1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
… | |
… | |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #include <algorithm> |
34 | #include <algorithm> |
34 | #include <functional> |
35 | #include <functional> |
35 | |
36 | |
36 | player * |
37 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
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39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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41 | return pl; |
|
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42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
38 | |
46 | void |
39 | void |
47 | display_motd (const object *op) |
40 | display_motd (const object *op) |
48 | { |
41 | { |
49 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
116 | |
124 | news[0] = '\0'; |
117 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
126 | size = 0; |
119 | size = 0; |
127 | |
120 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
122 | { |
130 | if (*buf == '#') |
123 | if (*buf == '#') |
131 | continue; |
124 | continue; |
132 | |
125 | |
133 | if (*buf == '%') |
126 | if (*buf == '%') |
134 | { /* send one news */ |
127 | { /* send one news */ |
135 | if (size > 0) |
128 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
|
|
130 | |
137 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
132 | strip_endline (subject); |
139 | size = 0; |
133 | size = 0; |
140 | news[0] = '\0'; |
134 | news[0] = '\0'; |
141 | } |
135 | } |
… | |
… | |
176 | ob->enter_exit (tmp); |
170 | ob->enter_exit (tmp); |
177 | |
171 | |
178 | tmp->destroy (); |
172 | tmp->destroy (); |
179 | } |
173 | } |
180 | |
174 | |
|
|
175 | void |
|
|
176 | player::activate () |
|
|
177 | { |
|
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178 | if (active) |
|
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179 | return; |
|
|
180 | |
|
|
181 | players.insert (this); |
|
|
182 | ob->remove (); |
|
|
183 | ob->map = 0; |
|
|
184 | ob->activate_recursive (); |
|
|
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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186 | add_friendly_object (ob); |
|
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187 | enter_map (); |
|
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188 | } |
|
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189 | |
|
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190 | void |
|
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191 | player::deactivate () |
|
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192 | { |
|
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193 | if (!active) |
|
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194 | return; |
|
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195 | |
|
|
196 | terminate_all_pets (ob); |
|
|
197 | remove_friendly_object (ob); |
|
|
198 | ob->deactivate_recursive (); |
|
|
199 | maplevel = ob->map->path; |
|
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200 | ob->remove (); |
|
|
201 | ob->map = 0; |
|
|
202 | party = 0; |
|
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203 | |
|
|
204 | // for weird reasons, this is often "ob", keeping a circular reference |
|
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205 | ranges [range_skill] = 0; |
|
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206 | |
|
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207 | players.erase (this); |
|
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208 | } |
|
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209 | |
181 | // connect the player with a specific client |
210 | // connect the player with a specific client |
182 | // also changed, rationalises, and fixes some incorrect settings |
211 | // also changed, rationalises, and fixes some incorrect settings |
183 | void |
212 | void |
184 | player::connect (client *ns) |
213 | player::connect (client *ns) |
185 | { |
214 | { |
186 | this->ns = ns; |
215 | this->ns = ns; |
187 | ns->pl = this; |
216 | ns->pl = this; |
188 | |
217 | |
189 | next = first_player; |
218 | run_on = 0; |
190 | first_player = this; |
219 | fire_on = 0; |
|
|
220 | ob->close_container (); //TODO: client-specific |
191 | |
221 | |
192 | ns->update_look = 0; |
222 | ns->update_look = 0; |
193 | ns->look_position = 0; |
223 | ns->look_position = 0; |
194 | |
224 | |
195 | clear_los (ob); |
225 | clear_los (ob); |
|
|
226 | |
|
|
227 | ns->reset_stats (); |
196 | |
228 | |
197 | /* make sure he's a player -- needed because of class change. */ |
229 | /* make sure he's a player -- needed because of class change. */ |
198 | ob->type = PLAYER; // we are paranoid |
230 | ob->type = PLAYER; // we are paranoid |
199 | ob->race = ob->arch->clone.race; |
231 | ob->race = ob->arch->clone.race; |
200 | |
232 | |
… | |
… | |
205 | link_player_skills (ob); |
237 | link_player_skills (ob); |
206 | |
238 | |
207 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
208 | |
240 | |
209 | assign (title, ob->arch->clone.name); |
241 | assign (title, ob->arch->clone.name); |
210 | |
|
|
211 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
212 | * from the class, and not race. I don't see any way to get the class information |
|
|
213 | * to then update this. I don't think this will actually break anything - anyone |
|
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214 | * that can use armour should be able to use a shield. What this may 'break' |
|
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215 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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216 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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217 | */ |
|
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218 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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219 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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220 | |
242 | |
221 | /* if it's a dragon player, set the correct title here */ |
243 | /* if it's a dragon player, set the correct title here */ |
222 | if (is_dragon_pl (ob)) |
244 | if (is_dragon_pl (ob)) |
223 | { |
245 | { |
224 | object *tmp, *abil = 0, *skin = 0; |
246 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
234 | skin = tmp; |
