1 | /* |
1 | /* |
2 | * static char *rcsid_player_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
25 | //+GPL |
7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The author can be reached via e-mail to crossfire-devel@real-time.com |
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27 | */ |
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28 | |
26 | |
29 | #include <global.h> |
27 | #include <global.h> |
30 | #ifndef WIN32 /* ---win32 remove headers */ |
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31 | #include <pwd.h> |
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32 | #endif |
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33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
28 | #include <sproto.h> |
35 | #endif |
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36 | #include <sounds.h> |
29 | #include <sounds.h> |
37 | #include <living.h> |
30 | #include <living.h> |
38 | #include <object.h> |
31 | #include <object.h> |
39 | #include <spells.h> |
32 | #include <spells.h> |
40 | #include <skills.h> |
33 | #include <skills.h> |
41 | #include <newclient.h> |
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42 | |
34 | |
43 | #ifdef COZY_SERVER |
35 | #include <algorithm> |
44 | extern int same_party (partylist *a, partylist *b); |
36 | #include <functional> |
45 | #endif |
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46 | |
37 | |
47 | player *find_player(const char *plname) |
38 | playervec players; |
48 | { |
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49 | player *pl; |
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50 | for(pl=first_player;pl!=NULL;pl=pl->next) |
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51 | { |
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52 | if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) |
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53 | return pl; |
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54 | }; |
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55 | return NULL; |
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56 | } |
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57 | |
39 | |
58 | player* find_player_partial_name( const char* plname ) |
40 | /* This loads the first map an puts the player on it. */ |
59 | { |
41 | static void |
60 | player* pl; |
42 | set_first_map (object *op) |
61 | player* found = NULL; |
43 | { |
62 | size_t namelen = strlen( plname ); |
44 | op->contr->maplevel = first_map_path; |
63 | for ( pl = first_player; pl != NULL; pl = pl->next ) |
45 | op->x = -1; |
64 | { |
46 | op->y = -1; |
65 | if ( strlen( pl->ob->name ) < namelen ) |
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66 | continue; |
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67 | |
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68 | if ( !strcmp( pl->ob->name, plname) ) |
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69 | return pl; |
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70 | |
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71 | if ( !strncasecmp( pl->ob->name, plname, namelen ) ) |
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72 | { |
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73 | if ( found ) |
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74 | return NULL; |
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75 | |
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76 | found = pl; |
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77 | } |
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78 | } |
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79 | return found; |
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80 | } |
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81 | |
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82 | void display_motd(const object *op) { |
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83 | char buf[MAX_BUF]; |
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84 | char motd[HUGE_BUF]; |
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85 | FILE *fp; |
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86 | int comp; |
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87 | int size; |
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88 | |
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89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
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90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
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91 | return; |
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92 | } |
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93 | motd[0]='\0'; |
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94 | size=0; |
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95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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96 | if( *buf == '#') |
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97 | continue; |
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98 | strncat(motd+size,buf,HUGE_BUF-size); |
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99 | size+=strlen(buf); |
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100 | } |
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101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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102 | close_and_delete(fp, comp); |
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103 | } |
47 | } |
104 | |
48 | |
105 | void send_rules(const object *op) { |
49 | void |
106 | char buf[MAX_BUF]; |
50 | player::activate () |
107 | char rules[HUGE_BUF]; |
51 | { |
108 | FILE *fp; |
52 | if (active) |
109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf(buf, "%s/%s", settings.confdir, settings.rules); |
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113 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
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114 | return; |
53 | return; |
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54 | |
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55 | players.insert (this); |
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56 | ob->remove (); |
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57 | ob->map = 0; |
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58 | ob->activate_recursive (); |
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59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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60 | add_friendly_object (ob); |
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61 | } |
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62 | |
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63 | void |
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64 | player::deactivate () |
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65 | { |
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66 | if (!active) |
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67 | return; |
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68 | |
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69 | terminate_all_pets (ob); |
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70 | remove_friendly_object (ob); |
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71 | ob->deactivate_recursive (); |
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72 | |
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73 | if (ob->map) |
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74 | maplevel = ob->map->path; |
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75 | |
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76 | ob->remove (); |
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
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78 | ob->map = 0; |
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79 | party = 0; |
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80 | |
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81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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82 | |
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83 | players.erase (this); |
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84 | } |
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85 | |
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86 | // connect the player with a specific client |
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87 | // also changes, rationalises, and fixes some incorrect settings |
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88 | void |
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89 | player::connect (client *ns) |
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90 | { |
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91 | this->ns = ns; |
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92 | ns->pl = this; |
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93 | |
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94 | run_on = 0; |
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95 | fire_on = 0; |
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96 | ob->close_container (); //TODO: client-specific |
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97 | |
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98 | ns->update_look = 0; |
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99 | ns->look_position = 0; |
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100 | |
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101 | clear_los (); |
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102 | |
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103 | ns->reset_stats (); |
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104 | |
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105 | /* make sure he's a player -- needed because of class change. */ |
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106 | ob->type = PLAYER; // we are paranoid |
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107 | ob->race = ob->arch->race; |
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108 | |
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109 | ob->update_weight (); |
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110 | link_skills (); |
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111 | |
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112 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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113 | |
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114 | assign (title, ob->arch->object::name); |
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115 | |
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116 | /* if it's a dragon player, set the correct title here */ |
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117 | if (is_dragon_pl (ob)) |
115 | } |
118 | { |
116 | rules[0]='\0'; |
119 | object *tmp, *abil = 0, *skin = 0; |
117 | size=0; |
120 | |
118 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
121 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | if( *buf == '#') |
122 | if (tmp->type == FORCE) |
120 | continue; |
123 | if (tmp->arch->archname == shstr_dragon_ability_force) |
121 | if (size + strlen(buf)>=HUGE_BUF) |
124 | abil = tmp; |
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125 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
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126 | skin = tmp; |
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127 | |
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128 | set_dragon_name (ob, abil, skin); |
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129 | } |
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130 | |
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131 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
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132 | |
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133 | esrv_new_player (this); |
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134 | |
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135 | ob->update_stats (); |
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136 | |
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137 | ns->floorbox_update (); |
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138 | esrv_send_inventory (ob, ob); |
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139 | esrv_add_spells (this, 0); |
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140 | |
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141 | activate (); |
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142 | |
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143 | INVOKE_PLAYER (CONNECT, this); |
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144 | INVOKE_PLAYER (LOGIN, this); |
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145 | } |
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146 | |
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147 | void |
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148 | player::disconnect () |
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149 | { |
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150 | if (ob) |
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151 | { |
