1 | /* |
1 | /* |
2 | * static char *rcsid_player_c = |
2 | * static char *rcsid_player_c = |
3 | * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; |
3 | * "$Id: player.C,v 1.15 2006/09/04 11:08:00 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
86 | int comp; |
86 | int comp; |
87 | int size; |
87 | int size; |
88 | |
88 | |
89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
91 | return; |
91 | return; |
92 | } |
92 | } |
93 | motd[0]='\0'; |
93 | motd[0]='\0'; |
94 | size=0; |
94 | size=0; |
95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
96 | if( *buf == '#') |
96 | if( *buf == '#') |
97 | continue; |
97 | continue; |
98 | strncat(motd+size,buf,HUGE_BUF-size); |
98 | strncat(motd+size,buf,HUGE_BUF-size); |
99 | size+=strlen(buf); |
99 | size+=strlen(buf); |
100 | } |
100 | } |
101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
102 | close_and_delete(fp, comp); |
102 | close_and_delete(fp, comp); |
… | |
… | |
181 | int playername_ok(const char *cp) { |
181 | int playername_ok(const char *cp) { |
182 | /* Don't allow - or _ as first character in the name */ |
182 | /* Don't allow - or _ as first character in the name */ |
183 | if (*cp == '-' || *cp == '_') return 0; |
183 | if (*cp == '-' || *cp == '_') return 0; |
184 | |
184 | |
185 | for(;*cp!='\0';cp++) |
185 | for(;*cp!='\0';cp++) |
186 | if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
186 | if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
187 | return 0; |
187 | return 0; |
188 | return 1; |
188 | return 1; |
189 | } |
189 | } |
190 | |
190 | |
191 | /* This no longer sets the player map. Also, it now updates |
191 | /* This no longer sets the player map. Also, it now updates |
192 | * all the pointers so the caller doesn't need to do that. |
192 | * all the pointers so the caller doesn't need to do that. |
… | |
… | |
197 | * Hopefully this will be less bugfree and simpler. |
197 | * Hopefully this will be less bugfree and simpler. |
198 | * Returns the player structure. If 'p' is null, |
198 | * Returns the player structure. If 'p' is null, |
199 | * we create a new one. Otherwise, we recycle |
199 | * we create a new one. Otherwise, we recycle |
200 | * the one that is passed. |
200 | * the one that is passed. |
201 | */ |
201 | */ |
202 | static player* get_player(player *p) { |
202 | static player * |
|
|
203 | get_player (player * p) |
|
|
204 | { |
203 | object *op=arch_to_object(get_player_archetype(NULL)); |
205 | object *op = arch_to_object (get_player_archetype (NULL)); |
204 | int i; |
206 | int i; |
205 | |
207 | |
206 | if (!p) { |
208 | if (!p) |
207 | player *tmp; |
209 | { |
|
|
210 | p = new player; |
208 | |
211 | |
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 |
212 | /* This adds the player in the linked list. There is extra |
214 | * complexity here because we want to add the new player at the |
213 | * 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 |
214 | * end of the list - there is in fact no compelling reason that |
216 | * that needs to be done except for things like output of |
215 | * that needs to be done except for things like output of |
217 | * 'who'. |
216 | * 'who'. |
218 | */ |
217 | */ |
219 | tmp=first_player; |
218 | player *tmp = first_player; |
220 | while(tmp!=NULL&&tmp->next!=NULL) |
219 | while (tmp != NULL && tmp->next != NULL) |
221 | tmp=tmp->next; |
220 | tmp = tmp->next; |
222 | if(tmp!=NULL) |
221 | if (tmp != NULL) |
223 | tmp->next=p; |
222 | tmp->next = p; |
224 | else |
223 | else |
225 | first_player=p; |
224 | first_player = p; |
226 | |
225 | |
227 | p->next = NULL; |
226 | p->next = NULL; |
228 | } |
227 | } |
229 | |
228 | |
230 | /* Clears basically the entire player structure except |
229 | /* Clears basically the entire player structure except |
231 | * for next and socket. |
230 | * for next and socket. |
232 | */ |
231 | */ |
233 | memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); |
232 | memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); |
|
|
233 | p->attachable_clear (); |
234 | |
234 | |
235 | /* There are some elements we want initialized to non zero value - |
235 | /* There are some elements we want initialized to non zero value - |
236 | * we deal with that below this point. |
236 | * we deal with that below this point. |
237 | */ |
237 | */ |
238 | p->party=NULL; |
238 | p->party = NULL; |
239 | p->outputs_sync=16; /* Every 2 seconds */ |
239 | p->outputs_sync = 16; /* Every 2 seconds */ |
240 | p->outputs_count=1; /* Keeps present behaviour */ |
240 | p->outputs_count = 8; /* Keeps present behaviour */ |
241 | p->unapply = unapply_nochoice; |
241 | p->unapply = unapply_nochoice; |
242 | p->Swap_First = -1; |
242 | p->Swap_First = -1; |
243 | |
243 | |
244 | #ifdef AUTOSAVE |
244 | #ifdef AUTOSAVE |
245 | p->last_save_tick = 9999999; |
245 | p->last_save_tick = 9999999; |
246 | #endif |
246 | #endif |
247 | |
247 | |
248 | strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ |
248 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
249 | |
249 | |
250 | op->contr=p; /* this aren't yet in archetype */ |
250 | op->contr = p; /* this aren't yet in archetype */ |
251 | p->ob = op; |
251 | p->ob = op; |
252 | op->speed_left=0.5; |
252 | op->speed_left = 0.5; |
253 | op->speed=1.0; |
253 | op->speed = 1.0; |
254 | op->direction=5; /* So player faces south */ |
254 | op->direction = 5; /* So player faces south */ |
255 | op->stats.wc=2; |
255 | op->stats.wc = 2; |
256 | op->run_away = 25; /* Then we panick... */ |
256 | op->run_away = 25; /* Then we panick... */ |
257 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
257 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
258 | |
258 | |
259 | roll_stats(op); |
259 | roll_stats (op); |
260 | p->state=ST_ROLL_STAT; |
260 | p->state = ST_ROLL_STAT; |
261 | clear_los(op); |
261 | clear_los (op); |
262 | |
262 | |
263 | p->gen_sp_armour=10; |
263 | p->gen_sp_armour = 10; |
264 | p->last_speed= -1; |
264 | p->last_speed = -1; |
265 | p->shoottype=range_none; |
265 | p->shoottype = range_none; |
266 | p->bowtype=bow_normal; |
266 | p->bowtype = bow_normal; |
267 | p->petmode=pet_normal; |
267 | p->petmode = pet_normal; |
268 | p->listening=10; |
268 | p->listening = 10; |
269 | p->usekeys=containers; |
269 | p->usekeys = containers; |
270 | p->last_weapon_sp= -1; |
270 | p->last_weapon_sp = -1; |
271 | p->peaceful=1; /* default peaceful */ |
271 | p->peaceful = 1; /* default peaceful */ |
272 | p->do_los=1; |
272 | p->do_los = 1; |
273 | p->explore=0; |
273 | p->explore = 0; |
274 | p->no_shout=0; /* default can shout */ |
274 | p->no_shout = 0; /* default can shout */ |
275 | |
275 | |
276 | strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); |
276 | strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); |
277 | p->title[sizeof(p->title)-1] = '\0'; |
277 | p->title[sizeof (p->title) - 1] = '\0'; |
278 | op->race = add_string (op->arch->clone.race); |
278 | op->race = op->arch->clone.race; |
279 | |
279 | |
280 | CLEAR_FLAG(op,FLAG_READY_SKILL); |
280 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
281 | |
281 | |
282 | /* we need to clear these to -1 and not zero - otherwise, |
282 | /* we need to clear these to -1 and not zero - otherwise, |
283 | * if a player quits and starts a new character, we wont |
283 | * if a player quits and starts a new character, we wont |
284 | * send new values to the client, as things like exp start |
284 | * send new values to the client, as things like exp start |
285 | * at zero. |
285 | * at zero. |
286 | */ |
286 | */ |
287 | for (i=0; i < NUM_SKILLS; i++) { |
287 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
288 | { |
288 | p->last_skill_exp[i] = -1; |
289 | p->last_skill_exp[i] = -1; |
289 | p->last_skill_ob[i] = NULL; |
290 | p->last_skill_ob[i] = NULL; |
290 | } |
291 | } |
291 | for (i=0; i < NROFATTACKS; i++) { |
292 | for (i = 0; i < NROFATTACKS; i++) |
|
|
293 | { |
292 | p->last_resist[i] = -1; |
294 | p->last_resist[i] = -1; |
293 | } |
295 | } |
294 | p->last_stats.exp = -1; |
296 | p->last_stats.exp = -1; |
295 | p->last_weight = (uint32)-1; |
297 | p->last_weight = (uint32) - 1; |
296 | |
298 | |
297 | p->socket.update_look=0; |
299 | p->socket.update_look = 0; |
298 | p->socket.look_position=0; |
300 | p->socket.look_position = 0; |
299 | return p; |
301 | return p; |
300 | } |
302 | } |
301 | |
|
|
302 | |
303 | |
303 | /* This loads the first map an puts the player on it. */ |
304 | /* This loads the first map an puts the player on it. */ |
304 | static void set_first_map(object *op) |
305 | static void set_first_map(object *op) |
305 | { |
306 | { |
306 | strcpy(op->contr->maplevel, first_map_path); |
307 | strcpy(op->contr->maplevel, first_map_path); |
… | |
… | |
319 | |
320 | |
320 | p=get_player(NULL); |
321 | p=get_player(NULL); |
321 | p->socket = *ns; |
322 | p->socket = *ns; |
322 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
323 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
323 | if(p->socket.faces_sent == NULL) |
324 | if(p->socket.faces_sent == NULL) |
324 | fatal(OUT_OF_MEMORY); |
325 | fatal(OUT_OF_MEMORY); |
325 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
326 | 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 | /* 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 | * Note that this can result in a client reset if there is partial data |
328 | * on the uncoming socket. |
329 | * on the uncoming socket. |
329 | */ |
330 | */ |
… | |
… | |
346 | */ |
347 | */ |
347 | archetype *get_player_archetype(archetype* at) |
348 | archetype *get_player_archetype(archetype* at) |
348 | { |
349 | { |
349 | archetype *start = at; |
350 | archetype *start = at; |
350 | for (;;) { |
351 | for (;;) { |
351 | if (at==NULL || at->next==NULL) |
352 | if (at==NULL || at->next==NULL) |
352 | at=first_archetype; |
353 | at=first_archetype; |
353 | else |
354 | else |
354 | at=at->next; |
355 | at=at->next; |
355 | if(at->clone.type==PLAYER) |
356 | if(at->clone.type==PLAYER) |
356 | return at; |
357 | return at; |
357 | if (at == start) { |
358 | if (at == start) { |
358 | LOG (llevError, "No Player archetypes\n"); |
359 | LOG (llevError, "No Player archetypes\n"); |
359 | exit (-1); |
360 | exit (-1); |
360 | } |
361 | } |
361 | } |
362 | } |
362 | } |
363 | } |
363 | |
364 | |
364 | |
365 | |
365 | object *get_nearest_player(object *mon) { |
366 | object *get_nearest_player(object *mon) { |
… | |
… | |
368 | objectlink *ol; |
369 | objectlink *ol; |
369 | unsigned lastdist; |
370 | unsigned lastdist; |
370 | rv_vector rv; |
371 | rv_vector rv; |
371 | |
372 | |
372 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
373 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
373 | /* We should not find free objects on this friendly list, but it |
374 | /* We should not find free objects on this friendly list, but it |
374 | * does periodically happen. Given that, lets deal with it. |
375 | * does periodically happen. Given that, lets deal with it. |
375 | * While unlikely, it is possible the next object on the friendly |
376 | * While unlikely, it is possible the next object on the friendly |
376 | * list is also free, so encapsulate this in a while loop. |
377 | * list is also free, so encapsulate this in a while loop. |
377 | */ |
378 | */ |
378 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
379 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
379 | object *tmp=ol->ob; |
380 | object *tmp=ol->ob; |
380 | |
381 | |
381 | /* Can't do much more other than log the fact, because the object |
382 | /* Can't do much more other than log the fact, because the object |
382 | * itself will have been cleared. |
383 | * itself will have been cleared. |
383 | */ |
384 | */ |
384 | LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
385 | LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
385 | ol = ol->next; |
386 | ol = ol->next; |
386 | remove_friendly_object(tmp); |
387 | remove_friendly_object(tmp); |
387 | if (!ol) return op; |
388 | if (!ol) return op; |
388 | } |
389 | } |
389 | |
390 | |
390 | /* Remove special check for player from this. First, it looks to cause |
391 | /* 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 |
392 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
392 | * complicated method of state checking would be needed in any case - |
393 | * 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 |
394 | * as it was, a clever player could type quit, and the function would |
394 | * skip them over while waiting for confirmation. Remove |
395 | * skip them over while waiting for confirmation. Remove |
395 | * on_same_map check, as can_detect_enemy also does this |
396 | * on_same_map check, as can_detect_enemy also does this |
396 | */ |
397 | */ |
397 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
398 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
398 | continue; |
399 | continue; |
399 | |
400 | |
400 | if(lastdist>rv.distance) { |
401 | if(lastdist>rv.distance) { |
401 | op=ol->ob; |
402 | op=ol->ob; |
402 | lastdist=rv.distance; |
403 | lastdist=rv.distance; |
403 | } |
404 | } |
404 | } |
405 | } |
405 | for (pl=first_player; pl != NULL; pl=pl->next) { |
406 | for (pl=first_player; pl != NULL; pl=pl->next) { |
406 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
407 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
407 | |
408 | |
408 | if(lastdist>rv.distance) { |
409 | if(lastdist>rv.distance) { |
409 | op=pl->ob; |
410 | op=pl->ob; |
410 | lastdist=rv.distance; |
411 | lastdist=rv.distance; |
411 | } |
412 | } |
412 | } |
413 | } |
413 | } |
414 | } |
414 | #if 0 |
415 | #if 0 |
415 | LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); |
416 | LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); |
416 | #endif |
417 | #endif |
417 | return op; |
418 | return op; |
418 | } |
419 | } |
419 | |
420 | |
420 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
421 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
… | |
… | |
478 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
479 | 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 | 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 we can't solve it within the search distance, return now. */ |
481 | if (diff>max) return 0; |
482 | if (diff>max) return 0; |
482 | while (diff >1 && max>0) { |
483 | while (diff >1 && max>0) { |
483 | lastx = x; |
484 | lastx = x; |
484 | lasty = y; |
485 | lasty = y; |
485 | lastmap = m; |
486 | lastmap = m; |
486 | x = lastx + freearr_x[dir]; |
487 | x = lastx + freearr_x[dir]; |
487 | y = lasty + freearr_y[dir]; |
488 | y = lasty + freearr_y[dir]; |
488 | |
489 | |
489 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
490 | 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 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
491 | |
492 | |
492 | /* Space is blocked - try changing direction a little */ |
493 | /* 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 | 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 | && (m == mon->map && blocked_link(mon, m, x, y)))) { |
495 | /* recalculate direction from last good location. Possible |
496 | /* recalculate direction from last good location. Possible |
496 | * we were not traversing ideal location before. |
497 | * we were not traversing ideal location before. |
497 | */ |
498 | */ |
498 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
499 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
499 | if (rv.direction != dir) { |
500 | if (rv.direction != dir) { |
500 | /* OK - says direction should be different - lets reset the |
501 | /* OK - says direction should be different - lets reset the |
501 | * the values so it will try again. |
502 | * the values so it will try again. |
502 | */ |
503 | */ |
503 | x = lastx; |
504 | x = lastx; |
504 | y = lasty; |
505 | y = lasty; |
505 | m = lastmap; |
506 | m = lastmap; |
506 | dir = firstdir = rv.direction; |
507 | dir = firstdir = rv.direction; |
507 | } else { |
508 | } else { |
508 | /* direct path is blocked - try taking a side step to |
509 | /* direct path is blocked - try taking a side step to |
509 | * either the left or right. |
510 | * either the left or right. |
510 | * Note increase the values in the loop below to be |
511 | * Note increase the values in the loop below to be |
511 | * more than -1/1 respectively will mean the monster takes |
512 | * more than -1/1 respectively will mean the monster takes |
512 | * bigger detour. Have to be careful about these values getting |
513 | * 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 | * too big (3 or maybe 4 or higher) as the monster may just try |
514 | * stepping back and forth |
515 | * stepping back and forth |
515 | */ |
516 | */ |
516 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
517 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
517 | if (i==0) continue; /* already did this, so skip it */ |
518 | if (i==0) continue; /* already did this, so skip it */ |
518 | /* Use lastdir here - otherwise, |
519 | /* Use lastdir here - otherwise, |
519 | * since the direction that the creature should move in |
520 | * since the direction that the creature should move in |
520 | * may change, you could get infinite loops. |
521 | * may change, you could get infinite loops. |
521 | * ie, player is northwest, but monster can only |
522 | * ie, player is northwest, but monster can only |
522 | * move west, so it does that. It goes some distance, |
523 | * move west, so it does that. It goes some distance, |
523 | * gets blocked, finds that it should move north, |
524 | * gets blocked, finds that it should move north, |
524 | * can't do that, but now finds it can move east, and |
525 | * can't do that, but now finds it can move east, and |
525 | * gets back to its original point. lastdir contains |
526 | * gets back to its original point. lastdir contains |
526 | * the last direction the creature has successfully |
527 | * the last direction the creature has successfully |
527 | * moved. |
528 | * moved. |
528 | */ |
529 | */ |
529 | |
530 | |
530 | x = lastx + freearr_x[absdir(lastdir+i)]; |
531 | x = lastx + freearr_x[absdir(lastdir+i)]; |
531 | y = lasty + freearr_y[absdir(lastdir+i)]; |
532 | y = lasty + freearr_y[absdir(lastdir+i)]; |
532 | m = lastmap; |
533 | m = lastmap; |
533 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
534 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
534 | if (mflags & P_OUT_OF_MAP) continue; |
535 | if (mflags & P_OUT_OF_MAP) continue; |
535 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
536 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
536 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
537 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
537 | if (mflags & P_BLOCKSVIEW) continue; |
538 | if (mflags & P_BLOCKSVIEW) continue; |
538 | |
539 | |
539 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
540 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
540 | } |
541 | } |
541 | /* go through entire loop without finding a valid |
542 | /* go through entire loop without finding a valid |
542 | * sidestep to take - thus, no valid path. |
543 | * sidestep to take - thus, no valid path. |
543 | */ |
544 | */ |
544 | if (i==(DETOUR_AMOUNT+1)) |
545 | if (i==(DETOUR_AMOUNT+1)) |
545 | return 0; |
546 | return 0; |
546 | diff--; |
547 | diff--; |
547 | lastdir=dir; |
548 | lastdir=dir; |
548 | max--; |
549 | max--; |
549 | if (!firstdir) firstdir = dir+i; |
550 | if (!firstdir) firstdir = dir+i; |
550 | } /* else check alternate directions */ |
551 | } /* else check alternate directions */ |
551 | } /* if blocked */ |
552 | } /* if blocked */ |
552 | else { |
553 | else { |
553 | /* we moved towards creature, so diff is less */ |
554 | /* we moved towards creature, so diff is less */ |
554 | diff--; |
555 | diff--; |
555 | max--; |
556 | max--; |
556 | lastdir=dir; |
557 | lastdir=dir; |
557 | if (!firstdir) firstdir = dir; |
558 | if (!firstdir) firstdir = dir; |
558 | } |
559 | } |
559 | if (diff<=1) { |
560 | if (diff<=1) { |
560 | /* Recalculate diff (distance) because we may not have actually |
561 | /* Recalculate diff (distance) because we may not have actually |
561 | * headed toward player for entire distance. |
562 | * headed toward player for entire distance. |
562 | */ |
563 | */ |
563 | get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
564 | 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 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
565 | } |
566 | } |
566 | if (diff>max) return 0; |
567 | if (diff>max) return 0; |
567 | } |
568 | } |
568 | /* If we reached the max, didn't find a direction in time */ |
569 | /* If we reached the max, didn't find a direction in time */ |
569 | if (!max) return 0; |
570 | if (!max) return 0; |
570 | |
571 | |
571 | return firstdir; |
572 | return firstdir; |
… | |
… | |
573 | |
574 | |
574 | void give_initial_items(object *pl,treasurelist *items) { |
575 | void give_initial_items(object *pl,treasurelist *items) { |
575 | object *op,*next=NULL; |
576 | object *op,*next=NULL; |
576 | |
577 | |
577 | if(pl->randomitems!=NULL) |
578 | if(pl->randomitems!=NULL) |
578 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
579 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
579 | |
580 | |
580 | for (op=pl->inv; op; op=next) { |
581 | for (op=pl->inv; op; op=next) { |
581 | next = op->below; |
582 | next = op->below; |
582 | |
583 | |
583 | /* Forces get applied per default, unless they have the |
584 | /* Forces get applied per default, unless they have the |
584 | * flag "neutral" set. Sorry but I can't think of a better way |
585 | * flag "neutral" set. Sorry but I can't think of a better way |
585 | */ |
586 | */ |
586 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
587 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
587 | SET_FLAG(op,FLAG_APPLIED); |
588 | SET_FLAG(op,FLAG_APPLIED); |
588 | |
589 | |
589 | /* we never give weapons/armour if these cannot be used |
590 | /* we never give weapons/armour if these cannot be used |
590 | * by this player due to race restrictions |
591 | * by this player due to race restrictions |
591 | */ |
592 | */ |
592 | if (pl->type == PLAYER) { |
593 | if (pl->type == PLAYER) { |
593 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
594 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
594 | (op->type == ARMOUR || op->type == BOOTS || |
595 | (op->type == ARMOUR || op->type == BOOTS || |
595 | op->type == CLOAK || op->type == HELMET || |
596 | op->type == CLOAK || op->type == HELMET || |
596 | op->type == SHIELD || op->type == GLOVES || |
597 | op->type == SHIELD || op->type == GLOVES || |
597 | op->type == BRACERS || op->type == GIRDLE)) || |
598 | op->type == BRACERS || op->type == GIRDLE)) || |
598 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
599 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
599 | remove_ob (op); |
600 | remove_ob (op); |
600 | free_object (op); |
601 | free_object (op); |
601 | continue; |
