
1122 | |
1253 | sprintf(putstring,"...flags: "); |
1123 | /* philosophy: |
1254 | for(k=0;k<4;k++) |
1124 | * It's easy to grab an item type from a pile, as long as it's |
1255 | { |
1125 | * generic. This takes no game-time. For more detailed pickups |
1256 | for(j=0;j<32;j++) |
1126 | * and selections, select-items should be used. This is a |
1257 | { |
1127 | * grab-as-you-run type mode that's really useful for arrows for |
1258 | if((tmp->flags[k]>>j)&0x01) |
1128 | * example. |
1259 | { |
1129 | * The drawback: right now it has no frontend, so you need to |
1260 | sprintf(tmpstr,"%d ",k*32+j); |
1130 | * stick the bits you want into a calculator in hex mode and then |
1261 | strcat(putstring, tmpstr); |
1131 | * convert to decimal and then 'pickup <#> |
1262 | } |
1132 | */ |
1263 | } |
|
|
1264 | } |
|
|
1265 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
|
|
1266 | |
1133 | |
|
|
1134 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1135 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1136 | * meaning if any test passes, the item gets picked up. */ |
|
|
1137 | |
|
|
1138 | /* if mode is set to pick nothing up, return */ |
|
|
1139 | |
|
|
1140 | if (op->contr->mode & PU_NOTHING) |
|
|
1141 | return 1; |
|
|
1142 | |
|
|
1143 | /* if mode is set to stop when encountering objects, return */ |
|
|
1144 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1145 | * anything up */ |
|
|
1146 | |
|
|
1147 | if (op->contr->mode & PU_STOP) |
|
|
1148 | return 0; |
|
|
1149 | |
|
|
1150 | /* useful for going into stores and not losing your settings... */ |
|
|
1151 | /* and for battles wher you don't want to get loaded down while |
|
|
1152 | * fighting */ |
|
|
1153 | if (op->contr->mode & PU_INHIBIT) |
|
|
1154 | return 1; |
|
|
1155 | |
|
|
1156 | /* prevent us from turning into auto-thieves :) */ |
|
|
1157 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1158 | continue; |
|
|
1159 | |
|
|
1160 | /* ignore known cursed objects */ |
|
|
1161 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1162 | continue; |
|
|
1163 | |
|
|
1164 | /* all food and drink if desired */ |
|
|
1165 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1166 | if (op->contr->mode & PU_FOOD) |
|
|
1167 | if (tmp->type == FOOD) |
|
|
1168 | { |
|
|
1169 | pick_up (op, tmp); |
|
|
1170 | continue; |
|
|
1171 | } |
|
|
1172 | |
|
|
1173 | if (op->contr->mode & PU_DRINK) |
|
|
1174 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1175 | { |
|
|
1176 | pick_up (op, tmp); |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | if (op->contr->mode & PU_POTION) |
|
|
1181 | if (tmp->type == POTION) |
|
|
1182 | { |
|
|
1183 | pick_up (op, tmp); |
|
|
1184 | continue; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1188 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1189 | if (tmp->type == SPELLBOOK) |
|
|
1190 | { |
|
|
1191 | pick_up (op, tmp); |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1196 | if (tmp->type == SKILLSCROLL) |
|
|
1197 | { |
|
|
1198 | pick_up (op, tmp); |
|
|
1199 | continue; |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | if (op->contr->mode & PU_READABLES) |
|
|
1203 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1204 | { |
|
|
1205 | pick_up (op, tmp); |
|
|
1206 | continue; |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | /* wands/staves/rods/horns */ |
|
|
1210 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1211 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1212 | { |
|
|
1213 | pick_up (op, tmp); |
|
|
1214 | continue; |
|
|
1215 | } |
|
|
1216 | |
|
|
1217 | /* pick up all magical items */ |
|
|
1218 | if (op->contr->mode & PU_MAGICAL) |
|
|
1219 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1220 | { |
|
|
1221 | pick_up (op, tmp); |
|
|
1222 | continue; |
|
|
1223 | } |
|
|
1224 | |
|
|
1225 | if (op->contr->mode & PU_VALUABLES) |
|
|
1226 | { |
|
|
1227 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1228 | { |
|
|
1229 | pick_up (op, tmp); |
|
|
1230 | continue; |
|
|
1231 | } |
|
|
1232 | } |
|
|
1233 | |
|
|
1234 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1235 | if (op->contr->mode & PU_JEWELS) |
|
|
1236 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1237 | { |
|
|
1238 | pick_up (op, tmp); |
|
|
1239 | continue; |
|
|
1240 | } |
|
|
1241 | |
|
|
1242 | /* we don't forget dragon food */ |
|
|
1243 | if (op->contr->mode & PU_FLESH) |
|
|
1244 | if (tmp->type == FLESH) |
|
|
1245 | { |
|
|
1246 | pick_up (op, tmp); |
|
|
1247 | continue; |
|
|
1248 | } |
|
|
1249 | |
|
|
1250 | /* bows and arrows. Bows are good for selling! */ |
|
|
1251 | if (op->contr->mode & PU_BOW) |
|
|
1252 | if (tmp->type == BOW) |
|
|
1253 | { |
|
|
1254 | pick_up (op, tmp); |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | if (op->contr->mode & PU_ARROW) |
|
|
1259 | if (tmp->type == ARROW) |
|
|
1260 | { |
|
|
1261 | pick_up (op, tmp); |
|
|
1262 | continue; |
|
|
1263 | } |
|
|
1264 | |
|
|
1265 | /* all kinds of armor etc. */ |
|
|
1266 | if (op->contr->mode & PU_ARMOUR) |
|
|
1267 | if (tmp->type == ARMOUR) |
|
|
1268 | { |
|
|
1269 | pick_up (op, tmp); |
|
|
1270 | continue; |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | if (op->contr->mode & PU_HELMET) |
|
|
1274 | if (tmp->type == HELMET) |
|
|
1275 | { |
|
|
1276 | pick_up (op, tmp); |
|
|
1277 | continue; |
|
|
1278 | } |
|
|
1279 | |
|
|
1280 | if (op->contr->mode & PU_SHIELD) |
|
|
1281 | if (tmp->type == SHIELD) |
|
|
1282 | { |
|
|
1283 | pick_up (op, tmp); |
|
|
1284 | continue; |
|
|
1285 | } |
|
|
1286 | |
|
|
1287 | if (op->contr->mode & PU_BOOTS) |
|
|
1288 | if (tmp->type == BOOTS) |
|
|
1289 | { |
|
|
1290 | pick_up (op, tmp); |
|
|
1291 | continue; |
|
|
1292 | } |
|
|
1293 | |
|
|
1294 | if (op->contr->mode & PU_GLOVES) |
|
|
1295 | if (tmp->type == GLOVES) |
|
|
1296 | { |
|
|
1297 | pick_up (op, tmp); |
|
|
1298 | continue; |
|
|
1299 | } |
|
|
1300 | |
|
|
1301 | if (op->contr->mode & PU_CLOAK) |
|
|
1302 | if (tmp->type == CLOAK) |
|
|
1303 | { |
|
|
1304 | pick_up (op, tmp); |
|
|
1305 | continue; |
|
|
1306 | } |
|
|
1307 | |
|
|
1308 | /* hoping to catch throwing daggers here */ |
|
|
1309 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1310 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1311 | { |
|
|
1312 | pick_up (op, tmp); |
|
|
1313 | continue; |
|
|
1314 | } |
|
|
1315 | |
|
|
1316 | /* careful: chairs and tables are weapons! */ |
|
|
1317 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1318 | { |
|
|
1319 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1320 | { |
|
|
1321 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1322 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1323 | { |
|
|
1324 | pick_up (op, tmp); |
|
|
1325 | continue; |
|
|
1326 | } |
|
|
1327 | } |
|
|
1328 | |
|
|
1329 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1330 | { |
|
|
1331 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1332 | { |
|
|
1333 | pick_up (op, tmp); |
|
|
1334 | continue; |
|
|
1335 | } |
|
|
1336 | } |
|
|
1337 | } |
|
|
1338 | |
|
|
1339 | /* misc stuff that's useful */ |
|
|
1340 | if (op->contr->mode & PU_KEY) |
|
|
1341 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1342 | { |
|
|
1343 | pick_up (op, tmp); |
|
|
1344 | continue; |
|
|
1345 | } |
|
|
1346 | |
|
|
1347 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1348 | * pickups */ |
|
|
1349 | if (op->contr->mode & PU_RATIO) |
|
|
1350 | { |
|
|
1351 | /* use value density to decide what else to grab */ |
|
|
1352 | /* >=7 was >= op->contr->mode */ |
|
|
1353 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1354 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1355 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1356 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1357 | { |
|
|
1358 | pick_up (op, tmp); |
1267 | #if 0 |
1359 | #if 0 |
1268 | /* print the flags too */ |
1360 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1269 | for(k=0;k<4;k++) |
1361 | if (tmp->name != NULL) |
1270 | { |
1362 | { |
1271 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
1363 | fprintf (stderr, "%s", tmp->name); |
1272 | for(j=0;j<32;j++) |
1364 | } |
1273 | { |
1365 | else |
1274 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
1366 | fprintf (stderr, "%s", tmp->arch->name); |
1275 | if(!((j+1)%4))fprintf(stderr," "); |
1367 | fprintf (stderr, ",%d] = ", tmp->type); |
1276 | } |
1368 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1277 | fprintf(stderr," [%d]\n", k*32); |
|
|
1278 | } |
|
|
1279 | #endif |
1369 | #endif |
|
|
1370 | continue; |
|
|
1371 | } |
|
|
1372 | } |
|
|
1373 | } /* the new pickup model */ |
1280 | } |
1374 | } |
1281 | /* philosophy: |
|
|
1282 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1283 | * generic. This takes no game-time. For more detailed pickups |
|
|
1284 | * and selections, select-items shoul dbe used. This is a |
|
|
1285 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1286 | * example. |
|
|
1287 | * The drawback: right now it has no frontend, so you need to |
|
|
1288 | * stick the bits you want into a calculator in hex mode and then |
|
|
1289 | * convert to decimal and then 'pickup <#> |
|
|
1290 | */ |
|
|
1291 | |
1375 | |
1292 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1293 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1294 | * meaning if any test passes, the item gets picked up. */ |
|
|
1295 | |
|
|
1296 | /* if mode is set to pick nothing up, return */ |
|
|
1297 | |
|
|
1298 | if(op->contr->mode & PU_NOTHING) return 1; |
|
|
1299 | |
|
|
1300 | /* if mode is set to stop when encountering objects, return */ |
|
|
1301 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1302 | * anything up */ |
|
|
1303 | |
|
|
1304 | if(op->contr->mode & PU_STOP) return 0; |
|
|
1305 | |
|
|
1306 | /* useful for going into stores and not losing your settings... */ |
|
|
1307 | /* and for battles wher you don't want to get loaded down while |
|
|
1308 | * fighting */ |
|
|
1309 | if(op->contr->mode & PU_INHIBIT) return 1; |
|
|
1310 | |
|
|
1311 | /* prevent us from turning into auto-thieves :) */ |
|
|
1312 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; |
|
|
1313 | |
|
|
1314 | /* ignore known cursed objects */ |
|
|
1315 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
|
|
1316 | |
|
|
1317 | /* all food and drink if desired */ |
|
|
1318 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1319 | if(op->contr->mode & PU_FOOD) |
|
|
1320 | if (tmp->type == FOOD) |
|
|
1321 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
|
|
1322 | if(op->contr->mode & PU_DRINK) |
|
|
1323 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
|
|
1324 | { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
|
|
1325 | |
|
|
1326 | if(op->contr->mode & PU_POTION) |
|
|
1327 | if (tmp->type == POTION) |
|
|
1328 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
|
|
1329 | |
|
|
1330 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1331 | if(op->contr->mode & PU_SPELLBOOK) |
|
|
1332 | if (tmp->type == SPELLBOOK) |
|
|
1333 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
|
|
1334 | if(op->contr->mode & PU_SKILLSCROLL) |
|
|
1335 | if (tmp->type == SKILLSCROLL) |
|
|
1336 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
|
|
1337 | if(op->contr->mode & PU_READABLES) |
|
|
1338 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1339 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
|
|
1340 | |
|
|
1341 | /* wands/staves/rods/horns */ |
|
|
1342 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1343 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1344 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
|
|
1345 | |
|
|
1346 | /* pick up all magical items */ |
|
|
1347 | if(op->contr->mode & PU_MAGICAL) |
|
|
1348 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
|
|
1349 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
|
|
1350 | |
|
|
1351 | if(op->contr->mode & PU_VALUABLES) |
|
|
1352 | { |
|
|
1353 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1354 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
|
|
1355 | } |
|
|
1356 | |
|
|
1357 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1358 | if(op->contr->mode & PU_JEWELS) |
|
|
1359 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1360 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
|
|
1361 | |
|
|
1362 | /* bows and arrows. Bows are good for selling! */ |
|
|
1363 | if(op->contr->mode & PU_BOW) |
|
|
1364 | if (tmp->type == BOW) |
|
|
1365 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
|
|
1366 | if(op->contr->mode & PU_ARROW) |
|
|
1367 | if (tmp->type == ARROW) |
|
|
1368 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
|
|
1369 | |
|
|
1370 | /* all kinds of armor etc. */ |
|
|
1371 | if(op->contr->mode & PU_ARMOUR) |
|
|
1372 | if (tmp->type == ARMOUR) |
|
|
1373 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
|
|
1374 | if(op->contr->mode & PU_HELMET) |
|
|
1375 | if (tmp->type == HELMET) |
|
|
1376 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
|
|
1377 | if(op->contr->mode & PU_SHIELD) |
|
|
1378 | if (tmp->type == SHIELD) |
|
|
1379 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
|
|
1380 | if(op->contr->mode & PU_BOOTS) |
|
|
1381 | if (tmp->type == BOOTS) |
|
|
1382 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
|
|
1383 | if(op->contr->mode & PU_GLOVES) |
|
|
1384 | if (tmp->type == GLOVES) |
|
|
1385 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
|
|
1386 | if(op->contr->mode & PU_CLOAK) |
|
|
1387 | if (tmp->type == CLOAK) |
|
|
1388 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
|
|
1389 | |
|
|
1390 | /* hoping to catch throwing daggers here */ |
|
|
1391 | if(op->contr->mode & PU_MISSILEWEAPON) |
|
|
1392 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
|
|
1393 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
|
|
1394 | |
|
|
1395 | /* careful: chairs and tables are weapons! */ |
|
|
1396 | if(op->contr->mode & PU_ALLWEAPON) |
|
|
1397 | { |
|
|
1398 | if(tmp->type == WEAPON && tmp->name!=NULL) |
|
|
1399 | { |
|
|
1400 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
|
|
1401 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
|
|
1402 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1403 | } |
|
|
1404 | if(tmp->type == WEAPON && tmp->name==NULL) |
|
|
1405 | { |
|
|
1406 | if(strstr(tmp->arch->name,"table")==NULL && |
|
|
1407 | strstr(tmp->arch->name,"chair")==NULL) |
|
|
1408 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1409 | } |
|
|
1410 | } |
|
|
1411 | |
|
|
1412 | /* misc stuff that's useful */ |
|
|
1413 | if(op->contr->mode & PU_KEY) |
|
|
1414 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1415 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
|
|
1416 | |
|
|
1417 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1418 | * pickups */ |
|
|
1419 | if(op->contr->mode & PU_RATIO) |
|
|
1420 | { |
|
|
1421 | /* use value density to decide what else to grab */ |
|
|
1422 | /* >=7 was >= op->contr->mode */ |
|
|
1423 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1424 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1425 | wvratio=(op->contr->mode & PU_RATIO) * 5; |
|
|
1426 | if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
|
|
1427 | { |
|
|
1428 | pick_up(op, tmp); |
|
|
1429 | #if 0 |
|
|
1430 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
|
|
1431 | if(tmp->name!=NULL) { |
|
|
1432 | fprintf(stderr,"%s", tmp->name); |
|
|
1433 | } |
|
|
1434 | else fprintf(stderr,"%s",tmp->arch->name); |
|
|
1435 | fprintf(stderr,",%d] = ", tmp->type); |
|
|
1436 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
|
|
1437 | #endif |
|
|
1438 | continue; |
|
|
1439 | } |
|
|
1440 | } |
|
|
1441 | } /* the new pickup model */ |
|
|
1442 | } |
|
|
1443 | return ! stop; |
1376 | return !stop; |
1444 | } |
1377 | } |
1445 | |
1378 | |
1446 | /* |
1379 | /* |
1447 | * Find an arrow in the inventory and after that |
1380 | * Find an arrow in the inventory and after that |
1448 | * in the right type container (quiver). Pointer to the |
1381 | * in the right type container (quiver). Pointer to the |
1449 | * found object is returned. |
1382 | * found object is returned. |
1450 | */ |
1383 | */ |
|
|
1384 | object * |
1451 | object *find_arrow(object *op, const char *type) |
1385 | find_arrow (object *op, const char *type) |
1452 | { |
1386 | { |
1453 | object *tmp = NULL; |
1387 | object *tmp = 0; |
1454 | |
1388 | |
1455 | for(op=op->inv; op; op=op->below) |
1389 | for (op = op->inv; op; op = op->below) |
1456 | if(!tmp && op->type==CONTAINER && op->race==type && |
1390 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1457 | QUERY_FLAG(op,FLAG_APPLIED)) |
|
|
1458 | tmp = find_arrow (op, type); |
1391 | tmp = find_arrow (op, type); |
1459 | else if (op->type==ARROW && op->race==type) |
1392 | else if (op->type == ARROW && op->race == type) |
1460 | return op; |
1393 | return op; |
|
|
1394 | |
1461 | return tmp; |
1395 | return tmp; |
1462 | } |
1396 | } |
1463 | |
1397 | |
1464 | /* |
1398 | /* |
1465 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1399 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1466 | * against the target. A full test is not performed, simply a basic test |
1400 | * against the target. A full test is not performed, simply a basic test |
1467 | * of resistances. The archer is making a quick guess at what he sees down |
1401 | * of resistances. The archer is making a quick guess at what he sees down |
1468 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1402 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1469 | */ |
1403 | */ |
1470 | |
1404 | object * |
1471 | object *find_better_arrow(object *op, object *target, const char *type, int *better) |
1405 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1472 | { |
1406 | { |
1473 | object *tmp = NULL, *arrow, *ntmp; |
1407 | object *tmp = NULL, *arrow, *ntmp; |
1474 | int attacknum, attacktype, betterby=0, i; |
1408 | int attacknum, attacktype, betterby = 0, i; |
1475 | |
1409 | |
1476 | if (!type) |
1410 | if (!type) |
1477 | return NULL; |
1411 | return NULL; |
1478 | |
1412 | |
1479 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1413 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1480 | if (arrow->type==CONTAINER && arrow->race==type && |
1414 | { |
1481 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1415 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1482 | i = 0; |
1416 | { |
|
|
1417 | i = 0; |
1483 | ntmp = find_better_arrow(arrow, target, type, &i); |
1418 | ntmp = find_better_arrow (arrow, target, type, &i); |
1484 | if (i > betterby) { |
1419 | if (i > betterby) |
1485 | tmp = ntmp; |
1420 | { |
1486 | betterby = i; |
1421 | tmp = ntmp; |
1487 | } |
1422 | betterby = i; |
|
|
1423 | } |
|
|
1424 | } |
1488 | } else if (arrow->type==ARROW && arrow->race==type) { |
1425 | else if (arrow->type == ARROW && arrow->race == type) |
|
|
1426 | { |
1489 | /* allways prefer assasination/slaying */ |
1427 | /* allways prefer assasination/slaying */ |
1490 | if (target->race != NULL && arrow->slaying != NULL && |
1428 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1491 | strstr(arrow->slaying, target->race)) { |
1429 | { |
1492 | if (arrow->attacktype & AT_DEATH) { |
1430 | if (arrow->attacktype & AT_DEATH) |
1493 | *better = 100; |
1431 | { |
1494 | return arrow; |
1432 | *better = 100; |
1495 | } else { |
1433 | return arrow; |
1496 | tmp = arrow; |
1434 | } |
|
|
1435 | else |
|
|
1436 | { |
|
|
1437 | tmp = arrow; |
1497 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1438 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1498 | } |
1439 | } |
1499 | } else { |
1440 | } |
|
|
1441 | else |
|
|
1442 | { |
1500 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
1443 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