256 | skin = tmp; |
235 | |
257 | |
236 | set_dragon_name (ob, abil, skin); |
258 | set_dragon_name (ob, abil, skin); |
237 | } |
259 | } |
238 | |
260 | |
239 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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240 | add_friendly_object (ob); |
|
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241 | |
|
|
242 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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243 | |
|
|
244 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | |
262 | |
246 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | |
264 | |
248 | ob->update_stats (); |
265 | ob->update_stats (); |
249 | ns->floorbox_update (); |
266 | ns->floorbox_update (); |
250 | |
267 | |
251 | esrv_send_inventory (ob, ob); |
268 | esrv_send_inventory (ob, ob); |
252 | esrv_add_spells (this, 0); |
269 | esrv_add_spells (this, 0); |
253 | |
270 | |
254 | ob->activate_recursive (); |
271 | activate (); |
255 | enter_map (); |
|
|
256 | |
272 | |
257 | send_rules (ob); |
273 | send_rules (ob); |
258 | send_news (ob); |
274 | send_news (ob); |
259 | display_motd (ob); |
275 | display_motd (ob); |
260 | |
276 | |
… | |
… | |
263 | } |
279 | } |
264 | |
280 | |
265 | void |
281 | void |
266 | player::disconnect () |
282 | player::disconnect () |
267 | { |
283 | { |
268 | if (ob) |
|
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269 | ob->deactivate_recursive (); |
|
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270 | |
|
|
271 | //TODO: don't be so harsh and destroy :) |
|
|
272 | if (ns) |
284 | if (ns) |
273 | { |
285 | { |
274 | if (enable_save) |
286 | if (active) |
275 | { |
|
|
276 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
287 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
277 | save (true); |
|
|
278 | } |
|
|
279 | |
288 | |
280 | INVOKE_PLAYER (DISCONNECT, this); |
289 | INVOKE_PLAYER (DISCONNECT, this); |
281 | |
290 | |
282 | client *ns = this->ns; |
291 | ns->reset_stats (); |
283 | ns->send_packet ("goodbye"); |
|
|
284 | ns->flush (); |
|
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285 | ns->pl = 0; |
292 | ns->pl = 0; |
286 | this->ns = 0; |
293 | this->ns = 0; |
287 | |
|
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288 | ns->destroy (); |
|
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289 | destroy (); |
|
|
290 | } |
294 | } |
|
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295 | |
|
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296 | if (ob) |
|
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297 | ob->close_container (); //TODO: client-specific |
|
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298 | |
|
|
299 | deactivate (); |
291 | } |
300 | } |
292 | |
301 | |
293 | // the need for this function can be explained |
302 | // the need for this function can be explained |
294 | // by load_object not returning the object |
303 | // by load_object not returning the object |
295 | void |
304 | void |
296 | player::set_object (object *op) |
305 | player::set_object (object *op) |
297 | { |
306 | { |
298 | ob = op; |
307 | ob = op; |
299 | ob->contr = this; /* this aren't yet in archetype */ |
308 | ob->contr = this; /* this aren't yet in archetype */ |
300 | |
309 | |
301 | ob->speed_left = 0.5; |
310 | ob->speed_left = 0.5; |
302 | ob->speed = 1.0; |
311 | ob->speed = 1.0; |
303 | ob->direction = 5; /* So player faces south */ |
312 | ob->direction = 5; /* So player faces south */ |
304 | ob->stats.wc = 2; |
|
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305 | ob->run_away = 25; /* Then we panick... */ |
|
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306 | |
|
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307 | ob->roll_stats (); |
|
|
308 | } |
313 | } |
309 | |
314 | |
310 | player::player () |
315 | player::player () |
311 | { |
316 | { |
312 | /* There are some elements we want initialised to non zero value - |
317 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
317 | unapply = unapply_nochoice; |
322 | unapply = unapply_nochoice; |
318 | |
323 | |
319 | savebed_map = first_map_path; /* Init. respawn position */ |
324 | savebed_map = first_map_path; /* Init. respawn position */ |
320 | |
325 | |
321 | gen_sp_armour = 10; |
326 | gen_sp_armour = 10; |
322 | last_speed = -1; |
|
|
323 | shoottype = range_none; |
327 | shoottype = range_none; |
324 | bowtype = bow_normal; |
328 | bowtype = bow_normal; |
325 | petmode = pet_normal; |
329 | petmode = pet_normal; |
326 | listening = 10; |
330 | listening = 10; |
327 | usekeys = containers; |
331 | usekeys = containers; |
328 | last_weapon_sp = -1; |
|
|
329 | peaceful = 1; /* default peaceful */ |
332 | peaceful = 1; /* default peaceful */ |
330 | do_los = 1; |
333 | do_los = 1; |
331 | |
|
|
332 | /* we need to clear these to -1 and not zero - otherwise, |
|
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333 | * if a player quits and starts a new character, we wont |
|
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334 | * send new values to the client, as things like exp start |
|
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335 | * at zero. |
|
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336 | */ |
|
|
337 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
338 | last_skill_exp[i] = -1; |
|
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339 | |
|
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340 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
341 | last_resist[i] = -1; |
|
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342 | |
|
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343 | last_stats.exp = -1; |
|
|
344 | last_weight = (uint32) - 1; |
|
|
345 | } |
334 | } |
346 | |
335 | |
347 | void |
336 | void |
348 | player::do_destroy () |
337 | player::do_destroy () |
349 | { |
338 | { |
350 | disconnect (); |
339 | disconnect (); |
351 | |
340 | |
352 | save (false); |
|
|
353 | enable_save = false; |
|
|
354 | |
|
|
355 | attachable::do_destroy (); |
341 | attachable::do_destroy (); |
356 | |
|
|
357 | terminate_all_pets (ob); |
|
|
358 | |
|
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359 | if (first_player != this) |
|
|
360 | { |
|
|
361 | player *prev = first_player; |
|
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362 | |
|
|