602 | continue; |
602 | } |
603 | } |
603 | } |
604 | } |
604 | |
605 | |
605 | /* This really needs to be better - we should really give |
606 | /* This really needs to be better - we should really give |
606 | * a substitute spellbook. The problem is that we don't really |
607 | * 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 | * have a good idea what to replace it with (need something like |
608 | * a first level treasurelist for each skill.) |
609 | * a first level treasurelist for each skill.) |
609 | * remove duplicate skills also |
610 | * remove duplicate skills also |
610 | */ |
611 | */ |
611 | if(op->type==SPELLBOOK || op->type == SKILL) { |
612 | if(op->type==SPELLBOOK || op->type == SKILL) { |
612 | object *tmp; |
613 | object *tmp; |
613 | |
614 | |
614 | for (tmp=op->below; tmp; tmp=tmp->below) |
615 | for (tmp=op->below; tmp; tmp=tmp->below) |
615 | if (tmp->type == op->type && tmp->name == op->name) break; |
616 | if (tmp->type == op->type && tmp->name == op->name) break; |
616 | |
617 | |
617 | if (tmp) { |
618 | if (tmp) { |
618 | remove_ob(op); |
619 | remove_ob(op); |
619 | free_object(op); |
620 | free_object(op); |
620 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
621 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
621 | tmp->name); |
622 | &tmp->name); |
622 | continue; |
623 | continue; |
623 | } |
624 | } |
624 | if (op->nrof > 1) op->nrof = 1; |
625 | if (op->nrof > 1) op->nrof = 1; |
625 | } |
626 | } |
626 | |
627 | |
627 | if (op->type == SPELLBOOK && op->inv) { |
628 | if (op->type == SPELLBOOK && op->inv) { |
628 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
629 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
629 | } |
630 | } |
630 | |
631 | |
631 | /* Give starting characters identified, uncursed, and undamned |
632 | /* Give starting characters identified, uncursed, and undamned |
632 | * items. Just don't identify gold or silver, or it won't be |
633 | * items. Just don't identify gold or silver, or it won't be |
633 | * merged properly. |
634 | * merged properly. |
634 | */ |
635 | */ |
635 | if (need_identify(op)) { |
636 | if (need_identify(op)) { |
636 | SET_FLAG(op, FLAG_IDENTIFIED); |
637 | SET_FLAG(op, FLAG_IDENTIFIED); |
637 | CLEAR_FLAG(op, FLAG_CURSED); |
638 | CLEAR_FLAG(op, FLAG_CURSED); |
638 | CLEAR_FLAG(op, FLAG_DAMNED); |
639 | CLEAR_FLAG(op, FLAG_DAMNED); |
639 | } |
640 | } |
640 | if(op->type==SPELL) { |
641 | if(op->type==SPELL) { |
641 | remove_ob(op); |
642 | remove_ob(op); |
642 | free_object(op); |
643 | free_object(op); |
643 | continue; |
644 | continue; |
644 | } |
645 | } |
645 | else if(op->type==SKILL) { |
646 | else if(op->type==SKILL) { |
646 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
647 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
647 | op->stats.exp = 0; |
648 | op->stats.exp = 0; |
648 | op->level = 1; |
649 | op->level = 1; |
649 | } |
650 | } |
650 | /* lock all 'normal items by default */ |
651 | /* lock all 'normal items by default */ |
651 | else SET_FLAG(op, FLAG_INV_LOCKED); |
652 | else SET_FLAG(op, FLAG_INV_LOCKED); |
652 | } /* for loop of objects in player inv */ |
653 | } /* for loop of objects in player inv */ |
653 | |
654 | |
654 | /* Need to set up the skill pointers */ |
655 | /* Need to set up the skill pointers */ |
655 | link_player_skills(pl); |
656 | link_player_skills(pl); |
656 | } |
657 | } |
… | |
… | |
679 | * removing the player - it probably makes more sense |
680 | * removing the player - it probably makes more sense |
680 | * to leave it to play_again to remove the object in all |
681 | * to leave it to play_again to remove the object in all |
681 | * cases. |
682 | * cases. |
682 | */ |
683 | */ |
683 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
684 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
684 | remove_ob(op); |
685 | remove_ob(op); |
685 | /* Need to set this to null - otherwise, it could point to garbage, |
686 | /* 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 | * and draw() doesn't check to see if the player is removed, only if |
687 | * the map is null or not swapped out. |
688 | * the map is null or not swapped out. |
688 | */ |
689 | */ |
689 | op->map = NULL; |
690 | op->map = NULL; |
… | |
… | |
691 | |
692 | |
692 | |
693 | |
693 | int receive_play_again(object *op, char key) |
694 | int receive_play_again(object *op, char key) |
694 | { |
695 | { |
695 | if(key=='q'||key=='Q') { |
696 | if(key=='q'||key=='Q') { |
696 | remove_friendly_object(op); |
697 | remove_friendly_object(op); |
697 | leave(op->contr,0); /* ericserver will draw the message */ |
698 | leave(op->contr,0); /* ericserver will draw the message */ |
698 | return 2; |
699 | return 2; |
699 | } |
700 | } |
700 | else if(key=='a'||key=='A') { |
701 | else if(key=='a'||key=='A') { |
701 | player *pl = op->contr; |
702 | player *pl = op->contr; |
702 | const char *name = op->name; |
703 | shstr name = op->name; |
703 | |
704 | |
704 | add_refcount(name); |
|
|
705 | remove_friendly_object(op); |
705 | remove_friendly_object(op); |
706 | free_object(op); |
706 | free_object(op); |
707 | pl = get_player(pl); |
707 | pl = get_player(pl); |
708 | op = pl->ob; |
708 | op = pl->ob; |
709 | add_friendly_object(op); |
709 | add_friendly_object(op); |
710 | op->contr->password[0]='~'; |
710 | op->contr->password[0]='~'; |
711 | FREE_AND_CLEAR_STR(op->name); |
711 | op->name = op->name_pl = 0; |
712 | FREE_AND_CLEAR_STR(op->name_pl); |
|
|
713 | |
|
|
714 | /* Lets put a space in here */ |
712 | /* Lets put a space in here */ |
715 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
713 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
716 | get_name(op); |
714 | get_name(op); |
717 | op->name = name; /* Alrady added a refcount above */ |
715 | op->name = op->name_pl = name; |
718 | op->name_pl = add_string(name); |
|
|
719 | set_first_map(op); |
716 | set_first_map(op); |
720 | } else { |
717 | } else { |
721 | /* user pressed something else so just ask again... */ |
718 | /* user pressed something else so just ask again... */ |
722 | play_again(op); |
719 | play_again(op); |
723 | } |
720 | } |
724 | return 0; |
721 | return 0; |
725 | } |
722 | } |
726 | |
723 | |
727 | void confirm_password(object *op) { |
724 | void confirm_password(object *op) { |
… | |
… | |
731 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
728 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
732 | } |
729 | } |
733 | |
730 | |
734 | void get_party_password(object *op, partylist *party) { |
731 | void get_party_password(object *op, partylist *party) { |
735 | if (party == NULL) { |
732 | if (party == NULL) { |
736 | LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); |
733 | LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
737 | return; |
734 | return; |
738 | } |
735 | } |
739 | op->contr->write_buf[0]='\0'; |
736 | op->contr->write_buf[0]='\0'; |
740 | op->contr->state=ST_GET_PARTY_PASSWORD; |
737 | op->contr->state=ST_GET_PARTY_PASSWORD; |
741 | op->contr->party_to_join = party; |
738 | op->contr->party_to_join = party; |
742 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
739 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
… | |
… | |
746 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
743 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
747 | int roll_stat(void) { |
744 | int roll_stat(void) { |
748 | int a[4],i,j,k; |
745 | int a[4],i,j,k; |
749 | |
746 | |
750 | for(i=0;i<4;i++) |
747 | for(i=0;i<4;i++) |
751 | a[i]=(int)RANDOM()%6+1; |
748 | a[i]=(int)RANDOM()%6+1; |
752 | |
749 | |
753 | for(i=0,j=0,k=7;i<4;i++) |
750 | for(i=0,j=0,k=7;i<4;i++) |
754 | if(a[i]<k) |
751 | if(a[i]<k) |
755 | k=a[i],j=i; |
752 | k=a[i],j=i; |
756 | |
753 | |
757 | for(i=0,k=0;i<4;i++) { |
754 | for(i=0,k=0;i<4;i++) { |
758 | if(i!=j) |
755 | if(i!=j) |
759 | k+=a[i]; |
756 | k+=a[i]; |
760 | } |
757 | } |
761 | return k; |
758 | return k; |
762 | } |
759 | } |
763 | |
760 | |
764 | void roll_stats(object *op) { |
761 | void roll_stats(object *op) { |
765 | int sum=0; |
762 | int sum=0; |
766 | int i = 0, j = 0; |
763 | int i = 0, j = 0; |
767 | int statsort[7]; |
764 | int statsort[7]; |
768 | |
765 | |
769 | do { |
766 | do { |
770 | op->stats.Str=roll_stat(); |
767 | op->stats.Str=roll_stat(); |
771 | op->stats.Dex=roll_stat(); |
768 | op->stats.Dex=roll_stat(); |
772 | op->stats.Int=roll_stat(); |
769 | op->stats.Int=roll_stat(); |
773 | op->stats.Con=roll_stat(); |
770 | op->stats.Con=roll_stat(); |
774 | op->stats.Wis=roll_stat(); |
771 | op->stats.Wis=roll_stat(); |
775 | op->stats.Pow=roll_stat(); |
772 | op->stats.Pow=roll_stat(); |
776 | op->stats.Cha=roll_stat(); |
773 | op->stats.Cha=roll_stat(); |
777 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
774 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
778 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
775 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
779 | op->stats.Cha; |
776 | op->stats.Cha; |
780 | } while(sum<82||sum>116); |
777 | } while(sum<82||sum>116); |
781 | |
778 | |
782 | /* Sort the stats so that rerolling is easier... */ |
779 | /* Sort the stats so that rerolling is easier... */ |
783 | statsort[0] = op->stats.Str; |
780 | statsort[0] = op->stats.Str; |
784 | statsort[1] = op->stats.Dex; |
781 | statsort[1] = op->stats.Dex; |
… | |
… | |
788 | statsort[5] = op->stats.Pow; |
785 | statsort[5] = op->stats.Pow; |
789 | statsort[6] = op->stats.Cha; |
786 | statsort[6] = op->stats.Cha; |
790 | |
787 | |
791 | /* a quick and dirty bubblesort? */ |
788 | /* a quick and dirty bubblesort? */ |
792 | do { |
789 | do { |
793 | if (statsort[i] < statsort[i + 1]) { |
790 | if (statsort[i] < statsort[i + 1]) { |
794 | j = statsort[i]; |
791 | j = statsort[i]; |
795 | statsort[i] = statsort[i + 1]; |
792 | statsort[i] = statsort[i + 1]; |
796 | statsort[i + 1] = j; |
793 | statsort[i + 1] = j; |
797 | i = 0; |
794 | i = 0; |
798 | } else { |
795 | } else { |
799 | i++; |
796 | i++; |
800 | } |
797 | } |
801 | } while (i < 6); |
798 | } while (i < 6); |
802 | |
799 | |
803 | op->stats.Str = statsort[0]; |
800 | op->stats.Str = statsort[0]; |
804 | op->stats.Dex = statsort[1]; |
801 | op->stats.Dex = statsort[1]; |
805 | op->stats.Con = statsort[2]; |
802 | op->stats.Con = statsort[2]; |
… | |
… | |
842 | { |
839 | { |
843 | signed char tmp; |
840 | signed char tmp; |
844 | char buf[MAX_BUF]; |
841 | char buf[MAX_BUF]; |
845 | |
842 | |
846 | if ( op->contr->Swap_First == -1 ) { |
843 | if ( op->contr->Swap_First == -1 ) { |
847 | new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
844 | 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,"); |
845 | 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"); |
846 | new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
850 | return; |
847 | return; |
851 | } |
848 | } |
852 | |
849 | |
853 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
850 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
854 | |
851 | |
855 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
852 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
856 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
853 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
857 | |
854 | |
858 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
855 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
859 | |
856 | |
860 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
857 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
861 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
858 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
… | |
… | |
897 | int keynum = key -'0'; |
894 | int keynum = key -'0'; |
898 | char buf[MAX_BUF]; |
895 | char buf[MAX_BUF]; |
899 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
896 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
900 | |
897 | |
901 | if (keynum>0 && keynum<=7) { |
898 | if (keynum>0 && keynum<=7) { |
902 | if (op->contr->Swap_First==-1) { |
899 | if (op->contr->Swap_First==-1) { |
903 | op->contr->Swap_First=stat_trans[keynum]; |
900 | op->contr->Swap_First=stat_trans[keynum]; |
904 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
901 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
905 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
902 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
906 | } |
903 | } |
907 | else |
904 | else |
908 | Swap_Stat(op,stat_trans[keynum]); |
905 | Swap_Stat(op,stat_trans[keynum]); |
909 | |
906 | |
910 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
907 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
911 | return 1; |
908 | return 1; |
912 | } |
909 | } |
913 | switch (key) { |
910 | switch (key) { |
914 | case 'n': |
911 | case 'n': |
915 | case 'N': { |
912 | case 'N': { |
916 | SET_FLAG(op, FLAG_WIZ); |
913 | SET_FLAG(op, FLAG_WIZ); |
917 | if(op->map==NULL) { |
914 | if(op->map==NULL) { |
918 | LOG(llevError,"Map == NULL in state 2\n"); |
915 | LOG(llevError,"Map == NULL in state 2\n"); |
919 | break; |
916 | break; |
920 | } |
917 | } |
921 | |
918 | |
922 | #if 0 |
919 | #if 0 |
923 | /* So that enter_exit will put us at startx/starty */ |
920 | /* So that enter_exit will put us at startx/starty */ |
924 | op->x= -1; |
921 | op->x= -1; |
925 | |
922 | |
926 | enter_exit(op,NULL); |
923 | enter_exit(op,NULL); |
927 | #endif |
924 | #endif |
928 | SET_ANIMATION(op, 2); /* So player faces south */ |
925 | SET_ANIMATION(op, 2); /* So player faces south */ |
929 | /* Enter exit adds a player otherwise */ |
926 | /* Enter exit adds a player otherwise */ |
930 | add_statbonus(op); |
927 | 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"); |
928 | 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; |
929 | op->contr->state = ST_CHANGE_CLASS; |
933 | if (op->msg) |
930 | if (op->msg) |
934 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
931 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
935 | return 0; |
932 | return 0; |
936 | } |
933 | } |
937 | case 'y': |
934 | case 'y': |
938 | case 'Y': |
935 | case 'Y': |
939 | roll_stats(op); |
936 | roll_stats(op); |
940 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
937 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
941 | return 1; |
938 | return 1; |
942 | |
939 | |
943 | case 'q': |
940 | case 'q': |
944 | case 'Q': |
941 | case 'Q': |
945 | play_again(op); |
942 | play_again(op); |
946 | return 1; |
943 | return 1; |
947 | |
944 | |
948 | default: |
945 | default: |
949 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
946 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
950 | return 0; |
947 | return 0; |
951 | } |
948 | } |
952 | return 0; |
949 | return 0; |
953 | } |
950 | } |
954 | |
951 | |
955 | /* This function takes the key that is passed, and does the |
952 | /* This function takes the key that is passed, and does the |
… | |
… | |
967 | remove_ob(op); |
964 | remove_ob(op); |
968 | play_again(op); |
965 | play_again(op); |
969 | return 0; |
966 | return 0; |
970 | } |
967 | } |
971 | if(key=='d'||key=='D') { |
968 | if(key=='d'||key=='D') { |
972 | char buf[MAX_BUF]; |
969 | char buf[MAX_BUF]; |
973 | |
970 | |
974 | /* this must before then initial items are given */ |
971 | /* this must before then initial items are given */ |
975 | esrv_new_player(op->contr, op->weight+op->carrying); |
972 | esrv_new_player(op->contr, op->weight+op->carrying); |
976 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
973 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
977 | |
974 | |
978 | INVOKE_PLAYER (BIRTH, op->contr); |
975 | INVOKE_PLAYER (BIRTH, op->contr); |
979 | INVOKE_PLAYER (LOGIN, op->contr); |
976 | INVOKE_PLAYER (LOGIN, op->contr); |
980 | |
977 | |
981 | op->contr->state=ST_PLAYING; |
978 | op->contr->state=ST_PLAYING; |
982 | |
979 | |
983 | if (op->msg) { |
980 | if (op->msg) |
984 | free_string(op->msg); |
|
|
985 | op->msg=NULL; |
981 | op->msg=NULL; |
986 | } |
|
|
987 | |
982 | |
988 | /* We create this now because some of the unique maps will need it |
983 | /* We create this now because some of the unique maps will need it |
989 | * to save here. |
984 | * to save here. |
990 | */ |
985 | */ |
991 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); |
986 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); |
992 | make_path_to_file(buf); |
987 | make_path_to_file(buf); |
993 | |
988 | |
994 | #ifdef AUTOSAVE |
989 | #ifdef AUTOSAVE |
995 | op->contr->last_save_tick = pticks; |
990 | op->contr->last_save_tick = pticks; |
996 | #endif |
991 | #endif |
997 | start_info(op); |
992 | start_info(op); |
998 | CLEAR_FLAG(op, FLAG_WIZ); |
993 | CLEAR_FLAG(op, FLAG_WIZ); |
999 | give_initial_items(op,op->randomitems); |
994 | give_initial_items(op,op->randomitems); |
1000 | link_player_skills(op); |
995 | link_player_skills(op); |
1001 | esrv_send_inventory(op, op); |
996 | esrv_send_inventory(op, op); |
1002 | fix_player(op); |
997 | fix_player(op); |
1003 | |
998 | |
1004 | /* This moves the player to a different start map, if there |
999 | /* This moves the player to a different start map, if there |
1005 | * is one for this race |
1000 | * is one for this race |
1006 | */ |
1001 | */ |
1007 | if(*first_map_ext_path) { |
1002 | if(*first_map_ext_path) { |
1008 | object *tmp; |
1003 | object *tmp; |
1009 | mapstruct *oldmap = op->map; |
1004 | mapstruct *oldmap = op->map; |
1010 | char mapname[MAX_BUF]; |
1005 | char mapname[MAX_BUF]; |
1011 | snprintf(mapname, MAX_BUF-1, "%s/%s", |
1006 | snprintf(mapname, MAX_BUF-1, "%s/%s", |
1012 | first_map_ext_path, op->arch->name); |
1007 | first_map_ext_path, &op->arch->name); |
1013 | tmp=get_object(); |
1008 | tmp=get_object(); |
1014 | EXIT_PATH(tmp) = add_string(mapname); |
1009 | EXIT_PATH(tmp) = mapname; |
1015 | EXIT_X(tmp) = op->x; |
1010 | EXIT_X(tmp) = op->x; |
1016 | EXIT_Y(tmp) = op->y; |
1011 | EXIT_Y(tmp) = op->y; |
1017 | enter_exit(op,tmp); /* we don't really care if it succeeded; |
1012 | enter_exit(op,tmp); /* we don't really care if it succeeded; |
1018 | * if the map isn't there, then stay on the |
1013 | * if the map isn't there, then stay on the |
1019 | * default initial map */ |
1014 | * default initial map */ |
1020 | free_object(tmp); |
1015 | free_object(tmp); |
1021 | } else { |
1016 | } else { |
1022 | LOG(llevDebug,"first_map_ext_path not set\n"); |
1017 | LOG(llevDebug,"first_map_ext_path not set\n"); |
1023 | } |
1018 | } |
1024 | return 0; |
1019 | return 0; |
1025 | } |
1020 | } |
1026 | |
1021 | |
1027 | /* Following actually changes the race - this is the default command |
1022 | /* Following actually changes the race - this is the default command |
1028 | * if we don't match with one of the options above. |
1023 | * if we don't match with one of the options above. |
1029 | */ |
1024 | */ |
1030 | |
1025 | |
1031 | tmp_loop = 0; |
1026 | tmp_loop = 0; |
1032 | while(!tmp_loop) { |
1027 | while(!tmp_loop) { |
1033 | const char *name = add_string (op->name); |
1028 | shstr name = op->name; |
1034 | int x = op->x, y = op->y; |
1029 | int x = op->x, y = op->y; |
1035 | remove_statbonus(op); |
1030 | remove_statbonus(op); |
1036 | remove_ob (op); |
1031 | remove_ob (op); |
1037 | op->arch = get_player_archetype(op->arch); |
1032 | op->arch = get_player_archetype(op->arch); |
1038 | copy_object (&op->arch->clone, op); |
1033 | copy_object (&op->arch->clone, op); |
1039 | op->instantiate (); |
1034 | op->instantiate (); |
1040 | op->stats = op->contr->orig_stats; |
1035 | op->stats = op->contr->orig_stats; |
1041 | free_string (op->name); |
1036 | op->name = op->name_pl = name; |
1042 | op->name = name; |
1037 | op->x = x; |
1043 | free_string(op->name_pl); |
1038 | op->y = y; |
1044 | op->name_pl = add_string(name); |
|
|
1045 | op->x = x; |
|
|
1046 | op->y = y; |
|
|
1047 | SET_ANIMATION(op, 2); /* So player faces south */ |
1039 | SET_ANIMATION(op, 2); /* So player faces south */ |
1048 | insert_ob_in_map (op, op->map, op,0); |
1040 | insert_ob_in_map (op, op->map, op,0); |
1049 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
1041 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
1050 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
1042 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
1051 | add_statbonus(op); |
1043 | add_statbonus(op); |
1052 | tmp_loop=allowed_class(op); |
1044 | tmp_loop=allowed_class(op); |
1053 | |
|
|
1054 | if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO |
|
|
1055 | } |
1045 | } |
1056 | update_object(op,UP_OBJ_FACE); |
1046 | update_object(op,UP_OBJ_FACE); |
1057 | esrv_update_item(UPD_FACE,op,op); |
1047 | esrv_update_item(UPD_FACE,op,op); |
1058 | fix_player(op); |
1048 | fix_player(op); |
1059 | op->stats.hp=op->stats.maxhp; |
1049 | op->stats.hp=op->stats.maxhp; |
1060 | op->stats.sp=op->stats.maxsp; |
1050 | op->stats.sp=op->stats.maxsp; |
1061 | op->stats.grace=0; |
1051 | op->stats.grace=0; |
1062 | if (op->msg) |
1052 | if (op->msg) |
1063 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
1053 | 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"); |
1054 | 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; |
1055 | return 0; |
1066 | } |
1056 | } |
1067 | |
1057 | |
1068 | int key_confirm_quit(object *op, char key) |
1058 | int key_confirm_quit(object *op, char key) |
1069 | { |
1059 | { |
1070 | char buf[MAX_BUF]; |
1060 | char buf[MAX_BUF]; |
1071 | |
1061 | |
1072 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
1062 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
1073 | op->contr->state=ST_PLAYING; |
1063 | op->contr->state=ST_PLAYING; |
1074 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
1064 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
1075 | return 1; |
1065 | return 1; |
1076 | } |
1066 | } |
1077 | |
1067 | |
1078 | INVOKE_PLAYER (LOGOUT, op->contr); |
1068 | INVOKE_PLAYER (LOGOUT, op->contr); |
1079 | INVOKE_PLAYER (QUIT , op->contr); |
1069 | INVOKE_PLAYER (QUIT , op->contr); |
1080 | |
1070 | |
1081 | terminate_all_pets(op); |
1071 | terminate_all_pets(op); |
1082 | leave_map(op); |
1072 | leave_map(op); |
1083 | op->direction=0; |
1073 | op->direction=0; |
1084 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
1074 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
1085 | "%s quits the game.",op->name); |
1075 | "%s quits the game.", &op->name); |
1086 | |
1076 | |
1087 | strcpy(op->contr->killer,"quit"); |
1077 | strcpy(op->contr->killer,"quit"); |
1088 | check_score(op); |
1078 | check_score(op); |
1089 | op->contr->party=NULL; |
1079 | op->contr->party=NULL; |
1090 | if (settings.set_title == TRUE) |
1080 | if (settings.set_title == TRUE) |
1091 | op->contr->own_title[0]='\0'; |
1081 | op->contr->own_title[0]='\0'; |
1092 | |
1082 | |
1093 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1083 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1094 | mapstruct *mp, *next; |
1084 | mapstruct *mp, *next; |
1095 | |
1085 | |
1096 | /* We need to hunt for any per player unique maps in memory and |