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152 | ob->close_container (); //TODO: client-specific |
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153 | ob->drop_unpaid_items (); |
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154 | } |
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155 | |
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156 | if (ns) |
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157 | { |
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158 | if (active) |
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159 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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160 | |
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161 | INVOKE_PLAYER (DISCONNECT, this); |
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162 | |
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163 | ns->reset_stats (); |
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164 | ns->pl = 0; |
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165 | ns = 0; |
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166 | } |
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167 | |
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168 | // this is important for the player scheduler to get the correct refcount |
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169 | // when ns = 0 |
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170 | observe = viewpoint = ob; |
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171 | |
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172 | deactivate (); |
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173 | } |
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174 | |
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175 | //-GPL |
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176 | |
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177 | // the need for this function can be explained |
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178 | // by load_object not returning the object |
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179 | void |
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180 | player::set_object (object *op) |
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181 | { |
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182 | ob = observe = viewpoint = op; |
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183 | ob->contr = this; /* this aren't yet in archetype */ |
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184 | |
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185 | ob->speed = 1.0f; |
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186 | ob->speed_left = 0.5f; |
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187 | |
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188 | ob->direction = 5; /* So player faces south */ |
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189 | |
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190 | ob->flag [FLAG_READY_WEAPON] = false; |
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191 | ob->flag [FLAG_READY_SKILL] = false; |
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192 | ob->flag [FLAG_READY_BOW] = false; |
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193 | |
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194 | for (object *op = ob->inv; op; op = op->below) |
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195 | if (op->flag [FLAG_APPLIED]) |
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196 | switch (op->type) |
122 | { |
197 | { |
123 | LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
198 | case SKILL: |
124 | break; |
199 | ob->flag [FLAG_APPLIED] = false; |
125 | } |
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126 | strncat(rules+size,buf,HUGE_BUF-size); |
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127 | size+=strlen(buf); |
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128 | } |
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129 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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130 | close_and_delete(fp, comp); |
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131 | } |
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132 | |
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133 | void send_news(const object *op) { |
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134 | char buf[MAX_BUF]; |
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135 | char news[HUGE_BUF]; |
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136 | char subject[MAX_BUF]; |
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137 | FILE *fp; |
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138 | int comp; |
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139 | int size; |
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140 | |
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141 | sprintf(buf, "%s/%s", settings.confdir, settings.news); |
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142 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) |
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143 | return; |
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144 | news[0]='\0'; |
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145 | subject[0]='\0'; |
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146 | size=0; |
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147 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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148 | if( *buf == '#') |
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149 | continue; |
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150 | if ( *buf =='%'){ /* send one news */ |
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151 | if (size>0) |
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152 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
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153 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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154 | "INFORMATION: %s\n%s", |
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155 | "%s\n%s", |
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156 | subject, news); /*send previously read news*/ |
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157 | strcpy(subject,buf+1); |
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158 | strip_endline(subject); |
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159 | size=0; |
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160 | news[0]='\0'; |
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161 | } |
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162 | else{ |
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163 | if (size + strlen(buf)>=HUGE_BUF) |
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164 | { |
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165 | LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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166 | break; |
200 | break; |
167 | } |
201 | |
168 | strncat(news+size,buf,HUGE_BUF-size); |
202 | case WAND: |
169 | size+=strlen(buf); |
203 | case ROD: |
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204 | case HORN: |
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205 | case BOW: |
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206 | ranged_ob = op; |
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207 | break; |
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208 | |
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209 | case WEAPON: |
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210 | combat_ob = op; |
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211 | break; |
170 | } |
212 | } |
171 | } |
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172 | |
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173 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
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174 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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175 | "INFORMATION: %s\n%s\n", |
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176 | "%s\n%s", |
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177 | subject, news); |
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178 | close_and_delete(fp, comp); |
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179 | } |
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180 | |
213 | |
181 | int playername_ok(const char *cp) { |
214 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
182 | /* Don't allow - or _ as first character in the name */ |
215 | ob->deactivate (); // change_weapon activates, fix this better |
183 | if (*cp == '-' || *cp == '_') return 0; |
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184 | |
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185 | for(;*cp!='\0';cp++) |
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186 | if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
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187 | return 0; |
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188 | return 1; |
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189 | } |
216 | } |
190 | |
217 | |
191 | /* This no longer sets the player map. Also, it now updates |
218 | void |
192 | * all the pointers so the caller doesn't need to do that. |
219 | player::set_observe (object *op) |
193 | * Caller is responsible for setting the correct map. |
220 | { |
194 | */ |
221 | observe = viewpoint = op ? op : ob; |
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222 | do_los = 1; |
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223 | } |
195 | |
224 | |
196 | /* Redo this to do both get_player_ob and get_player. |
225 | void |
197 | * Hopefully this will be less bugfree and simpler. |
226 | player::set_viewpoint (object *op) |
198 | * Returns the player structure. If 'p' is null, |
227 | { |
199 | * we create a new one. Otherwise, we recycle |
228 | viewpoint = op ? op : (object *)observe; |
200 | * the one that is passed. |
229 | do_los = 1; |
201 | */ |
230 | } |
202 | static player* get_player(player *p) { |
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203 | object *op=arch_to_object(get_player_archetype(NULL)); |
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204 | int i; |
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205 | |
231 | |
206 | if (!p) { |
232 | //+GPL |
207 | p = (player *) malloc(sizeof(player)); |
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208 | if(p==NULL) |
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209 | fatal(OUT_OF_MEMORY); |
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210 | |
233 | |
211 | /* This adds the player in the linked list. There is extra |
234 | player::player () |
212 | * complexity here because we want to add the new player at the |
235 | { |
213 | * end of the list - there is in fact no compelling reason that |
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214 | * that needs to be done except for things like output of |
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215 | * 'who'. |
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216 | */ |
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217 | player *tmp = first_player; |
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218 | while(tmp!=NULL&&tmp->next!=NULL) |
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219 | tmp=tmp->next; |
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220 | if(tmp!=NULL) |
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221 | tmp->next=p; |
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222 | else |
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223 | first_player=p; |
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224 | |
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225 | p->next = NULL; |
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226 | } |
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227 | |
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228 | /* Clears basically the entire player structure except |
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229 | * for next and socket. |
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230 | */ |
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231 | memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); |
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232 | p->attachable_init (); //HACK |
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233 | |
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234 | /* There are some elements we want initialized to non zero value - |
236 | /* There are some elements we want initialised to non zero value - |
235 | * we deal with that below this point. |
237 | * we deal with that below this point. |
236 | */ |
238 | */ |
237 | p->party=NULL; |
239 | outputs_sync = 4; |
238 | p->outputs_sync=16; /* Every 2 seconds */ |
240 | outputs_count = 4; |
239 | p->outputs_count=1; /* Keeps present behaviour */ |
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240 | p->unapply = unapply_nochoice; |
241 | unapply = unapply_nochoice; |
241 | p->Swap_First = -1; |
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242 | |
242 | |
243 | #ifdef AUTOSAVE |
243 | savebed_map = first_map_path; /* Init. respawn position */ |