|
|
1444 | { |
1501 | attacktype = 1<<attacknum; |
1445 | attacktype = 1 << attacknum; |
1502 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1446 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1503 | if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { |
1447 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1504 | tmp = arrow; |
1448 | { |
|
|
1449 | tmp = arrow; |
1505 | betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
1450 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1506 | } |
1451 | } |
1507 | } |
1452 | } |
1508 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
1453 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1509 | tmp = arrow; |
1454 | { |
|
|
1455 | tmp = arrow; |
1510 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1456 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1511 | } |
1457 | } |
1512 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
1458 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1513 | tmp = arrow; |
1459 | { |
|
|
1460 | tmp = arrow; |
1514 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1461 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1515 | } |
1462 | } |
|
|
1463 | } |
|
|
1464 | } |
1516 | } |
1465 | } |
1517 | } |
|
|
1518 | } |
|
|
1519 | if (tmp == NULL && arrow == NULL) |
1466 | if (tmp == NULL && arrow == NULL) |
1520 | return find_arrow(op, type); |
1467 | return find_arrow (op, type); |
1521 | |
1468 | |
1522 | *better = betterby; |
1469 | *better = betterby; |
1523 | return tmp; |
1470 | return tmp; |
1524 | } |
1471 | } |
1525 | |
1472 | |
1526 | /* looks in a given direction, finds the first valid target, and calls |
1473 | /* looks in a given direction, finds the first valid target, and calls |
1527 | * find_better_arrow to find a decent arrow to use. |
1474 | * find_better_arrow to find a decent arrow to use. |
1528 | * op = the shooter |
1475 | * op = the shooter |
1529 | * type = bow->race |
1476 | * type = bow->race |
1530 | * dir = fire direction |
1477 | * dir = fire direction |
1531 | */ |
1478 | */ |
1532 | |
1479 | object * |
1533 | object *pick_arrow_target(object *op, const char *type, int dir) |
1480 | pick_arrow_target (object *op, const char *type, int dir) |
1534 | { |
1481 | { |
1535 | object *tmp = NULL; |
1482 | object *tmp = NULL; |
1536 | mapstruct *m; |
1483 | maptile *m; |
1537 | int i, mflags, found, number; |
1484 | int i, mflags, found, number; |
1538 | sint16 x, y; |
1485 | sint16 x, y; |
1539 | |
1486 | |
1540 | if (op->map == NULL) |
1487 | if (op->map == NULL) |
1541 | return find_arrow(op, type); |
1488 | return find_arrow (op, type); |
1542 | |
1489 | |
1543 | /* do a dex check */ |
1490 | /* do a dex check */ |
1544 | number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1491 | number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1545 | if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1492 | if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1546 | return find_arrow(op, type); |
1493 | return find_arrow (op, type); |
1547 | |
1494 | |
1548 | m = op->map; |
1495 | m = op->map; |
1549 | x = op->x; |
1496 | x = op->x; |
1550 | y = op->y; |
1497 | y = op->y; |
1551 | |
1498 | |
1552 | /* find the first target */ |
1499 | /* find the first target */ |
1553 | for (i=0, found=0; i<20; i++) { |
1500 | for (i = 0, found = 0; i < 20; i++) |
|
|
1501 | { |
1554 | x += freearr_x[dir]; |
1502 | x += freearr_x[dir]; |
1555 | y += freearr_y[dir]; |
1503 | y += freearr_y[dir]; |
1556 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1504 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1557 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1505 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
|
|
1506 | { |
1558 | tmp = NULL; |
1507 | tmp = NULL; |
1559 | break; |
1508 | break; |
|
|
1509 | } |
1560 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
1510 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
|
|
1511 | { |
1561 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1512 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1562 | * perhaps a bad assumption. |
1513 | * perhaps a bad assumption. |
1563 | */ |
1514 | */ |
1564 | tmp = NULL; |
1515 | tmp = NULL; |
1565 | break; |
1516 | break; |
1566 | } |
1517 | } |
1567 | if (mflags & P_IS_ALIVE) { |
1518 | if (mflags & P_IS_ALIVE) |
|
|
1519 | { |
1568 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
1520 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1569 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
1521 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1570 | found++; |
1522 | { |
1571 | break; |
1523 | found++; |
1572 | } |
1524 | break; |
|
|
1525 | } |
1573 | if (found) |
1526 | if (found) |
1574 | break; |
1527 | break; |
1575 | } |
1528 | } |
1576 | } |
1529 | } |
1577 | if (tmp == NULL) |
1530 | if (tmp == NULL) |
1578 | return find_arrow(op, type); |
1531 | return find_arrow (op, type); |
1579 | |
1532 | |
1580 | if (tmp->head) |
1533 | if (tmp->head) |
1581 | tmp = tmp->head; |
1534 | tmp = tmp->head; |
1582 | |
1535 | |
1583 | return find_better_arrow(op, tmp, type, &i); |
1536 | return find_better_arrow (op, tmp, type, &i); |
1584 | } |
1537 | } |
1585 | |
1538 | |
1586 | /* |
1539 | /* |
1587 | * Creature fires a bow - op can be monster or player. Returns |
1540 | * Creature fires a bow - op can be monster or player. Returns |
1588 | * 1 if bow was actually fired, 0 otherwise. |
1541 | * 1 if bow was actually fired, 0 otherwise. |
… | |
… | |
1591 | * dir is the direction of fire. |
1544 | * dir is the direction of fire. |
1592 | * wc_mod is any special modifier to give (used in special player fire modes) |
1545 | * wc_mod is any special modifier to give (used in special player fire modes) |
1593 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1546 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1594 | * player fire modes. |
1547 | * player fire modes. |
1595 | */ |
1548 | */ |
|
|
1549 | int |
1596 | int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, |
1550 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1597 | sint16 sx, sint16 sy) |
|
|
1598 | { |
1551 | { |
1599 | object *left, *bow; |
1552 | object *left, *bow; |
1600 | tag_t left_tag, tag; |
|
|
1601 | int bowspeed, mflags; |
1553 | int bowspeed, mflags; |
1602 | mapstruct *m; |
1554 | maptile *m; |
1603 | |
1555 | |
1604 | if (!dir) { |
1556 | if (!dir) |
|
|
1557 | { |
1605 | new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1558 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1606 | return 0; |
1559 | return 0; |
|
|
1560 | } |
|
|
1561 | |
|
|
1562 | if (player *pl = op->contr) |
1607 | } |
1563 | { |
1608 | if (op->type == PLAYER) |
1564 | bow = pl->ranged_ob; |
1609 | bow=op->contr->ranges[range_bow]; |
1565 | op->set_weapon (bow); |
|
|
1566 | } |
1610 | else { |
1567 | else |
|
|
1568 | { |
1611 | for(bow=op->inv; bow; bow=bow->below) |
1569 | for (bow = op->inv; bow; bow = bow->below) |
1612 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1570 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1613 | * don't need to switch back and forth between bows and weapons. |
1571 | * don't need to switch back and forth between bows and weapons. |
1614 | */ |
1572 | */ |
1615 | if(bow->type==BOW) |
1573 | if (bow->type == BOW) |
1616 | break; |
1574 | break; |
1617 | |
1575 | |
1618 | if (!bow) { |
1576 | if (!bow) |
|
|
1577 | { |
1619 | LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); |
1578 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1620 | return 0; |
1579 | return 0; |
1621 | } |
1580 | } |
|
|
1581 | |
|
|
1582 | // optimisation: move object to top so we will find it quickly again |
|
|
1583 | if (bow->below) |
|
|
1584 | { |
|
|
1585 | bow->remove (); |
|
|
1586 | op->insert (bow); |
|
|
1587 | } |
|
|
1588 | |
1622 | } |
1589 | } |
|
|
1590 | |
1623 | if( !bow->race || !bow->skill) { |
1591 | if (!bow->race || !bow->skill) |
|
|
1592 | { |
1624 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); |
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1625 | return 0; |
1594 | return 0; |
1626 | } |
1595 | } |
1627 | |
1596 | |
1628 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1597 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1629 | |
1598 | |
1630 | /* penalize ROF for bestarrow */ |
1599 | /* penalize ROF for bestarrow */ |
1631 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1600 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1632 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1601 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1602 | |
1633 | if (bowspeed < 1) |
1603 | if (bowspeed < 1) |
1634 | bowspeed = 1; |
1604 | bowspeed = 1; |
1635 | |
1605 | |
1636 | if (arrow == NULL) { |
1606 | if (arrow == NULL) |
|
|
1607 | { |
1637 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1608 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
|
|
1609 | { |
1638 | if (op->type == PLAYER) |
1610 | if (op->type == PLAYER) |
1639 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1611 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1640 | "You have no %s left.", bow->race); |
|
|
1641 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1612 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1642 | else |
1613 | else |
1643 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1614 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1615 | |
1644 | return 0; |
1616 | return 0; |
1645 | } |
1617 | } |
1646 | } |
1618 | } |
|
|
1619 | |
1647 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1620 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1648 | if (mflags & P_OUT_OF_MAP) { |
1621 | if (mflags & P_OUT_OF_MAP) |
1649 | return 0; |
1622 | return 0; |
1650 | } |
1623 | |
1651 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1624 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
|
|
1625 | { |
1652 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1626 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1653 | return 0; |
1627 | return 0; |
1654 | } |
1628 | } |
1655 | |
1629 | |
1656 | /* this should not happen, but sometimes does */ |
1630 | /* this should not happen, but sometimes does */ |
1657 | if (arrow->nrof==0) { |
1631 | if (arrow->nrof == 0) |
1658 | remove_ob(arrow); |
|
|
1659 | free_object(arrow); |
|
|
1660 | return 0; |
|
|
1661 | } |
1632 | { |
|
|
1633 | arrow->destroy (); |
|
|
1634 | return 0; |
|
|
1635 | } |
1662 | |
1636 | |
1663 | left = arrow; /* these are arrows left to the player */ |
1637 | left = arrow; /* these are arrows left to the player */ |
1664 | left_tag = left->count; |
|
|
1665 | arrow = get_split_ob(arrow, 1); |
1638 | arrow = get_split_ob (arrow, 1); |
1666 | if (arrow == NULL) { |
1639 | if (!arrow) |
|
|
1640 | { |
1667 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", |
1641 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1668 | bow->race); |
1642 | return 0; |
1669 | return 0; |
|
|
1670 | } |
1643 | } |
1671 | set_owner(arrow, op); |
1644 | |
1672 | if (arrow->skill) free_string(arrow->skill); |
1645 | arrow->set_owner (op); |
1673 | arrow->skill = add_refcount(bow->skill); |
1646 | arrow->skill = bow->skill; |
1674 | |
|
|
1675 | arrow->direction=dir; |
1647 | arrow->direction = dir; |
1676 | arrow->x = sx; |
|
|
1677 | arrow->y = sy; |
|
|
1678 | |
1648 | |
1679 | if (op->type == PLAYER) { |
1649 | if (op->type == PLAYER) |
|
|
1650 | { |
1680 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
1651 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1681 | fix_player(op); |
1652 | op->update_stats (); |
1682 | } |
1653 | } |
1683 | |
1654 | |
1684 | SET_ANIMATION(arrow, arrow->direction); |
1655 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1656 | |
1685 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1657 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1686 | arrow->stats.hp = arrow->stats.dam; |
1658 | arrow->stats.hp = arrow->stats.dam; |
1687 | arrow->stats.grace = arrow->attacktype; |
1659 | arrow->stats.grace = arrow->attacktype; |
|
|
1660 | |
1688 | if (arrow->slaying != NULL) |
1661 | if (arrow->slaying) |
1689 | arrow->spellarg = strdup_local(arrow->slaying); |
1662 | arrow->spellarg = strdup (arrow->slaying); |
1690 | |
1663 | |
1691 | /* Note that this was different for monsters - they got their level |
1664 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1692 | * added to the damage. I think the strength bonus is more proper. |
|
|
1693 | */ |
|
|
1694 | |
|
|
1695 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
|
|
1696 | 0 : dam_bonus[op->stats.Str]) + |
|
|
1697 | bow->stats.dam + bow->magic + arrow->magic; |
|
|
1698 | |
1665 | |
1699 | /* update the speed */ |
1666 | /* update the speed */ |
1700 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1667 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1701 | 0 : dam_bonus[op->stats.Str]) + |
1668 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1702 | bow->magic + arrow->magic) / 5.0 + |
|
|
1703 | (float)bow->stats.dam / 7.0; |
|
|
1704 | |
1669 | |
1705 | if (arrow->speed < 1.0) |
1670 | arrow->set_speed (max (arrow->speed, 1.0)); |
1706 | arrow->speed = 1.0; |
|
|
1707 | update_ob_speed(arrow); |
|
|
1708 | arrow->speed_left = 0; |
1671 | arrow->speed_left = 0; |
1709 | |
1672 | |
|
|
1673 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1674 | |
1710 | if (op->type == PLAYER) { |
1675 | if (op->type == PLAYER) |
1711 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1676 | { |
1712 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
|
|
1713 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
|
|
1714 | arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1715 | |
|
|
1716 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1677 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1717 | } else { |
1678 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1718 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
|
|
1719 | arrow->stats.wc + wc_mod; |
|
|
1720 | |
1679 | |
|
|
1680 | if (!arrow->slaying) |
|
|
1681 | arrow->slaying = op->slaying; |
|
|
1682 | } |
|
|
1683 | else |
|
|
1684 | { |
1721 | arrow->level = op->level; |
1685 | arrow->level = op->level; |
|
|
1686 | arrow->stats.wc -= bow->magic; |
|
|
1687 | |
|
|
1688 | if (!arrow->slaying) |
|
|
1689 | arrow->slaying = bow->slaying; |
1722 | } |
1690 | } |
1723 | if (arrow->attacktype == AT_PHYSICAL) |
1691 | |
|
|
1692 | arrow->stats.wc -= arrow->level; |
|
|
1693 | |
1724 | arrow->attacktype |= bow->attacktype; |
1694 | arrow->attacktype |= bow->attacktype; |
1725 | if (bow->slaying != NULL) |
|
|
1726 | arrow->slaying = add_string(bow->slaying); |
|
|
1727 | |
1695 | |
1728 | arrow->map = m; |
|
|
1729 | arrow->move_type = MOVE_FLY_LOW; |
1696 | arrow->move_type = MOVE_FLY_LOW; |
1730 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1697 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1731 | |
1698 | |
1732 | play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1699 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1733 | tag = arrow->count; |
1700 | m->insert (arrow, sx, sy, op); |
1734 | insert_ob_in_map(arrow, m, op, 0); |
|
|
1735 | |
1701 | |
1736 | if (!was_destroyed(arrow, tag)) |
1702 | if (!arrow->destroyed ()) |
1737 | move_arrow(arrow); |
1703 | move_arrow (arrow); |
1738 | |
1704 | |
1739 | if (op->type == PLAYER) { |
1705 | if (op->type == PLAYER) |
1740 | if (was_destroyed (left, left_tag)) |
1706 | { |
|
|
1707 | if (left->destroyed ()) |
1741 | esrv_del_item(op->contr, left_tag); |
1708 | esrv_del_item (op->contr, left->count); |
1742 | else |
1709 | else |
1743 | esrv_send_item(op, left); |
1710 | esrv_send_item (op, left); |
1744 | } |
1711 | } |
|
|
1712 | |
1745 | return 1; |
1713 | return 1; |
1746 | } |
1714 | } |
1747 | |
1715 | |
1748 | /* Special fire code for players - this takes into |
1716 | /* Special fire code for players - this takes into |
1749 | * account the special fire modes players can have |
1717 | * account the special fire modes players can have |
1750 | * but monsters can't. Putting that code here |
1718 | * but monsters can't. Putting that code here |
1751 | * makes the fire_bow code much cleaner. |
1719 | * makes the fire_bow code much cleaner. |
1752 | * this function should only be called if 'op' is a player, |
1720 | * this function should only be called if 'op' is a player, |
1753 | * hence the function name. |
1721 | * hence the function name. |
1754 | */ |
1722 | */ |
|
|
1723 | int |
1755 | int player_fire_bow(object *op, int dir) |
1724 | player_fire_bow (object *op, int dir) |
1756 | { |
1725 | { |
1757 | int ret=0, wcmod=0; |
1726 | int ret = 0, wcmod = 0; |
1758 | |
1727 | |
1759 | if (op->contr->bowtype == bow_bestarrow) { |
1728 | if (op->contr->bowtype == bow_bestarrow) |
1760 | ret = fire_bow(op, op, |
1729 | { |
1761 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1730 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1762 | dir, 0, op->x, op->y); |
1731 | } |
1763 | } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1732 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
|
|
1733 | { |
1764 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1734 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1765 | wcmod =-1; |
1735 | wcmod = -1; |
|
|
1736 | |
1766 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1737 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1767 | op->x, op->y); |
1738 | } |
1768 | } else if (op->contr->bowtype == bow_threewide) { |
1739 | else if (op->contr->bowtype == bow_threewide) |
|
|
1740 | { |
1769 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1741 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1770 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); |
1742 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1771 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
1743 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
|
|
1744 | } |
1772 | } else if (op->contr->bowtype == bow_spreadshot) { |
1745 | else if (op->contr->bowtype == bow_spreadshot) |
|
|
1746 | { |
1773 | ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1747 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1774 | ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); |
1748 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1775 | ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); |
1749 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1776 | |
1750 | } |
1777 | } else { |
1751 | else |
|
|
1752 | { |
1778 | /* Simple case */ |
1753 | /* Simple case */ |
1779 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1754 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1780 | } |
1755 | } |
|
|
1756 | |
1781 | return ret; |
1757 | return ret; |
1782 | } |
1758 | } |
1783 | |
1759 | |
1784 | |
1760 | |
1785 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1761 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1786 | * Broken apart from 'fire' to keep it more readable. |
1762 | * Broken apart from 'fire' to keep it more readable. |
1787 | */ |
1763 | */ |
|
|
1764 | void |
1788 | void fire_misc_object(object *op, int dir) |
1765 | fire_misc_object (object *op, int dir) |
1789 | { |
1766 | { |
1790 | object *item; |
1767 | object *item = op->contr->ranged_ob; |
1791 | |
1768 | |
1792 | if (!op->contr->ranges[range_misc]) { |
1769 | if (!item) |
|
|
1770 | { |
1793 | new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1771 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1794 | return; |
1772 | return; |
1795 | } |
1773 | } |
1796 | |
1774 | |
1797 | item = op->contr->ranges[range_misc]; |
|
|
1798 | if (!item->inv) { |
1775 | if (!item->inv) |
|
|
1776 | { |
1799 | LOG(llevError,"Object %s lacks a spell\n", item->name); |
1777 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1800 | return; |
1778 | return; |
1801 | } |