1086 | /* 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, |
1087 | * 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 |
1088 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1099 | */ |
1089 | */ |
1100 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); |
1090 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1101 | for (mp=first_map; mp!=NULL; mp=next) { |
1091 | for (mp=first_map; mp!=NULL; mp=next) { |
1102 | next = mp->next; |
1092 | next = mp->next; |
1103 | if (!strncmp(mp->path, buf, strlen(buf))) |
1093 | if (!strncmp(mp->path, buf, strlen(buf))) |
1104 | delete_map(mp); |
1094 | delete_map(mp); |
1105 | } |
1095 | } |
1106 | |
1096 | |
1107 | delete_character(op->name, 1); |
1097 | delete_character(op->name, 1); |
1108 | } |
1098 | } |
1109 | play_again(op); |
1099 | play_again(op); |
1110 | return 1; |
1100 | return 1; |
1111 | } |
1101 | } |
1112 | |
1102 | |
1113 | void flee_player(object *op) { |
1103 | void flee_player(object *op) { |
1114 | int dir,diff; |
1104 | int dir,diff; |
1115 | rv_vector rv; |
1105 | rv_vector rv; |
1116 | |
1106 | |
1117 | if(op->stats.hp < 0) { |
1107 | if(op->stats.hp < 0) { |
1118 | LOG(llevDebug, "Fleeing player is dead.\n"); |
1108 | LOG(llevDebug, "Fleeing player is dead.\n"); |
1119 | CLEAR_FLAG(op, FLAG_SCARED); |
1109 | CLEAR_FLAG(op, FLAG_SCARED); |
1120 | return; |
1110 | return; |
1121 | } |
1111 | } |
1122 | |
1112 | |
1123 | if(op->enemy==NULL) { |
1113 | if(op->enemy==NULL) { |
1124 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
1114 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
1125 | CLEAR_FLAG(op, FLAG_SCARED); |
1115 | CLEAR_FLAG(op, FLAG_SCARED); |
1126 | return; |
1116 | return; |
1127 | } |
1117 | } |
1128 | |
1118 | |
1129 | /* Seen some crashes here. Since we don't store an |
1119 | /* Seen some crashes here. Since we don't store an |
1130 | * op->enemy_count, it is possible that something destroys the |
1120 | * op->enemy_count, it is possible that something destroys the |
1131 | * actual enemy, and the object is recycled. |
1121 | * actual enemy, and the object is recycled. |
1132 | */ |
1122 | */ |
1133 | if (op->enemy->map == NULL) { |
1123 | if (op->enemy->map == NULL) { |
1134 | CLEAR_FLAG(op, FLAG_SCARED); |
1124 | CLEAR_FLAG(op, FLAG_SCARED); |
1135 | op->enemy=NULL; |
1125 | op->enemy=NULL; |
1136 | return; |
1126 | return; |
1137 | } |
1127 | } |
1138 | |
1128 | |
1139 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
1129 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
1140 | op->enemy=NULL; |
1130 | op->enemy=NULL; |
1141 | CLEAR_FLAG(op, FLAG_SCARED); |
1131 | CLEAR_FLAG(op, FLAG_SCARED); |
1142 | return; |
1132 | return; |
1143 | } |
1133 | } |
1144 | get_rangevector(op, op->enemy, &rv, 0); |
1134 | get_rangevector(op, op->enemy, &rv, 0); |
1145 | |
1135 | |
1146 | dir=absdir(4+rv.direction); |
1136 | dir=absdir(4+rv.direction); |
1147 | for(diff=0;diff<3;diff++) { |
1137 | for(diff=0;diff<3;diff++) { |
1148 | int m=1-(RANDOM()&2); |
1138 | int m=1-(RANDOM()&2); |
1149 | if(move_ob(op,absdir(dir+diff*m),op)|| |
1139 | if(move_ob(op,absdir(dir+diff*m),op)|| |
1150 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
1140 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
1151 | return; |
1141 | return; |
1152 | } |
1142 | } |
1153 | } |
1143 | } |
1154 | /* Cornered, get rid of scared */ |
1144 | /* Cornered, get rid of scared */ |
1155 | CLEAR_FLAG(op, FLAG_SCARED); |
1145 | CLEAR_FLAG(op, FLAG_SCARED); |
1156 | op->enemy=NULL; |
1146 | op->enemy=NULL; |
1157 | } |
1147 | } |
… | |
… | |
1201 | continue; |
1191 | continue; |
1202 | } |
1192 | } |
1203 | |
1193 | |
1204 | /* high not bit set? We're using the old autopickup model */ |
1194 | /* high not bit set? We're using the old autopickup model */ |
1205 | if(!(op->contr->mode & PU_NEWMODE)) { |
1195 | if(!(op->contr->mode & PU_NEWMODE)) { |
1206 | switch (op->contr->mode) { |
1196 | switch (op->contr->mode) { |
1207 | case 0: return 1; /* don't pick up */ |
1197 | case 0: return 1; /* don't pick up */ |
1208 | case 1: pick_up (op, tmp); |
1198 | case 1: pick_up (op, tmp); |
1209 | return 1; |
1199 | return 1; |
1210 | case 2: pick_up (op, tmp); |
1200 | case 2: pick_up (op, tmp); |
1211 | return 0; |
1201 | return 0; |
1212 | case 3: return 0; /* stop before pickup */ |
1202 | case 3: return 0; /* stop before pickup */ |
1213 | case 4: pick_up (op, tmp); |
1203 | case 4: pick_up (op, tmp); |
1214 | break; |
1204 | break; |
1215 | case 5: pick_up (op, tmp); |
1205 | case 5: pick_up (op, tmp); |
1216 | stop = 1; |
1206 | stop = 1; |
1217 | break; |
1207 | break; |
1218 | case 6: |
1208 | case 6: |
1219 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
1209 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
1220 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1210 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1221 | pick_up(op, tmp); |
1211 | pick_up(op, tmp); |
1222 | break; |
1212 | break; |
1223 | |
1213 | |
1224 | case 7: |
1214 | case 7: |
1225 | if (tmp->type == MONEY || tmp->type == GEM) |
1215 | if (tmp->type == MONEY || tmp->type == GEM) |
1226 | pick_up(op, tmp); |
1216 | pick_up(op, tmp); |
1227 | break; |
1217 | break; |
1228 | |
1218 | |
1229 | default: |
1219 | default: |
1230 | /* use value density */ |
1220 | /* use value density */ |
1231 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
1221 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
1232 | && (query_cost (tmp, op, F_TRUE) * 100 |
1222 | && (query_cost (tmp, op, F_TRUE) * 100 |
1233 | / (tmp->weight * MAX (tmp->nrof, 1))) |
1223 | / (tmp->weight * MAX (tmp->nrof, 1))) |
1234 | >= op->contr->mode) |
1224 | >= op->contr->mode) |
1235 | pick_up(op,tmp); |
1225 | pick_up(op,tmp); |
1236 | } |
1226 | } |
1237 | } |
1227 | } |
1238 | else { /* old model */ |
1228 | else { /* old model */ |
1239 | /* NEW pickup handling */ |
1229 | /* NEW pickup handling */ |
1240 | if(op->contr->mode & PU_DEBUG) |
1230 | if(op->contr->mode & PU_DEBUG) |
1241 | { |
1231 | { |
1242 | /* some debugging code to figure out item information */ |
1232 | /* some debugging code to figure out item information */ |
1243 | if(tmp->name!=NULL) |
1233 | if(tmp->name!=NULL) |
1244 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1234 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1245 | tmp->name, tmp->type, |
1235 | &tmp->name, tmp->type, |
1246 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1236 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1247 | else |
1237 | else |
1248 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1238 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1249 | tmp->arch->name, tmp->type, |
1239 | &tmp->arch->name, tmp->type, |
1250 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1240 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1251 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1241 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1252 | |
1242 | |
1253 | sprintf(putstring,"...flags: "); |
1243 | sprintf(putstring,"...flags: "); |
1254 | for(k=0;k<4;k++) |
1244 | for(k=0;k<4;k++) |
1255 | { |
1245 | { |
1256 | for(j=0;j<32;j++) |
1246 | for(j=0;j<32;j++) |
1257 | { |
1247 | { |
1258 | if((tmp->flags[k]>>j)&0x01) |
1248 | if((tmp->flags[k]>>j)&0x01) |
1259 | { |
1249 | { |
1260 | sprintf(tmpstr,"%d ",k*32+j); |
1250 | sprintf(tmpstr,"%d ",k*32+j); |
1261 | strcat(putstring, tmpstr); |
1251 | strcat(putstring, tmpstr); |
1262 | } |
1252 | } |
1263 | } |
1253 | } |
1264 | } |
1254 | } |
1265 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1255 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1266 | |
1256 | |
1267 | #if 0 |
1257 | #if 0 |
1268 | /* print the flags too */ |
1258 | /* print the flags too */ |
1269 | for(k=0;k<4;k++) |
1259 | for(k=0;k<4;k++) |
1270 | { |
1260 | { |
1271 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
1261 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
1272 | for(j=0;j<32;j++) |
1262 | for(j=0;j<32;j++) |
1273 | { |
1263 | { |
1274 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
1264 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
1275 | if(!((j+1)%4))fprintf(stderr," "); |
1265 | if(!((j+1)%4))fprintf(stderr," "); |
1276 | } |
1266 | } |
1277 | fprintf(stderr," [%d]\n", k*32); |
1267 | fprintf(stderr," [%d]\n", k*32); |
1278 | } |
1268 | } |
1279 | #endif |
1269 | #endif |
1280 | } |
1270 | } |
1281 | /* philosophy: |
1271 | /* philosophy: |
1282 | * It's easy to grab an item type from a pile, as long as it's |
1272 | * 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 |
1273 | * generic. This takes no game-time. For more detailed pickups |
… | |
… | |
1315 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
1305 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
1316 | |
1306 | |
1317 | /* all food and drink if desired */ |
1307 | /* all food and drink if desired */ |
1318 | /* question: don't pick up known-poisonous stuff? */ |
1308 | /* question: don't pick up known-poisonous stuff? */ |
1319 | if(op->contr->mode & PU_FOOD) |
1309 | if(op->contr->mode & PU_FOOD) |
1320 | if (tmp->type == FOOD) |
1310 | if (tmp->type == FOOD) |
1321 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
1311 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
1322 | if(op->contr->mode & PU_DRINK) |
1312 | if(op->contr->mode & PU_DRINK) |
1323 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
1313 | 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; } |
1314 | { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
1325 | |
1315 | |
1326 | if(op->contr->mode & PU_POTION) |
1316 | if(op->contr->mode & PU_POTION) |
1327 | if (tmp->type == POTION) |
1317 | if (tmp->type == POTION) |
1328 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
1318 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
1329 | |
1319 | |
1330 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1320 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1331 | if(op->contr->mode & PU_SPELLBOOK) |
1321 | if(op->contr->mode & PU_SPELLBOOK) |
1332 | if (tmp->type == SPELLBOOK) |
1322 | if (tmp->type == SPELLBOOK) |
1333 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
1323 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
1334 | if(op->contr->mode & PU_SKILLSCROLL) |
1324 | if(op->contr->mode & PU_SKILLSCROLL) |
1335 | if (tmp->type == SKILLSCROLL) |
1325 | if (tmp->type == SKILLSCROLL) |
1336 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
1326 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
1337 | if(op->contr->mode & PU_READABLES) |
1327 | if(op->contr->mode & PU_READABLES) |
1338 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1328 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1339 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
1329 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
1340 | |
1330 | |
1341 | /* wands/staves/rods/horns */ |
1331 | /* wands/staves/rods/horns */ |
1342 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1332 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1343 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1333 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1344 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
1334 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
1345 | |
1335 | |
1346 | /* pick up all magical items */ |
1336 | /* pick up all magical items */ |
1347 | if(op->contr->mode & PU_MAGICAL) |
1337 | if(op->contr->mode & PU_MAGICAL) |
1348 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1338 | 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; } |
1339 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
1350 | |
1340 | |
1351 | if(op->contr->mode & PU_VALUABLES) |
1341 | if(op->contr->mode & PU_VALUABLES) |
1352 | { |
1342 | { |
1353 | if (tmp->type == MONEY || tmp->type == GEM) |
1343 | if (tmp->type == MONEY || tmp->type == GEM) |
1354 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
1344 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
1355 | } |
1345 | } |
1356 | |
1346 | |
1357 | /* rings & amulets - talismans seems to be typed AMULET */ |
1347 | /* rings & amulets - talismans seems to be typed AMULET */ |
1358 | if(op->contr->mode & PU_JEWELS) |
1348 | if(op->contr->mode & PU_JEWELS) |
1359 | if (tmp->type == RING || tmp->type == AMULET) |
1349 | if (tmp->type == RING || tmp->type == AMULET) |
1360 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
1350 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
1361 | |
1351 | |
1362 | /* bows and arrows. Bows are good for selling! */ |
1352 | /* bows and arrows. Bows are good for selling! */ |
1363 | if(op->contr->mode & PU_BOW) |
1353 | if(op->contr->mode & PU_BOW) |
1364 | if (tmp->type == BOW) |
1354 | if (tmp->type == BOW) |
1365 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
1355 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
1366 | if(op->contr->mode & PU_ARROW) |
1356 | if(op->contr->mode & PU_ARROW) |
1367 | if (tmp->type == ARROW) |
1357 | if (tmp->type == ARROW) |
1368 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
1358 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
1369 | |
1359 | |
1370 | /* all kinds of armor etc. */ |
1360 | /* all kinds of armor etc. */ |
1371 | if(op->contr->mode & PU_ARMOUR) |
1361 | if(op->contr->mode & PU_ARMOUR) |
1372 | if (tmp->type == ARMOUR) |
1362 | if (tmp->type == ARMOUR) |
1373 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
1363 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
1374 | if(op->contr->mode & PU_HELMET) |
1364 | if(op->contr->mode & PU_HELMET) |
1375 | if (tmp->type == HELMET) |
1365 | if (tmp->type == HELMET) |
1376 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
1366 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
1377 | if(op->contr->mode & PU_SHIELD) |
1367 | if(op->contr->mode & PU_SHIELD) |
1378 | if (tmp->type == SHIELD) |
1368 | if (tmp->type == SHIELD) |
1379 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
1369 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
1380 | if(op->contr->mode & PU_BOOTS) |
1370 | if(op->contr->mode & PU_BOOTS) |
1381 | if (tmp->type == BOOTS) |
1371 | if (tmp->type == BOOTS) |
1382 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
1372 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
1383 | if(op->contr->mode & PU_GLOVES) |
1373 | if(op->contr->mode & PU_GLOVES) |
1384 | if (tmp->type == GLOVES) |
1374 | if (tmp->type == GLOVES) |
1385 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1375 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1386 | if(op->contr->mode & PU_CLOAK) |
1376 | if(op->contr->mode & PU_CLOAK) |
1387 | if (tmp->type == CLOAK) |
1377 | if (tmp->type == CLOAK) |
1388 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1378 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1389 | |
1379 | |
1390 | /* hoping to catch throwing daggers here */ |
1380 | /* hoping to catch throwing daggers here */ |
1391 | if(op->contr->mode & PU_MISSILEWEAPON) |
1381 | if(op->contr->mode & PU_MISSILEWEAPON) |
1392 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
1382 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
1393 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
1383 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
1394 | |
1384 | |
1395 | /* careful: chairs and tables are weapons! */ |
1385 | /* careful: chairs and tables are weapons! */ |
1396 | if(op->contr->mode & PU_ALLWEAPON) |
1386 | if(op->contr->mode & PU_ALLWEAPON) |
1397 | { |
1387 | { |
1398 | if(tmp->type == WEAPON && tmp->name!=NULL) |
1388 | if(tmp->type == WEAPON && tmp->name!=NULL) |
1399 | { |
1389 | { |
1400 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
1390 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
1401 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
1391 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
1402 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1392 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1403 | } |
1393 | } |
1404 | if(tmp->type == WEAPON && tmp->name==NULL) |
1394 | if(tmp->type == WEAPON && tmp->name==NULL) |
1405 | { |
1395 | { |
1406 | if(strstr(tmp->arch->name,"table")==NULL && |
1396 | if(strstr(tmp->arch->name,"table")==NULL && |
1407 | strstr(tmp->arch->name,"chair")==NULL) |
1397 | strstr(tmp->arch->name,"chair")==NULL) |
1408 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1398 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1409 | } |
1399 | } |
1410 | } |
1400 | } |
1411 | |
1401 | |
1412 | /* misc stuff that's useful */ |
1402 | /* misc stuff that's useful */ |
1413 | if(op->contr->mode & PU_KEY) |
1403 | if(op->contr->mode & PU_KEY) |
1414 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1404 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1415 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
1405 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
1416 | |
1406 | |
1417 | /* any of the last 4 bits set means we use the ratio for value |
1407 | /* any of the last 4 bits set means we use the ratio for value |
1418 | * pickups */ |
1408 | * pickups */ |
1419 | if(op->contr->mode & PU_RATIO) |
1409 | if(op->contr->mode & PU_RATIO) |
1420 | { |
1410 | { |
1421 | /* use value density to decide what else to grab */ |
1411 | /* use value density to decide what else to grab */ |
1422 | /* >=7 was >= op->contr->mode */ |
1412 | /* >=7 was >= op->contr->mode */ |
1423 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1413 | /* >=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 */ |
1414 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1425 | wvratio=(op->contr->mode & PU_RATIO) * 5; |
1415 | wvratio=(op->contr->mode & PU_RATIO) * 5; |
1426 | if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
1416 | if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
1427 | { |
1417 | { |
1428 | pick_up(op, tmp); |
1418 | pick_up(op, tmp); |
1429 | #if 0 |
1419 | #if 0 |
1430 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
1420 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
1431 | if(tmp->name!=NULL) { |
1421 | if(tmp->name!=NULL) { |
1432 | fprintf(stderr,"%s", tmp->name); |
1422 | fprintf(stderr,"%s", tmp->name); |
1433 | } |
1423 | } |
1434 | else fprintf(stderr,"%s",tmp->arch->name); |
1424 | else fprintf(stderr,"%s",tmp->arch->name); |
1435 | fprintf(stderr,",%d] = ", tmp->type); |
1425 | fprintf(stderr,",%d] = ", tmp->type); |
1436 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1426 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1437 | #endif |
1427 | #endif |
1438 | continue; |
1428 | continue; |
1439 | } |
1429 | } |
1440 | } |
1430 | } |
1441 | } /* the new pickup model */ |
1431 | } /* the new pickup model */ |
1442 | } |
1432 | } |
1443 | return ! stop; |
1433 | return ! stop; |
1444 | } |
1434 | } |
… | |
… | |
1451 | object *find_arrow(object *op, const char *type) |
1441 | object *find_arrow(object *op, const char *type) |
1452 | { |
1442 | { |
1453 | object *tmp = NULL; |
1443 | object *tmp = NULL; |
1454 | |
1444 | |
1455 | for(op=op->inv; op; op=op->below) |
1445 | for(op=op->inv; op; op=op->below) |
1456 | if(!tmp && op->type==CONTAINER && op->race==type && |
1446 | if(!tmp && op->type==CONTAINER && op->race==type && |
1457 | QUERY_FLAG(op,FLAG_APPLIED)) |
1447 | QUERY_FLAG(op,FLAG_APPLIED)) |
1458 | tmp = find_arrow (op, type); |
1448 | tmp = find_arrow (op, type); |
1459 | else if (op->type==ARROW && op->race==type) |
1449 | else if (op->type==ARROW && op->race==type) |
1460 | return op; |
1450 | return op; |
1461 | return tmp; |
1451 | return tmp; |
1462 | } |
1452 | } |
1463 | |
1453 | |
1464 | /* |
1454 | /* |
1465 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1455 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
… | |
… | |
1472 | { |
1462 | { |
1473 | object *tmp = NULL, *arrow, *ntmp; |
1463 | object *tmp = NULL, *arrow, *ntmp; |
1474 | int attacknum, attacktype, betterby=0, i; |
1464 | int attacknum, attacktype, betterby=0, i; |
1475 | |
1465 | |
1476 | if (!type) |
1466 | if (!type) |
1477 | return NULL; |
1467 | return NULL; |
1478 | |
1468 | |
1479 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1469 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1480 | if (arrow->type==CONTAINER && arrow->race==type && |
1470 | if (arrow->type==CONTAINER && arrow->race==type && |
1481 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1471 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1482 | i = 0; |
1472 | i = 0; |
1483 | ntmp = find_better_arrow(arrow, target, type, &i); |
1473 | ntmp = find_better_arrow(arrow, target, type, &i); |
1484 | if (i > betterby) { |
1474 | if (i > betterby) { |
1485 | tmp = ntmp; |
1475 | tmp = ntmp; |
1486 | betterby = i; |
1476 | betterby = i; |
1487 | } |
1477 | } |
1488 | } else if (arrow->type==ARROW && arrow->race==type) { |
1478 | } else if (arrow->type==ARROW && arrow->race==type) { |
1489 | /* allways prefer assasination/slaying */ |
1479 | /* allways prefer assasination/slaying */ |
1490 | if (target->race != NULL && arrow->slaying != NULL && |
1480 | if (target->race != NULL && arrow->slaying != NULL && |
1491 | strstr(arrow->slaying, target->race)) { |
1481 | strstr(arrow->slaying, target->race)) { |
1492 | if (arrow->attacktype & AT_DEATH) { |
1482 | if (arrow->attacktype & AT_DEATH) { |
1493 | *better = 100; |
1483 | *better = 100; |
1494 | return arrow; |
1484 | return arrow; |
1495 | } else { |
1485 | } else { |
1496 | tmp = arrow; |
1486 | tmp = arrow; |
1497 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1487 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1498 | } |
1488 | } |
1499 | } else { |
1489 | } else { |
1500 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
1490 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
1501 | attacktype = 1<<attacknum; |
1491 | attacktype = 1<<attacknum; |
1502 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1492 | 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) { |
1493 | if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { |
1504 | tmp = arrow; |
1494 | tmp = arrow; |
1505 | betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
1495 | betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
1506 | } |
1496 | } |
1507 | } |
1497 | } |
1508 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
1498 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
1509 | tmp = arrow; |
1499 | tmp = arrow; |
1510 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1500 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1511 | } |
1501 | } |
1512 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
1502 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
1513 | tmp = arrow; |
1503 | tmp = arrow; |
1514 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1504 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1515 | } |
1505 | } |
1516 | } |
1506 | } |
1517 | } |
1507 | } |
1518 | } |
1508 | } |
1519 | if (tmp == NULL && arrow == NULL) |
1509 | if (tmp == NULL && arrow == NULL) |