244 | p->last_save_tick = 9999999; |
244 | |
245 | #endif |
245 | gen_sp_armour = 10; |
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246 | bowtype = bow_normal; |
|
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247 | petmode = pet_normal; |
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248 | usekeys = containers; |
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249 | peaceful = 1; /* default peaceful */ |
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250 | do_los = 1; |
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251 | |
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252 | weapon_sp = 1.0f; |
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253 | weapon_sp_left = 0.5f; |
|
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254 | } |
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255 | |
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256 | void |
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257 | player::do_destroy () |
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258 | { |
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259 | disconnect (); |
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260 | |
|
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261 | attachable::do_destroy (); |
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262 | |
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263 | if (ob) |
246 | |
264 | { |
247 | strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ |
265 | ob->destroy_inv (false); |
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266 | ob->destroy (); |
248 | |
267 | } |
249 | op->contr=p; /* this aren't yet in archetype */ |
|
|
250 | p->ob = op; |
|
|
251 | op->speed_left=0.5; |
|
|
252 | op->speed=1.0; |
|
|
253 | op->direction=5; /* So player faces south */ |
|
|
254 | op->stats.wc=2; |
|
|
255 | op->run_away = 25; /* Then we panick... */ |
|
|
256 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
257 | |
268 | |
258 | roll_stats(op); |
269 | ob = observe = viewpoint = 0; |
259 | p->state=ST_ROLL_STAT; |
|
|
260 | clear_los(op); |
|
|
261 | |
|
|
262 | p->gen_sp_armour=10; |
|
|
263 | p->last_speed= -1; |
|
|
264 | p->shoottype=range_none; |
|
|
265 | p->bowtype=bow_normal; |
|
|
266 | p->petmode=pet_normal; |
|
|
267 | p->listening=10; |
|
|
268 | p->usekeys=containers; |
|
|
269 | p->last_weapon_sp= -1; |
|
|
270 | p->peaceful=1; /* default peaceful */ |
|
|
271 | p->do_los=1; |
|
|
272 | p->explore=0; |
|
|
273 | p->no_shout=0; /* default can shout */ |
|
|
274 | |
|
|
275 | strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); |
|
|
276 | p->title[sizeof(p->title)-1] = '\0'; |
|
|
277 | op->race = add_string (op->arch->clone.race); |
|
|
278 | |
|
|
279 | CLEAR_FLAG(op,FLAG_READY_SKILL); |
|
|
280 | |
|
|
281 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
282 | * if a player quits and starts a new character, we wont |
|
|
283 | * send new values to the client, as things like exp start |
|
|
284 | * at zero. |
|
|
285 | */ |
|
|
286 | for (i=0; i < NUM_SKILLS; i++) { |
|
|
287 | p->last_skill_exp[i] = -1; |
|
|
288 | p->last_skill_ob[i] = NULL; |
|
|
289 | } |
|
|
290 | for (i=0; i < NROFATTACKS; i++) { |
|
|
291 | p->last_resist[i] = -1; |
|
|
292 | } |
|
|
293 | p->last_stats.exp = -1; |
|
|
294 | p->last_weight = (uint32)-1; |
|
|
295 | |
|
|
296 | p->socket.update_look=0; |
|
|
297 | p->socket.look_position=0; |
|
|
298 | return p; |
|
|
299 | } |
270 | } |
300 | |
271 | |
301 | |
272 | player::~player () |
302 | /* This loads the first map an puts the player on it. */ |
|
|
303 | static void set_first_map(object *op) |
|
|
304 | { |
273 | { |
305 | strcpy(op->contr->maplevel, first_map_path); |
274 | /* Clear item stack */ |
306 | op->x = -1; |
275 | free (stack_items); |
307 | op->y = -1; |
|
|
308 | enter_exit(op, NULL); |
|
|
309 | } |
|
|
310 | |
|
|
311 | /* Tries to add player on the connection passwd in ns. |
|
|
312 | * All we can really get in this is some settings like host and display |
|
|
313 | * mode. |
|
|
314 | */ |
|
|
315 | |
|
|
316 | int add_player(NewSocket *ns) { |
|
|
317 | player *p; |
|
|
318 | |
|
|
319 | p=get_player(NULL); |
|
|
320 | p->socket = *ns; |
|
|
321 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
322 | if(p->socket.faces_sent == NULL) |
|
|
323 | fatal(OUT_OF_MEMORY); |
|
|
324 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
325 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
326 | * Note that this can result in a client reset if there is partial data |
|
|
327 | * on the uncoming socket. |
|
|
328 | */ |
|
|
329 | p->socket.inbuf.len = 0; |
|
|
330 | set_first_map(p->ob); |
|
|
331 | |
|
|
332 | CLEAR_FLAG(p->ob, FLAG_FRIENDLY); |
|
|
333 | add_friendly_object(p->ob); |
|
|
334 | send_rules(p->ob); |
|
|
335 | send_news(p->ob); |
|
|
336 | display_motd(p->ob); |
|
|
337 | get_name(p->ob); |
|
|
338 | return 0; |
|
|
339 | } |
276 | } |
340 | |
277 | |
341 | /* |
278 | /* |
342 | * get_player_archetype() return next player archetype from archetype |
279 | * get_player_archetype() return next player archetype from archetype |
343 | * list. Not very efficient routine, but used only creating new players. |
280 | * list. Not very efficient routine, but used only creating new players. |
344 | * Note: there MUST be at least one player archetype! |
281 | * Note: there MUST be at least one player archetype! |
345 | */ |
282 | */ |
|
|
283 | static archetype * |
346 | archetype *get_player_archetype(archetype* at) |
284 | get_player_archetype (archetype *at) |
347 | { |
285 | { |
348 | archetype *start = at; |
286 | // archetypes could have been reloaded |
349 | for (;;) { |
287 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
350 | if (at==NULL || at->next==NULL) |
288 | |
351 | at=first_archetype; |
289 | if (!nat) |
352 | else |
|
|
353 | at=at->next; |
|
|
354 | if(at->clone.type==PLAYER) |
|
|
355 | return at; |
290 | return at; |
356 | if (at == start) { |
291 | |
357 | LOG (llevError, "No Player archetypes\n"); |
292 | archvec::iterator i = archetypes.find (nat); |
358 | exit (-1); |
293 | |
359 | } |
294 | for (;;) |
360 | } |
295 | { |
361 | } |
296 | if (++i == archetypes.end ()) |
|
|
297 | i = archetypes.begin (); |
|
|
298 | else if (*i == at) |
|
|
299 | cleanup ("not a single player archetype found"); |
362 | |
300 | |
|
|
301 | if ((*i)->type == PLAYER) |
|
|
302 | return *i; |
|
|
303 | } |
|
|
304 | } |
363 | |
305 | |
|
|
306 | /* Tries to add player on the connection passed in ns. |
|
|
307 | * All we can really get in this is some settings like host and display |
|
|
308 | * mode. |
|
|
309 | */ |
|
|
310 | player * |
|
|
311 | player::create () |
|
|
312 | { |
|
|
313 | player *pl = new player; |
|
|
314 | |
|
|
315 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
316 | |
|
|
317 | pl->ob->roll_stats (); |
|
|
318 | pl->ob->stats.wc = 2; |
|
|
319 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
320 | |
|
|
321 | set_first_map (pl->ob); |
|
|
322 | |
|
|
323 | return pl; |
|
|
324 | } |
|
|
325 | |
|
|
326 | object * |
364 | object *get_nearest_player(object *mon) { |
327 | get_nearest_player (object *mon) |
|
|
328 | { |
365 | object *op = NULL; |
329 | object *op = NULL; |
366 | player *pl = NULL; |
|
|
367 | objectlink *ol; |
330 | objectlink *ol; |
368 | unsigned lastdist; |
331 | unsigned lastdist; |
369 | rv_vector rv; |
332 | rv_vector rv; |
370 | |
333 | |
371 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
334 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
372 | /* We should not find free objects on this friendly list, but it |
335 | { |
373 | * does periodically happen. Given that, lets deal with it. |
|
|
374 | * While unlikely, it is possible the next object on the friendly |
|
|
375 | * list is also free, so encapsulate this in a while loop. |
|
|
376 | */ |
|
|
377 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
|
|
378 | object *tmp=ol->ob; |
|
|
379 | |
|
|
380 | /* Can't do much more other than log the fact, because the object |
|
|
381 | * itself will have been cleared. |
|
|
382 | */ |
|
|
383 | LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
384 | ol = ol->next; |
|
|
385 | remove_friendly_object(tmp); |
|
|
386 | if (!ol) return op; |
|
|
387 | } |
|
|
388 | |
|
|
389 | /* Remove special check for player from this. First, it looks to cause |
|
|
390 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
391 | * complicated method of state checking would be needed in any case - |
|
|
392 | * as it was, a clever player could type quit, and the function would |
|
|
393 | * skip them over while waiting for confirmation. Remove |
|
|
394 | * on_same_map check, as can_detect_enemy also does this |
|
|
395 | */ |
|
|
396 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
336 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
397 | continue; |
337 | continue; |
398 | |
338 | |
399 | if(lastdist>rv.distance) { |
|
|
400 | op=ol->ob; |
|
|
401 | lastdist=rv.distance; |
|
|
402 | } |
|
|
403 | } |
|
|
404 | for (pl=first_player; pl != NULL; pl=pl->next) { |
|
|
405 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
|
|
406 | |
|
|
407 | if(lastdist>rv.distance) { |
339 | if (lastdist > rv.distance) |
408 | op=pl->ob; |
340 | { |
|
|
341 | op = ol->ob; |
409 | lastdist=rv.distance; |
342 | lastdist = rv.distance; |
|
|
343 | } |
410 | } |
344 | } |
411 | } |
345 | |
412 | } |
346 | for_all_players (pl) |
|
|
347 | if (can_detect_enemy (mon, pl->ob, &rv)) |
|
|
348 | if (lastdist > rv.distance) |
|
|
349 | { |
|
|
350 | op = pl->ob; |
|
|
351 | lastdist = rv.distance; |
|
|
352 | } |
|
|
353 | |
413 | #if 0 |
354 | #if 0 |
414 | LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); |
355 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
415 | #endif |
356 | #endif |
416 | return op; |
357 | return op; |
417 | } |
358 | } |
418 | |
359 | |
419 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
360 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
420 | * result in a monster paths backtracking. It basically determines how large a |
361 | * result in a monster paths backtracking. It basically determines how large a |
421 | * detour a monster will take from the direction path when looking |
362 | * detour a monster will take from the direction path when looking |
… | |
… | |
435 | * circling behaviour. Unfortunately, this function is also used to determined |
376 | * circling behaviour. Unfortunately, this function is also used to determined |
436 | * if the creature should cast a spell, so returning a direction in that case |
377 | * if the creature should cast a spell, so returning a direction in that case |
437 | * is probably not a good thing. |
378 | * is probably not a good thing. |
438 | */ |
379 | */ |
439 | #define MAX_SPACES 50 |
380 | #define MAX_SPACES 50 |
440 | |
|
|
441 | |
381 | |
442 | /* |
382 | /* |
443 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
383 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
444 | * modified to verify there is a path to the player. Does this by stepping towards |
384 | * modified to verify there is a path to the player. Does this by stepping towards |
445 | * player and if path is blocked then see if blockage is close enough to player that |
385 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
458 | * monster can in fact move one space in that direction. |
398 | * monster can in fact move one space in that direction. |
459 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
399 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
460 | * since only simple checks to blocked are being called, which could mean the monster |
400 | * since only simple checks to blocked are being called, which could mean the monster |
461 | * is blocking itself. |
401 | * is blocking itself. |
462 | */ |
402 | */ |
|
|
403 | int |
463 | int path_to_player(object *mon, object *pl, unsigned mindiff) { |
404 | path_to_player (object *mon, object *pl, unsigned mindiff) |
|
|
405 | { |
464 | rv_vector rv; |
406 | rv_vector rv; |
465 | sint16 x,y; |
407 | sint16 x, y; |
466 | int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; |
408 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
467 | mapstruct *m ,*lastmap; |
409 | maptile *m, *lastmap; |
468 | |
410 | |
469 | get_rangevector(mon, pl, &rv, 0); |
411 | get_rangevector (mon, pl, &rv, 0); |
470 | |
412 | |
471 | if (rv.distance<mindiff) return 0; |
413 | if (rv.distance < mindiff) |
472 | |
|
|
473 | x=mon->x; |
|
|
474 | y=mon->y; |
|
|
475 | m=mon->map; |
|
|
476 | dir = rv.direction; |
|
|
477 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
|
|
478 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
|
|
479 | /* If we can't solve it within the search distance, return now. */ |
|
|
480 | if (diff>max) return 0; |
|
|
481 | while (diff >1 && max>0) { |
|
|
482 | lastx = x; |
|
|
483 | lasty = y; |
|
|
484 | lastmap = m; |
|
|
485 | x = lastx + freearr_x[dir]; |
|
|
486 | y = lasty + freearr_y[dir]; |
|
|
487 | |
|
|
488 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
489 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
|
|
490 | |
|
|
491 | /* Space is blocked - try changing direction a little */ |
|
|
492 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) |
|
|
493 | && (m == mon->map && blocked_link(mon, m, x, y)))) { |
|
|
494 | /* recalculate direction from last good location. Possible |
|
|