1779 | } |
|
|
1780 | |
|
|
1781 | op->set_weapon (item); |
|
|
1782 | |
1802 | if (item->type == WAND) { |
1783 | if (item->type == WAND) |
|
|
1784 | { |
1803 | if(item->stats.food<=0) { |
1785 | if (item->stats.food <= 0) |
|
|
1786 | { |
1804 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1787 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1805 | new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
1788 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1789 | |
1806 | return; |
1790 | return; |
1807 | } |
1791 | } |
|
|
1792 | } |
1808 | } else if (item->type == ROD || item->type==HORN) { |
1793 | else if (item->type == ROD || item->type == HORN) |
|
|
1794 | { |
1809 | if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
1795 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
|
|
1796 | { |
1810 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1797 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1798 | |
1811 | if (item->type== ROD) |
1799 | if (item->type == ROD) |
1812 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1800 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1813 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1801 | else |
1814 | else |
1802 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1815 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1803 | |
1816 | "The %s needs more time to charge.", query_base_name(item,0)); |
|
|
1817 | return; |
1804 | return; |
1818 | } |
1805 | } |
1819 | } |
1806 | } |
1820 | |
1807 | |
1821 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
1808 | if (cast_spell (op, item, dir, item->inv, NULL)) |
|
|
1809 | { |
1822 | SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1810 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1823 | if (item->type == WAND) { |
1811 | if (item->type == WAND) |
|
|
1812 | { |
1824 | if (!(--item->stats.food)) { |
1813 | if (!(--item->stats.food)) |
1825 | object *tmp; |
1814 | { |
1826 | if (item->arch) { |
1815 | object *tmp; |
|
|
1816 | |
|
|
1817 | if (item->arch) |
|
|
1818 | { |
1827 | CLEAR_FLAG(item, FLAG_ANIMATE); |
1819 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1828 | item->face = item->arch->clone.face; |
1820 | item->face = item->arch->clone.face; |
1829 | item->speed = 0; |
1821 | item->set_speed (0); |
1830 | update_ob_speed(item); |
1822 | } |
1831 | } |
1823 | |
1832 | if ((tmp=is_player_inv(item))) |
1824 | if ((tmp = item->in_player ())) |
1833 | esrv_update_item(UPD_ANIM, tmp, item); |
1825 | esrv_update_item (UPD_ANIM, tmp, item); |
1834 | } |
1826 | } |
1835 | } |
1827 | } |
1836 | else if (item->type == ROD || item->type==HORN) { |
1828 | else if (item->type == ROD || item->type == HORN) |
1837 | drain_rod_charge(item); |
1829 | drain_rod_charge (item); |
1838 | } |
|
|
1839 | } |
1830 | } |
1840 | } |
1831 | } |
1841 | |
1832 | |
1842 | /* Received a fire command for the player - go and do it. |
1833 | /* Received a fire command for the player - go and do it. |
1843 | */ |
1834 | */ |
|
|
1835 | void |
1844 | void fire(object *op,int dir) { |
1836 | fire (object *op, int dir) |
|
|
1837 | { |
1845 | int spellcost=0; |
1838 | int spellcost = 0; |
1846 | |
1839 | |
1847 | /* check for loss of invisiblity/hide */ |
1840 | /* check for loss of invisiblity/hide */ |
1848 | if (action_makes_visible(op)) make_visible(op); |
1841 | if (action_makes_visible (op)) |
|
|
1842 | make_visible (op); |
1849 | |
1843 | |
1850 | switch(op->contr->shoottype) { |
1844 | player *pl = op->contr; |
1851 | case range_none: |
1845 | |
|
|
1846 | if (pl->golem) |
|
|
1847 | { |
|
|
1848 | control_golem (op->contr->golem, dir); |
|
|
1849 | return; |
|
|
1850 | } |
|
|
1851 | |
|
|
1852 | object *ob = pl->ranged_ob; |
|
|
1853 | |
|
|
1854 | if (!ob) |
1852 | return; |
1855 | return; |
1853 | |
1856 | |
1854 | case range_bow: |
1857 | switch (ob->type) |
|
|
1858 | { |
|
|
1859 | case BOW: |
1855 | player_fire_bow(op, dir); |
1860 | player_fire_bow (op, dir); |
1856 | return; |
1861 | break; |
1857 | |
1862 | |
1858 | case range_magic: /* Casting spells */ |
1863 | case SPELL: |
1859 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
1864 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1860 | return; |
1865 | break; |
1861 | |
1866 | |
1862 | case range_misc: |
1867 | case BUILDER: |
1863 | fire_misc_object(op, dir); |
|
|
1864 | return; |
|
|
1865 | |
|
|
1866 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1867 | if(op->contr->ranges[range_golem]==NULL || |
|
|
1868 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
|
|
1869 | op->contr->ranges[range_golem] = NULL; |
|
|
1870 | op->contr->shoottype=range_none; |
|
|
1871 | op->contr->golem_count = 0; |
|
|
1872 | } |
|
|
1873 | else |
|
|
1874 | control_golem(op->contr->ranges[range_golem], dir); |
|
|
1875 | return; |
|
|
1876 | |
|
|
1877 | case range_skill: |
|
|
1878 | if(!op->chosen_skill) { |
|
|
1879 | if(op->type==PLAYER) |
|
|
1880 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
|
|
1881 | return; |
|
|
1882 | } |
|
|
1883 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
|
|
1884 | return; |
|
|
1885 | case range_builder: |
|
|
1886 | apply_map_builder( op, dir ); |
1868 | apply_map_builder (op, dir); |
1887 | return; |
1869 | break; |
1888 | default: |
|
|
1889 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
|
|
1890 | return; |
|
|
1891 | } |
|
|
1892 | } |
|
|
1893 | |
1870 | |
|
|
1871 | case SKILL: |
|
|
1872 | case SKILL_TOOL: |
|
|
1873 | do_skill (op, op, ob, dir, 0); |
|
|
1874 | break; |
1894 | |
1875 | |
|
|
1876 | default: |
|
|
1877 | fire_misc_object (op, dir); |
|
|
1878 | break; |
|
|
1879 | } |
|
|
1880 | } |
1895 | |
1881 | |
1896 | /* find_key |
1882 | /* find_key |
1897 | * We try to find a key for the door as passed. If we find a key |
1883 | * We try to find a key for the door as passed. If we find a key |
1898 | * and successfully use it, we return the key, otherwise NULL |
1884 | * and successfully use it, we return the key, otherwise NULL |
1899 | * This function merges both normal and locked door, since the logic |
1885 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1901 | * pl is the player, |
1887 | * pl is the player, |
1902 | * inv is the objects inventory to searched |
1888 | * inv is the objects inventory to searched |
1903 | * door is the door we are trying to match against. |
1889 | * door is the door we are trying to match against. |
1904 | * This function can be called recursively to search containers. |
1890 | * This function can be called recursively to search containers. |
1905 | */ |
1891 | */ |
1906 | |
1892 | object * |
1907 | object * find_key(object *pl, object *container, object *door) |
1893 | find_key (object *pl, object *container, object *door) |
1908 | { |
1894 | { |
1909 | object *tmp,*key; |
1895 | object *tmp, *key; |
1910 | |
1896 | |
1911 | /* Should not happen, but sanity checking is never bad */ |
1897 | /* Should not happen, but sanity checking is never bad */ |
1912 | if (container->inv == NULL) return NULL; |
1898 | if (!container->inv) |
|
|
1899 | return 0; |
1913 | |
1900 | |
1914 | /* First, lets try to find a key in the top level inventory */ |
1901 | /* First, lets try to find a key in the top level inventory */ |
1915 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1902 | for (tmp = container->inv; tmp; tmp = tmp->below) |
|
|
1903 | { |
1916 | if (door->type==DOOR && tmp->type==KEY) break; |
1904 | if (door->type == DOOR && tmp->type == KEY) |
|
|
1905 | break; |
1917 | /* For sanity, we should really check door type, but other stuff |
1906 | /* For sanity, we should really check door type, but other stuff |
1918 | * (like containers) can be locked with special keys |
1907 | * (like containers) can be locked with special keys |
1919 | */ |
1908 | */ |
1920 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
1909 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1921 | tmp->slaying==door->slaying) break; |
1910 | break; |
1922 | } |
1911 | } |
|
|
1912 | |
1923 | /* No key found - lets search inventories now */ |
1913 | /* No key found - lets search inventories now */ |
1924 | /* If we find and use a key in an inventory, return at that time. |
1914 | /* If we find and use a key in an inventory, return at that time. |
1925 | * otherwise, if we search all the inventories and still don't find |
1915 | * otherwise, if we search all the inventories and still don't find |
1926 | * a key, return |
1916 | * a key, return |
1927 | */ |
1917 | */ |
1928 | if (!tmp) { |
1918 | if (!tmp) |
|
|
1919 | { |
1929 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1920 | for (tmp = container->inv; tmp; tmp = tmp->below) |
|
|
1921 | { |
1930 | /* No reason to search empty containers */ |
1922 | /* No reason to search empty containers */ |
1931 | if (tmp->type==CONTAINER && tmp->inv) { |
1923 | if (tmp->type == CONTAINER && tmp->inv) |
1932 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
1924 | { |
|
|
1925 | if ((key = find_key (pl, tmp, door))) |
|
|
1926 | return key; |
|
|
1927 | } |
|
|
1928 | } |
|
|
1929 | |
|
|
1930 | if (!tmp) |
|
|
1931 | return NULL; |
1933 | } |
1932 | } |
1934 | } |
1933 | |
1935 | if (!tmp) return NULL; |
|
|
1936 | } |
|
|
1937 | /* We get down here if we have found a key. Now if its in a container, |
1934 | /* We get down here if we have found a key. Now if its in a container, |
1938 | * see if we actually want to use it |
1935 | * see if we actually want to use it |
1939 | */ |
1936 | */ |
1940 | if (pl!=container) { |
1937 | if (pl != container) |
|
|
1938 | { |
1941 | /* Only let players use keys in containers */ |
1939 | /* Only let players use keys in containers */ |
1942 | if (!pl->contr) return NULL; |
1940 | if (!pl->contr) |
|
|
1941 | return NULL; |
1943 | /* cases where this fails: |
1942 | /* cases where this fails: |
1944 | * If we only search the player inventory, return now since we |
1943 | * If we only search the player inventory, return now since we |
1945 | * are not in the players inventory. |
1944 | * are not in the players inventory. |
1946 | * If the container is not active, return now since only active |
1945 | * If the container is not active, return now since only active |
1947 | * containers can be used. |
1946 | * containers can be used. |
1948 | * If we only search keyrings and the container does not have |
1947 | * If we only search keyrings and the container does not have |
1949 | * a race/isn't a keyring. |
1948 | * a race/isn't a keyring. |
1950 | * No checking for all containers - to fall through past here, |
1949 | * No checking for all containers - to fall through past here, |
1951 | * inv must have been an container and must have been active. |
1950 | * inv must have been an container and must have been active. |
1952 | * |
1951 | * |
1953 | * Change the color so that the message doesn't disappear with |
1952 | * Change the color so that the message doesn't disappear with |
1954 | * all the others. |
1953 | * all the others. |
1955 | */ |
1954 | */ |
1956 | if (pl->contr->usekeys == key_inventory || |
1955 | if (pl->contr->usekeys == key_inventory || |
1957 | !QUERY_FLAG(container, FLAG_APPLIED) || |
1956 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1958 | (pl->contr->usekeys == keyrings && |
1957 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1959 | (!container->race || strcmp(container->race, "keys"))) |
1958 | { |
1960 | ) { |
|
|
1961 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
1959 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1962 | "The %s in your %s vibrates as you approach the door", |
1960 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1963 | query_name(tmp), query_name(container)); |
|
|
1964 | return NULL; |
1961 | return NULL; |
1965 | } |
1962 | } |
1966 | } |
1963 | } |
|
|
1964 | |
1967 | return tmp; |
1965 | return tmp; |
1968 | } |
1966 | } |
1969 | |
1967 | |
1970 | /* moved door processing out of move_player_attack. |
1968 | /* moved door processing out of move_player_attack. |
1971 | * returns 1 if player has opened the door with a key |
1969 | * returns 1 if player has opened the door with a key |
1972 | * such that the caller should not do anything more, |
1970 | * such that the caller should not do anything more, |
1973 | * 0 otherwise |
1971 | * 0 otherwise |
1974 | */ |
1972 | */ |
|
|
1973 | static int |
1975 | static int player_attack_door(object *op, object *door) |
1974 | player_attack_door (object *op, object *door) |
1976 | { |
1975 | { |
1977 | |
|
|
1978 | /* If its a door, try to find a use a key. If we do destroy the door, |
1976 | /* If its a door, try to find a use a key. If we do destroy the door, |
1979 | * might as well return immediately as there is nothing more to do - |
1977 | * might as well return immediately as there is nothing more to do - |
1980 | * otherwise, we fall through to the rest of the code. |
1978 | * otherwise, we fall through to the rest of the code. |
1981 | */ |
1979 | */ |
1982 | object *key=find_key(op, op, door); |
1980 | object *key = find_key (op, op, door); |
1983 | |
1981 | |
1984 | /* IF we found a key, do some extra work */ |
1982 | /* IF we found a key, do some extra work */ |
1985 | if (key) { |
1983 | if (key) |
|
|
1984 | { |
1986 | object *container=key->env; |
1985 | object *container = key->env; |
1987 | |
1986 | |
1988 | play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1987 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1989 | if(action_makes_visible(op)) make_visible(op); |
1988 | |
|
|
1989 | if (action_makes_visible (op)) |
|
|
1990 | make_visible (op); |
|
|
1991 | |
1990 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1992 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
1993 | spring_trap (door->inv, op); |
|
|
1994 | |
1991 | if (door->type == DOOR) { |
1995 | if (door->type == DOOR) |
1992 | hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
1996 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1993 | } |
|
|
1994 | else if(door->type==LOCKED_DOOR) { |
1997 | else if (door->type == LOCKED_DOOR) |
1995 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1998 | { |
1996 | "You open the door with the %s", query_short_name(key)); |
1999 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1997 | remove_door2(door); /* remove door without violence ;-) */ |
2000 | remove_door2 (door); /* remove door without violence ;-) */ |
1998 | } |
2001 | } |
|
|
2002 | |
1999 | /* Do this after we print the message */ |
2003 | /* Do this after we print the message */ |
2000 | decrease_ob(key); /* Use up one of the keys */ |
2004 | decrease_ob (key); /* Use up one of the keys */ |
2001 | /* Need to update the weight the container the key was in */ |
2005 | /* Need to update the weight the container the key was in */ |
2002 | if (container != op) |
2006 | if (container != op) |
2003 | esrv_update_item(UPD_WEIGHT, op, container); |
2007 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2008 | |
2004 | return 1; /* Nothing more to do below */ |
2009 | return 1; /* Nothing more to do below */ |
|
|
2010 | } |
2005 | } else if (door->type==LOCKED_DOOR) { |
2011 | else if (door->type == LOCKED_DOOR) |
|
|
2012 | { |
2006 | /* Might as well return now - no other way to open this */ |
2013 | /* Might as well return now - no other way to open this */ |
2007 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2014 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2008 | return 1; |
2015 | return 1; |
2009 | } |
2016 | } |
|
|
2017 | |
2010 | return 0; |
2018 | return 0; |
2011 | } |
2019 | } |
2012 | |
2020 | |
2013 | /* This function is just part of a breakup from move_player. |
2021 | /* This function is just part of a breakup from move_player. |
2014 | * It should keep the code cleaner. |
2022 | * It should keep the code cleaner. |
2015 | * When this is called, the players direction has been updated |
2023 | * When this is called, the players direction has been updated |
2016 | * (taking into account confusion.) The player is also actually |
2024 | * (taking into account confusion.) The player is also actually |
2017 | * going to try and move (not fire weapons). |
2025 | * going to try and move (not fire weapons). |
2018 | */ |
2026 | */ |
2019 | |
2027 | void |
2020 | void move_player_attack(object *op, int dir) |
2028 | move_player_attack (object *op, int dir) |
2021 | { |
2029 | { |
2022 | object *tmp, *mon, *tpl; |
2030 | object *tmp, *mon; |
2023 | sint16 nx, ny; |
|
|
2024 | int on_battleground; |
2031 | int on_battleground; |
2025 | mapstruct *m; |
2032 | maptile *m; |
2026 | |
2033 | |
2027 | if (op->contr->transport) tpl = op->contr->transport; |
|
|
2028 | else tpl = op; |
|
|
2029 | nx=freearr_x[dir]+tpl->x; |
2034 | sint16 nx = freearr_x[dir] + op->x; |
2030 | ny=freearr_y[dir]+tpl->y; |
2035 | sint16 ny = freearr_y[dir] + op->y; |
2031 | |
2036 | |
2032 | on_battleground = op_on_battleground(tpl, NULL, NULL); |
2037 | on_battleground = op_on_battleground (op, 0, 0); |
2033 | |
2038 | |
2034 | /* If braced, or can't move to the square, and it is not out of the |
2039 | /* If braced, or can't move to the square, and it is not out of the |
2035 | * map, attack it. Note order of if statement is important - don't |
2040 | * map, attack it. Note order of if statement is important - don't |
2036 | * want to be calling move_ob if braced, because move_ob will move the |
2041 | * want to be calling move_ob if braced, because move_ob will move the |
2037 | * player. This is a pretty nasty hack, because if we could |
2042 | * player. This is a pretty nasty hack, because if we could |
2038 | * move to some space, it then means that if we are braced, we should |
2043 | * move to some space, it then means that if we are braced, we should |
2039 | * do nothing at all. As it is, if we are braced, we go through |
2044 | * do nothing at all. As it is, if we are braced, we go through |
2040 | * quite a bit of processing. However, it probably is less than what |
2045 | * quite a bit of processing. However, it probably is less than what |
2041 | * move_ob uses. |
2046 | * move_ob uses. |
2042 | */ |
2047 | */ |
2043 | if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { |
2048 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2044 | if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { |
|
|
2045 | m = get_map_from_coord(tpl->map, &nx, &ny); |
|
|
2046 | if (!m) return; /* Don't think this should happen */ |
|
|
2047 | } |
|
|
2048 | else m =tpl->map; |
|
|
2049 | |
2049 | { |
2050 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2050 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2051 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2051 | { |
|
|
2052 | m = op->map->xy_find (nx, ny); |
|
|
2053 | if (!m) |
|
|
2054 | return; /* Don't think this should happen */ |
|
|
2055 | } |
|
|
2056 | else |
|
|
2057 | m = op->map; |
|
|
2058 | |
|
|
2059 | if (!(tmp = m->at (nx, ny).bot)) |
2052 | return; |
2060 | return; |
2053 | } |
|
|
2054 | |
2061 | |
2055 | mon = NULL; |
2062 | mon = 0; |
2056 | /* Go through all the objects, and find ones of interest. Only stop if |
2063 | /* Go through all the objects, and find ones of interest. Only stop if |
2057 | * we find a monster - that is something we know we want to attack. |
2064 | * we find a monster - that is something we know we want to attack. |
2058 | * if its a door or barrel (can roll) see if there may be monsters |
2065 | * if its a door or barrel (can roll) see if there may be monsters |
2059 | * on the space |
2066 | * on the space |
2060 | */ |
2067 | */ |
2061 | while (tmp!=NULL) { |
2068 | while (tmp) |
|
|
2069 | { |
2062 | if (tmp == op) { |
2070 | if (tmp == op) |
2063 | tmp=tmp->above; |
2071 | { |
2064 | continue; |
2072 | tmp = tmp->above; |
2065 | } |
2073 | continue; |
|
|
2074 | } |
|
|
2075 | |
2066 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