363 | while (prev && prev->next && prev->next != this) |
|
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364 | prev = prev->next; |
|
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365 | |
|
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366 | if (prev->next != this) |
|
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367 | { |
|
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368 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
369 | abort (); |
|
|
370 | } |
|
|
371 | |
|
|
372 | prev->next = next; |
|
|
373 | } |
|
|
374 | else |
|
|
375 | first_player = next; |
|
|
376 | |
342 | |
377 | if (ob) |
343 | if (ob) |
378 | { |
344 | { |
379 | ob->destroy_inv (false); |
345 | ob->destroy_inv (false); |
380 | ob->destroy (); |
346 | ob->destroy (); |
… | |
… | |
395 | player::create () |
361 | player::create () |
396 | { |
362 | { |
397 | player *pl = new player; |
363 | player *pl = new player; |
398 | |
364 | |
399 | pl->set_object (arch_to_object (get_player_archetype (0))); |
365 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
366 | |
|
|
367 | pl->ob->roll_stats (); |
|
|
368 | pl->ob->stats.wc = 2; |
|
|
369 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
370 | |
400 | set_first_map (pl->ob); |
371 | set_first_map (pl->ob); |
401 | |
372 | |
402 | return pl; |
373 | return pl; |
403 | } |
374 | } |
404 | |
375 | |
… | |
… | |
436 | object *op = NULL; |
407 | object *op = NULL; |
437 | objectlink *ol; |
408 | objectlink *ol; |
438 | unsigned lastdist; |
409 | unsigned lastdist; |
439 | rv_vector rv; |
410 | rv_vector rv; |
440 | |
411 | |
441 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
412 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
442 | { |
413 | { |
443 | /* We should not find free objects on this friendly list, but it |
414 | /* We should not find free objects on this friendly list, but it |
444 | * does periodically happen. Given that, lets deal with it. |
415 | * does periodically happen. Given that, lets deal with it. |
445 | * While unlikely, it is possible the next object on the friendly |
416 | * While unlikely, it is possible the next object on the friendly |
446 | * list is also free, so encapsulate this in a while loop. |
417 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
450 | object *tmp = ol->ob; |
421 | object *tmp = ol->ob; |
451 | |
422 | |
452 | /* Can't do much more other than log the fact, because the object |
423 | /* Can't do much more other than log the fact, because the object |
453 | * itself will have been cleared. |
424 | * itself will have been cleared. |
454 | */ |
425 | */ |
455 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
426 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
427 | tmp->debug_desc ()); |
456 | ol = ol->next; |
428 | ol = ol->next; |
457 | remove_friendly_object (tmp); |
429 | remove_friendly_object (tmp); |
458 | if (!ol) |
430 | if (!ol) |
459 | return op; |
431 | return op; |
460 | } |
432 | } |
… | |
… | |
549 | x = mon->x; |
521 | x = mon->x; |
550 | y = mon->y; |
522 | y = mon->y; |
551 | m = mon->map; |
523 | m = mon->map; |
552 | dir = rv.direction; |
524 | dir = rv.direction; |
553 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
554 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
527 | |
555 | /* If we can't solve it within the search distance, return now. */ |
528 | /* If we can't solve it within the search distance, return now. */ |
556 | if (diff > max) |
529 | if (diff > max) |
557 | return 0; |
530 | return 0; |
|
|
531 | |
558 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
559 | { |
533 | { |
560 | lastx = x; |
534 | lastx = x; |
561 | lasty = y; |
535 | lasty = y; |
562 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
644 | max--; |
618 | max--; |
645 | lastdir = dir; |
619 | lastdir = dir; |
646 | if (!firstdir) |
620 | if (!firstdir) |
647 | firstdir = dir; |
621 | firstdir = dir; |
648 | } |
622 | } |
|
|
623 | |
649 | if (diff <= 1) |
624 | if (diff <= 1) |
650 | { |
625 | { |
651 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
652 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
653 | */ |
628 | */ |
654 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
655 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
656 | } |
631 | } |
|
|
632 | |
657 | if (diff > max) |
633 | if (diff > max) |
658 | return 0; |
634 | return 0; |
659 | } |
635 | } |
|
|
636 | |
660 | /* If we reached the max, didn't find a direction in time */ |
637 | /* If we reached the max, didn't find a direction in time */ |
661 | if (!max) |
638 | if (!max) |
662 | return 0; |
639 | return 0; |
663 | |
640 | |
664 | return firstdir; |
641 | return firstdir; |
… | |
… | |
778 | roll_stat (void) |
755 | roll_stat (void) |
779 | { |
756 | { |
780 | int a[4], i, j, k; |
757 | int a[4], i, j, k; |
781 | |
758 | |
782 | for (i = 0; i < 4; i++) |
759 | for (i = 0; i < 4; i++) |
783 | a[i] = (int) RANDOM () % 6 + 1; |
760 | a[i] = (int) rndm (6) + 1; |
784 | |
761 | |
785 | for (i = 0, j = 0, k = 7; i < 4; i++) |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
786 | if (a[i] < k) |
763 | if (a[i] < k) |
787 | k = a[i], j = i; |
764 | k = a[i], j = i; |
788 | |
765 | |
… | |
… | |
918 | * to save here. |
895 | * to save here. |
919 | */ |
896 | */ |
920 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
921 | make_path_to_file (buf); |
898 | make_path_to_file (buf); |
922 | |
899 | |
923 | #ifdef AUTOSAVE |
|
|
924 | op->contr->last_save_tick = pticks; |
|
|
925 | #endif |
|
|
926 | start_info (op); |
900 | start_info (op); |
927 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
928 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (op, op->randomitems); |
929 | link_player_skills (op); |
903 | link_player_skills (op); |
930 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (op, op); |
… | |
… | |
992 | |
966 | |
993 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
967 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
994 | return 0; |
968 | return 0; |
995 | } |
969 | } |
996 | |
970 | |
997 | int |
|
|
998 | key_confirm_quit (object *op, char key) |
|
|
999 | { |
|
|
1000 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1001 | { |
|
|
1002 | op->contr->ns->state = ST_PLAYING; |
|
|
1003 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1004 | return 1; |
|
|
1005 | } |