495 | * we were not traversing ideal location before. |
|
|
496 | */ |
|
|
497 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
|
|
498 | if (rv.direction != dir) { |
|
|
499 | /* OK - says direction should be different - lets reset the |
|
|
500 | * the values so it will try again. |
|
|
501 | */ |
|
|
502 | x = lastx; |
|
|
503 | y = lasty; |
|
|
504 | m = lastmap; |
|
|
505 | dir = firstdir = rv.direction; |
|
|
506 | } else { |
|
|
507 | /* direct path is blocked - try taking a side step to |
|
|
508 | * either the left or right. |
|
|
509 | * Note increase the values in the loop below to be |
|
|
510 | * more than -1/1 respectively will mean the monster takes |
|
|
511 | * bigger detour. Have to be careful about these values getting |
|
|
512 | * too big (3 or maybe 4 or higher) as the monster may just try |
|
|
513 | * stepping back and forth |
|
|
514 | */ |
|
|
515 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
|
|
516 | if (i==0) continue; /* already did this, so skip it */ |
|
|
517 | /* Use lastdir here - otherwise, |
|
|
518 | * since the direction that the creature should move in |
|
|
519 | * may change, you could get infinite loops. |
|
|
520 | * ie, player is northwest, but monster can only |
|
|
521 | * move west, so it does that. It goes some distance, |
|
|
522 | * gets blocked, finds that it should move north, |
|
|
523 | * can't do that, but now finds it can move east, and |
|
|
524 | * gets back to its original point. lastdir contains |
|
|
525 | * the last direction the creature has successfully |
|
|
526 | * moved. |
|
|
527 | */ |
|
|
528 | |
|
|
529 | x = lastx + freearr_x[absdir(lastdir+i)]; |
|
|
530 | y = lasty + freearr_y[absdir(lastdir+i)]; |
|
|
531 | m = lastmap; |
|
|
532 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
533 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
534 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
|
|
535 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
|
|
536 | if (mflags & P_BLOCKSVIEW) continue; |
|
|
537 | |
|
|
538 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
|
|
539 | } |
|
|
540 | /* go through entire loop without finding a valid |
|
|
541 | * sidestep to take - thus, no valid path. |
|
|
542 | */ |
|
|
543 | if (i==(DETOUR_AMOUNT+1)) |
|
|
544 | return 0; |
|
|
545 | diff--; |
|
|
546 | lastdir=dir; |
|
|
547 | max--; |
|
|
548 | if (!firstdir) firstdir = dir+i; |
|
|
549 | } /* else check alternate directions */ |
|
|
550 | } /* if blocked */ |
|
|
551 | else { |
|
|
552 | /* we moved towards creature, so diff is less */ |
|
|
553 | diff--; |
|
|
554 | max--; |
|
|
555 | lastdir=dir; |
|
|
556 | if (!firstdir) firstdir = dir; |
|
|
557 | } |
|
|
558 | if (diff<=1) { |
|
|
559 | /* Recalculate diff (distance) because we may not have actually |
|
|
560 | * headed toward player for entire distance. |
|
|
561 | */ |
|
|
562 | get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
|
|
563 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
|
|
564 | } |
|
|
565 | if (diff>max) return 0; |
|
|
566 | } |
|
|
567 | /* If we reached the max, didn't find a direction in time */ |
|
|
568 | if (!max) return 0; |
|
|
569 | |
|
|
570 | return firstdir; |
|
|
571 | } |
|
|
572 | |
|
|
573 | void give_initial_items(object *pl,treasurelist *items) { |
|
|
574 | object *op,*next=NULL; |
|
|
575 | |
|
|
576 | if(pl->randomitems!=NULL) |
|
|
577 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
|
|
578 | |
|
|
579 | for (op=pl->inv; op; op=next) { |
|
|
580 | next = op->below; |
|
|
581 | |
|
|
582 | /* Forces get applied per default, unless they have the |
|
|
583 | * flag "neutral" set. Sorry but I can't think of a better way |
|
|
584 | */ |
|
|
585 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
|
|
586 | SET_FLAG(op,FLAG_APPLIED); |
|
|
587 | |
|
|
588 | /* we never give weapons/armour if these cannot be used |
|
|
589 | * by this player due to race restrictions |
|
|
590 | */ |
|
|
591 | if (pl->type == PLAYER) { |
|
|
592 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
|
|
593 | (op->type == ARMOUR || op->type == BOOTS || |
|
|
594 | op->type == CLOAK || op->type == HELMET || |
|
|
595 | op->type == SHIELD || op->type == GLOVES || |
|
|
596 | op->type == BRACERS || op->type == GIRDLE)) || |
|
|
597 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
|
|
598 | remove_ob (op); |
|
|
599 | free_object (op); |
|
|
600 | continue; |
|
|
601 | } |
|
|
602 | } |
|
|
603 | |
|
|
604 | /* This really needs to be better - we should really give |
|
|
605 | * a substitute spellbook. The problem is that we don't really |
|
|
606 | * have a good idea what to replace it with (need something like |
|
|
607 | * a first level treasurelist for each skill.) |
|
|
608 | * remove duplicate skills also |
|
|
609 | */ |
|
|
610 | if(op->type==SPELLBOOK || op->type == SKILL) { |
|
|
611 | object *tmp; |
|
|
612 | |
|
|
613 | for (tmp=op->below; tmp; tmp=tmp->below) |
|
|
614 | if (tmp->type == op->type && tmp->name == op->name) break; |
|
|
615 | |
|
|
616 | if (tmp) { |
|
|
617 | remove_ob(op); |
|
|
618 | free_object(op); |
|
|
619 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
|
|
620 | tmp->name); |
|
|
621 | continue; |
|
|
622 | } |
|
|
623 | if (op->nrof > 1) op->nrof = 1; |
|
|
624 | } |
|
|
625 | |
|
|
626 | if (op->type == SPELLBOOK && op->inv) { |
|
|
627 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
|
|
628 | } |
|
|
629 | |
|
|
630 | /* Give starting characters identified, uncursed, and undamned |
|
|
631 | * items. Just don't identify gold or silver, or it won't be |
|
|
632 | * merged properly. |
|
|
633 | */ |
|
|
634 | if (need_identify(op)) { |
|
|
635 | SET_FLAG(op, FLAG_IDENTIFIED); |
|
|
636 | CLEAR_FLAG(op, FLAG_CURSED); |
|
|
637 | CLEAR_FLAG(op, FLAG_DAMNED); |
|
|
638 | } |
|
|
639 | if(op->type==SPELL) { |
|
|
640 | remove_ob(op); |
|
|
641 | free_object(op); |
|
|
642 | continue; |
|
|
643 | } |
|
|
644 | else if(op->type==SKILL) { |
|
|
645 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
|
|
646 | op->stats.exp = 0; |
|
|
647 | op->level = 1; |
|
|
648 | } |
|
|
649 | /* lock all 'normal items by default */ |
|
|
650 | else SET_FLAG(op, FLAG_INV_LOCKED); |
|
|
651 | } /* for loop of objects in player inv */ |
|
|
652 | |
|
|
653 | /* Need to set up the skill pointers */ |
|
|
654 | link_player_skills(pl); |
|
|
655 | } |
|
|
656 | |
|
|
657 | void get_name(object *op) { |
|
|
658 | op->contr->write_buf[0]='\0'; |
|
|
659 | op->contr->state=ST_GET_NAME; |
|
|
660 | send_query(&op->contr->socket,0,"What is your name?\n:"); |
|
|
661 | } |
|
|
662 | |
|
|
663 | void get_password(object *op) { |
|
|
664 | op->contr->write_buf[0]='\0'; |
|
|
665 | op->contr->state=ST_GET_PASSWORD; |
|
|
666 | send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
667 | } |
|
|
668 | |
|
|
669 | void play_again(object *op) |
|
|
670 | { |
|
|
671 | op->contr->state=ST_PLAY_AGAIN; |
|
|
672 | op->chosen_skill = NULL; |
|
|
673 | send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
674 | /* a bit of a hack, but there are various places early in th |
|
|
675 | * player creation process that a user can quit (eg, roll |
|
|
676 | * stats) that isn't removing the player. Taking a quick |
|
|
677 | * look, there are many places that call play_again without |
|
|
678 | * removing the player - it probably makes more sense |
|
|
679 | * to leave it to play_again to remove the object in all |
|
|
680 | * cases. |
|
|
681 | */ |
|
|
682 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
|
|
683 | remove_ob(op); |
|
|
684 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
685 | * and draw() doesn't check to see if the player is removed, only if |
|
|
686 | * the map is null or not swapped out. |
|
|
687 | */ |
|
|
688 | op->map = NULL; |
|
|
689 | } |
|
|
690 | |
|
|
691 | |
|
|
692 | int receive_play_again(object *op, char key) |
|
|
693 | { |
|
|
694 | if(key=='q'||key=='Q') { |
|
|
695 | remove_friendly_object(op); |
|
|
696 | leave(op->contr,0); /* ericserver will draw the message */ |
|
|
697 | return 2; |
|
|
698 | } |
|
|
699 | else if(key=='a'||key=='A') { |
|
|
700 | player *pl = op->contr; |
|
|
701 | const char *name = op->name; |
|
|
702 | |
|
|
703 | add_refcount(name); |
|
|
704 | remove_friendly_object(op); |
|
|
705 | free_object(op); |
|
|
706 | pl = get_player(pl); |
|
|
707 | op = pl->ob; |
|
|
708 | add_friendly_object(op); |
|
|
709 | op->contr->password[0]='~'; |
|
|
710 | FREE_AND_CLEAR_STR(op->name); |
|
|
711 | FREE_AND_CLEAR_STR(op->name_pl); |
|
|
712 | |
|
|
713 | /* Lets put a space in here */ |
|
|
714 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
|
|
715 | get_name(op); |
|
|
716 | op->name = name; /* Alrady added a refcount above */ |
|
|
717 | op->name_pl = add_string(name); |
|
|
718 | set_first_map(op); |
|
|
719 | } else { |
|
|
720 | /* user pressed something else so just ask again... */ |
|
|
721 | play_again(op); |
|
|
722 | } |
|
|
723 | return 0; |
414 | return 0; |
724 | } |
|
|
725 | |
415 | |
726 | void confirm_password(object *op) { |
416 | x = mon->x; |
|
|
417 | y = mon->y; |
|
|
418 | m = mon->map; |
|
|
419 | dir = rv.direction; |
|
|
420 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
|
|
421 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
727 | |
422 | |
728 | op->contr->write_buf[0]='\0'; |
423 | /* If we can't solve it within the search distance, return now. */ |
729 | op->contr->state=ST_CONFIRM_PASSWORD; |
424 | if (diff > max) |
730 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
425 | return 0; |
731 | } |
|
|
732 | |
426 | |
|
|
427 | while (diff > 1 && max > 0) |
|
|
428 | { |
|
|
429 | lastx = x; |
|
|
430 | lasty = y; |
|
|
431 | lastmap = m; |
|
|
432 | x = lastx + freearr_x[dir]; |
|
|
433 | y = lasty + freearr_y[dir]; |
|
|
434 | |
|
|
435 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
436 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
437 | |
|
|
438 | /* Space is blocked - try changing direction a little */ |
|
|
439 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
|
|
440 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
|
|
441 | { |
|
|
442 | /* recalculate direction from last good location. Possible |
|
|
443 | * we were not traversing ideal location before. |
|
|
444 | */ |
|
|
445 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
|
|
446 | if (rv.direction != dir) |
|
|
447 | { |
|
|
448 | /* OK - says direction should be different - lets reset the |
|
|
449 | * the values so it will try again. |
|
|
450 | */ |
|
|
451 | x = lastx; |
|
|
452 | y = lasty; |
|
|
453 | m = lastmap; |
|
|
454 | dir = firstdir = rv.direction; |
|
|
455 | } |
|
|
456 | else |
|
|
457 | { |
|
|
458 | /* direct path is blocked - try taking a side step to |
|
|
459 | * either the left or right. |
|
|
460 | * Note increase the values in the loop below to be |
|
|
461 | * more than -1/1 respectively will mean the monster takes |
|
|
462 | * bigger detour. Have to be careful about these values getting |
|
|
463 | * too big (3 or maybe 4 or higher) as the monster may just try |
|
|
464 | * stepping back and forth |
|
|
465 | */ |
|
|
466 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
|
|
467 | { |
|
|
468 | if (i == 0) |
|
|
469 | continue; /* already did this, so skip it */ |
|
|
470 | /* Use lastdir here - otherwise, |
|
|
471 | * since the direction that the creature should move in |
|
|
472 | * may change, you could get infinite loops. |
|
|
473 | * ie, player is northwest, but monster can only |
|
|
474 | * move west, so it does that. It goes some distance, |
|
|
475 | * gets blocked, finds that it should move north, |
|
|
476 | * can't do that, but now finds it can move east, and |
|
|
477 | * gets back to its original point. lastdir contains |
|
|
478 | * the last direction the creature has successfully |
|
|
479 | * moved. |
|
|
480 | */ |
|
|
481 | |
|
|
482 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
483 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
484 | m = lastmap; |
|
|
485 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
486 | if (mflags & P_OUT_OF_MAP) |
|
|
487 | continue; |
|
|
488 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
489 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
|
|
490 | continue; |
|
|
491 | if (mflags & P_BLOCKSVIEW) |
|
|
492 | continue; |
|
|
493 | |
|
|
494 | if (m == mon->map && blocked_link (mon, m, x, y)) |
|
|
495 | break; |
|
|
496 | } |
|
|
497 | /* go through entire loop without finding a valid |
|
|
498 | * sidestep to take - thus, no valid path. |
|
|
499 | */ |
|
|
500 | if (i == (DETOUR_AMOUNT + 1)) |
|
|
501 | return 0; |
|
|
502 | diff--; |
|
|
503 | lastdir = dir; |
|
|
504 | max--; |
|
|
505 | if (!firstdir) |
|
|
506 | firstdir = dir + i; |
|
|
507 | } /* else check alternate directions */ |
|
|
508 | } /* if blocked */ |
|
|
509 | else |
|
|
510 | { |
|
|
511 | /* we moved towards creature, so diff is less */ |
|
|
512 | diff--; |
|
|
513 | max--; |
|
|
514 | lastdir = dir; |
|
|
515 | if (!firstdir) |
|
|
516 | firstdir = dir; |
|
|
517 | } |
|
|
518 | |
|
|
519 | if (diff <= 1) |
|
|
520 | { |
|
|
521 | /* Recalculate diff (distance) because we may not have actually |
|
|
522 | * headed toward player for entire distance. |
|
|
523 | */ |
|
|
524 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
|
|
525 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
526 | } |
|
|
527 | |
|
|
528 | if (diff > max) |
|
|
529 | return 0; |
|
|
530 | } |
|
|
531 | |
|
|