1520 | return find_arrow(op, type); |
1510 | return find_arrow(op, type); |
1521 | |
1511 | |
1522 | *better = betterby; |
1512 | *better = betterby; |
1523 | return tmp; |
1513 | return tmp; |
1524 | } |
1514 | } |
1525 | |
1515 | |
… | |
… | |
1536 | mapstruct *m; |
1526 | mapstruct *m; |
1537 | int i, mflags, found, number; |
1527 | int i, mflags, found, number; |
1538 | sint16 x, y; |
1528 | sint16 x, y; |
1539 | |
1529 | |
1540 | if (op->map == NULL) |
1530 | if (op->map == NULL) |
1541 | return find_arrow(op, type); |
1531 | return find_arrow(op, type); |
1542 | |
1532 | |
1543 | /* do a dex check */ |
1533 | /* do a dex check */ |
1544 | number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1534 | 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))) |
1535 | if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1546 | return find_arrow(op, type); |
1536 | return find_arrow(op, type); |
1547 | |
1537 | |
1548 | m = op->map; |
1538 | m = op->map; |
1549 | x = op->x; |
1539 | x = op->x; |
1550 | y = op->y; |
1540 | y = op->y; |
1551 | |
1541 | |
1552 | /* find the first target */ |
1542 | /* find the first target */ |
1553 | for (i=0, found=0; i<20; i++) { |
1543 | for (i=0, found=0; i<20; i++) { |
1554 | x += freearr_x[dir]; |
1544 | x += freearr_x[dir]; |
1555 | y += freearr_y[dir]; |
1545 | y += freearr_y[dir]; |
1556 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1546 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1557 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1547 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1558 | tmp = NULL; |
1548 | tmp = NULL; |
1559 | break; |
1549 | break; |
1560 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
1550 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
1561 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1551 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1562 | * perhaps a bad assumption. |
1552 | * perhaps a bad assumption. |
1563 | */ |
1553 | */ |
1564 | tmp = NULL; |
1554 | tmp = NULL; |
1565 | break; |
1555 | break; |
1566 | } |
1556 | } |
1567 | if (mflags & P_IS_ALIVE) { |
1557 | if (mflags & P_IS_ALIVE) { |
1568 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
1558 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
1569 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
1559 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
1570 | found++; |
1560 | found++; |
1571 | break; |
1561 | break; |
1572 | } |
1562 | } |
1573 | if (found) |
1563 | if (found) |
1574 | break; |
1564 | break; |
1575 | } |
1565 | } |
1576 | } |
1566 | } |
1577 | if (tmp == NULL) |
1567 | if (tmp == NULL) |
1578 | return find_arrow(op, type); |
1568 | return find_arrow(op, type); |
1579 | |
1569 | |
1580 | if (tmp->head) |
1570 | if (tmp->head) |
1581 | tmp = tmp->head; |
1571 | tmp = tmp->head; |
1582 | |
1572 | |
1583 | return find_better_arrow(op, tmp, type, &i); |
1573 | return find_better_arrow(op, tmp, type, &i); |
1584 | } |
1574 | } |
1585 | |
1575 | |
1586 | /* |
1576 | /* |
… | |
… | |
1600 | tag_t left_tag, tag; |
1590 | tag_t left_tag, tag; |
1601 | int bowspeed, mflags; |
1591 | int bowspeed, mflags; |
1602 | mapstruct *m; |
1592 | mapstruct *m; |
1603 | |
1593 | |
1604 | if (!dir) { |
1594 | if (!dir) { |
1605 | new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1595 | new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1606 | return 0; |
1596 | return 0; |
1607 | } |
1597 | } |
1608 | if (op->type == PLAYER) |
1598 | if (op->type == PLAYER) |
1609 | bow=op->contr->ranges[range_bow]; |
1599 | bow=op->contr->ranges[range_bow]; |
1610 | else { |
1600 | else { |
1611 | for(bow=op->inv; bow; bow=bow->below) |
1601 | for(bow=op->inv; bow; bow=bow->below) |
1612 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1602 | /* 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. |
1603 | * don't need to switch back and forth between bows and weapons. |
1614 | */ |
1604 | */ |
1615 | if(bow->type==BOW) |
1605 | if(bow->type==BOW) |
1616 | break; |
1606 | break; |
1617 | |
1607 | |
1618 | if (!bow) { |
1608 | if (!bow) { |
1619 | LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); |
1609 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1620 | return 0; |
1610 | return 0; |
1621 | } |
1611 | } |
1622 | } |
1612 | } |
1623 | if( !bow->race || !bow->skill) { |
1613 | if( !bow->race || !bow->skill) { |
1624 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); |
1614 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1625 | return 0; |
1615 | return 0; |
1626 | } |
1616 | } |
1627 | |
1617 | |
1628 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1618 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1629 | |
1619 | |
1630 | /* penalize ROF for bestarrow */ |
1620 | /* penalize ROF for bestarrow */ |
1631 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1621 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1632 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1622 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1633 | if (bowspeed < 1) |
1623 | if (bowspeed < 1) |
1634 | bowspeed = 1; |
1624 | bowspeed = 1; |
1635 | |
1625 | |
1636 | if (arrow == NULL) { |
1626 | if (arrow == NULL) { |
1637 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1627 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1638 | if (op->type == PLAYER) |
1628 | if (op->type == PLAYER) |
1639 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1629 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1640 | "You have no %s left.", bow->race); |
1630 | "You have no %s left.", &bow->race); |
1641 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1631 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1642 | else |
1632 | else |
1643 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1633 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1644 | return 0; |
1634 | return 0; |
1645 | } |
1635 | } |
1646 | } |
1636 | } |
1647 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1637 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1648 | if (mflags & P_OUT_OF_MAP) { |
1638 | if (mflags & P_OUT_OF_MAP) { |
1649 | return 0; |
1639 | return 0; |
1650 | } |
1640 | } |
1651 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1641 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1652 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1642 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1653 | return 0; |
1643 | return 0; |
1654 | } |
1644 | } |
1655 | |
1645 | |
1656 | /* this should not happen, but sometimes does */ |
1646 | /* this should not happen, but sometimes does */ |
1657 | if (arrow->nrof==0) { |
1647 | if (arrow->nrof==0) { |
1658 | remove_ob(arrow); |
1648 | remove_ob(arrow); |
1659 | free_object(arrow); |
1649 | free_object(arrow); |
1660 | return 0; |
1650 | return 0; |
1661 | } |
1651 | } |
1662 | |
1652 | |
1663 | left = arrow; /* these are arrows left to the player */ |
1653 | left = arrow; /* these are arrows left to the player */ |
1664 | left_tag = left->count; |
1654 | left_tag = left->count; |
1665 | arrow = get_split_ob(arrow, 1); |
1655 | arrow = get_split_ob(arrow, 1); |
1666 | if (arrow == NULL) { |
1656 | if (arrow == NULL) { |
1667 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", |
1657 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1668 | bow->race); |
1658 | return 0; |
1669 | return 0; |
|
|
1670 | } |
1659 | } |
1671 | set_owner(arrow, op); |
1660 | set_owner(arrow, op); |
1672 | if (arrow->skill) free_string(arrow->skill); |
|
|
1673 | arrow->skill = add_refcount(bow->skill); |
1661 | arrow->skill = bow->skill; |
1674 | |
1662 | |
1675 | arrow->direction=dir; |
1663 | arrow->direction=dir; |
1676 | arrow->x = sx; |
1664 | arrow->x = sx; |
1677 | arrow->y = sy; |
1665 | arrow->y = sy; |
1678 | |
1666 | |
1679 | if (op->type == PLAYER) { |
1667 | if (op->type == PLAYER) { |
1680 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
1668 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
1681 | fix_player(op); |
1669 | fix_player(op); |
1682 | } |
1670 | } |
1683 | |
1671 | |
1684 | SET_ANIMATION(arrow, arrow->direction); |
1672 | SET_ANIMATION(arrow, arrow->direction); |
1685 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1673 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1686 | arrow->stats.hp = arrow->stats.dam; |
1674 | arrow->stats.hp = arrow->stats.dam; |
1687 | arrow->stats.grace = arrow->attacktype; |
1675 | arrow->stats.grace = arrow->attacktype; |
1688 | if (arrow->slaying != NULL) |
1676 | if (arrow->slaying != NULL) |
1689 | arrow->spellarg = strdup_local(arrow->slaying); |
1677 | arrow->spellarg = strdup_local(arrow->slaying); |
1690 | |
1678 | |
1691 | /* Note that this was different for monsters - they got their level |
1679 | /* Note that this was different for monsters - they got their level |
1692 | * added to the damage. I think the strength bonus is more proper. |
1680 | * added to the damage. I think the strength bonus is more proper. |
1693 | */ |
1681 | */ |
1694 | |
1682 | |
1695 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1683 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1696 | 0 : dam_bonus[op->stats.Str]) + |
1684 | 0 : dam_bonus[op->stats.Str]) + |
1697 | bow->stats.dam + bow->magic + arrow->magic; |
1685 | bow->stats.dam + bow->magic + arrow->magic; |
1698 | |
1686 | |
1699 | /* update the speed */ |
1687 | /* update the speed */ |
1700 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1688 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1701 | 0 : dam_bonus[op->stats.Str]) + |
1689 | 0 : dam_bonus[op->stats.Str]) + |
1702 | bow->magic + arrow->magic) / 5.0 + |
1690 | bow->magic + arrow->magic) / 5.0 + |
1703 | (float)bow->stats.dam / 7.0; |
1691 | (float)bow->stats.dam / 7.0; |
1704 | |
1692 | |
1705 | if (arrow->speed < 1.0) |
1693 | if (arrow->speed < 1.0) |
1706 | arrow->speed = 1.0; |
1694 | arrow->speed = 1.0; |
1707 | update_ob_speed(arrow); |
1695 | update_ob_speed(arrow); |
1708 | arrow->speed_left = 0; |
1696 | arrow->speed_left = 0; |
1709 | |
1697 | |
1710 | if (op->type == PLAYER) { |
1698 | if (op->type == PLAYER) { |
1711 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1699 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1712 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
1700 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
1713 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
1701 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
1714 | arrow->stats.wc - bow->stats.wc + wc_mod; |
1702 | arrow->stats.wc - bow->stats.wc + wc_mod; |
1715 | |
1703 | |
1716 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1704 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1717 | } else { |
1705 | } else { |
1718 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
1706 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
1719 | arrow->stats.wc + wc_mod; |
1707 | arrow->stats.wc + wc_mod; |
1720 | |
1708 | |
1721 | arrow->level = op->level; |
1709 | arrow->level = op->level; |
1722 | } |
1710 | } |
1723 | if (arrow->attacktype == AT_PHYSICAL) |
1711 | if (arrow->attacktype == AT_PHYSICAL) |
1724 | arrow->attacktype |= bow->attacktype; |
1712 | arrow->attacktype |= bow->attacktype; |
1725 | if (bow->slaying != NULL) |
1713 | if (bow->slaying != NULL) |
1726 | arrow->slaying = add_string(bow->slaying); |
1714 | arrow->slaying = bow->slaying; |
1727 | |
1715 | |
1728 | arrow->map = m; |
1716 | arrow->map = m; |
1729 | arrow->move_type = MOVE_FLY_LOW; |
1717 | arrow->move_type = MOVE_FLY_LOW; |
1730 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1718 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1731 | |
1719 | |
1732 | play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1720 | play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1733 | tag = arrow->count; |
1721 | tag = arrow->count; |
1734 | insert_ob_in_map(arrow, m, op, 0); |
1722 | insert_ob_in_map(arrow, m, op, 0); |
1735 | |
1723 | |
1736 | if (!was_destroyed(arrow, tag)) |
1724 | if (!was_destroyed(arrow, tag)) |
1737 | move_arrow(arrow); |
1725 | move_arrow(arrow); |
1738 | |
1726 | |
1739 | if (op->type == PLAYER) { |
1727 | if (op->type == PLAYER) { |
1740 | if (was_destroyed (left, left_tag)) |
1728 | if (was_destroyed (left, left_tag)) |
1741 | esrv_del_item(op->contr, left_tag); |
1729 | esrv_del_item(op->contr, left_tag); |
1742 | else |
1730 | else |
1743 | esrv_send_item(op, left); |
1731 | esrv_send_item(op, left); |
1744 | } |
1732 | } |
1745 | return 1; |
1733 | return 1; |
1746 | } |
1734 | } |
1747 | |
1735 | |
1748 | /* Special fire code for players - this takes into |
1736 | /* Special fire code for players - this takes into |
… | |
… | |
1755 | int player_fire_bow(object *op, int dir) |
1743 | int player_fire_bow(object *op, int dir) |
1756 | { |
1744 | { |
1757 | int ret=0, wcmod=0; |
1745 | int ret=0, wcmod=0; |
1758 | |
1746 | |
1759 | if (op->contr->bowtype == bow_bestarrow) { |
1747 | if (op->contr->bowtype == bow_bestarrow) { |
1760 | ret = fire_bow(op, op, |
1748 | ret = fire_bow(op, op, |
1761 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1749 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1762 | dir, 0, op->x, op->y); |
1750 | dir, 0, op->x, op->y); |
1763 | } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1751 | } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1764 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1752 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1765 | wcmod =-1; |
1753 | wcmod =-1; |
1766 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1754 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1767 | op->x, op->y); |
1755 | op->x, op->y); |
1768 | } else if (op->contr->bowtype == bow_threewide) { |
1756 | } else if (op->contr->bowtype == bow_threewide) { |
1769 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1757 | 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)]); |
1758 | 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)]); |
1759 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
1772 | } else if (op->contr->bowtype == bow_spreadshot) { |
1760 | } else if (op->contr->bowtype == bow_spreadshot) { |
1773 | ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1761 | 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); |
1762 | 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); |
1763 | ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); |
1776 | |
1764 | |
1777 | } else { |
1765 | } else { |
1778 | /* Simple case */ |
1766 | /* Simple case */ |
1779 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1767 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1780 | } |
1768 | } |
1781 | return ret; |
1769 | return ret; |
1782 | } |
1770 | } |
1783 | |
1771 | |
1784 | |
1772 | |
… | |
… | |
1788 | void fire_misc_object(object *op, int dir) |
1776 | void fire_misc_object(object *op, int dir) |
1789 | { |
1777 | { |
1790 | object *item; |
1778 | object *item; |
1791 | |
1779 | |
1792 | if (!op->contr->ranges[range_misc]) { |
1780 | if (!op->contr->ranges[range_misc]) { |
1793 | new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1781 | new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1794 | return; |
1782 | return; |
1795 | } |
1783 | } |
1796 | |
1784 | |
1797 | item = op->contr->ranges[range_misc]; |
1785 | item = op->contr->ranges[range_misc]; |
1798 | if (!item->inv) { |
1786 | if (!item->inv) { |
1799 | LOG(llevError,"Object %s lacks a spell\n", item->name); |
1787 | LOG(llevError,"Object %s lacks a spell\n", &item->name); |
1800 | return; |
1788 | return; |
1801 | } |
1789 | } |
1802 | if (item->type == WAND) { |
1790 | if (item->type == WAND) { |
1803 | if(item->stats.food<=0) { |
1791 | if(item->stats.food<=0) { |
1804 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1792 | 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)); |
1793 | new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
1806 | return; |
1794 | return; |
1807 | } |
1795 | } |
1808 | } else if (item->type == ROD || item->type==HORN) { |
1796 | } else if (item->type == ROD || item->type==HORN) { |
1809 | if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
1797 | if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
1810 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1798 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
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, |
1813 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1801 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1814 | else |
1802 | else |
1815 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1803 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1816 | "The %s needs more time to charge.", query_base_name(item,0)); |
1804 | "The %s needs more time to charge.", query_base_name(item,0)); |
1817 | return; |
1805 | return; |
1818 | } |
1806 | } |
1819 | } |
1807 | } |
1820 | |
1808 | |
1821 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
1809 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
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) { |
1824 | if (!(--item->stats.food)) { |
1812 | if (!(--item->stats.food)) { |
1825 | object *tmp; |
1813 | object *tmp; |
1826 | if (item->arch) { |
1814 | if (item->arch) { |
1827 | CLEAR_FLAG(item, FLAG_ANIMATE); |
1815 | CLEAR_FLAG(item, FLAG_ANIMATE); |
1828 | item->face = item->arch->clone.face; |
1816 | item->face = item->arch->clone.face; |
1829 | item->speed = 0; |
1817 | item->speed = 0; |
1830 | update_ob_speed(item); |
1818 | update_ob_speed(item); |
1831 | } |
1819 | } |
1832 | if ((tmp=is_player_inv(item))) |
1820 | if ((tmp=is_player_inv(item))) |
1833 | esrv_update_item(UPD_ANIM, tmp, item); |
1821 | esrv_update_item(UPD_ANIM, tmp, item); |
1834 | } |
1822 | } |
1835 | } |
1823 | } |
1836 | else if (item->type == ROD || item->type==HORN) { |
1824 | else if (item->type == ROD || item->type==HORN) { |
1837 | drain_rod_charge(item); |
1825 | drain_rod_charge(item); |
1838 | } |
1826 | } |
1839 | } |
1827 | } |
1840 | } |
1828 | } |
1841 | |
1829 | |
1842 | /* Received a fire command for the player - go and do it. |
1830 | /* Received a fire command for the player - go and do it. |
1843 | */ |
1831 | */ |
… | |
… | |
1846 | |
1834 | |
1847 | /* check for loss of invisiblity/hide */ |
1835 | /* check for loss of invisiblity/hide */ |
1848 | if (action_makes_visible(op)) make_visible(op); |
1836 | if (action_makes_visible(op)) make_visible(op); |
1849 | |
1837 | |
1850 | switch(op->contr->shoottype) { |
1838 | switch(op->contr->shoottype) { |
1851 | case range_none: |
1839 | case range_none: |
1852 | return; |
1840 | return; |
1853 | |
1841 | |
1854 | case range_bow: |
1842 | case range_bow: |
1855 | player_fire_bow(op, dir); |
1843 | player_fire_bow(op, dir); |
1856 | return; |
1844 | return; |
1857 | |
1845 | |
1858 | case range_magic: /* Casting spells */ |
1846 | case range_magic: /* Casting spells */ |
1859 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
1847 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
1860 | return; |
1848 | return; |
1861 | |
1849 | |
1862 | case range_misc: |
1850 | case range_misc: |
1863 | fire_misc_object(op, dir); |
1851 | fire_misc_object(op, dir); |
1864 | return; |
1852 | return; |
1865 | |
1853 | |
1866 | case range_golem: /* Control summoned monsters from scrolls */ |
1854 | case range_golem: /* Control summoned monsters from scrolls */ |
1867 | if(op->contr->ranges[range_golem]==NULL || |
1855 | if(op->contr->ranges[range_golem]==NULL || |
1868 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
1856 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
1869 | op->contr->ranges[range_golem] = NULL; |
1857 | op->contr->ranges[range_golem] = NULL; |
1870 | op->contr->shoottype=range_none; |
1858 | op->contr->shoottype=range_none; |
1871 | op->contr->golem_count = 0; |
1859 | op->contr->golem_count = 0; |
1872 | } |
1860 | } |
1873 | else |
1861 | else |
1874 | control_golem(op->contr->ranges[range_golem], dir); |
1862 | control_golem(op->contr->ranges[range_golem], dir); |
1875 | return; |
1863 | return; |
1876 | |
1864 | |
1877 | case range_skill: |
1865 | case range_skill: |
1878 | if(!op->chosen_skill) { |
1866 | if(!op->chosen_skill) { |
1879 | if(op->type==PLAYER) |
1867 | if(op->type==PLAYER) |
1880 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
1868 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
1881 | return; |
1869 | return; |
1882 | } |
1870 | } |
1883 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
1871 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
1884 | return; |
1872 | return; |
1885 | case range_builder: |
1873 | case range_builder: |
1886 | apply_map_builder( op, dir ); |
1874 | apply_map_builder( op, dir ); |
1887 | return; |
1875 | return; |
1888 | default: |
1876 | default: |
1889 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
1877 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
1890 | return; |
1878 | return; |
1891 | } |
1879 | } |
1892 | } |
1880 | } |
1893 | |
1881 | |
1894 | |
1882 | |
1895 | |
1883 | |
… | |
… | |
1911 | /* Should not happen, but sanity checking is never bad */ |
1899 | /* Should not happen, but sanity checking is never bad */ |
1912 | if (container->inv == NULL) return NULL; |
1900 | if (container->inv == NULL) return NULL; |
1913 | |
1901 | |
1914 | /* First, lets try to find a key in the top level inventory */ |
1902 | /* First, lets try to find a key in the top level inventory */ |
1915 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1903 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1916 | if (door->type==DOOR && tmp->type==KEY) break; |
1904 | if (door->type==DOOR && tmp->type==KEY) break; |
1917 | /* For sanity, we should really check door type, but other stuff |
1905 | /* For sanity, we should really check door type, but other stuff |
1918 | * (like containers) can be locked with special keys |
1906 | * (like containers) can be locked with special keys |
1919 | */ |
1907 | */ |
1920 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
1908 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
1921 | tmp->slaying==door->slaying) break; |
1909 | tmp->slaying==door->slaying) break; |
1922 | } |
1910 | } |
1923 | /* No key found - lets search inventories now */ |
1911 | /* No key found - lets search inventories now */ |
1924 | /* If we find and use a key in an inventory, return at that time. |
1912 | /* 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 |
1913 | * otherwise, if we search all the inventories and still don't find |
1926 | * a key, return |
1914 | * a key, return |
1927 | */ |
1915 | */ |
1928 | if (!tmp) { |
1916 | if (!tmp) { |
1929 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1917 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1930 | /* No reason to search empty containers */ |
1918 | /* No reason to search empty containers */ |
1931 | if (tmp->type==CONTAINER && tmp->inv) { |
1919 | if (tmp->type==CONTAINER && tmp->inv) { |
