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 | { |
|
|
39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
|
41 | return pl; |
|
|
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]; |
… | |
… | |
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 | { |
|
|
178 | if (active) |
|
|
179 | return; |
|
|
180 | |
|
|
181 | players.insert (this); |
|
|
182 | ob->remove (); |
|
|
183 | ob->map = 0; |
|
|
184 | ob->activate_recursive (); |
|
|
185 | enter_map (); |
|
|
186 | } |
|
|
187 | |
|
|
188 | void |
|
|
189 | player::deactivate () |
|
|
190 | { |
|
|
191 | if (!active) |
|
|
192 | return; |
|
|
193 | |
|
|
194 | terminate_all_pets (ob); |
|
|
195 | ob->deactivate_recursive (); |
|
|
196 | ob->remove (); |
|
|
197 | ob->map = 0; |
|
|
198 | |
|
|
199 | players.erase (this); |
|
|
200 | } |
|
|
201 | |
181 | // connect the player with a specific client |
202 | // connect the player with a specific client |
182 | // also changed, rationalises, and fixes some incorrect settings |
203 | // also changed, rationalises, and fixes some incorrect settings |
183 | void |
204 | void |
184 | player::connect (client *ns) |
205 | player::connect (client *ns) |
185 | { |
206 | { |
186 | this->ns = ns; |
207 | this->ns = ns; |
187 | ns->pl = this; |
208 | ns->pl = this; |
188 | |
|
|
189 | next = first_player; |
|
|
190 | first_player = this; |
|
|
191 | |
209 | |
192 | ns->update_look = 0; |
210 | ns->update_look = 0; |
193 | ns->look_position = 0; |
211 | ns->look_position = 0; |
194 | |
212 | |
195 | clear_los (ob); |
213 | clear_los (ob); |
… | |
… | |
249 | ns->floorbox_update (); |
267 | ns->floorbox_update (); |
250 | |
268 | |
251 | esrv_send_inventory (ob, ob); |
269 | esrv_send_inventory (ob, ob); |
252 | esrv_add_spells (this, 0); |
270 | esrv_add_spells (this, 0); |
253 | |
271 | |
254 | ob->activate_recursive (); |
272 | activate (); |
255 | enter_map (); |
|
|
256 | |
273 | |
257 | send_rules (ob); |
274 | send_rules (ob); |
258 | send_news (ob); |
275 | send_news (ob); |
259 | display_motd (ob); |
276 | display_motd (ob); |
260 | |
277 | |
… | |
… | |
263 | } |
280 | } |
264 | |
281 | |
265 | void |
282 | void |
266 | player::disconnect () |
283 | player::disconnect () |
267 | { |
284 | { |
268 | if (ob) |
|
|
269 | ob->deactivate_recursive (); |
|
|
270 | |
|
|
271 | //TODO: don't be so harsh and destroy :) |
285 | //TODO: don't be so harsh and destroy :) |
272 | if (ns) |
286 | if (ns) |
273 | { |
287 | { |
274 | if (enable_save) |
288 | if (active) |
275 | { |
|
|
276 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
289 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
277 | save (true); |
|
|
278 | } |
|
|
279 | |
290 | |
280 | INVOKE_PLAYER (DISCONNECT, this); |
291 | INVOKE_PLAYER (DISCONNECT, this); |
281 | |
292 | |
282 | client *ns = this->ns; |
|
|
283 | ns->send_packet ("goodbye"); |
|
|
284 | ns->flush (); |
|
|
285 | ns->pl = 0; |
293 | ns->pl = 0; |
286 | this->ns = 0; |
294 | this->ns = 0; |
287 | |
|
|
288 | ns->destroy (); |
|
|
289 | destroy (); |
|
|
290 | } |
295 | } |
|
|
296 | |
|
|
297 | deactivate (); |
291 | } |
298 | } |
292 | |
299 | |
293 | // the need for this function can be explained |
300 | // the need for this function can be explained |
294 | // by load_object not returning the object |
301 | // by load_object not returning the object |
295 | void |
302 | void |
… | |
… | |
347 | void |
354 | void |
348 | player::do_destroy () |
355 | player::do_destroy () |
349 | { |
356 | { |
350 | disconnect (); |
357 | disconnect (); |
351 | |
358 | |
352 | save (false); |
|
|
353 | enable_save = false; |
|
|
354 | |
|
|
355 | attachable::do_destroy (); |
359 | attachable::do_destroy (); |
356 | |
|
|
357 | terminate_all_pets (ob); |
|
|
358 | |
|
|
359 | if (first_player != this) |
|
|
360 | { |
|
|
361 | player *prev = first_player; |
|
|
362 | |
|
|
363 | while (prev && prev->next && prev->next != this) |
|
|
364 | prev = prev->next; |