532 | /* If we reached the max, didn't find a direction in time */ |
|
|
533 | if (!max) |
|
|
534 | return 0; |
|
|
535 | |
|
|
536 | return firstdir; |
|
|
537 | } |
|
|
538 | |
|
|
539 | void |
|
|
540 | give_initial_items (object *pl, treasurelist *items) |
|
|
541 | { |
|
|
542 | if (pl->randomitems) |
|
|
543 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
|
|
544 | |
|
|
545 | for (object *next, *op = pl->inv; op; op = next) |
|
|
546 | { |
|
|
547 | next = op->below; |
|
|
548 | |
|
|
549 | /* Forces get applied per default, unless they have the |
|
|
550 | * flag "neutral" set. Sorry but I can't think of a better way |
|
|
551 | */ |
|
|
552 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
|
|
553 | SET_FLAG (op, FLAG_APPLIED); |
|
|
554 | |
|
|
555 | /* we never give weapons/armour if these cannot be used |
|
|
556 | * by this player due to race restrictions |
|
|
557 | */ |
|
|
558 | if (pl->type == PLAYER) |
|
|
559 | { |
|
|
560 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
561 | && |
|
|
562 | (op->type == ARMOUR || op->type == BOOTS |
|
|
563 | || op->type == CLOAK || op->type == HELMET |
|
|
564 | || op->type == SHIELD || op->type == GLOVES |
|
|
565 | || op->type == BRACERS || op->type == GIRDLE)) |
|
|
566 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
|
|
567 | { |
|
|
568 | op->destroy (); |
|
|
569 | continue; |
|
|
570 | } |
|
|
571 | } |
|
|
572 | |
|
|
573 | /* Here we remove duplicated skills (as duplicated spell objects have |
|
|
574 | * _very_ confusing effects for players), which could for instance be |
|
|
575 | * generated by bad treasurelists. - elmex |
|
|
576 | */ |
|
|
577 | if (op->type == SKILL) |
|
|
578 | { |
|
|
579 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
|
|
580 | if (tmp->type == op->type && tmp->name == op->name) |
|
|
581 | { |
|
|
582 | op->destroy (); |
|
|
583 | LOG (llevError, |
|
|
584 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
585 | break; |
|
|
586 | } |
|
|
587 | |
|
|
588 | if (op->nrof > 1) |
|
|
589 | op->nrof = 1; |
|
|
590 | } |
|
|
591 | |
|
|
592 | if (op->type == SPELLBOOK && op->inv) |
|
|
593 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
594 | |
|
|
595 | /* Give starting characters identified, uncursed, and undamned |
|
|
596 | * items. Just don't identify gold or silver, or it won't be |
|
|
597 | * merged properly. |
|
|
598 | */ |
|
|
599 | if (need_identify (op)) |
|
|
600 | { |
|
|
601 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
602 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
603 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
604 | } |
|
|
605 | |
|
|
606 | if (op->type == SPELL) |
|
|
607 | { |
|
|
608 | op->destroy (); |
|
|
609 | continue; |
|
|
610 | } |
|
|
611 | else if (op->type == SKILL) |
|
|
612 | { |
|
|
613 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
|
|
614 | op->stats.exp = 0; |
|
|
615 | op->level = 1; |
|
|
616 | } |
|
|
617 | else /* lock all 'normal items by default */ |
|
|
618 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
619 | } /* for loop of objects in player inv */ |
|
|
620 | |
|
|
621 | /* Need to set up the skill pointers */ |
|
|
622 | pl->contr->link_skills (); |
|
|
623 | } |
|
|
624 | |
|
|
625 | void |
733 | void get_party_password(object *op, partylist *party) { |
626 | get_party_password (object *op, partylist *party) |
|
|
627 | { |
734 | if (party == NULL) { |
628 | if (party == NULL) |
|
|
629 | { |
735 | LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); |
630 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
736 | return; |
631 | return; |
737 | } |
632 | } |
|
|
633 | |
738 | op->contr->write_buf[0]='\0'; |
634 | op->contr->write_buf[0] = '\0'; |
739 | op->contr->state=ST_GET_PARTY_PASSWORD; |
635 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
740 | op->contr->party_to_join = party; |
636 | op->contr->party_to_join = party; |
741 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
637 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
742 | } |
638 | } |
743 | |
|
|
744 | |
639 | |
745 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
640 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
|
|
641 | static int |
746 | int roll_stat(void) { |
642 | roll_stat (void) |
|
|
643 | { |
747 | int a[4],i,j,k; |
644 | int a[4], i, j, k; |
748 | |
645 | |
749 | for(i=0;i<4;i++) |
646 | for (i = 0; i < 4; i++) |
750 | a[i]=(int)RANDOM()%6+1; |
647 | a[i] = (int) rndm (6) + 1; |
751 | |
648 | |
752 | for(i=0,j=0,k=7;i<4;i++) |
649 | for (i = 0, j = 0, k = 7; i < 4; i++) |
753 | if(a[i]<k) |
650 | if (a[i] < k) |
754 | k=a[i],j=i; |
651 | k = a[i], j = i; |
755 | |
652 | |
756 | for(i=0,k=0;i<4;i++) { |
653 | for (i = 0, k = 0; i < 4; i++) |
757 | if(i!=j) |
654 | if (i != j) |
758 | k+=a[i]; |
655 | k += a[i]; |
759 | } |
656 | |
760 | return k; |
657 | return k; |
761 | } |
658 | } |
762 | |
659 | |
763 | void roll_stats(object *op) { |
660 | void |
|
|
661 | object::roll_stats () |
|
|
662 | { |
|
|
663 | int statsort [NUM_STATS]; |
|
|
664 | |
|
|
665 | for (;;) |
|
|
666 | { |
764 | int sum=0; |
667 | int sum = 0; |
765 | int i = 0, j = 0; |
668 | for (int i = NUM_STATS; i--; ) |
766 | int statsort[7]; |
669 | sum += statsort [i] = roll_stat (); |
767 | |
670 | |
768 | do { |
671 | if (sum >= 82 && sum <= 116) |
769 | op->stats.Str=roll_stat(); |
672 | break; |
770 | op->stats.Dex=roll_stat(); |
673 | } |
771 | op->stats.Int=roll_stat(); |
|
|
772 | op->stats.Con=roll_stat(); |
|
|
773 | op->stats.Wis=roll_stat(); |
|
|
774 | op->stats.Pow=roll_stat(); |
|
|
775 | op->stats.Cha=roll_stat(); |
|
|
776 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
|
|
777 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
|
|
778 | op->stats.Cha; |
|
|
779 | } while(sum<82||sum>116); |
|
|
780 | |
674 | |
781 | /* Sort the stats so that rerolling is easier... */ |
675 | // Sort the stats so that rerolling is easier... |
782 | statsort[0] = op->stats.Str; |
676 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
783 | statsort[1] = op->stats.Dex; |
|
|
784 | statsort[2] = op->stats.Int; |
|
|
785 | statsort[3] = op->stats.Con; |
|
|
786 | statsort[4] = op->stats.Wis; |
|
|
787 | statsort[5] = op->stats.Pow; |
|
|
788 | statsort[6] = op->stats.Cha; |
|
|
789 | |
677 | |
790 | /* a quick and dirty bubblesort? */ |
678 | for (int i = 0; i < NUM_STATS; ++i) |
791 | do { |
|
|
792 | if (statsort[i] < statsort[i + 1]) { |
|
|
793 | j = statsort[i]; |
|
|
794 | statsort[i] = statsort[i + 1]; |
|
|
795 | statsort[i + 1] = j; |
|
|
796 | i = 0; |
|
|
797 | } else { |
|
|
798 | i++; |
|
|
799 | } |
|
|
800 | } while (i < 6); |
|
|
801 | |
|
|
802 | op->stats.Str = statsort[0]; |
679 | stats.stat (i) = statsort [i]; |
803 | op->stats.Dex = statsort[1]; |
|
|
804 | op->stats.Con = statsort[2]; |
|
|
805 | op->stats.Int = statsort[3]; |
|
|
806 | op->stats.Wis = statsort[4]; |
|
|
807 | op->stats.Pow = statsort[5]; |
|
|
808 | op->stats.Cha = statsort[6]; |
|
|
809 | |
680 | |
810 | |
|
|
811 | op->contr->orig_stats.Str=op->stats.Str; |
|
|
812 | op->contr->orig_stats.Dex=op->stats.Dex; |
|
|
813 | op->contr->orig_stats.Int=op->stats.Int; |
|
|
814 | op->contr->orig_stats.Con=op->stats.Con; |
|
|
815 | op->contr->orig_stats.Wis=op->stats.Wis; |
|
|
816 | op->contr->orig_stats.Pow=op->stats.Pow; |
|
|
817 | op->contr->orig_stats.Cha=op->stats.Cha; |
|
|
818 | |
|
|
819 | op->level=1; |
|
|
820 | op->stats.exp=0; |
681 | stats.exp = 0; |
821 | op->stats.ac=0; |
682 | stats.ac = 0; |
822 | |
683 | |
|
|
684 | stats.hp = stats.maxhp; |
|
|
685 | stats.sp = stats.maxsp; |
|
|
686 | stats.grace = stats.maxgrace; |
|
|
687 | |
|
|
688 | if (contr) |
|
|
689 | { |
823 | op->contr->levhp[1] = 9; |
690 | contr->levhp[1] = 9; |
824 | op->contr->levsp[1] = 6; |
691 | contr->levsp[1] = 6; |
825 | op->contr->levgrace[1] = 3; |
692 | contr->levgrace[1] = 3; |
826 | |
693 | |
827 | fix_player(op); |
694 | contr->orig_stats = stats; |
|
|
695 | } |
|
|
696 | } |
|
|
697 | |
|
|
698 | void |
|
|
699 | object::swap_stats (int a, int b) |
|
|
700 | { |
|
|
701 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
|
|
702 | |
|
|
703 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
704 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
705 | |
|
|
706 | //TODO: the following code looks so borked and should, at the very least, |
|
|
707 | // be merged with the similar code in roll_stats |
|
|
708 | stats.ac = 0; |
|
|
709 | |
|
|
710 | level = 1; |
|
|
711 | stats.exp = 0; |
|
|
712 | stats.ac = 0; |
|
|
713 | |
828 | op->stats.hp = op->stats.maxhp; |
714 | stats.hp = stats.maxhp; |
829 | op->stats.sp = op->stats.maxsp; |
715 | stats.sp = stats.maxsp; |
830 | op->stats.grace = op->stats.maxgrace; |
716 | stats.grace = stats.maxgrace; |
|
|
717 | |
|
|
718 | if (contr) |
|
|
719 | { |
|
|
720 | contr->levhp[1] = 9; |
|
|
721 | contr->levsp[1] = 6; |
|
|
722 | contr->levgrace[1] = 3; |
|
|
723 | |
831 | op->contr->orig_stats=op->stats; |
724 | contr->orig_stats = stats; |
|
|
725 | } |
832 | } |
726 | } |
833 | |
727 | |
834 | void Roll_Again(object *op) |
728 | static void |
|
|
729 | start_info (object *op) |
835 | { |
730 | { |
836 | esrv_new_player(op->contr, 0); |
|
|
837 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
838 | } |
|
|
839 | |
|
|
840 | void Swap_Stat(object *op,int Swap_Second) |
|
|
841 | { |
|
|
842 | signed char tmp; |
|
|
843 | char buf[MAX_BUF]; |
731 | char buf[MAX_BUF]; |
844 | |
732 | |
845 | if ( op->contr->Swap_First == -1 ) { |
733 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
846 | new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
|
|
847 | new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); |
|
|
848 | new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
|
|
849 | return; |
|
|
850 | } |
|
|
851 | |
|
|
852 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
|
|
853 | |
|
|
854 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
|
|
855 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
|
|
856 | |
|
|
857 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
|
|
858 | |
|
|
859 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
|
|
860 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
734 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 | op->stats.Str = op->contr->orig_stats.Str; |
|
|
862 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
863 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
864 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
865 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
866 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
867 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
868 | op->stats.ac=0; |
|
|
869 | |
|
|
870 | op->level=1; |
|
|
871 | op->stats.exp=0; |
|
|
872 | op->stats.ac=0; |
|
|
873 | |
|
|
874 | op->contr->levhp[1] = 9; |
|
|
875 | op->contr->levsp[1] = 6; |
|
|
876 | op->contr->levgrace[1] = 3; |
|
|
877 | |
|
|
878 | fix_player(op); |
|
|
879 | op->stats.hp = op->stats.maxhp; |
|
|
880 | op->stats.sp = op->stats.maxsp; |
|
|
881 | op->stats.grace = op->stats.maxgrace; |
|
|
882 | op->contr->orig_stats=op->stats; |
|
|
883 | op->contr->Swap_First=-1; |
|
|
884 | } |
|
|
885 | |
|
|
886 | |
|
|
887 | /* This code has been greatly reduced, because with set_attr_value |
|
|
888 | * and get_attr_value, the stats can be accessed just numeric |
|
|
889 | * ids. stat_trans is a table that translate the number entered |
|
|
890 | * into the actual stat. It is needed because the order the stats |
|
|
891 | * are displayed in the stat window is not the same as how |
|
|
892 | * the number's access that stat. The table does that translation. |
|
|
893 | */ |
|
|
894 | int key_roll_stat(object *op, char key) |
|
|
895 | { |
|
|
896 | int keynum = key -'0'; |
|
|
897 | char buf[MAX_BUF]; |
|
|
898 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
|
|
899 | |
|
|
900 | if (keynum>0 && keynum<=7) { |
|
|
901 | if (op->contr->Swap_First==-1) { |
|
|
902 | op->contr->Swap_First=stat_trans[keynum]; |
|
|
903 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
904 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
905 | } |
|
|
906 | else |
|
|
907 | Swap_Stat(op,stat_trans[keynum]); |
|
|
908 | |
|
|
909 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
910 | return 1; |
|
|
911 | } |
|
|
912 | switch (key) { |
|
|
913 | case 'n': |
|
|
914 | case 'N': { |
|
|
915 | SET_FLAG(op, FLAG_WIZ); |
|
|
916 | if(op->map==NULL) { |
|
|
917 | LOG(llevError,"Map == NULL in state 2\n"); |
|
|
918 | break; |
|
|
919 | } |
|
|
920 | |
|
|
921 | #if 0 |
|
|
922 | /* So that enter_exit will put us at startx/starty */ |
|
|
923 | op->x= -1; |
|
|
924 | |
|
|
925 | enter_exit(op,NULL); |
|
|
926 | #endif |
|
|
927 | SET_ANIMATION(op, 2); /* So player faces south */ |
|
|
928 | /* Enter exit adds a player otherwise */ |
|
|
929 | add_statbonus(op); |
|
|
930 | 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"); |
|
|
931 | op->contr->state = ST_CHANGE_CLASS; |
|
|
932 | if (op->msg) |
|
|
933 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
934 | return 0; |
|
|
935 | } |
|
|
936 | case 'y': |
|
|
937 | case 'Y': |
|
|
938 | roll_stats(op); |
|
|
939 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
940 | return 1; |
|
|
941 | |
|
|
942 | case 'q': |
|
|
943 | case 'Q': |
|
|
944 | play_again(op); |
|
|
945 | return 1; |
|
|
946 | |
|
|
947 | default: |
|
|
948 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
|
|
949 | return 0; |
|
|
950 | } |
|
|