1932 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
1920 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
1933 | } |
1921 | } |
1934 | } |
1922 | } |
1935 | if (!tmp) return NULL; |
1923 | if (!tmp) return NULL; |
1936 | } |
1924 | } |
1937 | /* We get down here if we have found a key. Now if its in a container, |
1925 | /* 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 |
1926 | * see if we actually want to use it |
1939 | */ |
1927 | */ |
1940 | if (pl!=container) { |
1928 | if (pl!=container) { |
1941 | /* Only let players use keys in containers */ |
1929 | /* Only let players use keys in containers */ |
1942 | if (!pl->contr) return NULL; |
1930 | if (!pl->contr) return NULL; |
1943 | /* cases where this fails: |
1931 | /* cases where this fails: |
1944 | * If we only search the player inventory, return now since we |
1932 | * If we only search the player inventory, return now since we |
1945 | * are not in the players inventory. |
1933 | * are not in the players inventory. |
1946 | * If the container is not active, return now since only active |
1934 | * If the container is not active, return now since only active |
1947 | * containers can be used. |
1935 | * containers can be used. |
1948 | * If we only search keyrings and the container does not have |
1936 | * If we only search keyrings and the container does not have |
1949 | * a race/isn't a keyring. |
1937 | * a race/isn't a keyring. |
1950 | * No checking for all containers - to fall through past here, |
1938 | * No checking for all containers - to fall through past here, |
1951 | * inv must have been an container and must have been active. |
1939 | * inv must have been an container and must have been active. |
1952 | * |
1940 | * |
1953 | * Change the color so that the message doesn't disappear with |
1941 | * Change the color so that the message doesn't disappear with |
1954 | * all the others. |
1942 | * all the others. |
1955 | */ |
1943 | */ |
1956 | if (pl->contr->usekeys == key_inventory || |
1944 | if (pl->contr->usekeys == key_inventory || |
1957 | !QUERY_FLAG(container, FLAG_APPLIED) || |
1945 | !QUERY_FLAG(container, FLAG_APPLIED) || |
1958 | (pl->contr->usekeys == keyrings && |
1946 | (pl->contr->usekeys == keyrings && |
1959 | (!container->race || strcmp(container->race, "keys"))) |
1947 | (!container->race || strcmp(container->race, "keys"))) |
1960 | ) { |
1948 | ) { |
1961 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
1949 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
1962 | "The %s in your %s vibrates as you approach the door", |
1950 | "The %s in your %s vibrates as you approach the door", |
1963 | query_name(tmp), query_name(container)); |
1951 | query_name(tmp), query_name(container)); |
1964 | return NULL; |
1952 | return NULL; |
1965 | } |
1953 | } |
1966 | } |
1954 | } |
1967 | return tmp; |
1955 | return tmp; |
1968 | } |
1956 | } |
1969 | |
1957 | |
1970 | /* moved door processing out of move_player_attack. |
1958 | /* moved door processing out of move_player_attack. |
… | |
… | |
1981 | */ |
1969 | */ |
1982 | object *key=find_key(op, op, door); |
1970 | object *key=find_key(op, op, door); |
1983 | |
1971 | |
1984 | /* IF we found a key, do some extra work */ |
1972 | /* IF we found a key, do some extra work */ |
1985 | if (key) { |
1973 | if (key) { |
1986 | object *container=key->env; |
1974 | object *container=key->env; |
1987 | |
1975 | |
1988 | play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1976 | play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1989 | if(action_makes_visible(op)) make_visible(op); |
1977 | if(action_makes_visible(op)) make_visible(op); |
1990 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1978 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1991 | if (door->type == DOOR) { |
1979 | if (door->type == DOOR) { |
1992 | hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
1980 | hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
1993 | } |
1981 | } |
1994 | else if(door->type==LOCKED_DOOR) { |
1982 | else if(door->type==LOCKED_DOOR) { |
1995 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1983 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1996 | "You open the door with the %s", query_short_name(key)); |
1984 | "You open the door with the %s", query_short_name(key)); |
1997 | remove_door2(door); /* remove door without violence ;-) */ |
1985 | remove_door2(door); /* remove door without violence ;-) */ |
1998 | } |
1986 | } |
1999 | /* Do this after we print the message */ |
1987 | /* Do this after we print the message */ |
2000 | decrease_ob(key); /* Use up one of the keys */ |
1988 | decrease_ob(key); /* Use up one of the keys */ |
2001 | /* Need to update the weight the container the key was in */ |
1989 | /* Need to update the weight the container the key was in */ |
2002 | if (container != op) |
1990 | if (container != op) |
2003 | esrv_update_item(UPD_WEIGHT, op, container); |
1991 | esrv_update_item(UPD_WEIGHT, op, container); |
2004 | return 1; /* Nothing more to do below */ |
1992 | return 1; /* Nothing more to do below */ |
2005 | } else if (door->type==LOCKED_DOOR) { |
1993 | } else if (door->type==LOCKED_DOOR) { |
2006 | /* Might as well return now - no other way to open this */ |
1994 | /* Might as well return now - no other way to open this */ |
2007 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1995 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2008 | return 1; |
1996 | return 1; |
2009 | } |
1997 | } |
2010 | return 0; |
1998 | return 0; |
2011 | } |
1999 | } |
2012 | |
2000 | |
2013 | /* This function is just part of a breakup from move_player. |
2001 | /* This function is just part of a breakup from move_player. |
… | |
… | |
2017 | * going to try and move (not fire weapons). |
2005 | * going to try and move (not fire weapons). |
2018 | */ |
2006 | */ |
2019 | |
2007 | |
2020 | void move_player_attack(object *op, int dir) |
2008 | void move_player_attack(object *op, int dir) |
2021 | { |
2009 | { |
2022 | object *tmp, *mon, *tpl; |
2010 | object *tmp, *mon; |
2023 | sint16 nx, ny; |
2011 | sint16 nx, ny; |
2024 | int on_battleground; |
2012 | int on_battleground; |
2025 | mapstruct *m; |
2013 | mapstruct *m; |
2026 | |
2014 | |
2027 | if (op->contr->transport) tpl = op->contr->transport; |
|
|
2028 | else tpl = op; |
|
|
2029 | nx=freearr_x[dir]+tpl->x; |
2015 | nx=freearr_x[dir]+op->x; |
2030 | ny=freearr_y[dir]+tpl->y; |
2016 | ny=freearr_y[dir]+op->y; |
2031 | |
2017 | |
2032 | on_battleground = op_on_battleground(tpl, NULL, NULL); |
2018 | on_battleground = op_on_battleground(op, NULL, NULL); |
2033 | |
2019 | |
2034 | /* If braced, or can't move to the square, and it is not out of the |
2020 | /* 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 |
2021 | * 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 |
2022 | * 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 |
2023 | * 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 |
2024 | * 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 |
2025 | * 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 |
2026 | * quite a bit of processing. However, it probably is less than what |
2041 | * move_ob uses. |
2027 | * move_ob uses. |
2042 | */ |
2028 | */ |
2043 | if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { |
2029 | 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)) { |
2030 | if (OUT_OF_REAL_MAP(op->map, nx, ny)) { |
2045 | m = get_map_from_coord(tpl->map, &nx, &ny); |
2031 | m = get_map_from_coord(op->map, &nx, &ny); |
2046 | if (!m) return; /* Don't think this should happen */ |
2032 | if (!m) return; /* Don't think this should happen */ |
2047 | } |
2033 | } |
2048 | else m =tpl->map; |
2034 | else m =op->map; |
2049 | |
2035 | |
2050 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2036 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2051 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2037 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2052 | return; |
2038 | return; |
2053 | } |
2039 | } |
2054 | |
2040 | |
2055 | mon = NULL; |
2041 | mon = NULL; |
2056 | /* Go through all the objects, and find ones of interest. Only stop if |
2042 | /* 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. |
2043 | * 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 |
2044 | * if its a door or barrel (can roll) see if there may be monsters |
2059 | * on the space |
2045 | * on the space |
2060 | */ |
2046 | */ |
2061 | while (tmp!=NULL) { |
2047 | while (tmp!=NULL) { |
2062 | if (tmp == op) { |
2048 | if (tmp == op) { |
2063 | tmp=tmp->above; |
2049 | tmp=tmp->above; |
2064 | continue; |
2050 | continue; |
2065 | } |
2051 | } |
2066 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
2052 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
2067 | mon = tmp; |
2053 | mon = tmp; |
2068 | break; |
2054 | break; |
2069 | } |
2055 | } |
2070 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
2056 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
2071 | mon = tmp; |
2057 | mon = tmp; |
2072 | tmp=tmp->above; |
2058 | tmp=tmp->above; |
2073 | } |
2059 | } |
2074 | |
2060 | |
2075 | if (mon==NULL) /* This happens anytime the player tries to move */ |
2061 | if (mon==NULL) /* This happens anytime the player tries to move */ |
2076 | return; /* into a wall */ |
2062 | return; /* into a wall */ |
2077 | |
2063 | |
2078 | if(mon->head != NULL) |
2064 | if(mon->head != NULL) |
2079 | mon = mon->head; |
2065 | mon = mon->head; |
2080 | |
2066 | |
2081 | if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
2067 | if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
2082 | if (player_attack_door(op, mon)) return; |
2068 | if (player_attack_door(op, mon)) return; |
2083 | |
2069 | |
2084 | /* The following deals with possibly attacking peaceful |
2070 | /* The following deals with possibly attacking peaceful |
2085 | * or frienddly creatures. Basically, all players are considered |
2071 | * or frienddly creatures. Basically, all players are considered |
2086 | * unaggressive. If the moving player has peaceful set, then the |
2072 | * unaggressive. If the moving player has peaceful set, then the |
2087 | * object should be pushed instead of attacked. It is assumed that |
2073 | * object should be pushed instead of attacked. It is assumed that |
2088 | * if you are braced, you will not attack friends accidently, |
2074 | * if you are braced, you will not attack friends accidently, |
2089 | * and thus will not push them. |
2075 | * and thus will not push them. |
2090 | */ |
2076 | */ |
2091 | |
2077 | |
2092 | /* If the creature is a pet, push it even if the player is not |
2078 | /* 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 |
2079 | * peaceful. Our assumption is the creature is a pet if the |
2094 | * player owns it and it is either friendly or unagressive. |
2080 | * player owns it and it is either friendly or unagressive. |
2095 | */ |
2081 | */ |
2096 | if ((op->type==PLAYER) |
2082 | if ((op->type==PLAYER) |
2097 | #if COZY_SERVER |
2083 | #if COZY_SERVER |
2098 | && |
2084 | && |
2099 | ( |
2085 | ( |
2100 | (get_owner(mon) && get_owner(mon)->contr |
2086 | (get_owner(mon) && get_owner(mon)->contr |
2101 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
2087 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
… | |
… | |
2103 | ) |
2089 | ) |
2104 | #else |
2090 | #else |
2105 | && get_owner(mon)==op |
2091 | && get_owner(mon)==op |
2106 | #endif |
2092 | #endif |
2107 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2093 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2108 | { |
2094 | { |
2109 | /* If we're braced, we don't want to switch places with it */ |
2095 | /* If we're braced, we don't want to switch places with it */ |
2110 | if (op->contr->braced) return; |
2096 | if (op->contr->braced) return; |
2111 | play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2097 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2112 | (void) push_ob(mon,dir,op); |
2098 | (void) push_ob(mon,dir,op); |
2113 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2099 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2114 | return; |
2100 | return; |
2115 | } |
2101 | } |
2116 | |
2102 | |
2117 | /* in certain circumstances, you shouldn't attack friendly |
2103 | /* in certain circumstances, you shouldn't attack friendly |
2118 | * creatures. Note that if you are braced, you can't push |
2104 | * creatures. Note that if you are braced, you can't push |
2119 | * someone, but put it inside this loop so that you won't |
2105 | * someone, but put it inside this loop so that you won't |
2120 | * attack them either. |
2106 | * attack them either. |
2121 | */ |
2107 | */ |
2122 | if ((mon->type==PLAYER || mon->enemy != op) && |
2108 | if ((mon->type==PLAYER || mon->enemy != op) && |
2123 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2109 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2124 | ( |
2110 | ( |
2125 | #ifdef PROHIBIT_PLAYERKILL |
2111 | #ifdef PROHIBIT_PLAYERKILL |
2126 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
2112 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
2127 | #else |
2113 | #else |
2128 | op->contr->peaceful && |
2114 | op->contr->peaceful && |
2129 | #endif |
2115 | #endif |
2130 | !on_battleground |
2116 | !on_battleground |
2131 | )) { |
2117 | )) { |
2132 | if (!op->contr->braced) { |
2118 | if (!op->contr->braced) { |
2133 | play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2119 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2134 | (void) push_ob(mon,dir,op); |
2120 | (void) push_ob(mon,dir,op); |
2135 | } else { |
2121 | } else { |
2136 | new_draw_info(0, 0,op,"You withhold your attack"); |
2122 | new_draw_info(0, 0,op,"You withhold your attack"); |
2137 | } |
2123 | } |
2138 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2124 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2139 | } |
2125 | } |
2140 | |
2126 | |
2141 | /* If the object is a boulder or other rollable object, then |
2127 | /* 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. |
2128 | * roll it if not braced. You can't roll it if you are braced. |
2143 | */ |
2129 | */ |
2144 | else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
2130 | else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
2145 | recursive_roll(mon,dir,op); |
2131 | recursive_roll(mon,dir,op); |
2146 | if(action_makes_visible(op)) make_visible(op); |
2132 | if(action_makes_visible(op)) make_visible(op); |
2147 | } |
2133 | } |
2148 | |
2134 | |
2149 | /* Any generic living creature. Including things like doors. |
2135 | /* Any generic living creature. Including things like doors. |
2150 | * Way it works is like this: First, it must have some hit points |
2136 | * 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: |
2137 | * 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 |
2138 | * 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. |
2139 | * that party_number -1 is no party, so attacks can still happen. |
2154 | */ |
2140 | */ |
2155 | |
2141 | |
2156 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
2142 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
2157 | ((mon->type!=PLAYER || op->contr->party==NULL || |
2143 | ((mon->type!=PLAYER || op->contr->party==NULL || |
2158 | op->contr->party!=mon->contr->party))) { |
2144 | op->contr->party!=mon->contr->party))) { |
2159 | |
2145 | |
2160 | /* If the player hasn't hit something this tick, and does |
2146 | /* If the player hasn't hit something this tick, and does |
2161 | * so, give them speed boost based on weapon speed. Doing |
2147 | * so, give them speed boost based on weapon speed. Doing |
2162 | * it here is better than process_players2, which basically |
2148 | * it here is better than process_players2, which basically |
2163 | * incurred a 1 tick offset. |
2149 | * incurred a 1 tick offset. |
2164 | */ |
2150 | */ |
2165 | if (!op->contr->has_hit) { |
2151 | if (!op->contr->has_hit) { |
2166 | op->speed_left += op->speed / op->contr->weapon_sp; |
2152 | op->speed_left += op->speed / op->contr->weapon_sp; |
2167 | |
2153 | |
2168 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2154 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2169 | } |
2155 | } |
2170 | |
2156 | |
2171 | skill_attack(mon, op, 0, NULL, NULL); |
2157 | skill_attack(mon, op, 0, NULL, NULL); |
2172 | |
2158 | |
2173 | /* If attacking another player, that player gets automatic |
2159 | /* If attacking another player, that player gets automatic |
2174 | * hitback, and doesn't loose luck either. |
2160 | * hitback, and doesn't loose luck either. |
2175 | * Disable hitback on the battleground or if the target is |
2161 | * Disable hitback on the battleground or if the target is |
2176 | * the wiz. |
2162 | * the wiz. |
2177 | */ |
2163 | */ |
2178 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
2164 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
2179 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
2165 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
2180 | short luck = mon->stats.luck; |
2166 | short luck = mon->stats.luck; |
2181 | mon->contr->has_hit = 1; |
2167 | mon->contr->has_hit = 1; |
2182 | skill_attack(op, mon, 0, NULL, NULL); |
2168 | skill_attack(op, mon, 0, NULL, NULL); |
2183 | mon->stats.luck = luck; |
2169 | mon->stats.luck = luck; |
2184 | } |
2170 | } |
2185 | if(action_makes_visible(op)) make_visible(op); |
2171 | if(action_makes_visible(op)) make_visible(op); |
2186 | } |
2172 | } |
2187 | } /* if player should attack something */ |
2173 | } /* if player should attack something */ |
2188 | } |
2174 | } |
2189 | |
2175 | |
2190 | int move_player(object *op,int dir) { |
2176 | int move_player(object *op,int dir) { |
2191 | int pick; |
2177 | int pick; |
2192 | object *transport = op->contr->transport; |
|
|
2193 | |
2178 | |
2194 | if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) |
2179 | if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2195 | return 0; |
2180 | return 0; |
2196 | |
2181 | |
2197 | /* Sanity check: make sure dir is valid */ |
2182 | /* Sanity check: make sure dir is valid */ |
2198 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
2183 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
2199 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
2184 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
2200 | return 0; |
2185 | return 0; |
2201 | } |
2186 | } |
2202 | |
2187 | |
2203 | /* peterm: added following line */ |
2188 | /* peterm: added following line */ |
2204 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
2189 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
2205 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
2190 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
2206 | |
2191 | |
2207 | op->facing = dir; |
2192 | op->facing = dir; |
2208 | |
2193 | |
2209 | if(!transport && op->hide) do_hidden_move(op); |
2194 | if(op->hide) do_hidden_move(op); |
2210 | |
2195 | |
2211 | if (transport) { |
2196 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2212 | /* transport->contr is set up for the person in charge of the boat. |
2197 | /*nop*/; |
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) { |
2198 | else if (op->contr->fire_on) |
2235 | fire(op,dir); |
2199 | fire (op, dir); |
2236 | } |
2200 | else |
|
|
2201 | { |
2237 | else move_player_attack(op,dir); |
2202 | move_player_attack (op, dir); |
2238 | |
|
|
2239 | pick = check_pick(op); |
2203 | pick = check_pick(op); |
2240 | |
2204 | } |
2241 | |
2205 | |
2242 | /* Add special check for newcs players and fire on - this way, the |
2206 | /* Add special check for newcs players and fire on - this way, the |
2243 | * server can handle repeat firing. |
2207 | * server can handle repeat firing. |
2244 | */ |
2208 | */ |
2245 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
2209 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
2246 | op->direction = dir; |
2210 | op->direction = dir; |
2247 | } else { |
2211 | } else { |
2248 | op->direction=0; |
2212 | op->direction=0; |
2249 | } |
2213 | } |
2250 | /* Update how the player looks. Use the facing, so direction may |
2214 | /* Update how the player looks. Use the facing, so direction may |
2251 | * get reset to zero. This allows for full animation capabilities |
2215 | * get reset to zero. This allows for full animation capabilities |
2252 | * for players. |
2216 | * for players. |
2253 | */ |
2217 | */ |
2254 | if (!transport) animate_object(op, op->facing); |
2218 | animate_object(op, op->facing); |
2255 | return 0; |
2219 | return 0; |
2256 | } |
2220 | } |
2257 | |
2221 | |
2258 | /* This is similar to handle_player, below, but is only used by the |
2222 | /* This is similar to handle_player, below, but is only used by the |
2259 | * new client/server stuff. |
2223 | * new client/server stuff. |
… | |
… | |
2263 | * Returns true if there are more actions we can do. |
2227 | * Returns true if there are more actions we can do. |
2264 | */ |
2228 | */ |
2265 | int handle_newcs_player(object *op) |
2229 | int handle_newcs_player(object *op) |
2266 | { |
2230 | { |
2267 | if (op->contr->hidden) { |
2231 | if (op->contr->hidden) { |
2268 | op->invisible = 1000; |
2232 | op->invisible = 1000; |
2269 | /* the socket code flashes the player visible/invisible |
2233 | /* the socket code flashes the player visible/invisible |
2270 | * depending on the value of invisible, so we need to |
2234 | * depending on the value of invisible, so we need to |
2271 | * alternate it here for it to work correctly. |
2235 | * alternate it here for it to work correctly. |
2272 | */ |
2236 | */ |
2273 | if (pticks & 2) op->invisible--; |
2237 | if (pticks & 2) op->invisible--; |
2274 | } |
2238 | } |
2275 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
2239 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
2276 | op->invisible--; |
2240 | op->invisible--; |
2277 | if(!op->invisible) { |
2241 | if(!op->invisible) { |
2278 | make_visible(op); |
2242 | make_visible(op); |
2279 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2243 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2280 | } |
2244 | } |
2281 | } |
2245 | } |
2282 | |
2246 | |
2283 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2247 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2284 | flee_player(op); |
2248 | flee_player(op); |
2285 | /* If player is still scared, that is his action for this tick */ |
2249 | /* If player is still scared, that is his action for this tick */ |
2286 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2250 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2287 | op->speed_left--; |
2251 | op->speed_left--; |
2288 | return 0; |
2252 | return 0; |
2289 | } |
2253 | } |
2290 | } |
2254 | } |
2291 | |
2255 | |
2292 | /* I've been seeing crashes where the golem has been destroyed, but |
2256 | /* 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 |
2257 | * 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 |