|
|
1006 | |
|
|
1007 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1008 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1009 | |
|
|
1010 | op->contr->enable_save = false; |
|
|
1011 | |
|
|
1012 | terminate_all_pets (op); |
|
|
1013 | op->remove (); |
|
|
1014 | op->direction = 0; |
|
|
1015 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1016 | |
|
|
1017 | strcpy (op->contr->killer, "quit"); |
|
|
1018 | check_score (op); |
|
|
1019 | op->contr->party = 0; |
|
|
1020 | op->contr->own_title[0] = '\0'; |
|
|
1021 | op->contr->destroy (); |
|
|
1022 | |
|
|
1023 | return 1; |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | void |
971 | void |
1027 | flee_player (object *op) |
972 | flee_player (object *op) |
1028 | { |
973 | { |
1029 | int dir, diff; |
974 | int dir, diff; |
1030 | rv_vector rv; |
975 | rv_vector rv; |
… | |
… | |
1085 | int |
1030 | int |
1086 | check_pick (object *op) |
1031 | check_pick (object *op) |
1087 | { |
1032 | { |
1088 | object *tmp, *next; |
1033 | object *tmp, *next; |
1089 | int stop = 0; |
1034 | int stop = 0; |
1090 | int j, k, wvratio; |
1035 | int wvratio; |
1091 | char putstring[128], tmpstr[16]; |
1036 | char putstring[128]; |
1092 | |
1037 | |
1093 | /* if you're flying, you cna't pick up anything */ |
1038 | /* if you're flying, you cna't pick up anything */ |
1094 | if (op->move_type & MOVE_FLYING) |
1039 | if (op->move_type & MOVE_FLYING) |
1095 | return 1; |
1040 | return 1; |
1096 | |
1041 | |
… | |
… | |
1433 | * found object is returned. |
1378 | * found object is returned. |
1434 | */ |
1379 | */ |
1435 | object * |
1380 | object * |
1436 | find_arrow (object *op, const char *type) |
1381 | find_arrow (object *op, const char *type) |
1437 | { |
1382 | { |
1438 | object *tmp = NULL; |
1383 | object *tmp = 0; |
1439 | |
1384 | |
1440 | for (op = op->inv; op; op = op->below) |
1385 | for (op = op->inv; op; op = op->below) |
1441 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1442 | tmp = find_arrow (op, type); |
1387 | tmp = find_arrow (op, type); |
1443 | else if (op->type == ARROW && op->race == type) |
1388 | else if (op->type == ARROW && op->race == type) |
1444 | return op; |
1389 | return op; |
|
|
1390 | |
1445 | return tmp; |
1391 | return tmp; |
1446 | } |
1392 | } |
1447 | |
1393 | |
1448 | /* |
1394 | /* |
1449 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1395 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1450 | * against the target. A full test is not performed, simply a basic test |
1396 | * against the target. A full test is not performed, simply a basic test |
1451 | * of resistances. The archer is making a quick guess at what he sees down |
1397 | * of resistances. The archer is making a quick guess at what he sees down |
1452 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1453 | */ |
1399 | */ |
1454 | |
|
|
1455 | object * |
1400 | object * |
1456 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1457 | { |
1402 | { |
1458 | object *tmp = NULL, *arrow, *ntmp; |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1459 | int attacknum, attacktype, betterby = 0, i; |
1404 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1907 | { |
1852 | { |
1908 | if (op->type == PLAYER) |
1853 | if (op->type == PLAYER) |
1909 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1910 | return; |
1855 | return; |
1911 | } |
1856 | } |
|
|
1857 | |
1912 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1913 | return; |
1859 | return; |
1914 | case range_builder: |
1860 | case range_builder: |
1915 | apply_map_builder (op, dir); |
1861 | apply_map_builder (op, dir); |
1916 | return; |
1862 | return; |
1917 | default: |
1863 | default: |
1918 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1919 | return; |
1865 | return; |
1920 | } |
1866 | } |
1921 | } |
1867 | } |
1922 | |
|
|
1923 | |
|
|
1924 | |
1868 | |
1925 | /* find_key |
1869 | /* find_key |
1926 | * We try to find a key for the door as passed. If we find a key |
1870 | * We try to find a key for the door as passed. If we find a key |
1927 | * and successfully use it, we return the key, otherwise NULL |
1871 | * and successfully use it, we return the key, otherwise NULL |
1928 | * This function merges both normal and locked door, since the logic |
1872 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1930 | * pl is the player, |
1874 | * pl is the player, |
1931 | * inv is the objects inventory to searched |
1875 | * inv is the objects inventory to searched |
1932 | * door is the door we are trying to match against. |
1876 | * door is the door we are trying to match against. |
1933 | * This function can be called recursively to search containers. |
1877 | * This function can be called recursively to search containers. |
1934 | */ |
1878 | */ |
1935 | |
|
|
1936 | object * |
1879 | object * |
1937 | find_key (object *pl, object *container, object *door) |
1880 | find_key (object *pl, object *container, object *door) |
1938 | { |
1881 | { |
1939 | object *tmp, *key; |
1882 | object *tmp, *key; |
1940 | |
1883 | |
1941 | /* Should not happen, but sanity checking is never bad */ |
1884 | /* Should not happen, but sanity checking is never bad */ |
1942 | if (container->inv == NULL) |
1885 | if (!container->inv) |
1943 | return NULL; |
1886 | return 0; |
1944 | |
1887 | |
1945 | /* First, lets try to find a key in the top level inventory */ |
1888 | /* First, lets try to find a key in the top level inventory */ |
1946 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1889 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1947 | { |
1890 | { |
1948 | if (door->type == DOOR && tmp->type == KEY) |
1891 | if (door->type == DOOR && tmp->type == KEY) |
1949 | break; |
1892 | break; |
1950 | /* For sanity, we should really check door type, but other stuff |
1893 | /* For sanity, we should really check door type, but other stuff |
1951 | * (like containers) can be locked with special keys |
1894 | * (like containers) can be locked with special keys |
1952 | */ |
1895 | */ |
1953 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1896 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1954 | break; |
1897 | break; |
1955 | } |
1898 | } |
|
|
1899 | |
1956 | /* No key found - lets search inventories now */ |
1900 | /* No key found - lets search inventories now */ |