951 | return 0; |
|
|
952 | } |
735 | } |
953 | |
736 | |
954 | /* This function takes the key that is passed, and does the |
737 | /* This function takes the key that is passed, and does the |
955 | * appropriate action with it (change race, or other things). |
738 | * appropriate action with it (change race, or other things). |
956 | * The function name is for historical reasons - now we have |
739 | * The function name is for historical reasons - now we have |
957 | * separate race and class; this actually changes the RACE, |
740 | * separate race and class; this actually changes the RACE, |
958 | * not the class. |
741 | * not the class. |
959 | */ |
742 | */ |
960 | |
743 | void |
961 | int key_change_class(object *op, char key) |
744 | player::chargen_race_done () |
962 | { |
745 | { |
963 | int tmp_loop; |
|
|
964 | |
|
|
965 | if(key=='q'||key=='Q') { |
|
|
966 | remove_ob(op); |
|
|
967 | play_again(op); |
|
|
968 | return 0; |
|
|
969 | } |
|
|
970 | if(key=='d'||key=='D') { |
|
|
971 | char buf[MAX_BUF]; |
|
|
972 | |
|
|
973 | /* this must before then initial items are given */ |
746 | /* this must before then initial items are given */ |
974 | esrv_new_player(op->contr, op->weight+op->carrying); |
747 | esrv_new_player (ob->contr); |
975 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
|
|
976 | |
748 | |
|
|
749 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
|
|
750 | if (tl) |
|
|
751 | create_treasure (tl, ob, 0, 0, 0); |
|
|
752 | |
977 | INVOKE_PLAYER (BIRTH, op->contr); |
753 | INVOKE_PLAYER (BIRTH, ob->contr); |
978 | INVOKE_PLAYER (LOGIN, op->contr); |
754 | INVOKE_PLAYER (LOGIN, ob->contr); |
979 | |
755 | |
980 | op->contr->state=ST_PLAYING; |
756 | ob->contr->ns->state = ST_PLAYING; |
981 | |
757 | |
982 | if (op->msg) { |
758 | if (ob->msg) |
983 | free_string(op->msg); |
759 | ob->msg = 0; |
984 | op->msg=NULL; |
|
|
985 | } |
|
|
986 | |
760 | |
987 | /* We create this now because some of the unique maps will need it |
|
|
988 | * to save here. |
|
|
989 | */ |
|
|
990 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); |
|
|
991 | make_path_to_file(buf); |
|
|
992 | |
|
|
993 | #ifdef AUTOSAVE |
|
|
994 | op->contr->last_save_tick = pticks; |
|
|
995 | #endif |
|
|
996 | start_info(op); |
761 | start_info (ob); |
997 | CLEAR_FLAG(op, FLAG_WIZ); |
762 | CLEAR_FLAG (ob, FLAG_WIZ); |
998 | give_initial_items(op,op->randomitems); |
763 | give_initial_items (ob, ob->randomitems); |
999 | link_player_skills(op); |
|
|
1000 | esrv_send_inventory(op, op); |
764 | esrv_send_inventory (ob, ob); |
1001 | fix_player(op); |
765 | ob->update_stats (); |
1002 | |
766 | |
1003 | /* This moves the player to a different start map, if there |
767 | /* This moves the player to a different start map, if there |
1004 | * is one for this race |
768 | * is one for this race |
1005 | */ |
769 | */ |
1006 | if(*first_map_ext_path) { |
770 | if (*first_map_ext_path) |
1007 | object *tmp; |
771 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
1008 | mapstruct *oldmap = op->map; |
772 | else |
1009 | char mapname[MAX_BUF]; |
|
|
1010 | snprintf(mapname, MAX_BUF-1, "%s/%s", |
|
|
1011 | first_map_ext_path, op->arch->name); |
|
|
1012 | tmp=get_object(); |
|
|
1013 | EXIT_PATH(tmp) = add_string(mapname); |
|
|
1014 | EXIT_X(tmp) = op->x; |
|
|
1015 | EXIT_Y(tmp) = op->y; |
|
|
1016 | enter_exit(op,tmp); /* we don't really care if it succeeded; |
|
|
1017 | * if the map isn't there, then stay on the |
|
|
1018 | * default initial map */ |
|
|
1019 | free_object(tmp); |
|
|
1020 | } else { |
|
|
1021 | LOG(llevDebug,"first_map_ext_path not set\n"); |
773 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1022 | } |
774 | } |
1023 | return 0; |
|
|
1024 | } |
|
|
1025 | |
775 | |
|
|
776 | void |
|
|
777 | player::chargen_race_next () |
|
|
778 | { |
1026 | /* Following actually changes the race - this is the default command |
779 | /* Following actually changes the race - this is the default command |
1027 | * if we don't match with one of the options above. |
780 | * if we don't match with one of the options above. |
1028 | */ |
781 | */ |
1029 | |
782 | |
1030 | tmp_loop = 0; |
783 | do |
1031 | while(!tmp_loop) { |
784 | { |
1032 | const char *name = add_string (op->name); |
785 | shstr name = ob->name; |
1033 | int x = op->x, y = op->y; |
786 | int x = ob->x, y = ob->y; |
1034 | remove_statbonus(op); |
787 | |
1035 | remove_ob (op); |
788 | ob->remove_statbonus (); |
|
|
789 | ob->remove (); |
1036 | op->arch = get_player_archetype(op->arch); |
790 | ob->arch = get_player_archetype (ob->arch); |
1037 | copy_object (&op->arch->clone, op); |
791 | ob->arch->copy_to (ob); |
1038 | op->instantiate (); |
792 | ob->instantiate (); |
1039 | op->stats = op->contr->orig_stats; |
793 | ob->stats = ob->contr->orig_stats; |
1040 | free_string (op->name); |
794 | ob->name = ob->name_pl = name; |
1041 | op->name = name; |
795 | ob->x = x; |
1042 | free_string(op->name_pl); |
796 | ob->y = y; |
1043 | op->name_pl = add_string(name); |
|
|
1044 | op->x = x; |
|
|
1045 | op->y = y; |
|
|
1046 | SET_ANIMATION(op, 2); /* So player faces south */ |
797 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1047 | insert_ob_in_map (op, op->map, op,0); |
798 | insert_ob_in_map (ob, ob->map, ob, 0); |
1048 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
799 | assign (ob->contr->title, ob->arch->object::name); |
1049 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
800 | ob->add_statbonus (); |
1050 | add_statbonus(op); |
|
|
1051 | tmp_loop=allowed_class(op); |
|
|
1052 | |
|
|
1053 | if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO |
|
|
1054 | } |
801 | } |
|
|
802 | while (!allowed_class (ob)); |
|
|
803 | |
1055 | update_object(op,UP_OBJ_FACE); |
804 | update_object (ob, UP_OBJ_FACE); |
1056 | esrv_update_item(UPD_FACE,op,op); |
805 | esrv_update_item (UPD_FACE, ob, ob); |
1057 | fix_player(op); |
806 | ob->update_stats (); |
1058 | op->stats.hp=op->stats.maxhp; |
807 | ob->stats.hp = ob->stats.maxhp; |
1059 | op->stats.sp=op->stats.maxsp; |
808 | ob->stats.sp = ob->stats.maxsp; |
1060 | op->stats.grace=0; |
809 | ob->stats.grace = 0; |
1061 | if (op->msg) |
|
|
1062 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
1063 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1064 | return 0; |
|
|
1065 | } |
810 | } |
1066 | |
811 | |
1067 | int key_confirm_quit(object *op, char key) |
812 | void |
1068 | { |
|
|
1069 | char buf[MAX_BUF]; |
|
|
1070 | |
|
|
1071 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
|
|
1072 | op->contr->state=ST_PLAYING; |
|
|
1073 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
|
|
1074 | return 1; |
|
|
1075 | } |
|
|
1076 | |
|
|
1077 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1078 | INVOKE_PLAYER (QUIT , op->contr); |
|
|
1079 | |
|
|
1080 | terminate_all_pets(op); |
|
|
1081 | leave_map(op); |
|
|
1082 | op->direction=0; |
|
|
1083 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
|
|
1084 | "%s quits the game.",op->name); |
|
|
1085 | |
|
|
1086 | strcpy(op->contr->killer,"quit"); |
|
|
1087 | check_score(op); |
|
|
1088 | op->contr->party=NULL; |
|
|
1089 | if (settings.set_title == TRUE) |
|
|
1090 | op->contr->own_title[0]='\0'; |
|
|
1091 | |
|
|
1092 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
|
|
1093 | mapstruct *mp, *next; |
|
|
1094 | |
|
|
1095 | /* We need to hunt for any per player unique maps in memory and |
|
|
1096 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1097 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1098 | */ |
|
|
1099 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); |
|
|
1100 | for (mp=first_map; mp!=NULL; mp=next) { |
|
|
1101 | next = mp->next; |
|
|
1102 | if (!strncmp(mp->path, buf, strlen(buf))) |
|
|
1103 | delete_map(mp); |
|
|
1104 | } |
|
|
1105 | |
|
|
1106 | delete_character(op->name, 1); |
|
|
1107 | } |
|
|
1108 | play_again(op); |
|
|
1109 | return 1; |
|
|
1110 | } |
|
|
1111 | |
|
|
1112 | void flee_player(object *op) { |
813 | flee_player (object *op) |
|
|
814 | { |
1113 | int dir,diff; |
815 | int dir, diff; |
1114 | rv_vector rv; |
816 | rv_vector rv; |
1115 | |
817 | |
1116 | if(op->stats.hp < 0) { |
818 | if (op->stats.hp < 0) |
|
|
819 | { |
1117 | LOG(llevDebug, "Fleeing player is dead.\n"); |
820 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1118 | CLEAR_FLAG(op, FLAG_SCARED); |
821 | CLEAR_FLAG (op, FLAG_SCARED); |
1119 | return; |
822 | return; |
|
|
823 | } |
|
|
824 | |
|
|
825 | if (!op->enemy) |
1120 | } |
826 | { |
1121 | |
|
|
1122 | if(op->enemy==NULL) { |
|
|
1123 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
827 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1124 | CLEAR_FLAG(op, FLAG_SCARED); |
828 | CLEAR_FLAG (op, FLAG_SCARED); |
1125 | return; |
829 | return; |
1126 | } |
830 | } |
1127 | |
831 | |
1128 | /* Seen some crashes here. Since we don't store an |
|
|
1129 | * op->enemy_count, it is possible that something destroys the |
|
|
1130 | * actual enemy, and the object is recycled. |
|
|
1131 | */ |
|
|
1132 | if (op->enemy->map == NULL) { |
|
|
1133 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1134 | op->enemy=NULL; |
|
|
1135 | return; |
|
|
1136 | } |
|
|
1137 | |
|
|
1138 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
832 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
833 | { |
1139 | op->enemy=NULL; |
834 | op->enemy = NULL; |
1140 | CLEAR_FLAG(op, FLAG_SCARED); |
835 | CLEAR_FLAG (op, FLAG_SCARED); |
1141 | return; |
836 | return; |
1142 | } |
837 | } |
|
|
838 | |
1143 | get_rangevector(op, op->enemy, &rv, 0); |
839 | get_rangevector (op, op->enemy, &rv, 0); |
1144 | |
840 | |
1145 | dir=absdir(4+rv.direction); |
841 | dir = absdir (4 + rv.direction); |
1146 | for(diff=0;diff<3;diff++) { |
842 | for (diff = 0; diff < 3; diff++) |
1147 | int m=1-(RANDOM()&2); |
|
|
1148 | if(move_ob(op,absdir(dir+diff*m),op)|| |
|
|
1149 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
|
|
1150 | return; |
|
|
1151 | } |
|
|
1152 | } |
843 | { |
|
|
844 | int m = 1 - rndm (2) * 2; |
|
|
845 | |
|
|
846 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
|
|
847 | return; |
|
|
848 | } |
|
|
849 | |
1153 | /* Cornered, get rid of scared */ |
850 | /* Cornered, get rid of scared */ |
1154 | CLEAR_FLAG(op, FLAG_SCARED); |
851 | CLEAR_FLAG (op, FLAG_SCARED); |
1155 | op->enemy=NULL; |
852 | op->enemy = NULL; |
1156 | } |
853 | } |
1157 | |
|
|
1158 | |
854 | |
1159 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
855 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1160 | * IT returns 1 if the player should keep on moving, 0 if he should |
856 | * It returns 1 if the player should keep on moving, 0 if he should |
1161 | * stop. |
857 | * stop. |
1162 | */ |
858 | */ |
|
|
859 | int |
1163 | int check_pick(object *op) { |
860 | check_pick (object *op) |
|
|
861 | { |
1164 | object *tmp, *next; |
862 | object *tmp, *next; |
1165 | tag_t next_tag=0, op_tag; |
|
|
1166 | int stop = 0; |
863 | int stop = 0; |
1167 | int j, k, wvratio; |
864 | int wvratio; |
1168 | char putstring[128], tmpstr[16]; |
|
|
1169 | |
|
|
1170 | |
865 | |
1171 | /* if you're flying, you cna't pick up anything */ |
866 | /* if you're flying, you cna't pick up anything */ |
1172 | if (op->move_type & MOVE_FLYING) |
867 | if (op->move_type & MOVE_FLYING) |
1173 | return 1; |
868 | return 1; |
1174 | |
869 | |
1175 | op_tag = op->count; |
|
|
1176 | |
|
|
1177 | next = op->below; |
870 | next = op->below; |
1178 | if (next) |
871 | |
1179 | next_tag = next->count; |
872 | int cnt = MAX_ITEM_PER_DROP; |
|
|
873 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1180 | |
874 | |
1181 | /* loop while there are items on the floor that are not marked as |
875 | /* loop while there are items on the floor that are not marked as |
1182 | * destroyed */ |
876 | * destroyed */ |
1183 | while (next && ! was_destroyed (next, next_tag)) |
877 | while (next && !next->destroyed ()) |
1184 | { |
878 | { |
1185 | tmp = next; |
879 | tmp = next; |
1186 | next = tmp->below; |
880 | next = tmp->below; |
1187 | if (next) |
|
|
1188 | next_tag = next->count; |
|
|
1189 | |
881 | |
1190 | if (was_destroyed (op, op_tag)) |
882 | if (cnt <= 0) |
|
|
883 | { |
|
|
884 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
885 | return 0; |
|
|
886 | } |
|
|
887 | |
|
|
888 | if (op->destroyed ()) |
1191 | return 0; |
889 | return 0; |
1192 | |
890 | |
1193 | if ( ! can_pick (op, tmp)) |
891 | if (!can_pick (op, tmp)) |
1194 | continue; |
892 | continue; |
1195 | |
893 | |
1196 | if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) |
894 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1197 | { |
895 | { |
1198 | if (item_matched_string (op, tmp, op->contr->search_str)) |
896 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1199 | pick_up (op, tmp); |
897 | CHK_PICK_PICKUP; |
|
|
898 | |
1200 | continue; |
899 | continue; |
1201 | } |
900 | } |
1202 | |
901 | |
1203 | /* high not bit set? We're using the old autopickup model */ |
|
|
1204 | if(!(op->contr->mode & PU_NEWMODE)) { |
|
|
1205 | switch (op->contr->mode) { |
|
|
1206 | case 0: return 1; /* don't pick up */ |
|
|
1207 | case 1: pick_up (op, tmp); |
|
|
1208 | return 1; |
|
|
1209 | case 2: pick_up (op, tmp); |
|
|
1210 | return 0; |
|
|
1211 | case 3: return 0; /* stop before pickup */ |
|
|
1212 | case 4: pick_up (op, tmp); |
|
|
1213 | break; |
|
|
1214 | case 5: pick_up (op, tmp); |
|
|
1215 | stop = 1; |
|
|
1216 | break; |
|
|