2258 | * 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. |
2259 | * put this in a a workaround to clean up the golem pointer. |
2296 | */ |
2260 | */ |
2297 | if (op->contr->ranges[range_golem] && |
2261 | if (op->contr->ranges[range_golem] && |
2298 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
2262 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
2299 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
2263 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
2300 | op->contr->ranges[range_golem] = NULL; |
2264 | op->contr->ranges[range_golem] = NULL; |
2301 | op->contr->golem_count = 0; |
2265 | op->contr->golem_count = 0; |
2302 | } |
2266 | } |
2303 | |
2267 | |
2304 | /* call this here - we also will call this in do_ericserver, but |
2268 | /* call this here - we also will call this in do_ericserver, but |
2305 | * the players time has been increased when doericserver has been |
2269 | * the players time has been increased when doericserver has been |
2306 | * called, so we recheck it here. |
2270 | * called, so we recheck it here. |
2307 | */ |
2271 | */ |
2308 | HandleClient(&op->contr->socket, op->contr); |
2272 | HandleClient(&op->contr->socket, op->contr); |
2309 | if (op->speed_left<0) return 0; |
2273 | if (op->speed_left<0) return 0; |
2310 | |
2274 | |
2311 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2275 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2312 | /* All move commands take 1 tick, at least for now */ |
2276 | /* All move commands take 1 tick, at least for now */ |
2313 | op->speed_left--; |
2277 | op->speed_left--; |
2314 | |
2278 | |
2315 | /* Instead of all the stuff below, let move_player take care |
2279 | /* Instead of all the stuff below, let move_player take care |
2316 | * of it. Also, some of the skill stuff is only put in |
2280 | * of it. Also, some of the skill stuff is only put in |
2317 | * there, as well as the confusion stuff. |
2281 | * there, as well as the confusion stuff. |
2318 | */ |
2282 | */ |
2319 | move_player(op, op->direction); |
2283 | move_player(op, op->direction); |
2320 | if (op->speed_left>0) return 1; |
2284 | if (op->speed_left>0) return 1; |
2321 | else return 0; |
2285 | else return 0; |
2322 | } |
2286 | } |
2323 | return 0; |
2287 | return 0; |
2324 | } |
2288 | } |
2325 | |
2289 | |
2326 | int save_life(object *op) { |
2290 | int save_life(object *op) { |
2327 | object *tmp; |
2291 | object *tmp; |
2328 | |
2292 | |
2329 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
2293 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
2330 | return 0; |
2294 | return 0; |
2331 | |
2295 | |
2332 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2296 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2333 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2297 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2334 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2298 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2335 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2299 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2336 | "Your %s vibrates violently, then evaporates.", |
2300 | "Your %s vibrates violently, then evaporates.", |
2337 | query_name(tmp)); |
2301 | query_name(tmp)); |
2338 | if (op->contr) |
2302 | if (op->contr) |
2339 | esrv_del_item(op->contr, tmp->count); |
2303 | esrv_del_item(op->contr, tmp->count); |
2340 | remove_ob(tmp); |
2304 | remove_ob(tmp); |
2341 | free_object(tmp); |
2305 | free_object(tmp); |
2342 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2306 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2343 | if(op->stats.hp<0) |
2307 | if(op->stats.hp<0) |
2344 | op->stats.hp = op->stats.maxhp; |
2308 | op->stats.hp = op->stats.maxhp; |
2345 | if(op->stats.food<0) |
2309 | if(op->stats.food<0) |
2346 | op->stats.food = 999; |
2310 | op->stats.food = 999; |
2347 | fix_player(op); |
2311 | fix_player(op); |
2348 | return 1; |
2312 | return 1; |
2349 | } |
2313 | } |
2350 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2314 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2351 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2315 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2352 | enter_player_savebed(op); /* bring him home. */ |
2316 | enter_player_savebed(op); /* bring him home. */ |
2353 | return 0; |
2317 | return 0; |
2354 | } |
2318 | } |
… | |
… | |
2361 | void remove_unpaid_objects(object *op, object *env) |
2325 | void remove_unpaid_objects(object *op, object *env) |
2362 | { |
2326 | { |
2363 | object *next; |
2327 | object *next; |
2364 | |
2328 | |
2365 | while (op) { |
2329 | while (op) { |
2366 | next=op->below; /* Make sure we have a good value, in case |
2330 | next=op->below; /* Make sure we have a good value, in case |
2367 | * we remove object 'op' |
2331 | * we remove object 'op' |
2368 | */ |
2332 | */ |
2369 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2333 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2370 | remove_ob(op); |
2334 | remove_ob(op); |
2371 | op->x = env->x; |
2335 | op->x = env->x; |
2372 | op->y = env->y; |
2336 | op->y = env->y; |
2373 | if (env->type == PLAYER) |
2337 | if (env->type == PLAYER) |
2374 | esrv_del_item(env->contr, op->count); |
2338 | esrv_del_item(env->contr, op->count); |
2375 | insert_ob_in_map(op, env->map, NULL,0); |
2339 | insert_ob_in_map(op, env->map, NULL,0); |
2376 | } |
2340 | } |
2377 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
2341 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
2378 | op=next; |
2342 | op=next; |
2379 | } |
2343 | } |
2380 | } |
2344 | } |
2381 | |
2345 | |
2382 | |
2346 | |
2383 | /* |
2347 | /* |
… | |
… | |
2393 | char buf[MAX_BUF]; |
2357 | char buf[MAX_BUF]; |
2394 | time_t now = time (NULL); |
2358 | time_t now = time (NULL); |
2395 | |
2359 | |
2396 | strcpy (buf2, " R.I.P.\n\n"); |
2360 | strcpy (buf2, " R.I.P.\n\n"); |
2397 | if (op->type == PLAYER) |
2361 | if (op->type == PLAYER) |
2398 | sprintf (buf, "%s the %s\n", op->name, op->contr->title); |
2362 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2399 | else |
2363 | else |
2400 | sprintf (buf, "%s\n", op->name); |
2364 | sprintf (buf, "%s\n", &op->name); |
2401 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2365 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2402 | strcat (buf2, buf); |
2366 | strcat (buf2, buf); |
2403 | if (op->type == PLAYER) |
2367 | if (op->type == PLAYER) |
2404 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2368 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2405 | else |
2369 | else |
… | |
… | |
2432 | const int max_grace = 1; |
2396 | const int max_grace = 1; |
2433 | |
2397 | |
2434 | if (op->contr->outputs_sync) { |
2398 | if (op->contr->outputs_sync) { |
2435 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2399 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2436 | if (op->contr->outputs[i].buf!=NULL && |
2400 | if (op->contr->outputs[i].buf!=NULL && |
2437 | (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2401 | (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2438 | flush_output_element(op, &op->contr->outputs[i]); |
2402 | flush_output_element(op, &op->contr->outputs[i]); |
2439 | } |
2403 | } |
2440 | |
2404 | |
2441 | if(op->contr->state==ST_PLAYING) { |
2405 | if(op->contr->state==ST_PLAYING) { |
2442 | |
2406 | |
2443 | /* these next three if clauses make it possible to SLOW DOWN |
2407 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2463 | |
2427 | |
2464 | /* Regenerate Spell Points */ |
2428 | /* Regenerate Spell Points */ |
2465 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
2429 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
2466 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
2430 | 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) { |
2431 | if(op->stats.sp<op->stats.maxsp) { |
2468 | op->stats.sp++; |
2432 | op->stats.sp++; |
2469 | /* dms do not consume food */ |
2433 | /* dms do not consume food */ |
2470 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2434 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2471 | op->stats.food--; |
2435 | op->stats.food--; |
2472 | if(op->contr->digestion<0) |
2436 | if(op->contr->digestion<0) |
2473 | op->stats.food+=op->contr->digestion; |
2437 | op->stats.food+=op->contr->digestion; |
… | |
… | |
2475 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2439 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2476 | op->stats.food=last_food; |
2440 | op->stats.food=last_food; |
2477 | } |
2441 | } |
2478 | } |
2442 | } |
2479 | if (max_sp>1) { |
2443 | if (max_sp>1) { |
2480 | over_sp = (gen_sp+10)/rate_sp; |
2444 | over_sp = (gen_sp+10)/rate_sp; |
2481 | if (over_sp > 0) { |
2445 | if (over_sp > 0) { |
2482 | if(op->stats.sp<op->stats.maxsp) { |
2446 | if(op->stats.sp<op->stats.maxsp) { |
2483 | op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
2447 | 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)) |
2448 | if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
2485 | op->stats.sp--; |
2449 | op->stats.sp--; |
2486 | if(op->stats.sp>op->stats.maxsp) |
2450 | if(op->stats.sp>op->stats.maxsp) |
2487 | op->stats.sp=op->stats.maxsp; |
2451 | op->stats.sp=op->stats.maxsp; |
2488 | } |
2452 | } |
2489 | op->last_sp=0; |
2453 | op->last_sp=0; |
2490 | } else { |
2454 | } else { |
2491 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2455 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2492 | } |
2456 | } |
2493 | } else { |
2457 | } else { |
2494 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2458 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2495 | } |
2459 | } |
2496 | } |
2460 | } |
2497 | |
2461 | |
2498 | /* Regenerate Grace */ |
2462 | /* Regenerate Grace */ |
2499 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
2463 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
2500 | if(--op->last_grace<0) { |
2464 | if(--op->last_grace<0) { |
2501 | if(op->stats.grace<op->stats.maxgrace/2) |
2465 | if(op->stats.grace<op->stats.maxgrace/2) |
2502 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2466 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2503 | if(max_grace>1) { |
2467 | if(max_grace>1) { |
2504 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
2468 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
2505 | if (over_grace > 0) { |
2469 | if (over_grace > 0) { |
2506 | op->stats.sp += over_grace |
2470 | 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; |
2471 | + (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; |
2472 | op->last_grace=0; |
2509 | } else { |
2473 | } else { |
2510 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2474 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2511 | } |
2475 | } |
2512 | } else { |
2476 | } else { |
2513 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2477 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2514 | } |
2478 | } |
2515 | /* wearing stuff doesn't detract from grace generation. */ |
2479 | /* wearing stuff doesn't detract from grace generation. */ |
2516 | } |
2480 | } |
2517 | |
2481 | |
2518 | /* Regenerate Hit Points */ |
2482 | /* Regenerate Hit Points */ |
2519 | if(--op->last_heal<0) { |
2483 | if(--op->last_heal<0) { |
2520 | if(op->stats.hp<op->stats.maxhp) { |
2484 | if(op->stats.hp<op->stats.maxhp) { |
2521 | op->stats.hp++; |
2485 | op->stats.hp++; |
2522 | /* dms do not consume food */ |
2486 | /* dms do not consume food */ |
2523 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2487 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2524 | op->stats.food--; |
2488 | op->stats.food--; |
2525 | if(op->contr->digestion<0) |
2489 | if(op->contr->digestion<0) |
2526 | op->stats.food+=op->contr->digestion; |
2490 | op->stats.food+=op->contr->digestion; |
… | |
… | |
2528 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2492 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2529 | op->stats.food=last_food; |
2493 | op->stats.food=last_food; |
2530 | } |
2494 | } |
2531 | } |
2495 | } |
2532 | if(max_hp>1) { |
2496 | if(max_hp>1) { |
2533 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
2497 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
2534 | if (over_hp > 0) { |
2498 | if (over_hp > 0) { |
2535 | op->stats.sp += over_hp |
2499 | op->stats.sp += over_hp |
2536 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
2500 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
2537 | op->last_heal=0; |
2501 | op->last_heal=0; |
2538 | } else { |
2502 | } else { |
2539 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2503 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2540 | } |
2504 | } |
2541 | } else { |
2505 | } else { |
2542 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2506 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2543 | } |
2507 | } |
2544 | } |
2508 | } |
2545 | |
2509 | |
2546 | /* Digestion */ |
2510 | /* Digestion */ |
2547 | if(--op->last_eat<0) { |
2511 | if(--op->last_eat<0) { |
2548 | #ifdef COZY_SERVER |
2512 | #ifdef COZY_SERVER |
2549 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
2513 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
2550 | int bonus=dg>0?dg:0, |
2514 | int bonus=dg>0?dg:0, |
2551 | penalty=dg<0?-dg:0; |
2515 | penalty=dg<0?-dg:0; |
2552 | #else |
2516 | #else |
2553 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2517 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2554 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
2518 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
2555 | #endif |
2519 | #endif |
2556 | |
2520 | |
2557 | if(op->contr->gen_hp > 0) |
2521 | if(op->contr->gen_hp > 0) |
2558 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2522 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2559 | else |
2523 | else |
2560 | op->last_eat=25*(1+bonus)/(penalty +1); |
2524 | op->last_eat=25*(1+bonus)/(penalty +1); |
2561 | /* dms do not consume food */ |
2525 | /* dms do not consume food */ |
2562 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2526 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2563 | } |
2527 | } |
2564 | } |
2528 | } |
2565 | |
2529 | |
2566 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2530 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2567 | object *tmp, *flesh=NULL; |
2531 | object *tmp, *flesh=NULL; |
2568 | |
2532 | |
2569 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2533 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2570 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2534 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2571 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2535 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2572 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2536 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2573 | manual_apply(op,tmp,0); |
2537 | manual_apply(op,tmp,0); |
2574 | if(op->stats.food>=0||op->stats.hp<0) |
2538 | if(op->stats.food>=0||op->stats.hp<0) |
2575 | break; |
2539 | break; |
2576 | } |
2540 | } |
2577 | else if (tmp->type==FLESH) flesh=tmp; |
2541 | else if (tmp->type==FLESH) flesh=tmp; |
2578 | } /* End if paid for object */ |
2542 | } /* End if paid for object */ |
2579 | } /* end of for loop */ |
2543 | } /* end of for loop */ |
2580 | /* If player is still starving, it means they don't have any food, so |
2544 | /* If player is still starving, it means they don't have any food, so |
2581 | * eat flesh instead. |
2545 | * eat flesh instead. |
2582 | */ |
2546 | */ |
2583 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2547 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2584 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2548 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2585 | manual_apply(op,flesh,0); |
2549 | manual_apply(op,flesh,0); |
2586 | } |
2550 | } |
2587 | } /* end if player is starving */ |
2551 | } /* end if player is starving */ |
2588 | |
2552 | |
2589 | while(op->stats.food<0&&op->stats.hp>0) |
2553 | while(op->stats.food<0&&op->stats.hp>0) |
2590 | op->stats.food++,op->stats.hp--; |
2554 | op->stats.food++,op->stats.hp--; |
2591 | |
2555 | |
2592 | if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2556 | if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2593 | kill_player(op); |
2557 | kill_player(op); |
2594 | } |
2558 | } |
2595 | |
2559 | |
2596 | |
2560 | |
2597 | |
2561 | |
2598 | /* If the player should die (lack of hp, food, etc), we call this. |
2562 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2613 | int will_kill_again; |
2577 | int will_kill_again; |
2614 | archetype *at; |
2578 | archetype *at; |
2615 | object *tmp; |
2579 | object *tmp; |
2616 | |
2580 | |
2617 | if(save_life(op)) |
2581 | if(save_life(op)) |
2618 | return; |
2582 | return; |
2619 | |
2583 | |
2620 | |
2584 | |
2621 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2585 | /* 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. |
2586 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2623 | * Look at op_on_battleground() for more info --AndreasV |
2587 | * Look at op_on_battleground() for more info --AndreasV |
2624 | */ |
2588 | */ |
2625 | if (op_on_battleground(op, &x, &y)) { |
2589 | if (op_on_battleground(op, &x, &y)) { |
2626 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2590 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2627 | "You have been defeated in combat!"); |
2591 | "You have been defeated in combat!"); |
2628 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2592 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2629 | "Local medics have saved your life..."); |
2593 | "Local medics have saved your life..."); |
2630 | |
2594 | |
2631 | /* restore player */ |
2595 | /* restore player */ |
2632 | at = find_archetype("poisoning"); |
2596 | at = find_archetype("poisoning"); |
2633 | tmp=present_arch_in_ob(at,op); |
2597 | tmp=present_arch_in_ob(at,op); |
2634 | if (tmp) { |
2598 | if (tmp) { |
2635 | remove_ob(tmp); |
2599 | remove_ob(tmp); |
2636 | free_object(tmp); |
2600 | free_object(tmp); |
2637 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2601 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2638 | } |
2602 | } |
2639 | |
2603 | |
2640 | at = find_archetype("confusion"); |
2604 | at = find_archetype("confusion"); |
2641 | tmp=present_arch_in_ob(at,op); |
2605 | tmp=present_arch_in_ob(at,op); |
2642 | if (tmp) { |
2606 | if (tmp) { |
2643 | remove_ob(tmp); |
2607 | remove_ob(tmp); |
2644 | free_object(tmp); |
2608 | free_object(tmp); |
2645 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2609 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2646 | } |
2610 | } |
2647 | |
2611 | |
2648 | cure_disease(op,0); /* remove any disease */ |
2612 | cure_disease(op,0); /* remove any disease */ |
2649 | op->stats.hp=op->stats.maxhp; |
2613 | op->stats.hp=op->stats.maxhp; |
2650 | if (op->stats.food<=0) op->stats.food=999; |
2614 | if (op->stats.food<=0) op->stats.food=999; |
2651 | |
2615 | |
2652 | /* create a bodypart-trophy to make the winner happy */ |
2616 | /* create a bodypart-trophy to make the winner happy */ |
2653 | tmp=arch_to_object(find_archetype("finger")); |
2617 | tmp=arch_to_object(find_archetype("finger")); |
2654 | if (tmp != NULL) |
2618 | if (tmp != NULL) |
2655 | { |
2619 | { |
2656 | sprintf(buf,"%s's finger",op->name); |
2620 | sprintf(buf,"%s's finger", &op->name); |
2657 | tmp->name = add_string(buf); |
2621 | tmp->name = buf; |
2658 | sprintf(buf," This finger has been cut off %s\n" |
2622 | sprintf(buf," This finger has been cut off %s\n" |
2659 | " the %s, when he was defeated at\n level %d by %s.\n", |
2623 | " the %s, when he was defeated at\n level %d by %s.\n", |
2660 | op->name, op->contr->title, (int)(op->level), |
2624 | &op->name, op->contr->title, (int)(op->level), |
2661 | op->contr->killer); |
2625 | op->contr->killer); |
2662 | tmp->msg=add_string(buf); |
2626 | tmp->msg=buf; |
2663 | tmp->value=0, tmp->material=0, tmp->type=0; |
2627 | tmp->value=0, tmp->material=0, tmp->type=0; |
2664 | tmp->materialname = NULL; |
2628 | tmp->materialname = NULL; |
2665 | tmp->x = op->x, tmp->y = op->y; |
2629 | tmp->x = op->x, tmp->y = op->y; |
2666 | insert_ob_in_map(tmp,op->map,op,0); |
2630 | insert_ob_in_map(tmp,op->map,op,0); |
2667 | } |
2631 | } |
2668 | |
2632 | |
2669 | /* teleport defeated player to new destination*/ |
2633 | /* teleport defeated player to new destination*/ |
2670 | transfer_ob(op, x, y, 0, NULL); |
2634 | transfer_ob(op, x, y, 0, NULL); |
2671 | op->contr->braced=0; |
2635 | op->contr->braced=0; |
2672 | return; |
2636 | return; |
2673 | } |
2637 | } |
2674 | |
2638 | |
2675 | INVOKE_PLAYER (DEATH, op->contr); |
2639 | INVOKE_PLAYER (DEATH, op->contr); |
2676 | |
2640 | |
2677 | command_kill_pets (op, 0); |
2641 | command_kill_pets (op, 0); |
2678 | |
2642 | |
2679 | if(op->stats.food<0) { |
2643 | if(op->stats.food<0) { |
2680 | if (op->contr->explore) { |
2644 | if (op->contr->explore) { |
2681 | new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
2645 | 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..."); |
2646 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2683 | op->stats.food=999; |
2647 | op->stats.food=999; |
2684 | return; |
2648 | return; |
2685 | } |
2649 | } |
2686 | sprintf(buf,"%s starved to death.",op->name); |
2650 | sprintf(buf,"%s starved to death.",&op->name); |
2687 | strcpy(op->contr->killer,"starvation"); |
2651 | strcpy(op->contr->killer,"starvation"); |
2688 | } |
2652 | } |
2689 | else { |
2653 | else { |
2690 | if (op->contr->explore) { |
2654 | if (op->contr->explore) { |
2691 | new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
2655 | 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..."); |
2656 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2693 | op->stats.hp=op->stats.maxhp; |
2657 | op->stats.hp=op->stats.maxhp; |
2694 | return; |
2658 | return; |
2695 | } |
2659 | } |
2696 | sprintf(buf,"%s died.",op->name); |
2660 | sprintf(buf,"%s died.", &op->name); |
2697 | } |
2661 | } |
2698 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
2662 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
2699 | |
2663 | |
2700 | /* save the map location for corpse, gravestone*/ |
2664 | /* save the map location for corpse, gravestone*/ |
2701 | x=op->x;y=op->y;map=op->map; |
2665 | x=op->x;y=op->y;map=op->map; |
2702 | |
2666 | |
2703 | |
2667 | |
2704 | if (settings.not_permadeth == TRUE) { |
2668 | if (settings.not_permadeth == TRUE) { |
2705 | /* NOT_PERMADEATH code. This basically brings the character back to |
2669 | /* NOT_PERMADEATH code. This basically brings the character back to |
2706 | * life if they are dead - it takes some exp and a random stat. |
2670 | * 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. |
2671 | * See the config.h file for a little more in depth detail about this. |
2708 | */ |
2672 | */ |
2709 | |
2673 | |
2710 | /* Basically two ways to go - remove a stat permanently, or just |