2076 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2067 | mon = tmp; |
2077 | { |
2068 | break; |
2078 | mon = tmp; |
2069 | } |
2079 | break; |
|
|
2080 | } |
|
|
2081 | |
2070 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
2082 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
2071 | mon = tmp; |
2083 | mon = tmp; |
|
|
2084 | |
2072 | tmp=tmp->above; |
2085 | tmp = tmp->above; |
2073 | } |
2086 | } |
2074 | |
2087 | |
2075 | if (mon==NULL) /* This happens anytime the player tries to move */ |
2088 | if (!mon) /* This happens anytime the player tries to move */ |
2076 | return; /* into a wall */ |
2089 | return; /* into a wall */ |
2077 | |
2090 | |
2078 | if(mon->head != NULL) |
2091 | if (mon->head) |
2079 | mon = mon->head; |
2092 | mon = mon->head; |
2080 | |
2093 | |
2081 | if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
2094 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2082 | if (player_attack_door(op, mon)) return; |
2095 | if (player_attack_door (op, mon)) |
|
|
2096 | return; |
2083 | |
2097 | |
2084 | /* The following deals with possibly attacking peaceful |
2098 | /* The following deals with possibly attacking peaceful |
2085 | * or frienddly creatures. Basically, all players are considered |
2099 | * or frienddly creatures. Basically, all players are considered |
2086 | * unaggressive. If the moving player has peaceful set, then the |
2100 | * unaggressive. If the moving player has peaceful set, then the |
2087 | * object should be pushed instead of attacked. It is assumed that |
2101 | * object should be pushed instead of attacked. It is assumed that |
2088 | * if you are braced, you will not attack friends accidently, |
2102 | * if you are braced, you will not attack friends accidently, |
2089 | * and thus will not push them. |
2103 | * and thus will not push them. |
2090 | */ |
2104 | */ |
2091 | |
2105 | |
2092 | /* If the creature is a pet, push it even if the player is not |
2106 | /* If the creature is a pet, push it even if the player is not |
2093 | * peaceful. Our assumption is the creature is a pet if the |
2107 | * peaceful. Our assumption is the creature is a pet if the |
2094 | * player owns it and it is either friendly or unagressive. |
2108 | * player owns it and it is either friendly or unagressive. |
2095 | */ |
2109 | */ |
2096 | if ((op->type==PLAYER) |
2110 | if ((op->type == PLAYER) |
2097 | #if COZY_SERVER |
2111 | #if COZY_SERVER |
2098 | && |
2112 | && |
2099 | ( |
2113 | ((mon->owner && mon->owner->contr |
2100 | (get_owner(mon) && get_owner(mon)->contr |
|
|
2101 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
2114 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2102 | || get_owner(mon) == op |
|
|
2103 | ) |
|
|
2104 | #else |
2115 | #else |
2105 | && get_owner(mon)==op |
2116 | && mon->owner == op |
2106 | #endif |
2117 | #endif |
2107 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2118 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2108 | { |
2119 | { |
2109 | /* If we're braced, we don't want to switch places with it */ |
2120 | /* If we're braced, we don't want to switch places with it */ |
2110 | if (op->contr->braced) return; |
2121 | if (op->contr->braced) |
|
|
2122 | return; |
|
|
2123 | |
2111 | play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2124 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2112 | (void) push_ob(mon,dir,op); |
2125 | push_ob (mon, dir, op); |
2113 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2126 | if (op->contr->tmp_invis || op->hide) |
|
|
2127 | make_visible (op); |
|
|
2128 | |
2114 | return; |
2129 | return; |
2115 | } |
2130 | } |
2116 | |
2131 | |
2117 | /* in certain circumstances, you shouldn't attack friendly |
2132 | /* in certain circumstances, you shouldn't attack friendly |
2118 | * creatures. Note that if you are braced, you can't push |
2133 | * creatures. Note that if you are braced, you can't push |
2119 | * someone, but put it inside this loop so that you won't |
2134 | * someone, but put it inside this loop so that you won't |
2120 | * attack them either. |
2135 | * attack them either. |
2121 | */ |
2136 | */ |
2122 | if ((mon->type==PLAYER || mon->enemy != op) && |
2137 | if ((mon->type == PLAYER || mon->enemy != op) && |
2123 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2138 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2124 | ( |
|
|
2125 | #ifdef PROHIBIT_PLAYERKILL |
2139 | #ifdef PROHIBIT_PLAYERKILL |
2126 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
2140 | (op->contr->peaceful |
|
|
2141 | || (mon->type == PLAYER |
|
|
2142 | && mon->contr-> |
|
|
2143 | peaceful)) && |
2127 | #else |
2144 | #else |
2128 | op->contr->peaceful && |
2145 | op->contr->peaceful && |
2129 | #endif |
2146 | #endif |
2130 | !on_battleground |
2147 | !on_battleground)) |
|
|
2148 | { |
|
|
2149 | if (!op->contr->braced) |
2131 | )) { |
2150 | { |
2132 | if (!op->contr->braced) { |
|
|
2133 | play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2151 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2134 | (void) push_ob(mon,dir,op); |
2152 | push_ob (mon, dir, op); |
2135 | } else { |
2153 | } |
|
|
2154 | else |
2136 | new_draw_info(0, 0,op,"You withhold your attack"); |
2155 | new_draw_info (0, 0, op, "You withhold your attack"); |
2137 | } |
|
|
2138 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2139 | } |
|
|
2140 | |
2156 | |
|
|
2157 | if (op->contr->tmp_invis || op->hide) |
|
|
2158 | make_visible (op); |
|
|
2159 | } |
|
|
2160 | |
2141 | /* If the object is a boulder or other rollable object, then |
2161 | /* If the object is a boulder or other rollable object, then |
2142 | * roll it if not braced. You can't roll it if you are braced. |
2162 | * roll it if not braced. You can't roll it if you are braced. |
2143 | */ |
2163 | */ |
2144 | else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
2164 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2165 | { |
2145 | recursive_roll(mon,dir,op); |
2166 | recursive_roll (mon, dir, op); |
2146 | if(action_makes_visible(op)) make_visible(op); |
2167 | if (action_makes_visible (op)) |
2147 | } |
2168 | make_visible (op); |
|
|
2169 | } |
2148 | |
2170 | |
2149 | /* Any generic living creature. Including things like doors. |
2171 | /* Any generic living creature. Including things like doors. |
2150 | * Way it works is like this: First, it must have some hit points |
2172 | * Way it works is like this: First, it must have some hit points |
2151 | * and be living. Then, it must be one of the following: |
2173 | * and be living. Then, it must be one of the following: |
2152 | * 1) Not a player, 2) A player, but of a different party. Note |
2174 | * 1) Not a player, 2) A player, but of a different party. Note |
2153 | * that party_number -1 is no party, so attacks can still happen. |
2175 | * that party_number -1 is no party, so attacks can still happen. |
2154 | */ |
2176 | */ |
2155 | |
|
|
2156 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
2177 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2157 | ((mon->type!=PLAYER || op->contr->party==NULL || |
2178 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2158 | op->contr->party!=mon->contr->party))) { |
2179 | { |
2159 | |
2180 | |
2160 | /* If the player hasn't hit something this tick, and does |
2181 | /* If the player hasn't hit something this tick, and does |
2161 | * so, give them speed boost based on weapon speed. Doing |
2182 | * so, give them speed boost based on weapon speed. Doing |
2162 | * it here is better than process_players2, which basically |
2183 | * it here is better than process_players2, which basically |
2163 | * incurred a 1 tick offset. |
2184 | * incurred a 1 tick offset. |
2164 | */ |
2185 | */ |
2165 | if (!op->contr->has_hit) { |
2186 | if (!op->contr->has_hit) |
|
|
2187 | { |
2166 | op->speed_left += op->speed / op->contr->weapon_sp; |
2188 | op->speed_left += op->speed / op->contr->weapon_sp; |
2167 | |
2189 | |
2168 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2190 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2169 | } |
2191 | } |
2170 | |
2192 | |
2171 | skill_attack(mon, op, 0, NULL, NULL); |
2193 | skill_attack (mon, op, 0, 0, 0); |
2172 | |
2194 | |
2173 | /* If attacking another player, that player gets automatic |
2195 | /* If attacking another player, that player gets automatic |
2174 | * hitback, and doesn't loose luck either. |
2196 | * hitback, and doesn't loose luck either. |
2175 | * Disable hitback on the battleground or if the target is |
2197 | * Disable hitback on the battleground or if the target is |
2176 | * the wiz. |
2198 | * the wiz. |
2177 | */ |
2199 | */ |
2178 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
2200 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2179 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
2201 | { |
2180 | short luck = mon->stats.luck; |
2202 | short luck = mon->stats.luck; |
|
|
2203 | |
2181 | mon->contr->has_hit = 1; |
2204 | mon->contr->has_hit = 1; |
2182 | skill_attack(op, mon, 0, NULL, NULL); |
2205 | skill_attack (op, mon, 0, 0, 0); |
2183 | mon->stats.luck = luck; |
2206 | mon->stats.luck = luck; |
2184 | } |
2207 | } |
2185 | if(action_makes_visible(op)) make_visible(op); |
2208 | |
2186 | } |
2209 | if (action_makes_visible (op)) |
|
|
2210 | make_visible (op); |
|
|
2211 | } |
2187 | } /* if player should attack something */ |
2212 | } /* if player should attack something */ |
2188 | } |
2213 | } |
2189 | |
2214 | |
|
|
2215 | int |
2190 | int move_player(object *op,int dir) { |
2216 | move_player (object *op, int dir) |
|
|
2217 | { |
2191 | int pick; |
2218 | int pick; |
2192 | object *transport = op->contr->transport; |
|
|
2193 | |
2219 | |
2194 | if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) |
2220 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2195 | return 0; |
|
|
2196 | |
|
|
2197 | /* Sanity check: make sure dir is valid */ |
|
|
2198 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
|
|
2199 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
|
|
2200 | return 0; |
|
|
2201 | } |
|
|
2202 | |
|
|
2203 | /* peterm: added following line */ |
|
|
2204 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
|
|
2205 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
2206 | |
|
|
2207 | op->facing = dir; |
|
|
2208 | |
|
|
2209 | if(!transport && op->hide) do_hidden_move(op); |
|
|
2210 | |
|
|
2211 | if (transport) { |
|
|
2212 | /* transport->contr is set up for the person in charge of the boat. |
|
|
2213 | * if that isn't this person, he can't steer it, etc |
|
|
2214 | */ |
|
|
2215 | if (transport->contr != op->contr) return 0; |
|
|
2216 | |
|
|
2217 | /* Transport can't move. But update dir so it at least |
|
|
2218 | * will point in the same direction if player is running. |
|
|
2219 | */ |
|
|
2220 | if (transport->speed_left < 0.0) { |
|
|
2221 | transport->direction = dir; |
|
|
2222 | op->direction = dir; |
|
|
2223 | return 0; |
|
|
2224 | } |
|
|
2225 | /* Remove transport speed. Give player just a little speed - |
|
|
2226 | * enough so that they will get an action again quickly. |
|
|
2227 | * |
|
|
2228 | */ |
|
|
2229 | transport->speed_left -= 1.0; |
|
|
2230 | if (op->speed_left < 0.0) op->speed_left = -0.01; |
|
|
2231 | |
|
|
2232 | } |
|
|
2233 | |
|
|
2234 | if(op->contr->fire_on) { |
|
|
2235 | fire(op,dir); |
|
|
2236 | } |
|
|
2237 | else move_player_attack(op,dir); |
|
|
2238 | |
|
|
2239 | pick = check_pick(op); |
|
|
2240 | |
|
|
2241 | |
|
|
2242 | /* Add special check for newcs players and fire on - this way, the |
|
|
2243 | * server can handle repeat firing. |
|
|
2244 | */ |
|
|
2245 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
|
|
2246 | op->direction = dir; |
|
|
2247 | } else { |
|
|
2248 | op->direction=0; |
|
|
2249 | } |
|
|
2250 | /* Update how the player looks. Use the facing, so direction may |
|
|
2251 | * get reset to zero. This allows for full animation capabilities |
|
|
2252 | * for players. |
|
|
2253 | */ |
|
|
2254 | if (!transport) animate_object(op, op->facing); |
|
|
2255 | return 0; |
2221 | return 0; |
|
|
2222 | |
|
|
2223 | /* Sanity check: make sure dir is valid */ |
|
|
2224 | if ((dir < 0) || (dir >= 9)) |
|
|
2225 | { |
|
|
2226 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
|
|
2227 | return 0; |
|
|
2228 | } |
|
|
2229 | |
|
|
2230 | /* peterm: added following line */ |
|
|
2231 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
|
|
2232 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
2233 | |
|
|
2234 | op->facing = dir; |
|
|
2235 | |
|
|
2236 | if (op->hide) |
|
|
2237 | do_hidden_move (op); |
|
|
2238 | |
|
|
2239 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
|
|
2240 | /*nop */ ; |
|
|
2241 | else if (op->contr->fire_on) |
|
|
2242 | fire (op, dir); |
|
|
2243 | else |
|
|
2244 | { |
|
|
2245 | move_player_attack (op, dir); |
|
|
2246 | pick = check_pick (op); |
|
|
2247 | } |
|
|
2248 | |
|
|
2249 | /* Add special check for newcs players and fire on - this way, the |
|
|
2250 | * server can handle repeat firing. |
|
|
2251 | */ |
|
|
2252 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
|
|
2253 | op->direction = dir; |
|
|
2254 | else |
|
|
2255 | op->direction = 0; |
|
|
2256 | |
|
|
2257 | /* Update how the player looks. Use the facing, so direction may |
|
|
2258 | * get reset to zero. This allows for full animation capabilities |
|
|
2259 | * for players. |
|
|
2260 | */ |
|
|
2261 | animate_object (op, op->facing); |
|
|
2262 | return 0; |
2256 | } |
2263 | } |
2257 | |
2264 | |
2258 | /* This is similar to handle_player, below, but is only used by the |
2265 | /* This is similar to handle_player, below, but is only used by the |
2259 | * new client/server stuff. |
2266 | * new client/server stuff. |
2260 | * This is sort of special, in that the new client/server actually uses |
2267 | * This is sort of special, in that the new client/server actually uses |
2261 | * the new speed values for commands. |
2268 | * the new speed values for commands. |
2262 | * |
2269 | * |
2263 | * Returns true if there are more actions we can do. |
2270 | * Returns true if there are more actions we can do. |
2264 | */ |
2271 | */ |
|
|
2272 | int |
2265 | int handle_newcs_player(object *op) |
2273 | handle_newcs_player (object *op) |
2266 | { |
2274 | { |
2267 | if (op->contr->hidden) { |
|
|
2268 | op->invisible = 1000; |
|
|
2269 | /* the socket code flashes the player visible/invisible |
|
|
2270 | * depending on the value of invisible, so we need to |
|
|
2271 | * alternate it here for it to work correctly. |
|
|
2272 | */ |
|
|
2273 | if (pticks & 2) op->invisible--; |
|
|
2274 | } |
|
|
2275 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
|
|
2276 | op->invisible--; |
|
|
2277 | if(!op->invisible) { |
|
|
2278 | make_visible(op); |
|
|
2279 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2280 | } |
|
|
2281 | } |
|
|
2282 | |
|
|
2283 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2275 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2276 | { |
2284 | flee_player(op); |
2277 | flee_player (op); |
2285 | /* If player is still scared, that is his action for this tick */ |
2278 | /* If player is still scared, that is his action for this tick */ |
2286 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2280 | { |
2287 | op->speed_left--; |
2281 | op->speed_left--; |
2288 | return 0; |
2282 | return 0; |
2289 | } |
2283 | } |
2290 | } |
2284 | } |
2291 | |
2285 | |
2292 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2293 | * the player object still points to the defunct golem. The code that |
|
|
2294 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2295 | * put this in a a workaround to clean up the golem pointer. |
|
|
2296 | */ |
|
|
2297 | if (op->contr->ranges[range_golem] && |
|
|
2298 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
|
|
2299 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
|
|
2300 | op->contr->ranges[range_golem] = NULL; |
|
|
2301 | op->contr->golem_count = 0; |
|
|
2302 | } |
|
|
2303 | |
|
|
2304 | /* call this here - we also will call this in do_ericserver, but |
2286 | /* call this here - we also will call this in do_ericserver, but |
2305 | * the players time has been increased when doericserver has been |
2287 | * the players time has been increased when doericserver has been |
2306 | * called, so we recheck it here. |
2288 | * called, so we recheck it here. |
2307 | */ |
2289 | */ |
2308 | HandleClient(&op->contr->socket, op->contr); |
2290 | if (op->contr->ns->handle_command ()) |
2309 | if (op->speed_left<0) return 0; |
2291 | return 1; |
2310 | |
2292 | |
|
|
2293 | if (op->speed_left > 0) |
|
|
2294 | { |
2311 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2295 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
|
|
2296 | { |
2312 | /* All move commands take 1 tick, at least for now */ |
2297 | /* All move commands take 1 tick, at least for now */ |
2313 | op->speed_left--; |
2298 | op->speed_left--; |
2314 | |
2299 | |
2315 | /* Instead of all the stuff below, let move_player take care |
2300 | /* Instead of all the stuff below, let move_player take care |
2316 | * of it. Also, some of the skill stuff is only put in |
2301 | * of it. Also, some of the skill stuff is only put in |
2317 | * there, as well as the confusion stuff. |
2302 | * there, as well as the confusion stuff. |
2318 | */ |
2303 | */ |
2319 | move_player(op, op->direction); |
2304 | move_player (op, op->direction); |
2320 | if (op->speed_left>0) return 1; |
2305 | |
|
|
2306 | return op->speed_left > 0; |
|
|
2307 | } |
|
|
2308 | } |
|
|
2309 | |
2321 | else return 0; |
2310 | return 0; |
2322 | } |
2311 | } |
|
|
2312 | |
|
|
2313 | int |
|
|
2314 | save_life (object *op) |
|
|
2315 | { |
|
|
2316 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2323 | return 0; |
2317 | return 0; |
2324 | } |
|
|
2325 | |
2318 | |
2326 | int save_life(object *op) { |
|
|
2327 | object *tmp; |
|
|
2328 | |
|
|
2329 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
|
|
2330 | return 0; |
|
|
2331 | |
|
|
2332 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2319 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2333 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2320 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
|
|
2321 | { |
2334 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2322 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2335 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2323 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2336 | "Your %s vibrates violently, then evaporates.", |
2324 | |
2337 | query_name(tmp)); |
|
|
2338 | if (op->contr) |
2325 | if (op->contr) |
2339 | esrv_del_item(op->contr, tmp->count); |
2326 | esrv_del_item (op->contr, tmp->count); |
2340 | remove_ob(tmp); |
2327 | |
2341 | free_object(tmp); |
2328 | tmp->destroy (); |
2342 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2329 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2330 | |
2343 | if(op->stats.hp<0) |
2331 | if (op->stats.hp < 0) |
2344 | op->stats.hp = op->stats.maxhp; |
2332 | op->stats.hp = op->stats.maxhp; |
|
|
2333 | |
2345 | if(op->stats.food<0) |
2334 | if (op->stats.food < 0) |
2346 | op->stats.food = 999; |
2335 | op->stats.food = 999; |
2347 | fix_player(op); |
2336 | |
|
|
2337 | op->update_stats (); |
2348 | return 1; |
2338 | return 1; |
2349 | } |
2339 | } |
|
|
2340 | |
2350 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2341 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2351 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2342 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2352 | enter_player_savebed(op); /* bring him home. */ |
2343 | enter_player_savebed (op); /* bring him home. */ |
2353 | return 0; |
2344 | return 0; |
2354 | } |
2345 | } |
2355 | |
2346 | |