1217 | case 6: |
|
|
1218 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
|
|
1219 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
|
|
1220 | pick_up(op, tmp); |
|
|
1221 | break; |
|
|
1222 | |
|
|
1223 | case 7: |
|
|
1224 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1225 | pick_up(op, tmp); |
|
|
1226 | break; |
|
|
1227 | |
|
|
1228 | default: |
|
|
1229 | /* use value density */ |
|
|
1230 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1231 | && (query_cost (tmp, op, F_TRUE) * 100 |
|
|
1232 | / (tmp->weight * MAX (tmp->nrof, 1))) |
|
|
1233 | >= op->contr->mode) |
|
|
1234 | pick_up(op,tmp); |
|
|
1235 | } |
|
|
1236 | } |
|
|
1237 | else { /* old model */ |
|
|
1238 | /* NEW pickup handling */ |
902 | /* pickup handling */ |
1239 | if(op->contr->mode & PU_DEBUG) |
903 | if (op->contr->mode & PU_DEBUG) |
1240 | { |
904 | { |
1241 | /* some debugging code to figure out item information */ |
905 | /* some debugging code to figure out item information */ |
1242 | if(tmp->name!=NULL) |
906 | const char *str = tmp->name |
1243 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
907 | ? format ("item name: %s item type: %d weight/value: %d", |
1244 | tmp->name, tmp->type, |
908 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
1245 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
|
|
1246 | else |
|
|
1247 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
909 | : format ("item name: %s item type: %d weight/value: %d", |
1248 | tmp->arch->name, tmp->type, |
910 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1249 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
911 | |
1250 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
912 | new_draw_info (NDI_UNIQUE, 0, op, str); |
1251 | |
|
|
1252 | sprintf(putstring,"...flags: "); |
|
|
1253 | for(k=0;k<4;k++) |
|
|
1254 | { |
|
|
1255 | for(j=0;j<32;j++) |
|
|
1256 | { |
|
|
1257 | if((tmp->flags[k]>>j)&0x01) |
|
|
1258 | { |
|
|
1259 | sprintf(tmpstr,"%d ",k*32+j); |
|
|
1260 | strcat(putstring, tmpstr); |
|
|
1261 | } |
|
|
1262 | } |
|
|
1263 | } |
|
|
1264 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
|
|
1265 | |
|
|
1266 | #if 0 |
|
|
1267 | /* print the flags too */ |
|
|
1268 | for(k=0;k<4;k++) |
|
|
1269 | { |
|
|
1270 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
|
|
1271 | for(j=0;j<32;j++) |
|
|
1272 | { |
|
|
1273 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
|
|
1274 | if(!((j+1)%4))fprintf(stderr," "); |
|
|
1275 | } |
|
|
1276 | fprintf(stderr," [%d]\n", k*32); |
|
|
1277 | } |
|
|
1278 | #endif |
|
|
1279 | } |
913 | } |
|
|
914 | |
|
|
915 | if (op->contr->mode & PU_INHIBIT) |
|
|
916 | return 1; |
|
|
917 | |
|
|
918 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
919 | return 1; |
|
|
920 | |
1280 | /* philosophy: |
921 | /* philosophy: |
1281 | * It's easy to grab an item type from a pile, as long as it's |
922 | * It's easy to grab an item type from a pile, as long as it's |
1282 | * generic. This takes no game-time. For more detailed pickups |
923 | * generic. This takes no game-time. For more detailed pickups |
1283 | * and selections, select-items shoul dbe used. This is a |
924 | * and selections, select-items should be used. This is a |
1284 | * grab-as-you-run type mode that's really useful for arrows for |
925 | * grab-as-you-run type mode that's really useful for arrows for |
1285 | * example. |
926 | * example. |
1286 | * The drawback: right now it has no frontend, so you need to |
927 | * The drawback: right now it has no frontend, so you need to |
1287 | * stick the bits you want into a calculator in hex mode and then |
928 | * stick the bits you want into a calculator in hex mode and then |
1288 | * convert to decimal and then 'pickup <#> |
929 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1291 | /* the first two modes are exclusive: if NOTHING we return, if |
932 | /* the first two modes are exclusive: if NOTHING we return, if |
1292 | * STOP then we stop. All the rest are applied sequentially, |
933 | * STOP then we stop. All the rest are applied sequentially, |
1293 | * meaning if any test passes, the item gets picked up. */ |
934 | * meaning if any test passes, the item gets picked up. */ |
1294 | |
935 | |
1295 | /* if mode is set to pick nothing up, return */ |
936 | /* if mode is set to pick nothing up, return */ |
1296 | |
|
|
1297 | if(op->contr->mode & PU_NOTHING) return 1; |
937 | if (op->contr->mode == PU_NOTHING) |
|
|
938 | return 1; |
1298 | |
939 | |
1299 | /* if mode is set to stop when encountering objects, return */ |
940 | /* if mode is set to stop when encountering objects, return */ |
1300 | /* take STOP before INHIBIT since it doesn't actually pick |
941 | /* take STOP before INHIBIT since it doesn't actually pick |
1301 | * anything up */ |
942 | * anything up */ |
1302 | |
|
|
1303 | if(op->contr->mode & PU_STOP) return 0; |
943 | if (op->contr->mode & PU_STOP) |
|
|
944 | return 0; |
1304 | |
945 | |
1305 | /* useful for going into stores and not losing your settings... */ |
946 | /* useful for going into stores and not losing your settings... */ |
1306 | /* and for battles wher you don't want to get loaded down while |
947 | /* and for battles wher you don't want to get loaded down while |
1307 | * fighting */ |
948 | * fighting */ |
1308 | if(op->contr->mode & PU_INHIBIT) return 1; |
949 | if (op->contr->mode & PU_INHIBIT) |
|
|
950 | return 1; |
1309 | |
951 | |
1310 | /* prevent us from turning into auto-thieves :) */ |
952 | /* prevent us from turning into auto-thieves :) */ |
1311 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; |
953 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
954 | continue; |
1312 | |
955 | |
1313 | /* ignore known cursed objects */ |
956 | /* ignore known cursed objects */ |
1314 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
957 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
958 | continue; |
1315 | |
959 | |
1316 | /* all food and drink if desired */ |
960 | /* all food and drink if desired */ |
1317 | /* question: don't pick up known-poisonous stuff? */ |
961 | /* question: don't pick up known-poisonous stuff? */ |
1318 | if(op->contr->mode & PU_FOOD) |
962 | if (op->contr->mode & PU_FOOD) |
1319 | if (tmp->type == FOOD) |
963 | if (tmp->type == FOOD) |
1320 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
964 | { |
|
|
965 | CHK_PICK_PICKUP; |
|
|
966 | continue; |
|
|
967 | } |
|
|
968 | |
1321 | if(op->contr->mode & PU_DRINK) |
969 | if (op->contr->mode & PU_DRINK) |
1322 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
970 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1323 | { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
971 | { |
|
|
972 | CHK_PICK_PICKUP; |
|
|
973 | continue; |
|
|
974 | } |
1324 | |
975 | |
1325 | if(op->contr->mode & PU_POTION) |
976 | if (op->contr->mode & PU_POTION) |
1326 | if (tmp->type == POTION) |
977 | if (tmp->type == POTION) |
1327 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
978 | { |
|
|
979 | CHK_PICK_PICKUP; |
|
|
980 | continue; |
|
|
981 | } |
1328 | |
982 | |
1329 | /* spellbooks, skillscrolls and normal books/scrolls */ |
983 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1330 | if(op->contr->mode & PU_SPELLBOOK) |
984 | if (op->contr->mode & PU_SPELLBOOK) |
1331 | if (tmp->type == SPELLBOOK) |
985 | if (tmp->type == SPELLBOOK) |
1332 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
986 | { |
|
|
987 | CHK_PICK_PICKUP; |
|
|
988 | continue; |
|
|
989 | } |
|
|
990 | |
1333 | if(op->contr->mode & PU_SKILLSCROLL) |
991 | if (op->contr->mode & PU_SKILLSCROLL) |
1334 | if (tmp->type == SKILLSCROLL) |
992 | if (tmp->type == SKILLSCROLL) |
1335 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
993 | { |
|
|
994 | CHK_PICK_PICKUP; |
|
|
995 | continue; |
|
|
996 | } |
|
|
997 | |
1336 | if(op->contr->mode & PU_READABLES) |
998 | if (op->contr->mode & PU_READABLES) |
1337 | if (tmp->type == BOOK || tmp->type == SCROLL) |
999 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1338 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
1000 | { |
|
|
1001 | CHK_PICK_PICKUP; |
|
|
1002 | continue; |
|
|
1003 | } |
1339 | |
1004 | |
1340 | /* wands/staves/rods/horns */ |
1005 | /* wands/staves/rods/horns */ |
1341 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1006 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1342 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1007 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1343 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
1008 | { |
|
|
1009 | CHK_PICK_PICKUP; |
|
|
1010 | continue; |
|
|
1011 | } |
1344 | |
1012 | |
1345 | /* pick up all magical items */ |
1013 | /* pick up all magical items */ |
1346 | if(op->contr->mode & PU_MAGICAL) |
1014 | if (op->contr->mode & PU_MAGICAL) |
1347 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1348 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
1016 | { |
|
|
1017 | CHK_PICK_PICKUP; |
|
|
1018 | continue; |
|
|
1019 | } |
1349 | |
1020 | |
1350 | if(op->contr->mode & PU_VALUABLES) |
1021 | if (op->contr->mode & PU_VALUABLES) |
1351 | { |
1022 | { |
1352 | if (tmp->type == MONEY || tmp->type == GEM) |
1023 | if (tmp->type == MONEY || tmp->type == GEM) |
1353 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
1024 | { |
|
|
1025 | CHK_PICK_PICKUP; |
|
|
1026 | continue; |
|
|
1027 | } |
1354 | } |
1028 | } |
1355 | |
1029 | |
1356 | /* rings & amulets - talismans seems to be typed AMULET */ |
1030 | /* rings & amulets - talismans seems to be typed AMULET */ |
1357 | if(op->contr->mode & PU_JEWELS) |
1031 | if (op->contr->mode & PU_JEWELS) |
1358 | if (tmp->type == RING || tmp->type == AMULET) |
1032 | if (tmp->type == RING || tmp->type == AMULET) |
1359 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
1033 | { |
|
|
1034 | CHK_PICK_PICKUP; |
|
|
1035 | continue; |
|
|
1036 | } |
|
|
1037 | |
|
|
1038 | /* we don't forget dragon food */ |
|
|
1039 | if (op->contr->mode & PU_FLESH) |
|
|
1040 | if (tmp->type == FLESH) |
|
|
1041 | { |
|
|
1042 | CHK_PICK_PICKUP; |
|
|
1043 | continue; |
|
|
1044 | } |
1360 | |
1045 | |
1361 | /* bows and arrows. Bows are good for selling! */ |
1046 | /* bows and arrows. Bows are good for selling! */ |
1362 | if(op->contr->mode & PU_BOW) |
1047 | if (op->contr->mode & PU_BOW) |
1363 | if (tmp->type == BOW) |
1048 | if (tmp->type == BOW) |
1364 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
1049 | { |
|
|
1050 | CHK_PICK_PICKUP; |
|
|
1051 | continue; |
|
|
1052 | } |
|
|
1053 | |
1365 | if(op->contr->mode & PU_ARROW) |
1054 | if (op->contr->mode & PU_ARROW) |
1366 | if (tmp->type == ARROW) |
1055 | if (tmp->type == ARROW) |
1367 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
1056 | { |
|
|
1057 | CHK_PICK_PICKUP; |
|
|
1058 | continue; |
|
|
1059 | } |
1368 | |
1060 | |
1369 | /* all kinds of armor etc. */ |
1061 | /* all kinds of armor etc. */ |
1370 | if(op->contr->mode & PU_ARMOUR) |
1062 | if (op->contr->mode & PU_ARMOUR) |
1371 | if (tmp->type == ARMOUR) |
1063 | if (tmp->type == ARMOUR) |
1372 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
1064 | { |
|
|
1065 | CHK_PICK_PICKUP; |
|
|
1066 | continue; |
|
|
1067 | } |
|
|
1068 | |
1373 | if(op->contr->mode & PU_HELMET) |
1069 | if (op->contr->mode & PU_HELMET) |
1374 | if (tmp->type == HELMET) |
1070 | if (tmp->type == HELMET) |
1375 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
1071 | { |
|
|
1072 | CHK_PICK_PICKUP; |
|
|
1073 | continue; |
|
|
1074 | } |
|
|
1075 | |
1376 | if(op->contr->mode & PU_SHIELD) |
1076 | if (op->contr->mode & PU_SHIELD) |
1377 | if (tmp->type == SHIELD) |
1077 | if (tmp->type == SHIELD) |
1378 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
1078 | { |
|
|
1079 | CHK_PICK_PICKUP; |
|
|
1080 | continue; |
|
|
1081 | } |
|
|
1082 | |
1379 | if(op->contr->mode & PU_BOOTS) |
1083 | if (op->contr->mode & PU_BOOTS) |
1380 | if (tmp->type == BOOTS) |
1084 | if (tmp->type == BOOTS) |
1381 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
1085 | { |
|
|
1086 | CHK_PICK_PICKUP; |
|
|
1087 | continue; |
|
|
1088 | } |
|
|
1089 | |
1382 | if(op->contr->mode & PU_GLOVES) |
1090 | if (op->contr->mode & PU_GLOVES) |
1383 | if (tmp->type == GLOVES) |
1091 | if (tmp->type == GLOVES) |
1384 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1092 | { |
|
|
1093 | CHK_PICK_PICKUP; |
|
|
1094 | continue; |
|
|
1095 | } |
|
|
1096 | |
1385 | if(op->contr->mode & PU_CLOAK) |
1097 | if (op->contr->mode & PU_CLOAK) |
1386 | if (tmp->type == CLOAK) |
1098 | if (tmp->type == CLOAK) |
1387 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1099 | { |
|
|
1100 | CHK_PICK_PICKUP; |
|
|
1101 | continue; |
|
|
1102 | } |
1388 | |
1103 | |
1389 | /* hoping to catch throwing daggers here */ |
1104 | /* hoping to catch throwing daggers here */ |
1390 | if(op->contr->mode & PU_MISSILEWEAPON) |
1105 | if (op->contr->mode & PU_MISSILEWEAPON) |
1391 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
1106 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1392 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
1107 | { |
|
|
1108 | CHK_PICK_PICKUP; |
|
|
1109 | continue; |
|
|
1110 | } |
1393 | |
1111 | |
1394 | /* careful: chairs and tables are weapons! */ |
1112 | /* careful: chairs and tables are weapons! */ |
1395 | if(op->contr->mode & PU_ALLWEAPON) |
1113 | if (op->contr->mode & PU_ALLWEAPON) |
1396 | { |
1114 | { |
1397 | if(tmp->type == WEAPON && tmp->name!=NULL) |
1115 | if (tmp->type == WEAPON) |