|
|
365 | |
|
|
366 | if (prev->next != this) |
|
|
367 | { |
|
|
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 | |
360 | |
377 | if (ob) |
361 | if (ob) |
378 | { |
362 | { |
379 | ob->destroy_inv (false); |
363 | ob->destroy_inv (false); |
380 | ob->destroy (); |
364 | ob->destroy (); |
… | |
… | |
992 | |
976 | |
993 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
977 | 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; |
978 | return 0; |
995 | } |
979 | } |
996 | |
980 | |
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 |
981 | void |
1027 | flee_player (object *op) |
982 | flee_player (object *op) |
1028 | { |
983 | { |
1029 | int dir, diff; |
984 | int dir, diff; |
1030 | rv_vector rv; |
985 | rv_vector rv; |
… | |
… | |
2084 | */ |
2039 | */ |
2085 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2040 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2086 | { |
2041 | { |
2087 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2042 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2088 | { |
2043 | { |
2089 | m = get_map_from_coord (op->map, &nx, &ny); |
2044 | m = op->map->xy_find (nx, ny); |
2090 | if (!m) |
2045 | if (!m) |
2091 | return; /* Don't think this should happen */ |
2046 | return; /* Don't think this should happen */ |
2092 | } |
2047 | } |
2093 | else |
2048 | else |
2094 | m = op->map; |
2049 | m = op->map; |
2095 | |
2050 | |
2096 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2051 | 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; |
2052 | return; |
2100 | } |
|
|
2101 | |
2053 | |
2102 | mon = 0; |
2054 | mon = 0; |
2103 | /* Go through all the objects, and find ones of interest. Only stop if |
2055 | /* 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. |
2056 | * 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 |
2057 | * 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))) |
2110 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2159 | { |
2111 | { |
2160 | /* If we're braced, we don't want to switch places with it */ |
2112 | /* If we're braced, we don't want to switch places with it */ |
2161 | if (op->contr->braced) |
2113 | if (op->contr->braced) |
2162 | return; |
2114 | return; |
|
|
2115 | |
2163 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2116 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2164 | (void) push_ob (mon, dir, op); |
2117 | (void) push_ob (mon, dir, op); |
2165 | if (op->contr->tmp_invis || op->hide) |
2118 | if (op->contr->tmp_invis || op->hide) |
2166 | make_visible (op); |
2119 | make_visible (op); |
|
|
2120 | |
2167 | return; |
2121 | return; |
2168 | } |
2122 | } |
2169 | |
2123 | |
2170 | /* in certain circumstances, you shouldn't attack friendly |
2124 | /* in certain circumstances, you shouldn't attack friendly |
2171 | * creatures. Note that if you are braced, you can't push |
2125 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2185 | !on_battleground)) |
2139 | !on_battleground)) |
2186 | { |
2140 | { |
2187 | if (!op->contr->braced) |
2141 | if (!op->contr->braced) |
2188 | { |
2142 | { |
2189 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2143 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2190 | (void) push_ob (mon, dir, op); |
2144 | push_ob (mon, dir, op); |
2191 | } |
2145 | } |
2192 | else |
2146 | else |
2193 | new_draw_info (0, 0, op, "You withhold your attack"); |
2147 | new_draw_info (0, 0, op, "You withhold your attack"); |
2194 | |
2148 | |
2195 | if (op->contr->tmp_invis || op->hide) |
2149 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2210 | * Way it works is like this: First, it must have some hit points |
2164 | * 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: |
2165 | * 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 |
2166 | * 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. |
2167 | * that party_number -1 is no party, so attacks can still happen. |
2214 | */ |
2168 | */ |
2215 | |
|