2674 | /* Basically two ways to go - remove a stat permanently, or just |
2711 | * make it depletion. This bunch of code deals with that aspect |
2675 | * make it depletion. This bunch of code deals with that aspect |
2712 | * of death. |
2676 | * of death. |
2713 | */ |
2677 | */ |
2714 | #ifndef COZY_SERVER |
2678 | #ifndef COZY_SERVER |
2715 | if (settings.balanced_stat_loss) { |
2679 | if (settings.balanced_stat_loss) { |
2716 | /* If stat loss is permanent, lose one stat only. */ |
2680 | /* If stat loss is permanent, lose one stat only. */ |
2717 | /* Lower level chars don't lose as many stats because they suffer |
2681 | /* Lower level chars don't lose as many stats because they suffer |
2718 | more if they do. */ |
2682 | more if they do. */ |
2719 | /* Higher level characters can afford things such as potions of |
2683 | /* Higher level characters can afford things such as potions of |
2720 | restoration, or better, stat potions. So we slug them that |
2684 | restoration, or better, stat potions. So we slug them that |
2721 | little bit harder. */ |
2685 | little bit harder. */ |
2722 | /* GD */ |
2686 | /* GD */ |
2723 | if (settings.stat_loss_on_death) |
2687 | if (settings.stat_loss_on_death) |
2724 | num_stats_lose = 1; |
2688 | num_stats_lose = 1; |
2725 | else |
2689 | else |
2726 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
2690 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
2727 | } else { |
2691 | } else { |
2728 | num_stats_lose = 1; |
2692 | num_stats_lose = 1; |
2729 | } |
2693 | } |
2730 | lost_a_stat = 0; |
2694 | lost_a_stat = 0; |
2731 | |
2695 | |
2732 | for (z=0; z<num_stats_lose; z++) { |
2696 | for (z=0; z<num_stats_lose; z++) { |
2733 | i = RANDOM() % NUM_STATS; |
2697 | i = RANDOM() % NUM_STATS; |
2734 | |
2698 | |
2735 | if (settings.stat_loss_on_death) { |
2699 | if (settings.stat_loss_on_death) { |
2736 | /* Pick a random stat and take a point off it. Tell the player |
2700 | /* Pick a random stat and take a point off it. Tell the player |
2737 | * what he lost. |
2701 | * what he lost. |
2738 | */ |
2702 | */ |
2739 | change_attr_value(&(op->stats), i,-1); |
2703 | change_attr_value(&(op->stats), i,-1); |
2740 | check_stat_bounds(&(op->stats)); |
2704 | check_stat_bounds(&(op->stats)); |
2741 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2705 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2742 | check_stat_bounds(&(op->contr->orig_stats)); |
2706 | check_stat_bounds(&(op->contr->orig_stats)); |
2743 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2707 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2744 | lost_a_stat = 1; |
2708 | lost_a_stat = 1; |
2745 | } else { |
2709 | } else { |
2746 | /* deplete a stat */ |
2710 | /* deplete a stat */ |
2747 | archetype *deparch=find_archetype("depletion"); |
2711 | archetype *deparch=find_archetype("depletion"); |
2748 | object *dep; |
2712 | object *dep; |
2749 | |
2713 | |
2750 | dep = present_arch_in_ob(deparch,op); |
2714 | dep = present_arch_in_ob(deparch,op); |
2751 | if(!dep) { |
2715 | if(!dep) { |
2752 | dep = arch_to_object(deparch); |
2716 | dep = arch_to_object(deparch); |
2753 | insert_ob_in_ob(dep, op); |
2717 | insert_ob_in_ob(dep, op); |
2754 | } |
2718 | } |
2755 | lose_this_stat = 1; |
2719 | lose_this_stat = 1; |
2756 | if (settings.balanced_stat_loss) { |
2720 | if (settings.balanced_stat_loss) { |
2757 | /* GD */ |
2721 | /* GD */ |
2758 | /* Get the stat that we're about to deplete. */ |
2722 | /* Get the stat that we're about to deplete. */ |
2759 | this_stat = get_attr_value(&(dep->stats), i); |
2723 | this_stat = get_attr_value(&(dep->stats), i); |
2760 | if (this_stat < 0) { |
2724 | if (this_stat < 0) { |
2761 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
2725 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
2762 | int keep_chance = this_stat * this_stat; |
2726 | int keep_chance = this_stat * this_stat; |
2763 | /* Yes, I am paranoid. Sue me. */ |
2727 | /* Yes, I am paranoid. Sue me. */ |
2764 | if (keep_chance < 1) |
2728 | if (keep_chance < 1) |
2765 | keep_chance = 1; |
2729 | keep_chance = 1; |
2766 | |
2730 | |
2767 | /* There is a maximum depletion total per level. */ |
2731 | /* There is a maximum depletion total per level. */ |
2768 | if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
2732 | if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
2769 | lose_this_stat = 0; |
2733 | lose_this_stat = 0; |
2770 | /* Take loss chance vs keep chance to see if we |
2734 | /* Take loss chance vs keep chance to see if we |
2771 | retain the stat. */ |
2735 | retain the stat. */ |
2772 | } else { |
2736 | } else { |
2773 | if (random_roll(0, loss_chance + keep_chance-1, |
2737 | if (random_roll(0, loss_chance + keep_chance-1, |
2774 | op, PREFER_LOW) < keep_chance) |
2738 | op, PREFER_LOW) < keep_chance) |
2775 | lose_this_stat = 0; |
2739 | lose_this_stat = 0; |
2776 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
2740 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
2777 | this_stat, keep_chance, loss_chance, |
2741 | this_stat, keep_chance, loss_chance, |
2778 | lose_this_stat?"LOSE":"KEEP"); */ |
2742 | lose_this_stat?"LOSE":"KEEP"); */ |
2779 | } |
2743 | } |
2780 | } |
2744 | } |
2781 | } |
2745 | } |
2782 | |
2746 | |
2783 | if (lose_this_stat) { |
2747 | if (lose_this_stat) { |
2784 | this_stat = get_attr_value(&(dep->stats), i); |
2748 | this_stat = get_attr_value(&(dep->stats), i); |
2785 | /* We could try to do something clever like find another |
2749 | /* We could try to do something clever like find another |
2786 | * stat to reduce if this fails. But chances are, if |
2750 | * stat to reduce if this fails. But chances are, if |
2787 | * stats have been depleted to -50, all are pretty low |
2751 | * stats have been depleted to -50, all are pretty low |
2788 | * and should be roughly the same, so it shouldn't make a |
2752 | * and should be roughly the same, so it shouldn't make a |
2789 | * difference. |
2753 | * difference. |
2790 | */ |
2754 | */ |
2791 | if (this_stat>=-50) { |
2755 | if (this_stat>=-50) { |
2792 | change_attr_value(&(dep->stats), i, -1); |
2756 | change_attr_value(&(dep->stats), i, -1); |
2793 | SET_FLAG(dep, FLAG_APPLIED); |
2757 | SET_FLAG(dep, FLAG_APPLIED); |
2794 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2758 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2795 | fix_player(op); |
2759 | fix_player(op); |
2796 | lost_a_stat = 1; |
2760 | lost_a_stat = 1; |
2797 | } |
2761 | } |
2798 | } |
2762 | } |
2799 | } |
2763 | } |
2800 | } |
2764 | } |
2801 | /* If no stat lost, tell the player. */ |
2765 | /* If no stat lost, tell the player. */ |
2802 | if (!lost_a_stat) |
2766 | if (!lost_a_stat) |
2803 | { |
2767 | { |
2804 | /* determine_god() seems to not work sometimes... why is this? |
2768 | /* determine_god() seems to not work sometimes... why is this? |
2805 | Should I be using something else? GD */ |
2769 | Should I be using something else? GD */ |
2806 | const char *god = determine_god(op); |
2770 | const char *god = determine_god(op); |
2807 | if (god && (strcmp(god, "none"))) |
2771 | if (god && (strcmp(god, "none"))) |
2808 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2772 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2809 | "moment you feel the holy presence of %s protecting" |
2773 | "moment you feel the holy presence of %s protecting" |
2810 | " you.", god); |
2774 | " you.", god); |
2811 | else |
2775 | else |
2812 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2776 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2813 | " feel a holy presence protecting you."); |
2777 | " feel a holy presence protecting you."); |
2814 | } |
2778 | } |
2815 | #endif |
2779 | #endif |
2816 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2780 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2817 | " feel a holy presence protecting you from losing yourself completely."); |
2781 | " feel a holy presence protecting you from losing yourself completely."); |
2818 | |
2782 | |
2819 | /* Put a gravestone up where the character 'almost' died. List the |
2783 | /* Put a gravestone up where the character 'almost' died. List the |
2820 | * exp loss on the stone. |
2784 | * exp loss on the stone. |
2821 | */ |
2785 | */ |
2822 | tmp=arch_to_object(find_archetype("gravestone")); |
2786 | tmp=arch_to_object(find_archetype("gravestone")); |
2823 | sprintf(buf,"%s's gravestone",op->name); |
2787 | sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; |
2824 | FREE_AND_COPY(tmp->name, buf); |
2788 | sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; |
2825 | sprintf(buf,"%s's gravestones",op->name); |
|
|
2826 | FREE_AND_COPY(tmp->name_pl, buf); |
|
|
2827 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
2789 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
2828 | "who was killed\n" |
2790 | "who was killed\n" |
2829 | "by %s.\n", |
2791 | "by %s.\n", |
2830 | op->name, op->contr->title, |
2792 | &op->name, op->contr->title, |
2831 | op->contr->killer); |
2793 | op->contr->killer); |
2832 | tmp->msg = add_string(buf); |
2794 | tmp->msg = buf; |
2833 | tmp->x=op->x,tmp->y=op->y; |
2795 | tmp->x=op->x,tmp->y=op->y; |
2834 | insert_ob_in_map (tmp, op->map, NULL,0); |
2796 | insert_ob_in_map (tmp, op->map, NULL,0); |
2835 | |
2797 | |
2836 | /**************************************/ |
2798 | /**************************************/ |
2837 | /* */ |
2799 | /* */ |
2838 | /* Subtract the experience points, */ |
2800 | /* Subtract the experience points, */ |
2839 | /* if we died cause of food, give us */ |
2801 | /* if we died cause of food, give us */ |
2840 | /* food, and reset HP's... */ |
2802 | /* food, and reset HP's... */ |
2841 | /* */ |
2803 | /* */ |
2842 | /**************************************/ |
2804 | /**************************************/ |
2843 | |
2805 | |
2844 | /* remove any poisoning and confusion the character may be suffering.*/ |
2806 | /* remove any poisoning and confusion the character may be suffering.*/ |
2845 | /* restore player */ |
2807 | /* restore player */ |
2846 | at = find_archetype("poisoning"); |
2808 | at = find_archetype("poisoning"); |
2847 | tmp=present_arch_in_ob(at,op); |
2809 | tmp=present_arch_in_ob(at,op); |
2848 | if (tmp) { |
2810 | if (tmp) { |
2849 | remove_ob(tmp); |
2811 | remove_ob(tmp); |
2850 | free_object(tmp); |
2812 | free_object(tmp); |
2851 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2813 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2852 | } |
2814 | } |
2853 | |
2815 | |
2854 | at = find_archetype("confusion"); |
2816 | at = find_archetype("confusion"); |
2855 | tmp=present_arch_in_ob(at,op); |
2817 | tmp=present_arch_in_ob(at,op); |
2856 | if (tmp) { |
2818 | if (tmp) { |
2857 | remove_ob(tmp); |
2819 | remove_ob(tmp); |
2858 | free_object(tmp); |
2820 | free_object(tmp); |
2859 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2821 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2860 | } |
2822 | } |
2861 | cure_disease(op,0); /* remove any disease */ |
2823 | cure_disease(op,0); /* remove any disease */ |
2862 | |
2824 | |
2863 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2825 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2864 | apply_death_exp_penalty(op); |
2826 | apply_death_exp_penalty(op); |
2865 | if(op->stats.food < 100) op->stats.food = 900; |
2827 | if(op->stats.food < 100) op->stats.food = 900; |
2866 | op->stats.hp = op->stats.maxhp; |
2828 | op->stats.hp = op->stats.maxhp; |
2867 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
2829 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
2868 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
2830 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
2869 | |
2831 | |
2870 | /* |
2832 | /* |
2871 | * Check to see if the player is in a shop. IF so, then check to see if |
2833 | * Check to see if the player is in a shop. IF so, then check to see if |
2872 | * the player has any unpaid items. If so, remove them and put them back |
2834 | * the player has any unpaid items. If so, remove them and put them back |
2873 | * in the map. |
2835 | * in the map. |
2874 | */ |
2836 | */ |
2875 | |
2837 | |
|
|
2838 | if (is_in_shop (op)) |
|
|
2839 | remove_unpaid_objects(op->inv, op); |
|
|
2840 | |
|
|
2841 | /****************************************/ |
|
|
2842 | /* */ |
|
|
2843 | /* Move player to his current respawn- */ |
|
|
2844 | /* position (usually last savebed) */ |
|
|
2845 | /* */ |
|
|
2846 | /****************************************/ |
|
|
2847 | |
|
|
2848 | enter_player_savebed(op); |
|
|
2849 | |
|
|
2850 | /* Save the player before inserting the force to reduce |
|
|
2851 | * chance of abuse. |
|
|
2852 | */ |
|
|
2853 | op->contr->braced=0; |
|
|
2854 | save_player(op,1); |
|
|
2855 | |
|
|
2856 | /* it is possible that the player has blown something up |
|
|
2857 | * at his savebed location, and that can have long lasting |
|
|
2858 | * spell effects. So first see if there is a spell effect |
|
|
2859 | * on the space that might harm the player. |
|
|
2860 | */ |
|
|
2861 | will_kill_again=0; |
2876 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2862 | 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); |
|
|
2879 | break; |
|
|
2880 | } |
|
|
2881 | } |
|
|
2882 | |
|
|
2883 | |
|
|
2884 | /****************************************/ |
|
|
2885 | /* */ |
|
|
2886 | /* Move player to his current respawn- */ |
|
|
2887 | /* position (usually last savebed) */ |
|
|
2888 | /* */ |
|
|
2889 | /****************************************/ |
|
|
2890 | |
|
|
2891 | enter_player_savebed(op); |
|
|
2892 | |
|
|
2893 | /* Save the player before inserting the force to reduce |
|
|
2894 | * chance of abuse. |
|
|
2895 | */ |
|
|
2896 | op->contr->braced=0; |
|
|
2897 | save_player(op,1); |
|
|
2898 | |
|
|
2899 | /* it is possible that the player has blown something up |
|
|
2900 | * at his savebed location, and that can have long lasting |
|
|
2901 | * spell effects. So first see if there is a spell effect |
|
|
2902 | * on the space that might harm the player. |
|
|
2903 | */ |
|
|
2904 | will_kill_again=0; |
|
|
2905 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
|
|
2906 | if (tmp->type ==SPELL_EFFECT) |
2863 | if (tmp->type ==SPELL_EFFECT) |
2907 | will_kill_again|=tmp->attacktype; |
2864 | will_kill_again|=tmp->attacktype; |
2908 | } |
2865 | } |
2909 | if (will_kill_again) { |
2866 | if (will_kill_again) { |
2910 | object *force; |
2867 | object *force; |
2911 | int at; |
2868 | int at; |
2912 | |
2869 | |
2913 | force=get_archetype(FORCE_NAME); |
2870 | force=get_archetype(FORCE_NAME); |
2914 | /* 50 ticks should be enough time for the spell to abate */ |
2871 | /* 50 ticks should be enough time for the spell to abate */ |
2915 | force->speed=0.1; |
2872 | force->speed=0.1; |
2916 | force->speed_left=-5.0; |
2873 | force->speed_left=-5.0; |
2917 | SET_FLAG(force, FLAG_APPLIED); |
2874 | SET_FLAG(force, FLAG_APPLIED); |
2918 | for (at=0; at<NROFATTACKS; at++) { |
2875 | for (at=0; at<NROFATTACKS; at++) { |
2919 | if (will_kill_again & (1 << at)) |
2876 | if (will_kill_again & (1 << at)) |
2920 | force->resist[at] = 100; |
2877 | force->resist[at] = 100; |
2921 | } |
2878 | } |
2922 | insert_ob_in_ob(force, op); |
2879 | insert_ob_in_ob(force, op); |
2923 | fix_player(op); |
2880 | fix_player(op); |
2924 | |
2881 | |
2925 | } |
2882 | } |
2926 | /**************************************/ |
2883 | /**************************************/ |
2927 | /* */ |
2884 | /* */ |
2928 | /* Repaint the characters inv, and */ |
2885 | /* Repaint the characters inv, and */ |
2929 | /* stats, and show a nasty message ;) */ |
2886 | /* stats, and show a nasty message ;) */ |
2930 | /* */ |
2887 | /* */ |
2931 | /**************************************/ |
2888 | /**************************************/ |
2932 | |
2889 | |
2933 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
2890 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
2934 | return; |
2891 | return; |
2935 | } /* NOT_PERMADETH */ |
2892 | } /* NOT_PERMADETH */ |
2936 | else { |
2893 | else { |
2937 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
2894 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
2938 | * should probably be embedded in an else statement. |
2895 | * should probably be embedded in an else statement. |
2939 | */ |
2896 | */ |
2940 | |
2897 | |
2941 | op->contr->party=NULL; |
2898 | op->contr->party=NULL; |
2942 | if (settings.set_title == TRUE) |
2899 | if (settings.set_title == TRUE) |
2943 | op->contr->own_title[0]='\0'; |
2900 | op->contr->own_title[0]='\0'; |
2944 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
2901 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
2945 | check_score(op); |
2902 | check_score(op); |
2946 | if(op->contr->ranges[range_golem]!=NULL) { |
2903 | if(op->contr->ranges[range_golem]!=NULL) { |
2947 | remove_friendly_object(op->contr->ranges[range_golem]); |
2904 | remove_friendly_object(op->contr->ranges[range_golem]); |
2948 | remove_ob(op->contr->ranges[range_golem]); |
2905 | remove_ob(op->contr->ranges[range_golem]); |
2949 | free_object(op->contr->ranges[range_golem]); |
2906 | free_object(op->contr->ranges[range_golem]); |
2950 | op->contr->ranges[range_golem]=NULL; |
2907 | op->contr->ranges[range_golem]=NULL; |
2951 | op->contr->golem_count=0; |
2908 | op->contr->golem_count=0; |
2952 | } |
2909 | } |
2953 | loot_object(op); /* Remove some of the items for good */ |
2910 | loot_object(op); /* Remove some of the items for good */ |
2954 | remove_ob(op); |
2911 | remove_ob(op); |
2955 | op->direction=0; |
2912 | op->direction=0; |
2956 | |
2913 | |
2957 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
2914 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
2958 | delete_character(op->name,0); |
2915 | delete_character(op->name,0); |
2959 | if (settings.resurrection == TRUE) { |
2916 | if (settings.resurrection == TRUE) { |
2960 | /* save playerfile sans equipment when player dies |
2917 | /* save playerfile sans equipment when player dies |
2961 | ** then save it as player.pl.dead so that future resurrection |
2918 | ** then save it as player.pl.dead so that future resurrection |
2962 | ** type spells will work on them nicely |
2919 | ** type spells will work on them nicely |
2963 | */ |
2920 | */ |
2964 | delete_character(op->name,0); |
2921 | delete_character(op->name,0); |
2965 | op->stats.hp = op->stats.maxhp; |
2922 | op->stats.hp = op->stats.maxhp; |
2966 | op->stats.food = 999; |
2923 | op->stats.food = 999; |
2967 | |
2924 | |
2968 | /* set the location of where the person will reappear when */ |
2925 | /* set the location of where the person will reappear when */ |
2969 | /* maybe resurrection code should fix map also */ |
2926 | /* maybe resurrection code should fix map also */ |
2970 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
2927 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
2971 | if(op->map!=NULL) |
2928 | if(op->map!=NULL) |
2972 | op->map = NULL; |
2929 | op->map = NULL; |
2973 | op->x = settings.emergency_x; |
2930 | op->x = settings.emergency_x; |
2974 | op->y = settings.emergency_y; |
2931 | op->y = settings.emergency_y; |
2975 | save_player(op,0); |
2932 | save_player(op,0); |
2976 | op->map = map; |
2933 | op->map = map; |
2977 | /* please see resurrection.c: peterm */ |
2934 | /* please see resurrection.c: peterm */ |
2978 | dead_player(op); |
2935 | dead_player(op); |
2979 | } else { |
2936 | } else { |
2980 | delete_character(op->name,1); |
2937 | delete_character(op->name,1); |
2981 | } |
2938 | } |
2982 | } |
2939 | } |
2983 | play_again(op); |
2940 | play_again(op); |
2984 | |
2941 | |
2985 | /* peterm: added to create a corpse at deathsite. */ |
2942 | /* peterm: added to create a corpse at deathsite. */ |
2986 | tmp=arch_to_object(find_archetype("corpse_pl")); |
2943 | tmp=arch_to_object(find_archetype("corpse_pl")); |
2987 | sprintf(buf,"%s", op->name); |
2944 | sprintf(buf,"%s", &op->name); |
2988 | FREE_AND_COPY(tmp->name, buf); |
2945 | tmp->name = tmp->name_pl = buf; |
2989 | FREE_AND_COPY(tmp->name_pl, buf); |
|
|
2990 | tmp->level=op->level; |
2946 | tmp->level=op->level; |
2991 | tmp->x=x;tmp->y=y; |
2947 | tmp->x=x;tmp->y=y; |
2992 | if (tmp->msg) |
2948 | tmp->msg = gravestone_text(op); |
2993 | free_string(tmp->msg); |
|
|
2994 | tmp->msg = add_string (gravestone_text(op)); |
|
|
2995 | SET_FLAG (tmp, FLAG_UNIQUE); |
2949 | SET_FLAG (tmp, FLAG_UNIQUE); |
2996 | insert_ob_in_map (tmp, map, NULL,0); |
2950 | insert_ob_in_map (tmp, map, NULL,0); |
2997 | } |
2951 | } |
2998 | } |
2952 | } |
2999 | |
2953 | |
3000 | |
2954 | |
3001 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
2955 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
… | |
… | |
3009 | next=tmp->below; |
2963 | next=tmp->below; |
3010 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
2964 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
3011 | remove_ob(tmp); |
2965 | remove_ob(tmp); |
3012 | tmp->x=op->x,tmp->y=op->y; |
2966 | tmp->x=op->x,tmp->y=op->y; |
3013 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
2967 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
3014 | loot_object(tmp); |
2968 | loot_object(tmp); |
3015 | } |
2969 | } |
3016 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
2970 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
3017 | || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
2971 | || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
3018 | if(tmp->nrof>1) { |
2972 | if(tmp->nrof>1) { |
3019 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
2973 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
3020 | free_object(tmp2); |
2974 | free_object(tmp2); |
3021 | insert_ob_in_map(tmp,op->map,NULL,0); |
2975 | insert_ob_in_map(tmp,op->map,NULL,0); |
3022 | } else |
2976 | } else |
3023 | free_object(tmp); |
2977 | free_object(tmp); |
3024 | } else |
2978 | } else |
3025 | insert_ob_in_map(tmp,op->map,NULL,0); |
2979 | insert_ob_in_map(tmp,op->map,NULL,0); |
3026 | } |
2980 | } |
3027 | } |
2981 | } |
3028 | |
2982 | |
… | |
… | |
3038 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
2992 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
3039 | if(old == sum) |
2993 | if(old == sum) |
3040 | continue; |
2994 | continue; |
3041 | fix_player(pl->ob); |
2995 | fix_player(pl->ob); |
3042 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
2996 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
3043 | pl->ob->name, old, sum); |
2997 | &pl->ob->name, old, sum); |
3044 | } |
2998 | } |
3045 | } |
2999 | } |
3046 | |
3000 | |
3047 | void fix_luck(void) { |
3001 | void fix_luck(void) { |
3048 | player *pl; |
3002 | player *pl; |
… | |
… | |
3066 | |
3020 | |
3067 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3021 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3068 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3022 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3069 | { |