1957 | /* If we find and use a key in an inventory, return at that time. |
1901 | /* If we find and use a key in an inventory, return at that time. |
1958 | * otherwise, if we search all the inventories and still don't find |
1902 | * otherwise, if we search all the inventories and still don't find |
1959 | * a key, return |
1903 | * a key, return |
1960 | */ |
1904 | */ |
1961 | if (!tmp) |
1905 | if (!tmp) |
1962 | { |
1906 | { |
1963 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1907 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1964 | { |
1908 | { |
1965 | /* No reason to search empty containers */ |
1909 | /* No reason to search empty containers */ |
1966 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | if (tmp->type == CONTAINER && tmp->inv) |
1967 | { |
1911 | { |
1968 | if ((key = find_key (pl, tmp, door)) != NULL) |
1912 | if ((key = find_key (pl, tmp, door))) |
1969 | return key; |
1913 | return key; |
1970 | } |
1914 | } |
1971 | } |
1915 | } |
|
|
1916 | |
1972 | if (!tmp) |
1917 | if (!tmp) |
1973 | return NULL; |
1918 | return NULL; |
1974 | } |
1919 | } |
|
|
1920 | |
1975 | /* We get down here if we have found a key. Now if its in a container, |
1921 | /* We get down here if we have found a key. Now if its in a container, |
1976 | * see if we actually want to use it |
1922 | * see if we actually want to use it |
1977 | */ |
1923 | */ |
1978 | if (pl != container) |
1924 | if (pl != container) |
1979 | { |
1925 | { |
… | |
… | |
2000 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2001 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1947 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2002 | return NULL; |
1948 | return NULL; |
2003 | } |
1949 | } |
2004 | } |
1950 | } |
|
|
1951 | |
2005 | return tmp; |
1952 | return tmp; |
2006 | } |
1953 | } |
2007 | |
1954 | |
2008 | /* moved door processing out of move_player_attack. |
1955 | /* moved door processing out of move_player_attack. |
2009 | * returns 1 if player has opened the door with a key |
1956 | * returns 1 if player has opened the door with a key |
… | |
… | |
2027 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
2028 | if (action_makes_visible (op)) |
1975 | if (action_makes_visible (op)) |
2029 | make_visible (op); |
1976 | make_visible (op); |
2030 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2031 | spring_trap (door->inv, op); |
1978 | spring_trap (door->inv, op); |
|
|
1979 | |
2032 | if (door->type == DOOR) |
1980 | if (door->type == DOOR) |
2033 | { |
|
|
2034 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2035 | } |
|
|
2036 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
2037 | { |
1983 | { |
2038 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2039 | remove_door2 (door); /* remove door without violence ;-) */ |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
2040 | } |
1986 | } |
|
|
1987 | |
2041 | /* Do this after we print the message */ |
1988 | /* Do this after we print the message */ |
2042 | decrease_ob (key); /* Use up one of the keys */ |
1989 | decrease_ob (key); /* Use up one of the keys */ |
2043 | /* Need to update the weight the container the key was in */ |
1990 | /* Need to update the weight the container the key was in */ |
2044 | if (container != op) |
1991 | if (container != op) |
2045 | esrv_update_item (UPD_WEIGHT, op, container); |
1992 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1993 | |
2046 | return 1; /* Nothing more to do below */ |
1994 | return 1; /* Nothing more to do below */ |
2047 | } |
1995 | } |
2048 | else if (door->type == LOCKED_DOOR) |
1996 | else if (door->type == LOCKED_DOOR) |
2049 | { |
1997 | { |
2050 | /* Might as well return now - no other way to open this */ |
1998 | /* Might as well return now - no other way to open this */ |
2051 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1999 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2052 | return 1; |
2000 | return 1; |
2053 | } |
2001 | } |
|
|
2002 | |
2054 | return 0; |
2003 | return 0; |
2055 | } |
2004 | } |
2056 | |
2005 | |
2057 | /* This function is just part of a breakup from move_player. |
2006 | /* This function is just part of a breakup from move_player. |
2058 | * It should keep the code cleaner. |
2007 | * It should keep the code cleaner. |
… | |
… | |
2084 | */ |
2033 | */ |
2085 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2034 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2086 | { |
2035 | { |
2087 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2036 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2088 | { |
2037 | { |
2089 | m = get_map_from_coord (op->map, &nx, &ny); |
2038 | m = op->map->xy_find (nx, ny); |
2090 | if (!m) |
2039 | if (!m) |
2091 | return; /* Don't think this should happen */ |
2040 | return; /* Don't think this should happen */ |
2092 | } |
2041 | } |
2093 | else |
2042 | else |
2094 | m = op->map; |
2043 | m = op->map; |
2095 | |
2044 | |
2096 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2045 | if (!(tmp = m->at (nx, ny).bot)) |
2097 | { |
|
|
2098 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2099 | return; |
2046 | return; |
2100 | } |
|
|
2101 | |
2047 | |
2102 | mon = 0; |
2048 | mon = 0; |
2103 | /* Go through all the objects, and find ones of interest. Only stop if |
2049 | /* Go through all the objects, and find ones of interest. Only stop if |
2104 | * we find a monster - that is something we know we want to attack. |
2050 | * we find a monster - that is something we know we want to attack. |
2105 | * if its a door or barrel (can roll) see if there may be monsters |
2051 | * if its a door or barrel (can roll) see if there may be monsters |
… | |
… | |
2158 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2104 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2159 | { |
2105 | { |
2160 | /* If we're braced, we don't want to switch places with it */ |
2106 | /* If we're braced, we don't want to switch places with it */ |
2161 | if (op->contr->braced) |
2107 | if (op->contr->braced) |
2162 | return; |
2108 | return; |
|
|
2109 | |
2163 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2110 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2164 | (void) push_ob (mon, dir, op); |
2111 | (void) push_ob (mon, dir, op); |
2165 | if (op->contr->tmp_invis || op->hide) |
2112 | if (op->contr->tmp_invis || op->hide) |