2356 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2347 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2357 | * back in the map (location and map determined by values of env). This |
2348 | * back in the map (location and map determined by values of env). This |
2358 | * function will descend into containers. op is the object to start the search |
2349 | * function will descend into containers. op is the object to start the search |
2359 | * from. |
2350 | * from. |
2360 | */ |
2351 | */ |
|
|
2352 | void |
2361 | void remove_unpaid_objects(object *op, object *env) |
2353 | remove_unpaid_objects (object *op, object *env) |
2362 | { |
2354 | { |
2363 | object *next; |
|
|
2364 | |
|
|
2365 | while (op) { |
2355 | while (op) |
2366 | next=op->below; /* Make sure we have a good value, in case |
2356 | { |
2367 | * we remove object 'op' |
2357 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2368 | */ |
2358 | |
2369 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2359 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2370 | remove_ob(op); |
2360 | { |
2371 | op->x = env->x; |
|
|
2372 | op->y = env->y; |
|
|
2373 | if (env->type == PLAYER) |
2361 | if (env->type == PLAYER) |
2374 | esrv_del_item(env->contr, op->count); |
2362 | esrv_del_item (env->contr, op->count); |
2375 | insert_ob_in_map(op, env->map, NULL,0); |
|
|
2376 | } |
|
|
2377 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
|
|
2378 | op=next; |
|
|
2379 | } |
|
|
2380 | } |
|
|
2381 | |
2363 | |
|
|
2364 | op->insert_at (env); |
|
|
2365 | } |
|
|
2366 | else if (op->inv) |
|
|
2367 | remove_unpaid_objects (op->inv, env); |
|
|
2368 | |
|
|
2369 | op = next; |
|
|
2370 | } |
|
|
2371 | } |
2382 | |
2372 | |
2383 | /* |
2373 | /* |
2384 | * Returns pointer a static string containing gravestone text |
2374 | * Returns pointer a static string containing gravestone text |
2385 | * Moved from apply.c to player.c - player.c is what |
2375 | * Moved from apply.c to player.c - player.c is what |
2386 | * actually uses this function. player.c may not be quite the |
2376 | * actually uses this function. player.c may not be quite the |
2387 | * best, a misc file for object actions is probably better, |
2377 | * best, a misc file for object actions is probably better, |
2388 | * but there isn't one in the server directory. |
2378 | * but there isn't one in the server directory. |
2389 | */ |
2379 | */ |
|
|
2380 | char * |
2390 | char *gravestone_text (object *op) |
2381 | gravestone_text (object *op) |
2391 | { |
2382 | { |
2392 | static char buf2[MAX_BUF]; |
2383 | static char buf2[MAX_BUF]; |
2393 | char buf[MAX_BUF]; |
2384 | char buf[MAX_BUF]; |
2394 | time_t now = time (NULL); |
2385 | time_t now = time (NULL); |
2395 | |
2386 | |
2396 | strcpy (buf2, " R.I.P.\n\n"); |
2387 | strcpy (buf2, " R.I.P.\n\n"); |
2397 | if (op->type == PLAYER) |
2388 | if (op->type == PLAYER) |
2398 | sprintf (buf, "%s the %s\n", op->name, op->contr->title); |
2389 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2399 | else |
2390 | else |
2400 | sprintf (buf, "%s\n", op->name); |
2391 | sprintf (buf, "%s\n", &op->name); |
|
|
2392 | |
2401 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2393 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2402 | strcat (buf2, buf); |
2394 | strcat (buf2, buf); |
2403 | if (op->type == PLAYER) |
2395 | if (op->type == PLAYER) |
2404 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2396 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2405 | else |
2397 | else |
2406 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2398 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2399 | |
2407 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2400 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2408 | strcat (buf2, buf); |
2401 | strcat (buf2, buf); |
2409 | if (op->type == PLAYER) { |
2402 | if (op->type == PLAYER) |
|
|
2403 | { |
2410 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2404 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2411 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2405 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2412 | strcat (buf2, buf); |
2406 | strcat (buf2, buf); |
2413 | } |
2407 | } |
|
|
2408 | |
2414 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2409 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2415 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2410 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2416 | strcat (buf2, buf); |
2411 | strcat (buf2, buf); |
|
|
2412 | |
2417 | return buf2; |
2413 | return buf2; |
2418 | } |
2414 | } |
2419 | |
2415 | |
2420 | |
2416 | void |
2421 | |
|
|
2422 | void do_some_living(object *op) { |
2417 | do_some_living (object *op) |
|
|
2418 | { |
2423 | int last_food=op->stats.food; |
2419 | int last_food = op->stats.food; |
2424 | int gen_hp, gen_sp, gen_grace; |
2420 | int gen_hp, gen_sp, gen_grace; |
2425 | int over_hp, over_sp, over_grace; |
2421 | int over_hp, over_sp, over_grace; |
2426 | int i; |
2422 | int i; |
2427 | int rate_hp = 1200; |
2423 | int rate_hp = 1200; |
2428 | int rate_sp = 2500; |
2424 | int rate_sp = 2500; |
2429 | int rate_grace = 2000; |
2425 | int rate_grace = 2000; |
2430 | const int max_hp = 1; |
2426 | const int max_hp = 1; |
2431 | const int max_sp = 1; |
2427 | const int max_sp = 1; |
2432 | const int max_grace = 1; |
2428 | const int max_grace = 1; |
2433 | |
2429 | |
2434 | if (op->contr->outputs_sync) { |
2430 | if (op->contr->hidden) |
2435 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2431 | { |
2436 | if (op->contr->outputs[i].buf!=NULL && |
2432 | op->invisible = 1000; |
2437 | (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2433 | /* the socket code flashes the player visible/invisible |
2438 | flush_output_element(op, &op->contr->outputs[i]); |
2434 | * depending on the value of invisible, so we need to |
|
|
2435 | * alternate it here for it to work correctly. |
|
|
2436 | */ |
|
|
2437 | if (pticks & 2) |
|
|
2438 | op->invisible--; |
2439 | } |
2439 | } |
|
|
2440 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2441 | { |
|
|
2442 | if (!op->invisible--) |
|
|
2443 | { |
|
|
2444 | make_visible (op); |
|
|
2445 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2446 | } |
|
|
2447 | } |
2440 | |
2448 | |
2441 | if(op->contr->state==ST_PLAYING) { |
2449 | if (op->contr->ns->state == ST_PLAYING) |
2442 | |
2450 | { |
2443 | /* these next three if clauses make it possible to SLOW DOWN |
2451 | /* these next three if clauses make it possible to SLOW DOWN |
2444 | hp/grace/spellpoint regeneration. */ |
2452 | hp/grace/spellpoint regeneration. */ |
2445 | if(op->contr->gen_hp >= 0 ) |
2453 | if (op->contr->gen_hp >= 0) |
2446 | gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; |
2454 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2447 | else { |
2455 | else |
|
|
2456 | { |
2448 | gen_hp = op->stats.maxhp; |
2457 | gen_hp = op->stats.maxhp; |
2449 | rate_hp -= rate_hp/2 * op->contr->gen_hp; |
2458 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2450 | } |
2459 | } |
|
|
2460 | |
2451 | if(op->contr->gen_sp >= 0 ) |
2461 | if (op->contr->gen_sp >= 0) |
2452 | gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; |
2462 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2453 | else { |
2463 | else |
|
|
2464 | { |
2454 | gen_sp = op->stats.maxsp; |
2465 | gen_sp = op->stats.maxsp; |
2455 | rate_sp -= rate_sp/2 * op->contr->gen_sp; |
2466 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2456 | } |
2467 | } |
|
|
2468 | |
2457 | if(op->contr->gen_grace >= 0) |
2469 | if (op->contr->gen_grace >= 0) |
2458 | gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; |
2470 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2459 | else { |
2471 | else |
|
|
2472 | { |
2460 | gen_grace = op->stats.maxgrace; |
2473 | gen_grace = op->stats.maxgrace; |
2461 | rate_grace -= rate_grace/2 * op->contr->gen_grace; |
2474 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2462 | } |
2475 | } |
2463 | |
2476 | |
2464 | /* Regenerate Spell Points */ |
2477 | /* Regenerate Spell Points */ |
2465 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
2478 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2479 | { |
2466 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
2480 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2467 | if(op->stats.sp<op->stats.maxsp) { |
2481 | if (op->stats.sp < op->stats.maxsp) |
2468 | op->stats.sp++; |
2482 | { |
|
|
2483 | op->stats.sp++; |
2469 | /* dms do not consume food */ |
2484 | /* dms do not consume food */ |
2470 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2485 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2471 | op->stats.food--; |
2486 | { |
|
|
2487 | op->stats.food--; |
2472 | if(op->contr->digestion<0) |
2488 | if (op->contr->digestion < 0) |
2473 | op->stats.food+=op->contr->digestion; |
2489 | op->stats.food += op->contr->digestion; |
2474 | else if(op->contr->digestion>0 && |
2490 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2475 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2476 | op->stats.food=last_food; |
2491 | op->stats.food = last_food; |
|
|
2492 | } |
|
|
2493 | } |
|
|
2494 | |
|
|
2495 | if (max_sp > 1) |
|
|
2496 | { |
|
|
2497 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2498 | if (over_sp > 0) |
|
|
2499 | { |
|
|
2500 | if (op->stats.sp < op->stats.maxsp) |
|
|
2501 | { |
|
|
2502 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2503 | |
|
|
2504 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2505 | op->stats.sp--; |
|
|
2506 | |
|
|
2507 | if (op->stats.sp > op->stats.maxsp) |
|
|
2508 | op->stats.sp = op->stats.maxsp; |
|
|
2509 | } |
|
|
2510 | op->last_sp = 0; |
|
|
2511 | } |
|
|
2512 | else |
|
|
2513 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2514 | } |
|
|
2515 | else |
|
|
2516 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2477 | } |
2517 | } |
2478 | } |
|
|
2479 | if (max_sp>1) { |
|
|
2480 | over_sp = (gen_sp+10)/rate_sp; |
|
|
2481 | if (over_sp > 0) { |
|
|
2482 | if(op->stats.sp<op->stats.maxsp) { |
|
|
2483 | op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
|
|
2484 | if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
|
|
2485 | op->stats.sp--; |
|
|
2486 | if(op->stats.sp>op->stats.maxsp) |
|
|
2487 | op->stats.sp=op->stats.maxsp; |
|
|
2488 | } |
|
|
2489 | op->last_sp=0; |
|
|
2490 | } else { |
|
|
2491 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2492 | } |
|
|
2493 | } else { |
|
|
2494 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2495 | } |
|
|
2496 | } |
|
|
2497 | |
2518 | |
2498 | /* Regenerate Grace */ |
2519 | /* Regenerate Grace */ |
2499 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
2520 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2500 | if(--op->last_grace<0) { |
2521 | if (--op->last_grace < 0) |
|
|
2522 | { |
2501 | if(op->stats.grace<op->stats.maxgrace/2) |
2523 | if (op->stats.grace < op->stats.maxgrace / 2) |
2502 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2524 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2503 | if(max_grace>1) { |
2525 | |
|
|
2526 | if (max_grace > 1) |
|
|
2527 | { |
2504 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
2528 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2505 | if (over_grace > 0) { |
2529 | if (over_grace > 0) |
2506 | op->stats.sp += over_grace |
2530 | { |
|
|
2531 | op->stats.sp += over_grace |
2507 | + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; |
2532 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
2508 | op->last_grace=0; |
2533 | op->last_grace = 0; |
2509 | } else { |
2534 | } |
|
|
2535 | else |
|
|
2536 | { |
2510 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2537 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2511 | } |
2538 | } |
2512 | } else { |
2539 | } |
|
|
2540 | else |
|
|
2541 | { |
2513 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2542 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2514 | } |
2543 | } |
2515 | /* wearing stuff doesn't detract from grace generation. */ |
2544 | /* wearing stuff doesn't detract from grace generation. */ |
2516 | } |
2545 | } |
2517 | |
2546 | |
2518 | /* Regenerate Hit Points */ |
2547 | /* Regenerate Hit Points */ |
2519 | if(--op->last_heal<0) { |
2548 | if (--op->last_heal < 0) |
|
|
2549 | { |
2520 | if(op->stats.hp<op->stats.maxhp) { |
2550 | if (op->stats.hp < op->stats.maxhp) |
2521 | op->stats.hp++; |
2551 | { |
|
|
2552 | op->stats.hp++; |
2522 | /* dms do not consume food */ |
2553 | /* dms do not consume food */ |
2523 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2554 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2524 | op->stats.food--; |
2555 | { |
|
|
2556 | op->stats.food--; |
2525 | if(op->contr->digestion<0) |
2557 | if (op->contr->digestion < 0) |
2526 | op->stats.food+=op->contr->digestion; |
2558 | op->stats.food += op->contr->digestion; |
2527 | else if(op->contr->digestion>0 && |
2559 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2528 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2529 | op->stats.food=last_food; |
2560 | op->stats.food = last_food; |
|
|
2561 | } |
|
|
2562 | } |
|
|
2563 | |
|
|
2564 | if (max_hp > 1) |
|
|
2565 | { |
|
|
2566 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2567 | if (over_hp > 0) |
|
|
2568 | { |
|
|
2569 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2570 | op->last_heal = 0; |
|
|
2571 | } |
|
|
2572 | else |
|
|
2573 | { |
|
|
2574 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2575 | } |
|
|
2576 | } |
|
|
2577 | else |
|
|
2578 | { |
|
|
2579 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2580 | } |
2530 | } |
2581 | } |
2531 | } |
|
|
2532 | if(max_hp>1) { |
|
|
2533 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
|
|
2534 | if (over_hp > 0) { |
|
|
2535 | op->stats.sp += over_hp |
|
|
2536 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
|
|
2537 | op->last_heal=0; |
|
|
2538 | } else { |
|
|
2539 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2540 | } |
|
|
2541 | } else { |
|
|
2542 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2543 | } |
|
|
2544 | } |
|
|
2545 | |
2582 | |
2546 | /* Digestion */ |
2583 | /* Digestion */ |
2547 | if(--op->last_eat<0) { |
2584 | if (--op->last_eat < 0) |
|
|
2585 | { |
2548 | #ifdef COZY_SERVER |
2586 | #ifdef COZY_SERVER |
2549 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
2587 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2550 | int bonus=dg>0?dg:0, |
2588 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
2551 | penalty=dg<0?-dg:0; |
|
|
2552 | #else |
2589 | #else |
2553 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2590 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2554 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
|
|
2555 | #endif |
2591 | #endif |
2556 | |
2592 | |
2557 | if(op->contr->gen_hp > 0) |
2593 | if (op->contr->gen_hp > 0) |
2558 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2594 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2559 | else |
2595 | else |
2560 | op->last_eat=25*(1+bonus)/(penalty +1); |
2596 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2597 | |
2561 | /* dms do not consume food */ |
2598 | /* dms do not consume food */ |
2562 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2599 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2563 | } |
2600 | op->stats.food--; |
2564 | } |
2601 | } |
2565 | |
2602 | |
2566 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2603 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2567 | object *tmp, *flesh=NULL; |
2604 | { |
|
|
2605 | object *tmp, *flesh = 0; |
2568 | |
2606 | |
2569 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2607 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2608 | { |
2570 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2609 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2610 | { |
2571 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2611 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2612 | { |
2572 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2613 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2573 | manual_apply(op,tmp,0); |
2614 | manual_apply (op, tmp, 0); |
2574 | if(op->stats.food>=0||op->stats.hp<0) |
2615 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2575 | break; |
2616 | break; |
2576 | } |
2617 | } |
2577 | else if (tmp->type==FLESH) flesh=tmp; |
2618 | else if (tmp->type == FLESH) |
2578 | } /* End if paid for object */ |
2619 | flesh = tmp; |
2579 | } /* end of for loop */ |
2620 | } /* End if paid for object */ |
|
|
2621 | } /* end of for loop */ |
|
|
2622 | |
2580 | /* If player is still starving, it means they don't have any food, so |
2623 | /* If player is still starving, it means they don't have any food, so |
2581 | * eat flesh instead. |
2624 | * eat flesh instead. |
2582 | */ |
2625 | */ |
2583 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2626 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
|
|
2627 | { |
2584 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2628 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2585 | manual_apply(op,flesh,0); |
2629 | manual_apply (op, flesh, 0); |
2586 | } |
2630 | } |
2587 | } /* end if player is starving */ |
2631 | } |
2588 | |
2632 | |
2589 | while(op->stats.food<0&&op->stats.hp>0) |
2633 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2590 | op->stats.food++,op->stats.hp--; |
2634 | op->stats.food++, op->stats.hp--; |
2591 | |
2635 | |
2592 | if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2636 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2593 | kill_player(op); |
2637 | kill_player (op); |
|
|
2638 | } |
2594 | } |
2639 | } |
2595 | |
|
|
2596 | |
|
|
2597 | |
2640 | |
2598 | /* If the player should die (lack of hp, food, etc), we call this. |
2641 | /* If the player should die (lack of hp, food, etc), we call this. |
2599 | * op is the player in jeopardy. If the player can not be saved (not |
2642 | * op is the player in jeopardy. If the player can not be saved (not |
2600 | * permadeath, no lifesave), this will take care of removing the player |
2643 | * permadeath, no lifesave), this will take care of removing the player |
2601 | * file. |
2644 | * file. |
2602 | */ |
2645 | */ |
|
|
2646 | void |
2603 | void kill_player(object *op) |
2647 | kill_player (object *op) |
2604 | { |
2648 | { |
2605 | char buf[MAX_BUF]; |
2649 | char buf[MAX_BUF]; |
2606 | int x,y,i; |
2650 | int x, y; |
|
|
2651 | |
|
|
2652 | //int i; |
2607 | mapstruct *map; /* this is for resurrection */ |
2653 | maptile *map; /* this is for resurrection */ |
|
|
2654 | |
2608 | int z; |
2655 | /* int z; |
2609 | int num_stats_lose; |
2656 | int num_stats_lose; |
2610 | int lost_a_stat; |
2657 | int lost_a_stat; |
2611 | int lose_this_stat; |
2658 | int lose_this_stat; |
2612 | int this_stat; |
2659 | int this_stat; */ |
2613 | int will_kill_again; |
2660 | int will_kill_again; |
2614 | archetype *at; |
2661 | archetype *at; |
2615 | object *tmp; |
2662 | object *tmp; |
2616 | |
2663 | |
2617 | if(save_life(op)) |
2664 | if (save_life (op)) |
2618 | return; |
2665 | return; |
2619 | |
2666 | |
2620 | |
2667 | |
2621 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2668 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2622 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2669 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2623 | * Look at op_on_battleground() for more info --AndreasV |
2670 | * Look at op_on_battleground() for more info --AndreasV |
2624 | */ |
2671 | */ |
2625 | if (op_on_battleground(op, &x, &y)) { |
2672 | if (op_on_battleground (op, &x, &y)) |
2626 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2673 | { |
2627 | "You have been defeated in combat!"); |