3023 | { |
3070 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", |
3024 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", |
3071 | op->name); |
3025 | &op->name); |
3072 | return; |
3026 | return; |
3073 | } |
3027 | } |
3074 | |
3028 | |
3075 | spob = throw_ob->inv; |
3029 | spob = throw_ob->inv; |
3076 | |
3030 | |
… | |
… | |
3078 | // not pass NULL to cast_spell (which did indeed check itself, but |
3032 | // not pass NULL to cast_spell (which did indeed check itself, but |
3079 | // errors should be reported as early as possible IMHO) |
3033 | // errors should be reported as early as possible IMHO) |
3080 | if (!spob) |
3034 | if (!spob) |
3081 | { |
3035 | { |
3082 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", |
3036 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", |
3083 | throw_ob->name, op->name); |
3037 | &throw_ob->name, &op->name); |
3084 | return; |
3038 | return; |
3085 | } |
3039 | } |
3086 | |
3040 | |
3087 | if (op->type == PLAYER) |
3041 | if (op->type == PLAYER) |
3088 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); |
3042 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3089 | |
3043 | |
3090 | cast_spell (op, throw_ob, dir, spob, NULL); |
3044 | cast_spell (op, throw_ob, dir, spob, NULL); |
3091 | |
3045 | |
3092 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3046 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3093 | remove_ob (throw_ob); |
3047 | remove_ob (throw_ob); |
… | |
… | |
3096 | |
3050 | |
3097 | void make_visible (object *op) { |
3051 | void make_visible (object *op) { |
3098 | op->hide = 0; |
3052 | op->hide = 0; |
3099 | op->invisible = 0; |
3053 | op->invisible = 0; |
3100 | if(op->type==PLAYER) { |
3054 | if(op->type==PLAYER) { |
3101 | op->contr->tmp_invis = 0; |
3055 | op->contr->tmp_invis = 0; |
3102 | if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
3056 | op->contr->invis_race = 0; |
3103 | } |
3057 | } |
3104 | update_object(op,UP_OBJ_FACE); |
3058 | update_object(op,UP_OBJ_FACE); |
3105 | } |
3059 | } |
3106 | |
3060 | |
3107 | int is_true_undead(object *op) { |
3061 | int is_true_undead(object *op) { |
… | |
… | |
3110 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
3064 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
3111 | |
3065 | |
3112 | if(op->type==PLAYER) |
3066 | if(op->type==PLAYER) |
3113 | for(tmp=op->inv;tmp;tmp=tmp->below) |
3067 | for(tmp=op->inv;tmp;tmp=tmp->below) |
3114 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
3068 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
3115 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
3069 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
3116 | return 0; |
3070 | return 0; |
3117 | } |
3071 | } |
3118 | |
3072 | |
3119 | /* look at the surrounding terrain to determine |
3073 | /* look at the surrounding terrain to determine |
3120 | * the hideability of this object. Positive levels |
3074 | * the hideability of this object. Positive levels |
… | |
… | |
3135 | * as bad as carrying a light on a pitch dark map */ |
3089 | * as bad as carrying a light on a pitch dark map */ |
3136 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
3090 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
3137 | |
3091 | |
3138 | /* scan through all nearby squares for terrain to hide in */ |
3092 | /* 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]) { |
3093 | for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
3140 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
3094 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
3141 | if (mflag & P_OUT_OF_MAP) { continue; } |
3095 | if (mflag & P_OUT_OF_MAP) { continue; } |
3142 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3096 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3143 | level += 2; |
3097 | level += 2; |
3144 | else /* open terrain! */ |
3098 | else /* open terrain! */ |
3145 | level -= 1; |
3099 | level -= 1; |
3146 | } |
3100 | } |
3147 | |
3101 | |
3148 | #if 0 |
3102 | #if 0 |
3149 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
3103 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
3150 | #endif |
3104 | #endif |
… | |
… | |
3165 | |
3119 | |
3166 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
3120 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
3167 | |
3121 | |
3168 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3122 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3169 | if(op->type==PLAYER && op->contr->run_on) { |
3123 | if(op->type==PLAYER && op->contr->run_on) { |
3170 | if(!skop || num >= skop->level) { |
3124 | if(!skop || num >= skop->level) { |
3171 | new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
3125 | new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
3172 | make_visible(op); |
3126 | make_visible(op); |
3173 | return; |
3127 | return; |
3174 | } else num += 20; |
3128 | } else num += 20; |
3175 | } |
3129 | } |
3176 | num += op->map->difficulty; |
3130 | num += op->map->difficulty; |
3177 | hide = hideability(op); /* modify by terrain hidden level */ |
3131 | hide = hideability(op); /* modify by terrain hidden level */ |
3178 | num -= hide; |
3132 | num -= hide; |
3179 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
3133 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
3180 | make_visible(op); |
3134 | make_visible(op); |
3181 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
3135 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
3182 | "You moved out of hiding! You are visible!"); |
3136 | "You moved out of hiding! You are visible!"); |
3183 | } |
3137 | } |
3184 | else if (op->type == PLAYER && skop) { |
3138 | else if (op->type == PLAYER && skop) { |
3185 | change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
3139 | change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
3186 | } |
3140 | } |
3187 | } |
3141 | } |
3188 | |
3142 | |
3189 | /* determine if who is standing near a hostile creature. */ |
3143 | /* determine if who is standing near a hostile creature. */ |
3190 | |
3144 | |
… | |
… | |
3199 | if(who->type==PLAYER) player=1; |
3153 | if(who->type==PLAYER) player=1; |
3200 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
3154 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
3201 | |
3155 | |
3202 | /* search adjacent squares */ |
3156 | /* search adjacent squares */ |
3203 | for(i=1;i<9;i++) { |
3157 | for(i=1;i<9;i++) { |
3204 | x = who->x+freearr_x[i]; |
3158 | x = who->x+freearr_x[i]; |
3205 | y = who->y+freearr_y[i]; |
3159 | y = who->y+freearr_y[i]; |
3206 | m = who->map; |
3160 | m = who->map; |
3207 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
3161 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
3208 | /* space must be blocked if there is a monster. If not |
3162 | /* space must be blocked if there is a monster. If not |
3209 | * blocked, don't need to check this space. |
3163 | * blocked, don't need to check this space. |
3210 | */ |
3164 | */ |
3211 | if (mflags & P_OUT_OF_MAP) continue; |
3165 | if (mflags & P_OUT_OF_MAP) continue; |
3212 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
3166 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
3213 | |
3167 | |
3214 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
3168 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
3215 | if((player||friendly) |
3169 | if((player||friendly) |
3216 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
3170 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
3217 | return 1; |
3171 | return 1; |
3218 | else if(tmp->type==PLAYER) |
3172 | else if(tmp->type==PLAYER) |
3219 | { |
3173 | { |
3220 | /*don't let a hidden DM prevent you from hiding*/ |
3174 | /*don't let a hidden DM prevent you from hiding*/ |
3221 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3175 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3222 | return 1; |
3176 | return 1; |
3223 | } |
3177 | } |
3224 | } |
3178 | } |
3225 | } |
3179 | } |
3226 | return 0; |
3180 | return 0; |
3227 | } |
3181 | } |
3228 | |
3182 | |
3229 | /* check the player los field for viewability of the |
3183 | /* check the player los field for viewability of the |
… | |
… | |
3243 | int player_can_view (object *pl,object *op) { |
3197 | int player_can_view (object *pl,object *op) { |
3244 | rv_vector rv; |
3198 | rv_vector rv; |
3245 | int dx,dy; |
3199 | int dx,dy; |
3246 | |
3200 | |
3247 | if(pl->type!=PLAYER) { |
3201 | if(pl->type!=PLAYER) { |
3248 | LOG(llevError,"player_can_view() called for non-player object\n"); |
3202 | LOG(llevError,"player_can_view() called for non-player object\n"); |
3249 | return -1; |
3203 | return -1; |
3250 | } |
3204 | } |
3251 | if (!pl || !op) return 0; |
3205 | if (!pl || !op) return 0; |
3252 | |
3206 | |
3253 | if(op->head) { op = op->head; } |
3207 | if(op->head) { op = op->head; } |
3254 | get_rangevector(pl, op, &rv, 0x1); |
3208 | get_rangevector(pl, op, &rv, 0x1); |
… | |
… | |
3258 | * part that is in the los array but isnt on |
3212 | * part that is in the los array but isnt on |
3259 | * a blocked los square. |
3213 | * a blocked los square. |
3260 | * we use the archetype to figure out offsets. |
3214 | * we use the archetype to figure out offsets. |
3261 | */ |
3215 | */ |
3262 | while(op) { |
3216 | while(op) { |
3263 | dx = rv.distance_x + op->arch->clone.x; |
3217 | dx = rv.distance_x + op->arch->clone.x; |
3264 | dy = rv.distance_y + op->arch->clone.y; |
3218 | dy = rv.distance_y + op->arch->clone.y; |
3265 | |
3219 | |
3266 | /* only the viewable area the player sees is updated by LOS |
3220 | /* only the viewable area the player sees is updated by LOS |
3267 | * code, so we need to restrict ourselves to that range of values |
3221 | * code, so we need to restrict ourselves to that range of values |
3268 | * for any meaningful values. |
3222 | * for any meaningful values. |
3269 | */ |
3223 | */ |
3270 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
3224 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
3271 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
3225 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
3272 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
3226 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
3273 | return 1; |
3227 | return 1; |
3274 | op = op->more; |
3228 | op = op->more; |
3275 | } |
3229 | } |
3276 | return 0; |
3230 | return 0; |
3277 | } |
3231 | } |
3278 | |
3232 | |
3279 | /* routine for both players and monsters. We call this when |
3233 | /* routine for both players and monsters. We call this when |
… | |
… | |
3283 | * return 0. |
3237 | * return 0. |
3284 | */ |
3238 | */ |
3285 | int action_makes_visible (object *op) { |
3239 | int action_makes_visible (object *op) { |
3286 | |
3240 | |
3287 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3241 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3288 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
3242 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
3289 | return 0; |
3243 | return 0; |
3290 | |
3244 | |
3291 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
3245 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
3292 | |
3246 | |
3293 | /* If monsters, they should become visible */ |
3247 | /* If monsters, they should become visible */ |
3294 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
3248 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
3295 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
3249 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
3296 | return 1; |
3250 | return 1; |
3297 | } |
3251 | } |
3298 | } |
3252 | } |
3299 | return 0; |
3253 | return 0; |
3300 | } |
3254 | } |
3301 | |
3255 | |
3302 | /* op_on_battleground - checks if the given object op (usually |
3256 | /* op_on_battleground - checks if the given object op (usually |
… | |
… | |
3317 | * => The intention here is to prevent abuse of the battleground- |
3271 | * => The intention here is to prevent abuse of the battleground- |
3318 | * feature (like pickable or hidden battleground tiles). */ |
3272 | * feature (like pickable or hidden battleground tiles). */ |
3319 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3273 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3320 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3274 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3321 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3275 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3322 | strcmp(tmp->name, "battleground")==0 && |
3276 | strcmp(tmp->name, "battleground")==0 && |
3323 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3277 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3324 | /*before we assign the exit, check if this is a teambattle*/ |
3278 | /*before we assign the exit, check if this is a teambattle*/ |
3325 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3279 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3326 | object *invtmp; |
3280 | object *invtmp; |
3327 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3281 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3328 | if(invtmp->type==FORCE && invtmp->slaying && |
3282 | if(invtmp->type==FORCE && invtmp->slaying && |
3329 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
3283 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
|
|
3284 | if (x != NULL && y != NULL) |
|
|
3285 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
|
|
3286 | return 1; |
|
|
3287 | } |
|
|
3288 | } |
|
|
3289 | } |
3330 | if (x != NULL && y != NULL) |
3290 | if (x != NULL && y != NULL) |
3331 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
3291 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
3332 | return 1; |
3292 | return 1; |
3333 | } |
|
|
3334 | } |
|
|
3335 | } |
|
|
3336 | if (x != NULL && y != NULL) |
|
|
3337 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
|
|
3338 | return 1; |
|
|
3339 | } |
3293 | } |
3340 | } |
3294 | } |
3341 | } |
3295 | } |
3342 | /* If we got here, did not find a battleground */ |
3296 | /* If we got here, did not find a battleground */ |
3343 | return 0; |
3297 | return 0; |
… | |
… | |
3360 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3314 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3361 | int i=0, j=0; |
3315 | int i=0, j=0; |
3362 | |
3316 | |
3363 | /* get the appropriate treasurelist */ |
3317 | /* get the appropriate treasurelist */ |
3364 | if (atnr == ATNR_FIRE) |
3318 | if (atnr == ATNR_FIRE) |
3365 | trlist = find_treasurelist("dragon_ability_fire"); |
3319 | trlist = find_treasurelist("dragon_ability_fire"); |
3366 | else if (atnr == ATNR_COLD) |
3320 | else if (atnr == ATNR_COLD) |
3367 | trlist = find_treasurelist("dragon_ability_cold"); |
3321 | trlist = find_treasurelist("dragon_ability_cold"); |
3368 | else if (atnr == ATNR_ELECTRICITY) |
3322 | else if (atnr == ATNR_ELECTRICITY) |
3369 | trlist = find_treasurelist("dragon_ability_elec"); |
3323 | trlist = find_treasurelist("dragon_ability_elec"); |
3370 | else if (atnr == ATNR_POISON) |
3324 | else if (atnr == ATNR_POISON) |
3371 | trlist = find_treasurelist("dragon_ability_poison"); |
3325 | trlist = find_treasurelist("dragon_ability_poison"); |
3372 | |
3326 | |
3373 | if (trlist == NULL || who->type != PLAYER) |
3327 | if (trlist == NULL || who->type != PLAYER) |
3374 | return; |
3328 | return; |
3375 | |
3329 | |
3376 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3330 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3377 | tr = tr->next, i++); |
3331 | tr = tr->next, i++); |
3378 | |
3332 | |
3379 | if (tr == NULL || tr->item == NULL) { |
3333 | if (tr == NULL || tr->item == NULL) { |
3380 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3334 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3381 | return; |
3335 | return; |
3382 | } |
3336 | } |
3383 | |
3337 | |
3384 | /* everything seems okay - now bring on the gift: */ |
3338 | /* everything seems okay - now bring on the gift: */ |
3385 | item = &(tr->item->clone); |
3339 | item = &(tr->item->clone); |
3386 | |
3340 | |
3387 | if (item->type == SPELL) { |
3341 | if (item->type == SPELL) { |
3388 | if (check_spell_known (who, item->name)) |
3342 | if (check_spell_known (who, item->name)) |
3389 | return; |
3343 | return; |
3390 | |
3344 | |
3391 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); |
3345 | 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); |
3346 | do_learn_spell (who, item, 0); |
3393 | return; |
3347 | return; |
3394 | } |
3348 | } |
3395 | |
3349 | |
3396 | /* grant direct spell */ |
3350 | /* grant direct spell */ |
3397 | if (item->type == SPELLBOOK) { |
3351 | if (item->type == SPELLBOOK) { |
3398 | if (!item->inv) { |
3352 | if (!item->inv) { |
3399 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", |
3353 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name); |
3400 | item->name); |
3354 | return; |
3401 | return; |
3355 | } |
3402 | } |
|
|
3403 | if (check_spell_known (who, item->inv->name)) |
3356 | if (check_spell_known (who, item->inv->name)) |
3404 | return; |
3357 | return; |
3405 | if (item->invisible) { |
3358 | if (item->invisible) { |
3406 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); |
3359 | 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); |
3360 | do_learn_spell (who, item->inv, 0); |
3408 | return; |
3361 | return; |
3409 | } |
3362 | } |
3410 | } |
3363 | } |
3411 | else if (item->type == SKILL_TOOL && item->invisible) { |
3364 | else if (item->type == SKILL_TOOL && item->invisible) { |
3412 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3365 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3413 | |
3366 | |
3414 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3367 | /* 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 |
3368 | * 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, |
3369 | * them. As it is now, if the player has any that match the granted skill, |
3417 | * but not all of them, he gets nothing. |
3370 | * but not all of them, he gets nothing. |
3418 | */ |
3371 | */ |
3419 | if (!(skop->attacktype & item->attacktype)) { |
3372 | if (!(skop->attacktype & item->attacktype)) { |
3420 | /* Give new attacktype */ |
3373 | /* Give new attacktype */ |
3421 | skop->attacktype |= item->attacktype; |
3374 | skop->attacktype |= item->attacktype; |
3422 | |
3375 | |
3423 | /* always add physical if there's none */ |
3376 | /* always add physical if there's none */ |
3424 | skop->attacktype |= AT_PHYSICAL; |
3377 | skop->attacktype |= AT_PHYSICAL; |
3425 | |
3378 | |
3426 | if (item->msg != NULL) |
3379 | if (item->msg != NULL) |
3427 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3380 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3428 | |
3381 | |
3429 | /* Give player new face */ |
3382 | /* Give player new face */ |
3430 | if (item->animation_id) { |
3383 | if (item->animation_id) { |
3431 | who->face = skop->face; |
3384 | who->face = skop->face; |
3432 | who->animation_id = item->animation_id; |
3385 | who->animation_id = item->animation_id; |
3433 | who->anim_speed = item->anim_speed; |
3386 | who->anim_speed = item->anim_speed; |
3434 | who->last_anim = 0; |
3387 | who->last_anim = 0; |
3435 | who->state = 0; |
3388 | who->state = 0; |
3436 | animate_object(who, who->direction); |
3389 | animate_object(who, who->direction); |
3437 | } |
3390 | } |
3438 | } |
3391 | } |
3439 | } |
3392 | } |
3440 | } |
3393 | } |
3441 | else if (item->type == FORCE) { |
3394 | else if (item->type == FORCE) { |
3442 | /* forces in the treasurelist can alter the player's stats */ |
3395 | /* forces in the treasurelist can alter the player's stats */ |
3443 | object *skin; |
3396 | object *skin; |
3444 | /* first get the dragon skin force */ |
3397 | /* first get the dragon skin force */ |
3445 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3398 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3446 | skin=skin->below); |
3399 | skin=skin->below); |
3447 | if (skin == NULL) return; |
3400 | if (skin == NULL) return; |
3448 | |
3401 | |
3449 | /* adding new spellpath attunements */ |
3402 | /* adding new spellpath attunements */ |
3450 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3403 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3451 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3404 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3452 | |
3405 | |
3453 | /* print message */ |
3406 | /* print message */ |
3454 | sprintf(buf, "You feel attuned to "); |
3407 | sprintf(buf, "You feel attuned to "); |
3455 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3408 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3456 | if(item->path_attuned & (1<<i)) { |
3409 | if(item->path_attuned & (1<<i)) { |
3457 | if (j) |
3410 | if (j) |
3458 | strcat(buf," and "); |
3411 | strcat(buf," and "); |
3459 | else |
3412 | else |
3460 | j = 1; |
3413 | j = 1; |
3461 | strcat(buf, spellpathnames[i]); |
3414 | strcat(buf, spellpathnames[i]); |
3462 | } |
3415 | } |
3463 | } |
3416 | } |
3464 | strcat(buf,"."); |
3417 | strcat(buf,"."); |
3465 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3418 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3466 | } |
3419 | } |
3467 | |
3420 | |
3468 | /* evtl. adding flags: */ |
3421 | /* evtl. adding flags: */ |
3469 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3422 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3470 | SET_FLAG(skin, FLAG_XRAYS); |
3423 | SET_FLAG(skin, FLAG_XRAYS); |
3471 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3424 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3472 | SET_FLAG(skin, FLAG_STEALTH); |
3425 | SET_FLAG(skin, FLAG_STEALTH); |
3473 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3426 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3474 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3427 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3475 | |
3428 | |
3476 | /* print message if there is one */ |
3429 | /* print message if there is one */ |
3477 | if (item->msg != NULL) |
3430 | if (item->msg != NULL) |
3478 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3431 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3479 | } |
3432 | } |
3480 | else { |
3433 | else { |
3481 | /* generate misc. treasure */ |
3434 | /* generate misc. treasure */ |
3482 | tmp = arch_to_object (tr->item); |
3435 | tmp = arch_to_object (tr->item); |
3483 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3436 | 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); |
3437 | tmp = insert_ob_in_ob (tmp, who); |
3485 | if (who->type == PLAYER) |
3438 | if (who->type == PLAYER) |
3486 | esrv_send_item(who, tmp); |
3439 | esrv_send_item(who, tmp); |
3487 | } |
3440 | } |
3488 | } |
3441 | } |
3489 | |
3442 | |
3490 | /** |
3443 | /** |
3491 | * Unready an object for a player. This function does nothing if the object was |
3444 | * Unready an object for a player. This function does nothing if the object was |