2166 | make_visible (op); |
2113 | make_visible (op); |
|
|
2114 | |
2167 | return; |
2115 | return; |
2168 | } |
2116 | } |
2169 | |
2117 | |
2170 | /* in certain circumstances, you shouldn't attack friendly |
2118 | /* in certain circumstances, you shouldn't attack friendly |
2171 | * creatures. Note that if you are braced, you can't push |
2119 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2185 | !on_battleground)) |
2133 | !on_battleground)) |
2186 | { |
2134 | { |
2187 | if (!op->contr->braced) |
2135 | if (!op->contr->braced) |
2188 | { |
2136 | { |
2189 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2137 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2190 | (void) push_ob (mon, dir, op); |
2138 | push_ob (mon, dir, op); |
2191 | } |
2139 | } |
2192 | else |
2140 | else |
2193 | new_draw_info (0, 0, op, "You withhold your attack"); |
2141 | new_draw_info (0, 0, op, "You withhold your attack"); |
2194 | |
2142 | |
2195 | if (op->contr->tmp_invis || op->hide) |
2143 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2210 | * Way it works is like this: First, it must have some hit points |
2158 | * Way it works is like this: First, it must have some hit points |
2211 | * and be living. Then, it must be one of the following: |
2159 | * and be living. Then, it must be one of the following: |
2212 | * 1) Not a player, 2) A player, but of a different party. Note |
2160 | * 1) Not a player, 2) A player, but of a different party. Note |
2213 | * that party_number -1 is no party, so attacks can still happen. |
2161 | * that party_number -1 is no party, so attacks can still happen. |
2214 | */ |
2162 | */ |
2215 | |
|
|
2216 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2163 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2217 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2164 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2218 | { |
2165 | { |
2219 | |
2166 | |
2220 | /* If the player hasn't hit something this tick, and does |
2167 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2254 | int |
2201 | int |
2255 | move_player (object *op, int dir) |
2202 | move_player (object *op, int dir) |
2256 | { |
2203 | { |
2257 | int pick; |
2204 | int pick; |
2258 | |
2205 | |
2259 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2206 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2260 | return 0; |
2207 | return 0; |
2261 | |
2208 | |
2262 | /* Sanity check: make sure dir is valid */ |
2209 | /* Sanity check: make sure dir is valid */ |
2263 | if ((dir < 0) || (dir >= 9)) |
2210 | if ((dir < 0) || (dir >= 9)) |
2264 | { |
2211 | { |
2265 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2212 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2266 | return 0; |
2213 | return 0; |
2267 | } |
2214 | } |
2268 | |
2215 | |
2269 | /* peterm: added following line */ |
2216 | /* peterm: added following line */ |
2270 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2217 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2271 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2218 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2272 | |
2219 | |
2273 | op->facing = dir; |
2220 | op->facing = dir; |
2274 | |
2221 | |
2275 | if (op->hide) |
2222 | if (op->hide) |
2276 | do_hidden_move (op); |
2223 | do_hidden_move (op); |
… | |
… | |
2309 | * Returns true if there are more actions we can do. |
2256 | * Returns true if there are more actions we can do. |
2310 | */ |
2257 | */ |
2311 | int |
2258 | int |
2312 | handle_newcs_player (object *op) |
2259 | handle_newcs_player (object *op) |
2313 | { |
2260 | { |
2314 | if (op->contr->hidden) |
|
|
2315 | { |
|
|
2316 | op->invisible = 1000; |
|
|
2317 | /* the socket code flashes the player visible/invisible |
|
|
2318 | * depending on the value of invisible, so we need to |
|
|
2319 | * alternate it here for it to work correctly. |
|
|
2320 | */ |
|
|
2321 | if (pticks & 2) |
|
|
2322 | op->invisible--; |
|
|
2323 | } |
|
|
2324 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2325 | { |
|
|
2326 | op->invisible--; |
|
|
2327 | if (!op->invisible) |
|
|
2328 | { |
|
|
2329 | make_visible (op); |
|
|
2330 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2331 | } |
|
|
2332 | } |
|
|
2333 | |
|
|
2334 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2261 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2335 | { |
2262 | { |
2336 | flee_player (op); |
2263 | flee_player (op); |
2337 | /* If player is still scared, that is his action for this tick */ |
2264 | /* If player is still scared, that is his action for this tick */ |
2338 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
… | |
… | |
2352 | |
2279 | |
2353 | /* call this here - we also will call this in do_ericserver, but |
2280 | /* call this here - we also will call this in do_ericserver, but |
2354 | * the players time has been increased when doericserver has been |
2281 | * the players time has been increased when doericserver has been |
2355 | * called, so we recheck it here. |
2282 | * called, so we recheck it here. |
2356 | */ |
2283 | */ |
2357 | op->contr->ns->handle_command (); |
2284 | if (op->contr->ns->handle_command ()) |
|
|
2285 | return 1; |
2358 | |
2286 | |
2359 | if (op->speed_left < 0) |
2287 | if (op->speed_left > 0) |
2360 | return 0; |
2288 | { |
2361 | |
|
|
2362 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2289 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2363 | { |
2290 | { |
2364 | /* All move commands take 1 tick, at least for now */ |
2291 | /* All move commands take 1 tick, at least for now */ |
2365 | op->speed_left--; |
2292 | op->speed_left--; |
2366 | |
2293 | |
2367 | /* Instead of all the stuff below, let move_player take care |
2294 | /* Instead of all the stuff below, let move_player take care |
2368 | * of it. Also, some of the skill stuff is only put in |
2295 | * of it. Also, some of the skill stuff is only put in |
2369 | * there, as well as the confusion stuff. |
2296 | * there, as well as the confusion stuff. |
2370 | */ |
2297 | */ |
2371 | move_player (op, op->direction); |
2298 | move_player (op, op->direction); |
2372 | if (op->speed_left > 0) |
2299 | |
2373 | return 1; |
2300 | return op->speed_left > 0; |
2374 | else |
2301 | } |
2375 | return 0; |
|
|
2376 | } |
2302 | } |
2377 | |
2303 | |
2378 | return 0; |
2304 | return 0; |