|
2216 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | 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))) |
2170 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2218 | { |
2171 | { |
2219 | |
2172 | |
2220 | /* If the player hasn't hit something this tick, and does |
2173 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2254 | int |
2207 | int |
2255 | move_player (object *op, int dir) |
2208 | move_player (object *op, int dir) |
2256 | { |
2209 | { |
2257 | int pick; |
2210 | int pick; |
2258 | |
2211 | |
2259 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2212 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2260 | return 0; |
2213 | return 0; |
2261 | |
2214 | |
2262 | /* Sanity check: make sure dir is valid */ |
2215 | /* Sanity check: make sure dir is valid */ |
2263 | if ((dir < 0) || (dir >= 9)) |
2216 | if ((dir < 0) || (dir >= 9)) |
2264 | { |
2217 | { |
2265 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2218 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2266 | return 0; |
2219 | return 0; |
2267 | } |
2220 | } |
2268 | |
2221 | |
2269 | /* peterm: added following line */ |
2222 | /* peterm: added following line */ |
2270 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2223 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2271 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2224 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2272 | |
2225 | |
2273 | op->facing = dir; |
2226 | op->facing = dir; |
2274 | |
2227 | |
… | |
… | |
2352 | |
2305 | |
2353 | /* call this here - we also will call this in do_ericserver, but |
2306 | /* call this here - we also will call this in do_ericserver, but |
2354 | * the players time has been increased when doericserver has been |
2307 | * the players time has been increased when doericserver has been |
2355 | * called, so we recheck it here. |
2308 | * called, so we recheck it here. |
2356 | */ |
2309 | */ |
2357 | op->contr->ns->handle_command (); |
2310 | if (op->contr->ns->handle_command ()) |
|
|
2311 | return 1; |
2358 | |
2312 | |
2359 | if (op->speed_left < 0) |
2313 | if (op->speed_left > 0) |
2360 | return 0; |
2314 | { |
2361 | |
|
|
2362 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2315 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2363 | { |
2316 | { |
2364 | /* All move commands take 1 tick, at least for now */ |
2317 | /* All move commands take 1 tick, at least for now */ |
2365 | op->speed_left--; |
2318 | op->speed_left--; |
2366 | |
2319 | |
2367 | /* Instead of all the stuff below, let move_player take care |
2320 | /* Instead of all the stuff below, let move_player take care |
2368 | * of it. Also, some of the skill stuff is only put in |
2321 | * of it. Also, some of the skill stuff is only put in |
2369 | * there, as well as the confusion stuff. |
2322 | * there, as well as the confusion stuff. |
2370 | */ |
2323 | */ |
2371 | move_player (op, op->direction); |
2324 | move_player (op, op->direction); |
2372 | if (op->speed_left > 0) |
2325 | |
2373 | return 1; |
2326 | return op->speed_left > 0; |
2374 | else |
2327 | } |
2375 | return 0; |
|
|
2376 | } |
2328 | } |
2377 | |
2329 | |
2378 | return 0; |
2330 | return 0; |
2379 | } |
2331 | } |
2380 | |
2332 | |
… | |
… | |
2761 | " the %s, when he was defeated at\n level %d by %s.\n", |
2713 | " 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); |
2714 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2763 | tmp->msg = buf; |
2715 | tmp->msg = buf; |
2764 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2716 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2765 | tmp->materialname = NULL; |
2717 | tmp->materialname = NULL; |
2766 | op->insert_at (tmp, op); |
2718 | tmp->insert_at (op, tmp); |
2767 | } |
2719 | } |
2768 | |
2720 | |
2769 | /* teleport defeated player to new destination */ |
2721 | /* teleport defeated player to new destination */ |
2770 | transfer_ob (op, x, y, 0, NULL); |