2674 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2628 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2675 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2629 | "Local medics have saved your life..."); |
2676 | |
2630 | |
|
|
2631 | /* restore player */ |
2677 | /* restore player */ |
2632 | at = find_archetype("poisoning"); |
2678 | at = archetype::find ("poisoning"); |
2633 | tmp=present_arch_in_ob(at,op); |
2679 | if (object *tmp = present_arch_in_ob (at, op)) |
2634 | if (tmp) { |
2680 | { |
2635 | remove_ob(tmp); |
2681 | tmp->destroy (); |
2636 | free_object(tmp); |
|
|
2637 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2682 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2638 | } |
2683 | } |
2639 | |
2684 | |
2640 | at = find_archetype("confusion"); |
2685 | at = archetype::find ("confusion"); |
2641 | tmp=present_arch_in_ob(at,op); |
2686 | if (object *tmp = present_arch_in_ob (at, op)) |
2642 | if (tmp) { |
2687 | { |
2643 | remove_ob(tmp); |
2688 | tmp->destroy (); |
2644 | free_object(tmp); |
|
|
2645 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2689 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2646 | } |
2690 | } |
2647 | |
2691 | |
2648 | cure_disease(op,0); /* remove any disease */ |
2692 | cure_disease (op, 0); /* remove any disease */ |
2649 | op->stats.hp=op->stats.maxhp; |
2693 | op->stats.hp = op->stats.maxhp; |
2650 | if (op->stats.food<=0) op->stats.food=999; |
2694 | if (op->stats.food <= 0) |
2651 | |
2695 | op->stats.food = 999; |
|
|
2696 | |
2652 | /* create a bodypart-trophy to make the winner happy */ |
2697 | /* create a bodypart-trophy to make the winner happy */ |
2653 | tmp=arch_to_object(find_archetype("finger")); |
2698 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2654 | if (tmp != NULL) |
|
|
2655 | { |
2699 | { |
2656 | sprintf(buf,"%s's finger",op->name); |
2700 | sprintf (buf, "%s's finger", &op->name); |
2657 | tmp->name = add_string(buf); |
2701 | tmp->name = buf; |
2658 | sprintf(buf," This finger has been cut off %s\n" |
2702 | sprintf (buf, " This finger has been cut off %s\n" |
2659 | " the %s, when he was defeated at\n level %d by %s.\n", |
2703 | " the %s, when he was defeated at\n level %d by %s.\n", |
2660 | op->name, op->contr->title, (int)(op->level), |
2704 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2661 | op->contr->killer); |
2705 | tmp->msg = buf; |
2662 | tmp->msg=add_string(buf); |
2706 | tmp->value = 0, tmp->type = 0; |
2663 | tmp->value=0, tmp->material=0, tmp->type=0; |
2707 | tmp->materialname = "organics"; |
2664 | tmp->materialname = NULL; |
2708 | tmp->insert_at (op, tmp); |
2665 | tmp->x = op->x, tmp->y = op->y; |
|
|
2666 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
2667 | } |
|
|
2668 | |
2709 | } |
|
|
2710 | |
2669 | /* teleport defeated player to new destination*/ |
2711 | /* teleport defeated player to new destination */ |
2670 | transfer_ob(op, x, y, 0, NULL); |
2712 | transfer_ob (op, x, y, 0, NULL); |
2671 | op->contr->braced=0; |
2713 | op->contr->braced = 0; |
2672 | return; |
2714 | return; |
2673 | } |
2715 | } |
2674 | |
2716 | |
2675 | INVOKE_PLAYER (DEATH, op->contr); |
2717 | INVOKE_PLAYER (DEATH, op->contr); |
2676 | |
2718 | |
2677 | command_kill_pets (op, 0); |
2719 | command_kill_pets (op, 0); |
2678 | |
2720 | |
2679 | if(op->stats.food<0) { |
2721 | if (op->stats.food < 0) |
2680 | if (op->contr->explore) { |
2722 | { |
2681 | new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
|
|
2682 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2683 | op->stats.food=999; |
|
|
2684 | return; |
|
|
2685 | } |
|
|
2686 | sprintf(buf,"%s starved to death.",op->name); |
2723 | sprintf (buf, "%s starved to death.", &op->name); |
2687 | strcpy(op->contr->killer,"starvation"); |
2724 | strcpy (op->contr->killer, "starvation"); |
2688 | } |
2725 | } |
2689 | else { |
2726 | else |
2690 | if (op->contr->explore) { |
|
|
2691 | new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
|
|
2692 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2693 | op->stats.hp=op->stats.maxhp; |
|
|
2694 | return; |
|
|
2695 | } |
|
|
2696 | sprintf(buf,"%s died.",op->name); |
2727 | sprintf (buf, "%s died.", &op->name); |
2697 | } |
2728 | |
2698 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
2729 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2699 | |
2730 | |
2700 | /* save the map location for corpse, gravestone*/ |
2731 | /* save the map location for corpse, gravestone */ |
2701 | x=op->x;y=op->y;map=op->map; |
2732 | x = op->x; |
|
|
2733 | y = op->y; |
|
|
2734 | map = op->map; |
2702 | |
2735 | |
2703 | |
|
|
2704 | if (settings.not_permadeth == TRUE) { |
|
|
2705 | /* NOT_PERMADEATH code. This basically brings the character back to |
2736 | /* NOT_PERMADEATH code. This basically brings the character back to |
2706 | * life if they are dead - it takes some exp and a random stat. |
2737 | * life if they are dead - it takes some exp and a random stat. |
2707 | * See the config.h file for a little more in depth detail about this. |
2738 | * See the config.h file for a little more in depth detail about this. |
2708 | */ |
2739 | */ |
2709 | |
2740 | |
2710 | /* Basically two ways to go - remove a stat permanently, or just |
2741 | /* Basically two ways to go - remove a stat permanently, or just |
2711 | * make it depletion. This bunch of code deals with that aspect |
2742 | * make it depletion. This bunch of code deals with that aspect |
2712 | * of death. |
2743 | * of death. |
2713 | */ |
2744 | */ |
2714 | #ifndef COZY_SERVER |
2745 | #ifndef COZY_SERVER |
2715 | if (settings.balanced_stat_loss) { |
2746 | if (settings.balanced_stat_loss) |
|
|
2747 | { |
2716 | /* If stat loss is permanent, lose one stat only. */ |
2748 | /* If stat loss is permanent, lose one stat only. */ |
2717 | /* Lower level chars don't lose as many stats because they suffer |
2749 | /* Lower level chars don't lose as many stats because they suffer |
2718 | more if they do. */ |
2750 | more if they do. */ |
2719 | /* Higher level characters can afford things such as potions of |
2751 | /* Higher level characters can afford things such as potions of |
2720 | restoration, or better, stat potions. So we slug them that |
2752 | restoration, or better, stat potions. So we slug them that |
2721 | little bit harder. */ |
2753 | little bit harder. */ |
2722 | /* GD */ |
2754 | /* GD */ |
2723 | if (settings.stat_loss_on_death) |
2755 | if (settings.stat_loss_on_death) |
2724 | num_stats_lose = 1; |
2756 | num_stats_lose = 1; |
2725 | else |
2757 | else |
2726 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
2758 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2727 | } else { |
2759 | } |
|
|
2760 | else |
2728 | num_stats_lose = 1; |
2761 | num_stats_lose = 1; |
2729 | } |
2762 | |
2730 | lost_a_stat = 0; |
2763 | lost_a_stat = 0; |
2731 | |
2764 | |
2732 | for (z=0; z<num_stats_lose; z++) { |
2765 | for (z = 0; z < num_stats_lose; z++) |
|
|
2766 | { |
2733 | i = RANDOM() % NUM_STATS; |
2767 | i = RANDOM () % NUM_STATS; |
2734 | |
2768 | |
2735 | if (settings.stat_loss_on_death) { |
2769 | if (settings.stat_loss_on_death) |
|
|
2770 | { |
2736 | /* Pick a random stat and take a point off it. Tell the player |
2771 | /* Pick a random stat and take a point off it. Tell the player |
2737 | * what he lost. |
2772 | * what he lost. |
2738 | */ |
2773 | */ |
2739 | change_attr_value(&(op->stats), i,-1); |
2774 | change_attr_value (&(op->stats), i, -1); |
2740 | check_stat_bounds(&(op->stats)); |
2775 | check_stat_bounds (&(op->stats)); |
2741 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2776 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2742 | check_stat_bounds(&(op->contr->orig_stats)); |
2777 | check_stat_bounds (&(op->contr->orig_stats)); |
2743 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2778 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2744 | lost_a_stat = 1; |
2779 | lost_a_stat = 1; |
2745 | } else { |
2780 | } |
|
|
2781 | else |
|
|
2782 | { |
2746 | /* deplete a stat */ |
2783 | /* deplete a stat */ |
2747 | archetype *deparch=find_archetype("depletion"); |
2784 | archetype *deparch = archetype::find ("depletion"); |
2748 | object *dep; |
2785 | object *dep; |
|
|
2786 | |
|
|
2787 | dep = present_arch_in_ob (deparch, op); |
|
|
2788 | if (!dep) |
2749 | |
2789 | { |
2750 | dep = present_arch_in_ob(deparch,op); |
|
|
2751 | if(!dep) { |
|
|
2752 | dep = arch_to_object(deparch); |
2790 | dep = arch_to_object (deparch); |
2753 | insert_ob_in_ob(dep, op); |
2791 | insert_ob_in_ob (dep, op); |
2754 | } |
|
|
2755 | lose_this_stat = 1; |
|
|
2756 | if (settings.balanced_stat_loss) { |
|
|
2757 | /* GD */ |
|
|
2758 | /* Get the stat that we're about to deplete. */ |
|
|
2759 | this_stat = get_attr_value(&(dep->stats), i); |
|
|
2760 | if (this_stat < 0) { |
|
|
2761 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
|
|
2762 | int keep_chance = this_stat * this_stat; |
|
|
2763 | /* Yes, I am paranoid. Sue me. */ |
|
|
2764 | if (keep_chance < 1) |
|
|
2765 | keep_chance = 1; |
|
|
2766 | |
|
|
2767 | /* There is a maximum depletion total per level. */ |
|
|
2768 | if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
|
|
2769 | lose_this_stat = 0; |
|
|
2770 | /* Take loss chance vs keep chance to see if we |
|
|
2771 | retain the stat. */ |
|
|
2772 | } else { |
|
|
2773 | if (random_roll(0, loss_chance + keep_chance-1, |
|
|
2774 | op, PREFER_LOW) < keep_chance) |
|
|
2775 | lose_this_stat = 0; |
|
|
2776 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2777 | this_stat, keep_chance, loss_chance, |
|
|
2778 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
2779 | } |
|
|
2780 | } |
|
|
2781 | } |
|
|
2782 | |
2792 | } |
2783 | if (lose_this_stat) { |
2793 | lose_this_stat = 1; |
|
|
2794 | if (settings.balanced_stat_loss) |
|
|
2795 | { |
|
|
2796 | /* GD */ |
|
|
2797 | /* Get the stat that we're about to deplete. */ |
2784 | this_stat = get_attr_value(&(dep->stats), i); |
2798 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2799 | if (this_stat < 0) |
|
|
2800 | { |
|
|
2801 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
2802 | int keep_chance = this_stat * this_stat; |
|
|
2803 | |
|
|
2804 | /* Yes, I am paranoid. Sue me. */ |
|
|
2805 | if (keep_chance < 1) |
|
|
2806 | keep_chance = 1; |
|
|
2807 | |
|
|
2808 | /* There is a maximum depletion total per level. */ |
|
|
2809 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
2810 | { |
|
|
2811 | lose_this_stat = 0; |
|
|
2812 | /* Take loss chance vs keep chance to see if we |
|
|
2813 | retain the stat. */ |
|
|
2814 | } |
|
|
2815 | else |
|
|
2816 | { |
|
|
2817 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
2818 | lose_this_stat = 0; |
|
|
2819 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2820 | this_stat, keep_chance, loss_chance, |
|
|
2821 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
2822 | } |
|
|
2823 | } |
|
|
2824 | } |
|
|
2825 | |
|
|
2826 | if (lose_this_stat) |
|
|
2827 | { |
|
|
2828 | this_stat = get_attr_value (&(dep->stats), i); |
2785 | /* We could try to do something clever like find another |
2829 | /* We could try to do something clever like find another |
2786 | * stat to reduce if this fails. But chances are, if |
2830 | * stat to reduce if this fails. But chances are, if |
2787 | * stats have been depleted to -50, all are pretty low |
2831 | * stats have been depleted to -50, all are pretty low |
2788 | * and should be roughly the same, so it shouldn't make a |
2832 | * and should be roughly the same, so it shouldn't make a |
2789 | * difference. |
2833 | * difference. |
2790 | */ |
2834 | */ |
2791 | if (this_stat>=-50) { |
2835 | if (this_stat >= -50) |
|
|
2836 | { |
2792 | change_attr_value(&(dep->stats), i, -1); |
2837 | change_attr_value (&(dep->stats), i, -1); |
2793 | SET_FLAG(dep, FLAG_APPLIED); |
2838 | SET_FLAG (dep, FLAG_APPLIED); |
2794 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2839 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2795 | fix_player(op); |
2840 | op->update_stats (); |
2796 | lost_a_stat = 1; |
2841 | lost_a_stat = 1; |
2797 | } |
2842 | } |
2798 | } |
2843 | } |
|
|
2844 | } |
2799 | } |
2845 | } |
2800 | } |
|
|
2801 | /* If no stat lost, tell the player. */ |
2846 | /* If no stat lost, tell the player. */ |
2802 | if (!lost_a_stat) |
2847 | if (!lost_a_stat) |
2803 | { |
2848 | { |
2804 | /* determine_god() seems to not work sometimes... why is this? |
2849 | /* determine_god() seems to not work sometimes... why is this? |
2805 | Should I be using something else? GD */ |
2850 | Should I be using something else? GD */ |
2806 | const char *god = determine_god(op); |
2851 | const char *god = determine_god (op); |
|
|
2852 | |
2807 | if (god && (strcmp(god, "none"))) |
2853 | if (god && (strcmp (god, "none"))) |
2808 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2854 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2809 | "moment you feel the holy presence of %s protecting" |
2855 | else |
2810 | " you.", god); |
2856 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2811 | else |
|
|
2812 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2813 | " feel a holy presence protecting you."); |
|
|
2814 | } |
2857 | } |
|
|
2858 | #else |
|
|
2859 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2815 | #endif |
2860 | #endif |
2816 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2817 | " feel a holy presence protecting you from losing yourself completely."); |
|
|
2818 | |
2861 | |
2819 | /* Put a gravestone up where the character 'almost' died. List the |
2862 | /* Put a gravestone up where the character 'almost' died. List the |
2820 | * exp loss on the stone. |
2863 | * exp loss on the stone. |
2821 | */ |
2864 | */ |
2822 | tmp=arch_to_object(find_archetype("gravestone")); |
2865 | tmp = arch_to_object (archetype::find ("gravestone")); |
2823 | sprintf(buf,"%s's gravestone",op->name); |
2866 | sprintf (buf, "%s's gravestone", &op->name); |
2824 | FREE_AND_COPY(tmp->name, buf); |
2867 | tmp->name = buf; |
2825 | sprintf(buf,"%s's gravestones",op->name); |
2868 | sprintf (buf, "%s's gravestones", &op->name); |
2826 | FREE_AND_COPY(tmp->name_pl, buf); |
2869 | tmp->name_pl = buf; |
2827 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
2870 | 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); |
2828 | "who was killed\n" |
2871 | tmp->msg = buf; |
2829 | "by %s.\n", |
|
|
2830 | op->name, op->contr->title, |
|
|
2831 | op->contr->killer); |
|
|
2832 | tmp->msg = add_string(buf); |
|
|
2833 | tmp->x=op->x,tmp->y=op->y; |
2872 | tmp->x = op->x, tmp->y = op->y; |
2834 | insert_ob_in_map (tmp, op->map, NULL,0); |
2873 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2835 | |
2874 | |
2836 | /**************************************/ |
2875 | /**************************************/ |
2837 | /* */ |
2876 | /* */ |
2838 | /* Subtract the experience points, */ |
2877 | /* Subtract the experience points, */ |
2839 | /* if we died cause of food, give us */ |
2878 | /* if we died cause of food, give us */ |
2840 | /* food, and reset HP's... */ |
2879 | /* food, and reset HP's... */ |
2841 | /* */ |
2880 | /* */ |
2842 | /**************************************/ |
2881 | /**************************************/ |
2843 | |
2882 | |
2844 | /* remove any poisoning and confusion the character may be suffering.*/ |
2883 | /* remove any poisoning and confusion the character may be suffering. */ |
2845 | /* restore player */ |
2884 | /* restore player */ |
2846 | at = find_archetype("poisoning"); |
2885 | at = archetype::find ("poisoning"); |
2847 | tmp=present_arch_in_ob(at,op); |
2886 | tmp = present_arch_in_ob (at, op); |
|
|
2887 | |
2848 | if (tmp) { |
2888 | if (tmp) |
2849 | remove_ob(tmp); |
2889 | { |
2850 | free_object(tmp); |
2890 | tmp->destroy (); |
2851 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2891 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2852 | } |
2892 | } |
2853 | |
2893 | |
2854 | at = find_archetype("confusion"); |
2894 | at = archetype::find ("confusion"); |
2855 | tmp=present_arch_in_ob(at,op); |
2895 | tmp = present_arch_in_ob (at, op); |
2856 | if (tmp) { |
2896 | if (tmp) |
2857 | remove_ob(tmp); |
2897 | { |
2858 | free_object(tmp); |
2898 | tmp->destroy (); |
2859 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2899 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2860 | } |
2900 | } |
|
|
2901 | |
2861 | cure_disease(op,0); /* remove any disease */ |
2902 | cure_disease (op, 0); /* remove any disease */ |
2862 | |
2903 | |
2863 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2904 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2864 | apply_death_exp_penalty(op); |
2905 | apply_death_exp_penalty (op); |
2865 | if(op->stats.food < 100) op->stats.food = 900; |
2906 | if (op->stats.food < 100) |
|
|
2907 | op->stats.food = 900; |
2866 | op->stats.hp = op->stats.maxhp; |
2908 | op->stats.hp = op->stats.maxhp; |
2867 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
2909 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2868 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
2910 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2869 | |
2911 | |
2870 | /* |
2912 | /* |
2871 | * Check to see if the player is in a shop. IF so, then check to see if |
2913 | * Check to see if the player has any unpaid items. If so, remove them |
2872 | * the player has any unpaid items. If so, remove them and put them back |
2914 | * and put them back in the map. |
2873 | * in the map. |
2915 | */ |
2874 | */ |
|
|
2875 | |
|
|
2876 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
|
|
2877 | if (tmp->type == SHOP_FLOOR) { |
|
|
2878 | remove_unpaid_objects(op->inv, op); |
2916 | remove_unpaid_objects (op->inv, op); |
2879 | break; |
|
|
2880 | } |
|
|
2881 | } |
|
|
2882 | |
|
|
2883 | |
2917 | |
2884 | /****************************************/ |
2918 | /****************************************/ |
2885 | /* */ |
2919 | /* */ |
2886 | /* Move player to his current respawn- */ |
2920 | /* Move player to his current respawn- */ |
2887 | /* position (usually last savebed) */ |
2921 | /* position (usually last savebed) */ |
2888 | /* */ |
2922 | /* */ |
2889 | /****************************************/ |
2923 | /****************************************/ |
2890 | |
2924 | |
2891 | enter_player_savebed(op); |
2925 | enter_player_savebed (op); |
2892 | |
2926 | |
2893 | /* Save the player before inserting the force to reduce |
|
|
2894 | * chance of abuse. |
|
|
2895 | */ |
|
|
2896 | op->contr->braced=0; |
2927 | op->contr->braced = 0; |
2897 | save_player(op,1); |
|
|
2898 | |
2928 | |
2899 | /* it is possible that the player has blown something up |
2929 | /* it is possible that the player has blown something up |
2900 | * at his savebed location, and that can have long lasting |
2930 | * at his savebed location, and that can have long lasting |
2901 | * spell effects. So first see if there is a spell effect |
2931 | * spell effects. So first see if there is a spell effect |
2902 | * on the space that might harm the player. |
2932 | * on the space that might harm the player. |
2903 | */ |
2933 | */ |
2904 | will_kill_again=0; |
2934 | will_kill_again = 0; |
2905 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2935 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2906 | if (tmp->type ==SPELL_EFFECT) |
2936 | if (tmp->type == SPELL_EFFECT) |
2907 | will_kill_again|=tmp->attacktype; |
2937 | will_kill_again |= tmp->attacktype; |
2908 | } |
2938 | |
2909 | if (will_kill_again) { |
2939 | if (will_kill_again) |
|
|
2940 | { |
2910 | object *force; |
2941 | object *force; |
2911 | int at; |
2942 | int at; |
2912 | |
2943 | |
2913 | force=get_archetype(FORCE_NAME); |
2944 | force = get_archetype (FORCE_NAME); |
2914 | /* 50 ticks should be enough time for the spell to abate */ |