2379 | } |
2305 | } |
2380 | |
2306 | |
… | |
… | |
2418 | * from. |
2344 | * from. |
2419 | */ |
2345 | */ |
2420 | void |
2346 | void |
2421 | remove_unpaid_objects (object *op, object *env) |
2347 | remove_unpaid_objects (object *op, object *env) |
2422 | { |
2348 | { |
2423 | object *next; |
|
|
2424 | |
|
|
2425 | while (op) |
2349 | while (op) |
2426 | { |
2350 | { |
2427 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2351 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2428 | |
2352 | |
2429 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2353 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2494 | int rate_sp = 2500; |
2418 | int rate_sp = 2500; |
2495 | int rate_grace = 2000; |
2419 | int rate_grace = 2000; |
2496 | const int max_hp = 1; |
2420 | const int max_hp = 1; |
2497 | const int max_sp = 1; |
2421 | const int max_sp = 1; |
2498 | const int max_grace = 1; |
2422 | const int max_grace = 1; |
|
|
2423 | |
|
|
2424 | if (op->contr->hidden) |
|
|
2425 | { |
|
|
2426 | op->invisible = 1000; |
|
|
2427 | /* the socket code flashes the player visible/invisible |
|
|
2428 | * depending on the value of invisible, so we need to |
|
|
2429 | * alternate it here for it to work correctly. |
|
|
2430 | */ |
|
|
2431 | if (pticks & 2) |
|
|
2432 | op->invisible--; |
|
|
2433 | } |
|
|
2434 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2435 | { |
|
|
2436 | if (!op->invisible--) |
|
|
2437 | { |
|
|
2438 | make_visible (op); |
|
|
2439 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2440 | } |
|
|
2441 | } |
2499 | |
2442 | |
2500 | if (op->contr->outputs_sync) |
2443 | if (op->contr->outputs_sync) |
2501 | { |
2444 | { |
2502 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2445 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2503 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2446 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
… | |
… | |
2759 | tmp->name = buf; |
2702 | tmp->name = buf; |
2760 | sprintf (buf, " This finger has been cut off %s\n" |
2703 | sprintf (buf, " This finger has been cut off %s\n" |
2761 | " the %s, when he was defeated at\n level %d by %s.\n", |
2704 | " the %s, when he was defeated at\n level %d by %s.\n", |
2762 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2705 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2763 | tmp->msg = buf; |
2706 | tmp->msg = buf; |
2764 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2707 | tmp->value = 0, tmp->type = 0; |
2765 | tmp->materialname = NULL; |
2708 | tmp->materialname = "organics"; |
2766 | op->insert_at (tmp, op); |
2709 | tmp->insert_at (op, tmp); |
2767 | } |
2710 | } |
2768 | |
2711 | |
2769 | /* teleport defeated player to new destination */ |
2712 | /* teleport defeated player to new destination */ |
2770 | transfer_ob (op, x, y, 0, NULL); |
2713 | transfer_ob (op, x, y, 0, NULL); |
2771 | op->contr->braced = 0; |
2714 | op->contr->braced = 0; |
… | |
… | |
2776 | |
2719 | |
2777 | command_kill_pets (op, 0); |
2720 | command_kill_pets (op, 0); |
2778 | |
2721 | |
2779 | if (op->stats.food < 0) |
2722 | if (op->stats.food < 0) |
2780 | { |
2723 | { |
2781 | if (op->contr->explore) |
|
|
2782 | { |
|
|
2783 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2784 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2785 | op->stats.food = 999; |
|
|
2786 | return; |
|
|
2787 | } |
|
|
2788 | sprintf (buf, "%s starved to death.", &op->name); |
2724 | sprintf (buf, "%s starved to death.", &op->name); |
2789 | strcpy (op->contr->killer, "starvation"); |
2725 | strcpy (op->contr->killer, "starvation"); |
2790 | } |
2726 | } |
2791 | else |
2727 | else |
2792 | { |
|
|
2793 | if (op->contr->explore) |
|
|
2794 | { |
|
|
2795 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2796 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2797 | op->stats.hp = op->stats.maxhp; |
|
|
2798 | return; |
|
|
2799 | } |
|
|
2800 | sprintf (buf, "%s died.", &op->name); |
2728 | sprintf (buf, "%s died.", &op->name); |
2801 | } |
|
|
2802 | |
2729 | |
2803 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2730 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2804 | |
2731 | |
2805 | /* save the map location for corpse, gravestone */ |
2732 | /* save the map location for corpse, gravestone */ |
2806 | x = op->x; |
2733 | x = op->x; |
… | |
… | |
2982 | op->stats.hp = op->stats.maxhp; |
2909 | op->stats.hp = op->stats.maxhp; |
2983 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2910 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2984 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2911 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2985 | |
2912 | |
2986 | /* |
2913 | /* |
2987 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2988 | * the player has any unpaid items. If so, remove them and put them back |
2914 | * Check to see if the player has any unpaid items. If so, remove them |
2989 | * in the map. |
2915 | * and put them back in the map. |
2990 | */ |
2916 | */ |
2991 | |
|
|
2992 | if (is_in_shop (op)) |
|
|
2993 | remove_unpaid_objects (op->inv, op); |
2917 | remove_unpaid_objects (op->inv, op); |
2994 | |
2918 | |
2995 | /****************************************/ |
2919 | /****************************************/ |
2996 | /* */ |
2920 | /* */ |
2997 | /* Move player to his current respawn- */ |
2921 | /* Move player to his current respawn- */ |
2998 | /* position (usually last savebed) */ |
2922 | /* position (usually last savebed) */ |
2999 | /* */ |
2923 | /* */ |
3000 | /****************************************/ |
2924 | /****************************************/ |
3001 | |
2925 | |
3002 | enter_player_savebed (op); |
2926 | enter_player_savebed (op); |
3003 | |
2927 | |
3004 | /* Save the player before inserting the force to reduce |
|
|
3005 | * chance of abuse. |
|
|
3006 | */ |
|
|
3007 | op->contr->braced = 0; |
2928 | op->contr->braced = 0; |
3008 | op->contr->save (); |
|
|
3009 | |
2929 | |
3010 | /* it is possible that the player has blown something up |
2930 | /* it is possible that the player has blown something up |
3011 | * at his savebed location, and that can have long lasting |
2931 | * at his savebed location, and that can have long lasting |
3012 | * spell effects. So first see if there is a spell effect |
2932 | * spell effects. So first see if there is a spell effect |