2722 | transfer_ob (op, x, y, 0, NULL); |
2771 | op->contr->braced = 0; |
2723 | op->contr->braced = 0; |
… | |
… | |
2776 | |
2728 | |
2777 | command_kill_pets (op, 0); |
2729 | command_kill_pets (op, 0); |
2778 | |
2730 | |
2779 | if (op->stats.food < 0) |
2731 | if (op->stats.food < 0) |
2780 | { |
2732 | { |
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); |
2733 | sprintf (buf, "%s starved to death.", &op->name); |
2789 | strcpy (op->contr->killer, "starvation"); |
2734 | strcpy (op->contr->killer, "starvation"); |
2790 | } |
2735 | } |
2791 | else |
2736 | 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); |
2737 | sprintf (buf, "%s died.", &op->name); |
2801 | } |
|
|
2802 | |
2738 | |
2803 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2739 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2804 | |
2740 | |
2805 | /* save the map location for corpse, gravestone */ |
2741 | /* save the map location for corpse, gravestone */ |
2806 | x = op->x; |
2742 | x = op->x; |
… | |
… | |
2999 | /* */ |
2935 | /* */ |
3000 | /****************************************/ |
2936 | /****************************************/ |
3001 | |
2937 | |
3002 | enter_player_savebed (op); |
2938 | enter_player_savebed (op); |
3003 | |
2939 | |
3004 | /* Save the player before inserting the force to reduce |
|
|
3005 | * chance of abuse. |
|
|
3006 | */ |
|
|
3007 | op->contr->braced = 0; |
2940 | op->contr->braced = 0; |
3008 | op->contr->save (); |
|
|
3009 | |
2941 | |
3010 | /* it is possible that the player has blown something up |
2942 | /* it is possible that the player has blown something up |
3011 | * at his savebed location, and that can have long lasting |
2943 | * at his savebed location, and that can have long lasting |
3012 | * spell effects. So first see if there is a spell effect |
2944 | * spell effects. So first see if there is a spell effect |
3013 | * on the space that might harm the player. |
2945 | * on the space that might harm the player. |
… | |
… | |
3225 | |
3157 | |
3226 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3158 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3227 | |
3159 | |
3228 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3160 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3229 | if (op->type == PLAYER && op->contr->run_on) |
3161 | if (op->type == PLAYER && op->contr->run_on) |
3230 | { |
|
|
3231 | if (!skop || num >= skop->level) |
3162 | if (!skop || num >= skop->level) |
3232 | { |
3163 | { |
3233 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3164 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3234 | make_visible (op); |
3165 | make_visible (op); |
3235 | return; |
3166 | return; |
3236 | } |
3167 | } |
3237 | else |
3168 | else |
3238 | num += 20; |
3169 | num += 20; |
3239 | } |
3170 | |
3240 | num += op->map->difficulty; |
3171 | num += op->map->difficulty; |
3241 | hide = hideability (op); /* modify by terrain hidden level */ |
3172 | hide = hideability (op); /* modify by terrain hidden level */ |
3242 | num -= hide; |
3173 | num -= hide; |
|
|
3174 | |
3243 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3175 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3244 | { |
3176 | { |
3245 | make_visible (op); |
3177 | make_visible (op); |
3246 | if (op->type == PLAYER) |
3178 | if (op->type == PLAYER) |
3247 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3179 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3248 | } |
3180 | } |
3249 | else if (op->type == PLAYER && skop) |
3181 | else if (op->type == PLAYER && skop) |
3250 | { |
|
|
3251 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3182 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3252 | } |
|
|
3253 | } |
3183 | } |
3254 | |
3184 | |
3255 | /* determine if who is standing near a hostile creature. */ |
3185 | /* determine if who is standing near a hostile creature. */ |
3256 | |
3186 | |
3257 | int |
3187 | int |