2945 | /* 50 ticks should be enough time for the spell to abate */ |
2915 | force->speed=0.1; |
2946 | force->speed = 0.1; |
2916 | force->speed_left=-5.0; |
2947 | force->speed_left = -5.0; |
2917 | SET_FLAG(force, FLAG_APPLIED); |
2948 | SET_FLAG (force, FLAG_APPLIED); |
2918 | for (at=0; at<NROFATTACKS; at++) { |
2949 | for (at = 0; at < NROFATTACKS; at++) |
2919 | if (will_kill_again & (1 << at)) |
2950 | if (will_kill_again & (1 << at)) |
2920 | force->resist[at] = 100; |
2951 | force->resist[at] = 100; |
2921 | } |
2952 | |
2922 | insert_ob_in_ob(force, op); |
2953 | insert_ob_in_ob (force, op); |
2923 | fix_player(op); |
2954 | op->update_stats (); |
2924 | |
|
|
2925 | } |
|
|
2926 | /**************************************/ |
|
|
2927 | /* */ |
|
|
2928 | /* Repaint the characters inv, and */ |
|
|
2929 | /* stats, and show a nasty message ;) */ |
|
|
2930 | /* */ |
|
|
2931 | /**************************************/ |
|
|
2932 | |
2955 | |
|
|
2956 | } |
|
|
2957 | |
2933 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
2958 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2934 | return; |
|
|
2935 | } /* NOT_PERMADETH */ |
|
|
2936 | else { |
|
|
2937 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
2938 | * should probably be embedded in an else statement. |
|
|
2939 | */ |
|
|
2940 | |
|
|
2941 | op->contr->party=NULL; |
|
|
2942 | if (settings.set_title == TRUE) |
|
|
2943 | op->contr->own_title[0]='\0'; |
|
|
2944 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
|
|
2945 | check_score(op); |
|
|
2946 | if(op->contr->ranges[range_golem]!=NULL) { |
|
|
2947 | remove_friendly_object(op->contr->ranges[range_golem]); |
|
|
2948 | remove_ob(op->contr->ranges[range_golem]); |
|
|
2949 | free_object(op->contr->ranges[range_golem]); |
|
|
2950 | op->contr->ranges[range_golem]=NULL; |
|
|
2951 | op->contr->golem_count=0; |
|
|
2952 | } |
|
|
2953 | loot_object(op); /* Remove some of the items for good */ |
|
|
2954 | remove_ob(op); |
|
|
2955 | op->direction=0; |
|
|
2956 | |
|
|
2957 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
|
|
2958 | delete_character(op->name,0); |
|
|
2959 | if (settings.resurrection == TRUE) { |
|
|
2960 | /* save playerfile sans equipment when player dies |
|
|
2961 | ** then save it as player.pl.dead so that future resurrection |
|
|
2962 | ** type spells will work on them nicely |
|
|
2963 | */ |
|
|
2964 | delete_character(op->name,0); |
|
|
2965 | op->stats.hp = op->stats.maxhp; |
|
|
2966 | op->stats.food = 999; |
|
|
2967 | |
|
|
2968 | /* set the location of where the person will reappear when */ |
|
|
2969 | /* maybe resurrection code should fix map also */ |
|
|
2970 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
|
|
2971 | if(op->map!=NULL) |
|
|
2972 | op->map = NULL; |
|
|
2973 | op->x = settings.emergency_x; |
|
|
2974 | op->y = settings.emergency_y; |
|
|
2975 | save_player(op,0); |
|
|
2976 | op->map = map; |
|
|
2977 | /* please see resurrection.c: peterm */ |
|
|
2978 | dead_player(op); |
|
|
2979 | } else { |
|
|
2980 | delete_character(op->name,1); |
|
|
2981 | } |
|
|
2982 | } |
|
|
2983 | play_again(op); |
|
|
2984 | |
|
|
2985 | /* peterm: added to create a corpse at deathsite. */ |
|
|
2986 | tmp=arch_to_object(find_archetype("corpse_pl")); |
|
|
2987 | sprintf(buf,"%s", op->name); |
|
|
2988 | FREE_AND_COPY(tmp->name, buf); |
|
|
2989 | FREE_AND_COPY(tmp->name_pl, buf); |
|
|
2990 | tmp->level=op->level; |
|
|
2991 | tmp->x=x;tmp->y=y; |
|
|
2992 | if (tmp->msg) |
|
|
2993 | free_string(tmp->msg); |
|
|
2994 | tmp->msg = add_string (gravestone_text(op)); |
|
|
2995 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
2996 | insert_ob_in_map (tmp, map, NULL,0); |
|
|
2997 | } |
|
|
2998 | } |
2959 | } |
2999 | |
2960 | |
3000 | |
2961 | void |
3001 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
2962 | loot_object (object *op) |
|
|
2963 | { /* Grab and destroy some treasure */ |
3002 | object *tmp,*tmp2,*next; |
2964 | object *tmp, *tmp2, *next; |
3003 | |
2965 | |
3004 | if (op->container) { /* close open sack first */ |
2966 | op->close_container (); /* close open sack first */ |
3005 | esrv_apply_container (op, op->container); |
|
|
3006 | } |
|
|
3007 | |
2967 | |
3008 | for(tmp=op->inv;tmp!=NULL;tmp=next) { |
2968 | for (tmp = op->inv; tmp; tmp = next) |
|
|
2969 | { |
3009 | next=tmp->below; |
2970 | next = tmp->below; |
3010 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
2971 | |
3011 | remove_ob(tmp); |
2972 | if (tmp->invisible) |
|
|
2973 | continue; |
|
|
2974 | |
|
|
2975 | tmp->remove (); |
3012 | tmp->x=op->x,tmp->y=op->y; |
2976 | tmp->x = op->x, tmp->y = op->y; |
3013 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
2977 | |
3014 | loot_object(tmp); |
2978 | if (tmp->type == CONTAINER) |
3015 | } |
2979 | loot_object (tmp); /* empty container to ground */ |
3016 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
2980 | |
3017 | || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
2981 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
|
|
2982 | { |
3018 | if(tmp->nrof>1) { |
2983 | if (tmp->nrof > 1) |
|
|
2984 | { |
3019 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
2985 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3020 | free_object(tmp2); |
2986 | tmp2->destroy (); |
3021 | insert_ob_in_map(tmp,op->map,NULL,0); |
2987 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
2988 | } |
|
|
2989 | else |
|
|
2990 | tmp->destroy (); |
|
|
2991 | } |
3022 | } else |
2992 | else |
3023 | free_object(tmp); |
|
|
3024 | } else |
|
|
3025 | insert_ob_in_map(tmp,op->map,NULL,0); |
2993 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3026 | } |
2994 | } |
3027 | } |
2995 | } |
3028 | |
2996 | |
3029 | /* |
2997 | /* |
3030 | * fix_weight(): Check recursively the weight of all players, and fix |
2998 | * fix_weight(): Check recursively the weight of all players, and fix |
3031 | * what needs to be fixed. Refresh windows and fix speed if anything |
2999 | * what needs to be fixed. Refresh windows and fix speed if anything |
3032 | * was changed. |
3000 | * was changed. |
3033 | */ |
3001 | */ |
3034 | |
3002 | void |
3035 | void fix_weight(void) { |
3003 | fix_weight (void) |
3036 | player *pl; |
3004 | { |
3037 | for (pl = first_player; pl != NULL; pl = pl->next) { |
3005 | for_all_players (pl) |
|
|
3006 | { |
3038 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
3007 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
|
|
3008 | |
3039 | if(old == sum) |
3009 | if (old == sum) |
3040 | continue; |
3010 | continue; |
3041 | fix_player(pl->ob); |
3011 | pl->ob->update_stats (); |
3042 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
3012 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3043 | pl->ob->name, old, sum); |
|
|
3044 | } |
3013 | } |
3045 | } |
3014 | } |
3046 | |
3015 | |
|
|
3016 | void |
3047 | void fix_luck(void) { |
3017 | fix_luck (void) |
3048 | player *pl; |
3018 | { |
3049 | for (pl = first_player; pl != NULL; pl = pl->next) |
3019 | for_all_players (pl) |
3050 | if (!pl->ob->contr->state) |
3020 | if (!pl->ob->contr->ns->state) |
3051 | change_luck(pl->ob, 0); |
3021 | pl->ob->change_luck (0); |
3052 | } |
3022 | } |
3053 | |
|
|
3054 | |
3023 | |
3055 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3024 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3056 | * This is much simpler in the new spell code - we basically |
3025 | * This is much simpler in the new spell code - we basically |
3057 | * just treat this as any other spell casting object. |
3026 | * just treat this as any other spell casting object. |
3058 | */ |
3027 | */ |
3059 | |
|
|
3060 | void |
3028 | void |
3061 | cast_dust (object * op, object * throw_ob, int dir) |
3029 | cast_dust (object *op, object *throw_ob, int dir) |
3062 | { |
3030 | { |
3063 | object *skop, *spob; |
3031 | object *skop, *spob; |
3064 | |
3032 | |
3065 | skop = find_skill_by_name (op, throw_ob->skill); |
3033 | skop = find_skill_by_name (op, throw_ob->skill); |
3066 | |
3034 | |
3067 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3035 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3068 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3036 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3069 | { |
3037 | { |
3070 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", |
3038 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
3071 | op->name); |
|
|
3072 | return; |
3039 | return; |
3073 | } |
3040 | } |
3074 | |
3041 | |
3075 | spob = throw_ob->inv; |
3042 | spob = throw_ob->inv; |
3076 | |
3043 | |
3077 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3044 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3078 | // not pass NULL to cast_spell (which did indeed check itself, but |
3045 | // not pass NULL to cast_spell (which did indeed check itself, but |
3079 | // errors should be reported as early as possible IMHO) |
3046 | // errors should be reported as early as possible IMHO) |
3080 | if (!spob) |
3047 | if (!spob) |
3081 | { |
3048 | { |
3082 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", |
3049 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
3083 | throw_ob->name, op->name); |
|
|
3084 | return; |
3050 | return; |
3085 | } |
3051 | } |
3086 | |
3052 | |
3087 | if (op->type == PLAYER) |
3053 | if (op->type == PLAYER) |
3088 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); |
3054 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3089 | |
3055 | |
3090 | cast_spell (op, throw_ob, dir, spob, NULL); |
3056 | cast_spell (op, throw_ob, dir, spob, NULL); |
3091 | |
3057 | |
3092 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3058 | throw_ob->destroy (); |
3093 | remove_ob (throw_ob); |
|
|
3094 | free_object (throw_ob); |
|
|
3095 | } |
3059 | } |
3096 | |
3060 | |
|
|
3061 | void |
3097 | void make_visible (object *op) { |
3062 | make_visible (object *op) |
|
|
3063 | { |
3098 | op->hide = 0; |
3064 | op->hide = 0; |
3099 | op->invisible = 0; |
3065 | op->invisible = 0; |
3100 | if(op->type==PLAYER) { |
|
|
3101 | op->contr->tmp_invis = 0; |
|
|
3102 | if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
|
|
3103 | } |
|
|
3104 | update_object(op,UP_OBJ_FACE); |
|
|
3105 | } |
|
|
3106 | |
|
|
3107 | int is_true_undead(object *op) { |
|
|
3108 | object *tmp=NULL; |
|
|
3109 | |
|
|
3110 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
|
|
3111 | |
|
|
3112 | if(op->type==PLAYER) |
3066 | if (op->type == PLAYER) |
3113 | for(tmp=op->inv;tmp;tmp=tmp->below) |
3067 | { |
3114 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
3068 | op->contr->tmp_invis = 0; |
3115 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
3069 | op->contr->invis_race = 0; |
|
|
3070 | } |
|
|
3071 | |
|
|
3072 | update_object (op, UP_OBJ_CHANGE); |
|
|
3073 | } |
|
|
3074 | |
|
|
3075 | int |
|
|
3076 | is_true_undead (object *op) |
|
|
3077 | { |
|
|
3078 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
3079 | return 1; |
|
|
3080 | |
3116 | return 0; |
3081 | return 0; |
3117 | } |
3082 | } |
3118 | |
3083 | |
3119 | /* look at the surrounding terrain to determine |
3084 | /* look at the surrounding terrain to determine |
3120 | * the hideability of this object. Positive levels |
3085 | * the hideability of this object. Positive levels |
3121 | * indicate greater hideability. |
3086 | * indicate greater hideability. |
3122 | */ |
3087 | */ |
3123 | |
3088 | |
|
|
3089 | int |
3124 | int hideability(object *ob) { |
3090 | hideability (object *ob) |
|
|
3091 | { |
3125 | int i,level=0, mflag; |
3092 | int i, level = 0, mflag; |
3126 | sint16 x,y; |
3093 | sint16 x, y; |
3127 | |
3094 | |
3128 | if(!ob||!ob->map) return 0; |
3095 | if (!ob || !ob->map) |
|
|
3096 | return 0; |
3129 | |
3097 | |
3130 | /* so, on normal lighted maps, its hard to hide */ |
3098 | /* so, on normal lighted maps, its hard to hide */ |
3131 | level=ob->map->darkness - 2; |
3099 | level = ob->map->darkness - 2; |
3132 | |
3100 | |
3133 | /* this also picks up whether the object is glowing. |
3101 | /* this also picks up whether the object is glowing. |
3134 | * If you carry a light on a non-dark map, its not |
3102 | * If you carry a light on a non-dark map, its not |
3135 | * as bad as carrying a light on a pitch dark map */ |
3103 | * as bad as carrying a light on a pitch dark map */ |
3136 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
3104 | if (has_carried_lights (ob)) |
|
|
3105 | level = -(10 + (2 * ob->map->darkness)); |
3137 | |
3106 | |
3138 | /* scan through all nearby squares for terrain to hide in */ |
3107 | /* scan through all nearby squares for terrain to hide in */ |
3139 | for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
3108 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
|
|
3109 | { |
3140 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
3110 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3141 | if (mflag & P_OUT_OF_MAP) { continue; } |
3111 | if (mflag & P_OUT_OF_MAP) |
|
|
3112 | { |
|
|
3113 | continue; |
|
|
3114 | } |
3142 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3115 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3143 | level += 2; |
3116 | level += 2; |
3144 | else /* open terrain! */ |
3117 | else /* open terrain! */ |
3145 | level -= 1; |
3118 | level -= 1; |
3146 | } |
3119 | } |
3147 | |
3120 | |
3148 | #if 0 |
3121 | #if 0 |
3149 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
3122 | LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
3150 | #endif |
3123 | #endif |
3151 | return level; |
3124 | return level; |
3152 | } |
3125 | } |
3153 | |
3126 | |
3154 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3127 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3155 | * every time they move - as we subtract off 'invisibility' |
3128 | * every time they move - as we subtract off 'invisibility' |
3156 | * AND, for players, if they move into a ridiculously unhideable |
3129 | * AND, for players, if they move into a ridiculously unhideable |
3157 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3130 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3158 | */ |
3131 | */ |
3159 | |
3132 | |
|
|
3133 | void |
3160 | void do_hidden_move (object *op) { |
3134 | do_hidden_move (object *op) |
|
|
3135 | { |
3161 | int hide=0, num=random_roll(0, 19, op, PREFER_LOW); |
3136 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3162 | object *skop; |
3137 | object *skop; |
3163 | |
3138 | |
3164 | if(!op || !op->map) return; |
3139 | if (!op || !op->map) |
|
|
3140 | return; |
3165 | |
3141 | |
3166 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
3142 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3167 | |
3143 | |
3168 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3144 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3169 | if(op->type==PLAYER && op->contr->run_on) { |
3145 | if (op->type == PLAYER && op->contr->run_on) |
3170 | if(!skop || num >= skop->level) { |
3146 | if (!skop || num >= skop->level) |
|
|
3147 | { |
3171 | new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
3148 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3172 | make_visible(op); |
3149 | make_visible (op); |
3173 | return; |
3150 | return; |
3174 | } else num += 20; |
|
|
3175 | } |
3151 | } |
|
|
3152 | else |
|
|
3153 | num += 20; |
|
|
3154 | |
3176 | num += op->map->difficulty; |
3155 | num += op->map->difficulty; |
3177 | hide = hideability(op); /* modify by terrain hidden level */ |
3156 | hide = hideability (op); /* modify by terrain hidden level */ |
3178 | num -= hide; |
3157 | num -= hide; |
|
|
3158 | |
3179 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
3159 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
|
|
3160 | { |
3180 | make_visible(op); |
3161 | make_visible (op); |
3181 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
3162 | if (op->type == PLAYER) |
3182 | "You moved out of hiding! You are visible!"); |
3163 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3183 | } |
3164 | } |
3184 | else if (op->type == PLAYER && skop) { |
3165 | else if (op->type == PLAYER && skop) |
3185 | change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
3166 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3186 | } |
|
|
3187 | } |
3167 | } |
3188 | |
3168 | |
3189 | /* determine if who is standing near a hostile creature. */ |
3169 | /* determine if who is standing near a hostile creature. */ |
3190 | |
3170 | |
|
|
3171 | int |
3191 | int stand_near_hostile( object *who ) { |
3172 | stand_near_hostile (object *who) |
|
|
3173 | { |
3192 | object *tmp=NULL; |
3174 | object *tmp = NULL; |
3193 | int i,friendly=0,player=0, mflags; |
3175 | int i, friendly = 0, player = 0, mflags; |
3194 | mapstruct *m; |
3176 | maptile *m; |
3195 | sint16 x,y; |
3177 | sint16 x, y; |
3196 | |
3178 | |
3197 | if(!who) return 0; |
3179 | if (!who) |
3198 | |
|
|
3199 | if(who->type==PLAYER) player=1; |
|
|
3200 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
|
|
3201 | |
|
|
3202 | /* search adjacent squares */ |
|
|
3203 | for(i=1;i<9;i++) { |
|
|
3204 | x = who->x+freearr_x[i]; |
|
|
3205 | y = who->y+freearr_y[i]; |
|
|
3206 | m = who->map; |
|
|
3207 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
3208 | /* space must be blocked if there is a monster. If not |
|
|
3209 | * blocked, don't need to check this space. |
|
|
3210 | */ |
|
|
3211 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
3212 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
|
|
3213 | |
|
|
3214 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
|
|
3215 | if((player||friendly) |
|
|
3216 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
|
|
3217 | return 1; |
|
|
3218 | else if(tmp->type==PLAYER) |
|
|
3219 | { |
|
|
3220 | /*don't let a hidden DM prevent you from hiding*/ |
|
|
3221 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3222 | return 1; |
|
|
3223 | } |
|
|
3224 | } |
|
|
3225 | } |
|
|
3226 | return 0; |
3180 | return 0; |
|
|
3181 | |
|
|
3182 | if (who->type == PLAYER) |
|
|
3183 | player = 1; |
|
|
3184 | |
|
|
3185 | else |
|
|
3186 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
|
|
3187 | |
|
|
3188 | /* search adjacent squares */ |
|
|
3189 | for (i = 1; i < 9; i++) |
|
|
3190 | { |
|
|
3191 | x = who->x + freearr_x[i]; |
|
|
3192 | y = who->y + freearr_y[i]; |
|
|
3193 | m = who->map; |
|
|
3194 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
3195 | /* space must be blocked if there is a monster. If not |
|
|
3196 | * blocked, don't need to check this space. |
|
|
3197 | */ |
|
|
3198 | if (mflags & P_OUT_OF_MAP) |
|
|
3199 | continue; |
|
|
3200 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
3201 | continue; |
|
|
3202 | |
|
|
3203 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
3204 | { |
|
|
3205 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
3206 | return 1; |
|
|
3207 | else if (tmp->type == PLAYER) |
|
|
3208 | { |
|
|
3209 | /*don't let a hidden DM prevent you from hiding */ |
|
|
3210 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3211 | return 1; |
|
|
3212 | } |
|
|
3213 | } |
|
|
3214 | } |
|
|
3215 | return 0; |
3227 | } |
3216 | } |
3228 | |
3217 | |
3229 | /* check the player los field for viewability of the |
3218 | /* check the player los field for viewability of the |
3230 | * object op. This function works fine for monsters, |
3219 | * object op. This function works fine for monsters, |
3231 | * but we dont worry if the object isnt the top one in |
3220 | * but we dont worry if the object isnt the top one in |
… | |
… | |
3238 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3227 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3239 | * -b.t. |
3228 | * -b.t. |
3240 | * This function is now map tiling safe. |
3229 | * This function is now map tiling safe. |
3241 | */ |
3230 | */ |
3242 | |
3231 | |
|
|
3232 | int |
3243 | int player_can_view (object *pl,object *op) { |