3013 | * on the space that might harm the player. |
2933 | * on the space that might harm the player. |
… | |
… | |
3042 | void |
2962 | void |
3043 | loot_object (object *op) |
2963 | loot_object (object *op) |
3044 | { /* Grab and destroy some treasure */ |
2964 | { /* Grab and destroy some treasure */ |
3045 | object *tmp, *tmp2, *next; |
2965 | object *tmp, *tmp2, *next; |
3046 | |
2966 | |
3047 | if (op->container) |
2967 | op->close_container (); /* close open sack first */ |
3048 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3049 | |
2968 | |
3050 | for (tmp = op->inv; tmp; tmp = next) |
2969 | for (tmp = op->inv; tmp; tmp = next) |
3051 | { |
2970 | { |
3052 | next = tmp->below; |
2971 | next = tmp->below; |
3053 | |
2972 | |
3054 | if (tmp->invisible) |
2973 | if (tmp->invisible) |
3055 | continue; |
2974 | continue; |
3056 | |
2975 | |
3057 | tmp->remove (); |
2976 | tmp->remove (); |
3058 | tmp->x = op->x, tmp->y = op->y; |
2977 | tmp->x = op->x, tmp->y = op->y; |
|
|
2978 | |
3059 | if (tmp->type == CONTAINER) |
2979 | if (tmp->type == CONTAINER) |
3060 | { /* empty container to ground */ |
2980 | loot_object (tmp); /* empty container to ground */ |
3061 | loot_object (tmp); |
2981 | |
3062 | } |
|
|
3063 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2982 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3064 | { |
2983 | { |
3065 | if (tmp->nrof > 1) |
2984 | if (tmp->nrof > 1) |
3066 | { |
2985 | { |
3067 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2986 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3068 | tmp2->destroy (); |
2987 | tmp2->destroy (); |
… | |
… | |
3079 | /* |
2998 | /* |
3080 | * fix_weight(): Check recursively the weight of all players, and fix |
2999 | * fix_weight(): Check recursively the weight of all players, and fix |
3081 | * what needs to be fixed. Refresh windows and fix speed if anything |
3000 | * what needs to be fixed. Refresh windows and fix speed if anything |
3082 | * was changed. |
3001 | * was changed. |
3083 | */ |
3002 | */ |
3084 | |
|
|
3085 | void |
3003 | void |
3086 | fix_weight (void) |
3004 | fix_weight (void) |
3087 | { |
3005 | { |
3088 | for_all_players (pl) |
3006 | for_all_players (pl) |
3089 | { |
3007 | { |
… | |
… | |
3149 | if (op->type == PLAYER) |
3067 | if (op->type == PLAYER) |
3150 | { |
3068 | { |
3151 | op->contr->tmp_invis = 0; |
3069 | op->contr->tmp_invis = 0; |
3152 | op->contr->invis_race = 0; |
3070 | op->contr->invis_race = 0; |
3153 | } |
3071 | } |
|
|
3072 | |
3154 | update_object (op, UP_OBJ_FACE); |
3073 | update_object (op, UP_OBJ_CHANGE); |
3155 | } |
3074 | } |
3156 | |
3075 | |
3157 | int |
3076 | int |
3158 | is_true_undead (object *op) |
3077 | is_true_undead (object *op) |
3159 | { |
3078 | { |
3160 | object *tmp = NULL; |
|
|
3161 | |
|
|
3162 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3079 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3163 | return 1; |
3080 | return 1; |
3164 | |
3081 | |
3165 | return 0; |
3082 | return 0; |
3166 | } |
3083 | } |
… | |
… | |
3225 | |
3142 | |
3226 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3143 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3227 | |
3144 | |
3228 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3145 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3229 | if (op->type == PLAYER && op->contr->run_on) |
3146 | if (op->type == PLAYER && op->contr->run_on) |
3230 | { |
|
|
3231 | if (!skop || num >= skop->level) |
3147 | if (!skop || num >= skop->level) |
3232 | { |
3148 | { |
3233 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3149 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3234 | make_visible (op); |
3150 | make_visible (op); |
3235 | return; |
3151 | return; |
3236 | } |
3152 | } |
3237 | else |
3153 | else |
3238 | num += 20; |
3154 | num += 20; |
3239 | } |
3155 | |
3240 | num += op->map->difficulty; |
3156 | num += op->map->difficulty; |
3241 | hide = hideability (op); /* modify by terrain hidden level */ |
3157 | hide = hideability (op); /* modify by terrain hidden level */ |
3242 | num -= hide; |
3158 | num -= hide; |
|
|
3159 | |
3243 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3160 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3244 | { |
3161 | { |
3245 | make_visible (op); |
3162 | make_visible (op); |
3246 | if (op->type == PLAYER) |
3163 | if (op->type == PLAYER) |
3247 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3164 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3248 | } |
3165 | } |
3249 | else if (op->type == PLAYER && skop) |
3166 | else if (op->type == PLAYER && skop) |
3250 | { |
|
|
3251 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3167 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3252 | } |
|
|
3253 | } |
3168 | } |
3254 | |
3169 | |
3255 | /* determine if who is standing near a hostile creature. */ |
3170 | /* determine if who is standing near a hostile creature. */ |
3256 | |
3171 | |
3257 | int |
3172 | int |
… | |
… | |
3604 | * not readied. |
3519 | * not readied. |
3605 | */ |
3520 | */ |
3606 | void |
3521 | void |
3607 | player_unready_range_ob (player *pl, object *ob) |
3522 | player_unready_range_ob (player *pl, object *ob) |
3608 | { |
3523 | { |
3609 | rangetype i; |
|
|
3610 | |
|
|
3611 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3524 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3612 | { |
|
|
3613 | if (pl->ranges[i] == ob) |
3525 | if (pl->ranges[i] == ob) |
3614 | { |
3526 | { |
3615 | pl->ranges[i] = NULL; |
3527 | pl->ranges[i] = 0; |
3616 | if (pl->shoottype == i) |
3528 | if (pl->shoottype == i) |
3617 | { |
|
|
3618 | pl->shoottype = range_none; |
3529 | pl->shoottype = range_none; |
3619 | } |
|
|
3620 | } |
3530 | } |
3621 | } |
|
|
3622 | } |
3531 | } |
|
|
3532 | |
|
|
3533 | sint8 |
|
|
3534 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3535 | { |
|
|
3536 | if (!ns) |
|
|
3537 | return 0; |
|
|
3538 | |
|
|
3539 | int dx, dy; |
|
|
3540 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3541 | return 0; |
|
|
3542 | |
|
|
3543 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3544 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3545 | |
|
|
3546 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3547 | return 0; |
|
|
3548 | |
|
|
3549 | return 100 - blocked_los [x][y]; |
|
|
3550 | } |