3233 | player_can_view (object *pl, object *op) |
|
|
3234 | { |
3244 | rv_vector rv; |
3235 | rv_vector rv; |
3245 | int dx,dy; |
3236 | int dx, dy; |
3246 | |
3237 | |
3247 | if(pl->type!=PLAYER) { |
3238 | if (pl->type != PLAYER) |
|
|
3239 | { |
3248 | LOG(llevError,"player_can_view() called for non-player object\n"); |
3240 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3249 | return -1; |
|
|
3250 | } |
|
|
3251 | if (!pl || !op) return 0; |
|
|
3252 | |
|
|
3253 | if(op->head) { op = op->head; } |
|
|
3254 | get_rangevector(pl, op, &rv, 0x1); |
|
|
3255 | |
|
|
3256 | /* starting with the 'head' part, lets loop |
|
|
3257 | * through the object and find if it has any |
|
|
3258 | * part that is in the los array but isnt on |
|
|
3259 | * a blocked los square. |
|
|
3260 | * we use the archetype to figure out offsets. |
|
|
3261 | */ |
|
|
3262 | while(op) { |
|
|
3263 | dx = rv.distance_x + op->arch->clone.x; |
|
|
3264 | dy = rv.distance_y + op->arch->clone.y; |
|
|
3265 | |
|
|
3266 | /* only the viewable area the player sees is updated by LOS |
|
|
3267 | * code, so we need to restrict ourselves to that range of values |
|
|
3268 | * for any meaningful values. |
|
|
3269 | */ |
|
|
3270 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
|
|
3271 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
|
|
3272 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
|
|
3273 | return 1; |
3241 | return -1; |
3274 | op = op->more; |
|
|
3275 | } |
3242 | } |
|
|
3243 | |
|
|
3244 | if (!pl || !op) |
3276 | return 0; |
3245 | return 0; |
|
|
3246 | |
|
|
3247 | op = op->head_ (); |
|
|
3248 | |
|
|
3249 | get_rangevector (pl, op, &rv, 0x1); |
|
|
3250 | |
|
|
3251 | /* starting with the 'head' part, lets loop |
|
|
3252 | * through the object and find if it has any |
|
|
3253 | * part that is in the los array but isnt on |
|
|
3254 | * a blocked los square. |
|
|
3255 | * we use the archetype to figure out offsets. |
|
|
3256 | */ |
|
|
3257 | while (op) |
|
|
3258 | { |
|
|
3259 | dx = rv.distance_x + op->arch->clone.x; |
|
|
3260 | dy = rv.distance_y + op->arch->clone.y; |
|
|
3261 | |
|
|
3262 | /* only the viewable area the player sees is updated by LOS |
|
|
3263 | * code, so we need to restrict ourselves to that range of values |
|
|
3264 | * for any meaningful values. |
|
|
3265 | */ |
|
|
3266 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3267 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3268 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3269 | return 1; |
|
|
3270 | op = op->more; |
|
|
3271 | } |
|
|
3272 | return 0; |
3277 | } |
3273 | } |
3278 | |
3274 | |
3279 | /* routine for both players and monsters. We call this when |
3275 | /* routine for both players and monsters. We call this when |
3280 | * there is a possibility for our action distrubing our hiding |
3276 | * there is a possibility for our action distrubing our hiding |
3281 | * place or invisiblity spell. Artefact invisiblity is not |
3277 | * place or invisiblity spell. Artefact invisiblity is not |
3282 | * effected by this. If we arent invisible to begin with, we |
3278 | * effected by this. If we arent invisible to begin with, we |
3283 | * return 0. |
3279 | * return 0. |
3284 | */ |
3280 | */ |
|
|
3281 | int |
3285 | int action_makes_visible (object *op) { |
3282 | action_makes_visible (object *op) |
|
|
3283 | { |
3286 | |
3284 | |
3287 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3285 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3286 | { |
3288 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
3287 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3289 | return 0; |
3288 | return 0; |
3290 | |
3289 | |
3291 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
3290 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3291 | return 0; |
3292 | |
3292 | |
3293 | /* If monsters, they should become visible */ |
3293 | /* If monsters, they should become visible */ |
3294 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
3294 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3295 | { |
3295 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
3296 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3296 | return 1; |
3297 | return 1; |
3297 | } |
3298 | } |
3298 | } |
3299 | } |
3299 | return 0; |
3300 | return 0; |
3300 | } |
3301 | } |
3301 | |
3302 | |
3302 | /* op_on_battleground - checks if the given object op (usually |
3303 | /* op_on_battleground - checks if the given object op (usually |
3303 | * a player) is standing on a valid battleground-tile, |
3304 | * a player) is standing on a valid battleground-tile, |
3304 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3305 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3305 | * -exit-coord. (and if x, y not NULL) |
3306 | * -exit-coord. (and if x, y not NULL) |
3306 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3307 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3307 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3308 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3308 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3309 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3309 | */ |
3310 | */ |
|
|
3311 | int |
3310 | int op_on_battleground (object *op, int *x, int *y) { |
3312 | op_on_battleground (object *op, int *x, int *y) |
|
|
3313 | { |
3311 | object *tmp; |
3314 | object *tmp; |
3312 | |
3315 | |
3313 | /* A battleground-tile needs the following attributes to be valid: |
3316 | /* A battleground-tile needs the following attributes to be valid: |
3314 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3317 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3315 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3318 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3316 | * and the exit-coordinates sp/hp must both be > 0. |
3319 | * and the exit-coordinates sp/hp must both be > 0. |
3317 | * => The intention here is to prevent abuse of the battleground- |
3320 | * => The intention here is to prevent abuse of the battleground- |
3318 | * feature (like pickable or hidden battleground tiles). */ |
3321 | * feature (like pickable or hidden battleground tiles). */ |
3319 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3322 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
|
|
3323 | { |
3320 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3324 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
3325 | { |
3321 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3326 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3322 | strcmp(tmp->name, "battleground")==0 && |
3327 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3323 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3328 | { |
3324 | /*before we assign the exit, check if this is a teambattle*/ |
3329 | /*before we assign the exit, check if this is a teambattle */ |
3325 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3330 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
|
|
3331 | { |
3326 | object *invtmp; |
3332 | object *invtmp; |
|
|
3333 | |
3327 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3334 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3328 | if(invtmp->type==FORCE && invtmp->slaying && |
3335 | { |
3329 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
3336 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3337 | { |
|
|
3338 | if (x != NULL && y != NULL) |
|
|
3339 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3340 | return 1; |
|
|
3341 | } |
|
|
3342 | } |
|
|
3343 | } |
3330 | if (x != NULL && y != NULL) |
3344 | if (x != NULL && y != NULL) |
3331 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
3345 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3332 | return 1; |
3346 | return 1; |
3333 | } |
3347 | } |
3334 | } |
3348 | } |
3335 | } |
|
|
3336 | if (x != NULL && y != NULL) |
|
|
3337 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
|
|
3338 | return 1; |
|
|
3339 | } |
3349 | } |
3340 | } |
|
|
3341 | } |
|
|
3342 | /* If we got here, did not find a battleground */ |
3350 | /* If we got here, did not find a battleground */ |
3343 | return 0; |
3351 | return 0; |
3344 | } |
3352 | } |
3345 | |
3353 | |
3346 | /* |
3354 | /* |
… | |
… | |
3350 | * attributes: |
3358 | * attributes: |
3351 | * object *who the dragon player |
3359 | * object *who the dragon player |
3352 | * int atnr the attack-number of the ability focus |
3360 | * int atnr the attack-number of the ability focus |
3353 | * int level ability level |
3361 | * int level ability level |
3354 | */ |
3362 | */ |
|
|
3363 | void |
3355 | void dragon_ability_gain(object *who, int atnr, int level) { |
3364 | dragon_ability_gain (object *who, int atnr, int level) |
|
|
3365 | { |
3356 | treasurelist *trlist = NULL; /* treasurelist */ |
3366 | treasurelist *trlist = NULL; /* treasurelist */ |
3357 | treasure *tr; /* treasure */ |
3367 | treasure *tr; /* treasure */ |
3358 | object *tmp,*skop; /* tmp. object */ |
3368 | object *tmp, *skop; /* tmp. object */ |
3359 | object *item; /* treasure object */ |
3369 | object *item; /* treasure object */ |
3360 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3370 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3361 | int i=0, j=0; |
3371 | int i = 0, j = 0; |
3362 | |
3372 | |
3363 | /* get the appropriate treasurelist */ |
3373 | /* get the appropriate treasurelist */ |
3364 | if (atnr == ATNR_FIRE) |
3374 | if (atnr == ATNR_FIRE) |
3365 | trlist = find_treasurelist("dragon_ability_fire"); |
3375 | trlist = treasurelist::find ("dragon_ability_fire"); |
3366 | else if (atnr == ATNR_COLD) |
3376 | else if (atnr == ATNR_COLD) |
3367 | trlist = find_treasurelist("dragon_ability_cold"); |
3377 | trlist = treasurelist::find ("dragon_ability_cold"); |
3368 | else if (atnr == ATNR_ELECTRICITY) |
3378 | else if (atnr == ATNR_ELECTRICITY) |
3369 | trlist = find_treasurelist("dragon_ability_elec"); |
3379 | trlist = treasurelist::find ("dragon_ability_elec"); |
3370 | else if (atnr == ATNR_POISON) |
3380 | else if (atnr == ATNR_POISON) |
3371 | trlist = find_treasurelist("dragon_ability_poison"); |
3381 | trlist = treasurelist::find ("dragon_ability_poison"); |
3372 | |
3382 | |
3373 | if (trlist == NULL || who->type != PLAYER) |
3383 | if (trlist == NULL || who->type != PLAYER) |
3374 | return; |
3384 | return; |
3375 | |
3385 | |
3376 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3386 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3377 | tr = tr->next, i++); |
3387 | |
3378 | |
3388 | if (!tr || !tr->item) |
3379 | if (tr == NULL || tr->item == NULL) { |
3389 | { |
3380 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3390 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3381 | return; |
3391 | return; |
3382 | } |
3392 | } |
3383 | |
3393 | |
3384 | /* everything seems okay - now bring on the gift: */ |
3394 | /* everything seems okay - now bring on the gift: */ |
3385 | item = &(tr->item->clone); |
3395 | item = &(tr->item->clone); |
3386 | |
3396 | |
3387 | if (item->type == SPELL) { |
3397 | if (item->type == SPELL) |
|
|
3398 | { |
3388 | if (check_spell_known (who, item->name)) |
3399 | if (check_spell_known (who, item->name)) |
3389 | return; |
3400 | return; |
3390 | |
3401 | |
3391 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); |
3402 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3392 | do_learn_spell (who, item, 0); |
3403 | do_learn_spell (who, item, 0); |
3393 | return; |
3404 | return; |
3394 | } |
3405 | } |
3395 | |
3406 | |
3396 | /* grant direct spell */ |
3407 | /* grant direct spell */ |
3397 | if (item->type == SPELLBOOK) { |
3408 | if (item->type == SPELLBOOK) |
|
|
3409 | { |
3398 | if (!item->inv) { |
3410 | if (!item->inv) |
|
|
3411 | { |
3399 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", |
3412 | LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
3400 | item->name); |
|
|
3401 | return; |
3413 | return; |
3402 | } |
3414 | } |
3403 | if (check_spell_known (who, item->inv->name)) |
3415 | if (check_spell_known (who, item->inv->name)) |
3404 | return; |
3416 | return; |
3405 | if (item->invisible) { |
3417 | if (item->invisible) |
|
|
3418 | { |
3406 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); |
3419 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3407 | do_learn_spell (who, item->inv, 0); |
3420 | do_learn_spell (who, item->inv, 0); |
3408 | return; |
3421 | return; |
3409 | } |
3422 | } |
3410 | } |
3423 | } |
3411 | else if (item->type == SKILL_TOOL && item->invisible) { |
3424 | else if (item->type == SKILL_TOOL && item->invisible) |
|
|
3425 | { |
3412 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3426 | if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
|
|
3427 | { |
3413 | |
3428 | |
3414 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3429 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3415 | * in this way, if the player is missing any of the attacktypes, he gets |
3430 | * in this way, if the player is missing any of the attacktypes, he gets |
3416 | * them. As it is now, if the player has any that match the granted skill, |
3431 | * them. As it is now, if the player has any that match the granted skill, |
3417 | * but not all of them, he gets nothing. |
3432 | * but not all of them, he gets nothing. |
3418 | */ |
3433 | */ |
3419 | if (!(skop->attacktype & item->attacktype)) { |
3434 | if (!(skop->attacktype & item->attacktype)) |
|
|
3435 | { |
3420 | /* Give new attacktype */ |
3436 | /* Give new attacktype */ |
3421 | skop->attacktype |= item->attacktype; |
3437 | skop->attacktype |= item->attacktype; |
3422 | |
3438 | |
3423 | /* always add physical if there's none */ |
3439 | /* always add physical if there's none */ |
3424 | skop->attacktype |= AT_PHYSICAL; |
3440 | skop->attacktype |= AT_PHYSICAL; |
3425 | |
3441 | |
3426 | if (item->msg != NULL) |
3442 | if (item->msg != NULL) |
3427 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3443 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3428 | |
3444 | |
3429 | /* Give player new face */ |
3445 | /* Give player new face */ |
3430 | if (item->animation_id) { |
3446 | if (item->animation_id) |
|
|
3447 | { |
3431 | who->face = skop->face; |
3448 | who->face = skop->face; |
3432 | who->animation_id = item->animation_id; |
3449 | who->animation_id = item->animation_id; |
3433 | who->anim_speed = item->anim_speed; |
3450 | who->anim_speed = item->anim_speed; |
3434 | who->last_anim = 0; |
3451 | who->last_anim = 0; |
3435 | who->state = 0; |
3452 | who->state = 0; |
3436 | animate_object(who, who->direction); |
3453 | animate_object (who, who->direction); |
3437 | } |
3454 | } |
|
|
3455 | } |
|
|
3456 | } |
3438 | } |
3457 | } |
3439 | } |
|
|
3440 | } |
|
|
3441 | else if (item->type == FORCE) { |
3458 | else if (item->type == FORCE) |
|
|
3459 | { |
3442 | /* forces in the treasurelist can alter the player's stats */ |
3460 | /* forces in the treasurelist can alter the player's stats */ |
3443 | object *skin; |
3461 | object *skin; |
|
|
3462 | |
3444 | /* first get the dragon skin force */ |
3463 | /* first get the dragon skin force */ |
3445 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3464 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3446 | skin=skin->below); |
3465 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3447 | if (skin == NULL) return; |
3466 | ; |
3448 | |
3467 | |
|
|
3468 | if (!skin) |
|
|
3469 | return; |
|
|
3470 | |
3449 | /* adding new spellpath attunements */ |
3471 | /* adding new spellpath attunements */ |
3450 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3472 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
|
|
3473 | { |
3451 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3474 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3452 | |
3475 | |
3453 | /* print message */ |
3476 | /* print message */ |
3454 | sprintf(buf, "You feel attuned to "); |
3477 | sprintf (buf, "You feel attuned to "); |
3455 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3478 | for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
3456 | if(item->path_attuned & (1<<i)) { |
3479 | { |
3457 | if (j) |
3480 | if (item->path_attuned & (1 << i)) |
3458 | strcat(buf," and "); |
3481 | { |
3459 | else |
3482 | if (j) |
3460 | j = 1; |
3483 | strcat (buf, " and "); |
|
|
3484 | else |
|
|
3485 | j = 1; |
3461 | strcat(buf, spellpathnames[i]); |
3486 | strcat (buf, spellpathnames[i]); |
3462 | } |
3487 | } |
3463 | } |
3488 | } |
3464 | strcat(buf,"."); |
3489 | strcat (buf, "."); |
3465 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3490 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3466 | } |
3491 | } |
3467 | |
3492 | |
3468 | /* evtl. adding flags: */ |
3493 | /* evtl. adding flags: */ |
3469 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3494 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3470 | SET_FLAG(skin, FLAG_XRAYS); |
3495 | SET_FLAG (skin, FLAG_XRAYS); |
3471 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3496 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3472 | SET_FLAG(skin, FLAG_STEALTH); |
3497 | SET_FLAG (skin, FLAG_STEALTH); |
3473 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3498 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3474 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3499 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3475 | |
3500 | |
3476 | /* print message if there is one */ |
3501 | /* print message if there is one */ |
3477 | if (item->msg != NULL) |
3502 | if (item->msg != NULL) |
3478 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3503 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
|
|
3504 | } |
|
|
3505 | else |
3479 | } |
3506 | { |
3480 | else { |
|
|
3481 | /* generate misc. treasure */ |
3507 | /* generate misc. treasure */ |
3482 | tmp = arch_to_object (tr->item); |
3508 | tmp = arch_to_object (tr->item); |
3483 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3509 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3484 | tmp = insert_ob_in_ob (tmp, who); |
3510 | tmp = insert_ob_in_ob (tmp, who); |
3485 | if (who->type == PLAYER) |
3511 | if (who->type == PLAYER) |
3486 | esrv_send_item(who, tmp); |
3512 | esrv_send_item (who, tmp); |
3487 | } |
3513 | } |
3488 | } |
3514 | } |
3489 | |
3515 | |
3490 | /** |
3516 | /** |
3491 | * Unready an object for a player. This function does nothing if the object was |
3517 | * Unready an object for a player. This function does nothing if the object was |
3492 | * not readied. |
3518 | * not readied. |
3493 | */ |
3519 | */ |
|
|
3520 | void |
3494 | void player_unready_range_ob(player *pl, object *ob) { |
3521 | player_unready_range_ob (player *pl, object *ob) |
3495 | rangetype i; |
3522 | { |
|
|
3523 | if (pl->ob->current_weapon == ob) |
|
|
3524 | pl->ob->current_weapon = 0; |
3496 | |
3525 | |
3497 | for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { |
3526 | if (pl->combat_ob == ob) |
3498 | if (pl->ranges[i] == ob) { |
3527 | pl->combat_ob = 0; |
3499 | pl->ranges[i] = NULL; |
3528 | |
3500 | if (pl->shoottype == i) { |
3529 | if (pl->ranged_ob == ob) |
3501 | pl->shoottype = range_none; |
3530 | pl->ranged_ob = 0; |
3502 | } |
|
|
3503 | } |
|
|
3504 | } |
|
|
3505 | } |
3531 | } |
|
|
3532 | |
|
|
3533 | sint8 |
|
|
3534 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3535 | { |
|
|
3536 | if (!ns) |
|
|
3537 | return 0; |
|
|
3538 | |
|
|
3539 | int dx, dy; |
|
|
3540 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3541 | return 0; |
|
|
3542 | |
|
|
3543 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3544 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3545 | |
|
|
3546 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3547 | return 0; |
|
|
3548 | |
|
|
3549 | return 100 - blocked_los [x][y]; |
|
|
3550 | } |