1398 | { |
1116 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1399 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
1117 | { |
1400 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
1118 | CHK_PICK_PICKUP; |
1401 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1119 | continue; |
1402 | } |
1120 | } |
1403 | if(tmp->type == WEAPON && tmp->name==NULL) |
|
|
1404 | { |
|
|
1405 | if(strstr(tmp->arch->name,"table")==NULL && |
|
|
1406 | strstr(tmp->arch->name,"chair")==NULL) |
|
|
1407 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1408 | } |
|
|
1409 | } |
1121 | } |
1410 | |
1122 | |
1411 | /* misc stuff that's useful */ |
1123 | /* misc stuff that's useful */ |
1412 | if(op->contr->mode & PU_KEY) |
1124 | if (op->contr->mode & PU_KEY) |
1413 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1125 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1414 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
1126 | { |
|
|
1127 | CHK_PICK_PICKUP; |
|
|
1128 | continue; |
|
|
1129 | } |
1415 | |
1130 | |
1416 | /* any of the last 4 bits set means we use the ratio for value |
1131 | /* any of the last 4 bits set means we use the ratio for value |
1417 | * pickups */ |
1132 | * pickups */ |
1418 | if(op->contr->mode & PU_RATIO) |
1133 | if (op->contr->mode & PU_RATIO) |
1419 | { |
1134 | { |
1420 | /* use value density to decide what else to grab */ |
1135 | /* use value density to decide what else to grab */ |
1421 | /* >=7 was >= op->contr->mode */ |
1136 | /* >=7 was >= op->contr->mode */ |
1422 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1137 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1423 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1138 | */ |
1424 | wvratio=(op->contr->mode & PU_RATIO) * 5; |
1139 | wvratio = op->contr->mode & PU_RATIO; |
1425 | if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
1140 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1426 | { |
1141 | { |
1427 | pick_up(op, tmp); |
|
|
1428 | #if 0 |
1142 | #if 0 |
1429 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
1143 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1430 | if(tmp->name!=NULL) { |
1144 | if (tmp->name != NULL) |
|
|
1145 | { |
1431 | fprintf(stderr,"%s", tmp->name); |
1146 | fprintf (stderr, "%s", tmp->name); |
1432 | } |
1147 | } |
1433 | else fprintf(stderr,"%s",tmp->arch->name); |
1148 | else |
|
|
1149 | fprintf (stderr, "%s", tmp->arch->archname); |
1434 | fprintf(stderr,",%d] = ", tmp->type); |
1150 | fprintf (stderr, ",%d] = ", tmp->type); |
1435 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1151 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1436 | #endif |
1152 | #endif |
1437 | continue; |
1153 | CHK_PICK_PICKUP; |
1438 | } |
1154 | continue; |
|
|
1155 | } |
|
|
1156 | } /* the new pickup model */ |
1439 | } |
1157 | } |
1440 | } /* the new pickup model */ |
1158 | |
1441 | } |
|
|
1442 | return ! stop; |
1159 | return !stop; |
|
|
1160 | } |
|
|
1161 | |
|
|
1162 | /* routine for both players and monsters. We call this when |
|
|
1163 | * there is a possibility for our action distrubing our hiding |
|
|
1164 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1165 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1166 | * return 0. |
|
|
1167 | */ |
|
|
1168 | int |
|
|
1169 | action_makes_visible (object *op) |
|
|
1170 | { |
|
|
1171 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1172 | { |
|
|
1173 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1174 | { |
|
|
1175 | // artefact invisibility is permanent, but we still make noise |
|
|
1176 | // this is important for game-balance. |
|
|
1177 | if (op->contr) |
|
|
1178 | op->make_noise (); |
|
|
1179 | |
|
|
1180 | return 0; |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1184 | return 0; |
|
|
1185 | |
|
|
1186 | /* If monsters, they should become visible */ |
|
|
1187 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1188 | { |
|
|
1189 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1190 | return 1; |
|
|
1191 | } |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | return 0; |
1443 | } |
1195 | } |
1444 | |
1196 | |
1445 | /* |
1197 | /* |
1446 | * Find an arrow in the inventory and after that |
1198 | * Find an arrow in the inventory and after that |
1447 | * in the right type container (quiver). Pointer to the |
1199 | * in the right type container (quiver). Pointer to the |
1448 | * found object is returned. |
1200 | * found object is returned. |
1449 | */ |
1201 | */ |
|
|
1202 | object * |
1450 | object *find_arrow(object *op, const char *type) |
1203 | find_arrow (object *op, const char *type) |
1451 | { |
1204 | { |
1452 | object *tmp = NULL; |
1205 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1206 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1207 | return splay (tmp); |
1453 | |
1208 | |
1454 | for(op=op->inv; op; op=op->below) |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1455 | if(!tmp && op->type==CONTAINER && op->race==type && |
1210 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1456 | QUERY_FLAG(op,FLAG_APPLIED)) |
1211 | if (object *arrow = find_arrow (tmp, type)) |
1457 | tmp = find_arrow (op, type); |
1212 | { |
1458 | else if (op->type==ARROW && op->race==type) |
1213 | splay (tmp); |
|
|
1214 | return arrow; |
|
|
1215 | } |
|
|
1216 | |
1459 | return op; |
1217 | return 0; |
1460 | return tmp; |
|
|
1461 | } |
1218 | } |
1462 | |
1219 | |
1463 | /* |
1220 | /* |
1464 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1221 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1465 | * against the target. A full test is not performed, simply a basic test |
1222 | * against the target. A full test is not performed, simply a basic test |
1466 | * of resistances. The archer is making a quick guess at what he sees down |
1223 | * of resistances. The archer is making a quick guess at what he sees down |
1467 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1224 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1468 | */ |
1225 | */ |
1469 | |
1226 | object * |
1470 | object *find_better_arrow(object *op, object *target, const char *type, int *better) |
1227 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1471 | { |
1228 | { |
1472 | object *tmp = NULL, *arrow, *ntmp; |
1229 | object *tmp = NULL, *arrow, *ntmp; |
1473 | int attacknum, attacktype, betterby=0, i; |
1230 | int attacknum, attacktype, betterby = 0, i; |
1474 | |
1231 | |
1475 | if (!type) |
1232 | if (!type) |
1476 | return NULL; |
1233 | return NULL; |
1477 | |
1234 | |
1478 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1235 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1479 | if (arrow->type==CONTAINER && arrow->race==type && |
1236 | { |
1480 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1237 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1481 | i = 0; |
1238 | { |
|
|
1239 | i = 0; |
1482 | ntmp = find_better_arrow(arrow, target, type, &i); |
1240 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1241 | |
1483 | if (i > betterby) { |
1242 | if (i > betterby) |
1484 | tmp = ntmp; |
1243 | { |
1485 | betterby = i; |
1244 | tmp = ntmp; |
1486 | } |
1245 | betterby = i; |
|
|
1246 | } |
|
|
1247 | } |
1487 | } else if (arrow->type==ARROW && arrow->race==type) { |
1248 | else if (arrow->type == ARROW && arrow->race == type) |
|
|
1249 | { |
1488 | /* allways prefer assasination/slaying */ |
1250 | /* allways prefer assasination/slaying */ |
1489 | if (target->race != NULL && arrow->slaying != NULL && |
1251 | if (target->race && arrow->slaying.contains (target->race)) |
1490 | strstr(arrow->slaying, target->race)) { |
1252 | { |
1491 | if (arrow->attacktype & AT_DEATH) { |
1253 | if (arrow->attacktype & AT_DEATH) |
1492 | *better = 100; |
1254 | { |
1493 | return arrow; |
1255 | *better = 100; |
1494 | } else { |
1256 | return arrow; |
1495 | tmp = arrow; |
1257 | } |
|
|
1258 | else |
|
|
1259 | { |
|
|
1260 | tmp = arrow; |
1496 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1261 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1497 | } |
1262 | } |
1498 | } else { |
1263 | } |
|
|
1264 | else |
|
|
1265 | { |
1499 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
1266 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
|
|
1267 | { |
1500 | attacktype = 1<<attacknum; |
1268 | attacktype = 1 << attacknum; |
1501 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1269 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1502 | if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { |
1270 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1503 | tmp = arrow; |
1271 | { |
|
|
1272 | tmp = arrow; |
1504 | betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
1273 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1505 | } |
1274 | } |
1506 | } |
1275 | } |
|
|
1276 | |
1507 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
1277 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1508 | tmp = arrow; |
1278 | { |
|
|
1279 | tmp = arrow; |
1509 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1280 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1510 | } |
1281 | } |
|
|
1282 | |
1511 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
1283 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1512 | tmp = arrow; |
1284 | { |
|
|
1285 | tmp = arrow; |
1513 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1286 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1514 | } |
1287 | } |
|
|
1288 | } |
|
|
1289 | } |
1515 | } |
1290 | } |
1516 | } |
1291 | |
1517 | } |
|
|
1518 | if (tmp == NULL && arrow == NULL) |
1292 | if (tmp == NULL && arrow == NULL) |
1519 | return find_arrow(op, type); |
1293 | return find_arrow (op, type); |
1520 | |
1294 | |
1521 | *better = betterby; |
1295 | *better = betterby; |
1522 | return tmp; |
1296 | return tmp; |
1523 | } |
1297 | } |
1524 | |
1298 | |
1525 | /* looks in a given direction, finds the first valid target, and calls |
1299 | /* looks in a given direction, finds the first valid target, and calls |
1526 | * find_better_arrow to find a decent arrow to use. |
1300 | * find_better_arrow to find a decent arrow to use. |
1527 | * op = the shooter |
1301 | * op = the shooter |
1528 | * type = bow->race |
1302 | * type = bow->race |
1529 | * dir = fire direction |
1303 | * dir = fire direction |
1530 | */ |
1304 | */ |
1531 | |
1305 | object * |
1532 | object *pick_arrow_target(object *op, const char *type, int dir) |
1306 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1533 | { |
1307 | { |
1534 | object *tmp = NULL; |
1308 | object *tmp = NULL; |
1535 | mapstruct *m; |
1309 | maptile *m; |
1536 | int i, mflags, found, number; |
1310 | int i, mflags, found, number; |
1537 | sint16 x, y; |
1311 | sint16 x, y; |
1538 | |
1312 | |
1539 | if (op->map == NULL) |
1313 | if (op->map == NULL) |
1540 | return find_arrow(op, type); |
1314 | return find_arrow (op, type); |
1541 | |
1315 | |
1542 | /* do a dex check */ |
1316 | /* do a dex check */ |
1543 | number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1317 | number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1544 | if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1318 | if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1545 | return find_arrow(op, type); |
1319 | return find_arrow (op, type); |
1546 | |
1320 | |
1547 | m = op->map; |
1321 | m = op->map; |
1548 | x = op->x; |
1322 | x = op->x; |
1549 | y = op->y; |
1323 | y = op->y; |
1550 | |
1324 | |
1551 | /* find the first target */ |
1325 | /* find the first target */ |
1552 | for (i=0, found=0; i<20; i++) { |
1326 | for (i = 0, found = 0; i < 20; i++) |
|
|
1327 | { |
1553 | x += freearr_x[dir]; |
1328 | x += freearr_x[dir]; |
1554 | y += freearr_y[dir]; |
1329 | y += freearr_y[dir]; |
1555 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1330 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1331 | |
1556 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1332 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1557 | tmp = NULL; |
1333 | { |
1558 | break; |
1334 | tmp = 0; |
|
|
1335 | break; |
|
|
1336 | } |
1559 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
1337 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
|
|
1338 | { |
1560 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1339 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1561 | * perhaps a bad assumption. |
1340 | * perhaps a bad assumption. |
1562 | */ |
1341 | */ |
1563 | tmp = NULL; |
1342 | tmp = 0; |
1564 | break; |
1343 | break; |
1565 | } |
1344 | } |
|
|
1345 | |
1566 | if (mflags & P_IS_ALIVE) { |
1346 | if (mflags & P_IS_ALIVE) |
1567 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
1347 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1568 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
1348 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1569 | found++; |
1349 | break; |
1570 | break; |
|
|
1571 | } |
|
|
1572 | if (found) |
|
|
1573 | break; |
|
|
1574 | } |
|
|
1575 | } |
1350 | } |
1576 | if (tmp == NULL) |
1351 | |
|
|
1352 | if (!tmp) |
1577 | return find_arrow(op, type); |
1353 | return find_arrow (op, type); |
1578 | |
1354 | |
1579 | if (tmp->head) |
1355 | if (tmp->head) |
1580 | tmp = tmp->head; |
1356 | tmp = tmp->head; |
1581 | |
1357 | |
1582 | return find_better_arrow(op, tmp, type, &i); |
1358 | return find_better_arrow (op, tmp, type, &i); |
1583 | } |
1359 | } |
1584 | |
1360 | |
1585 | /* |
1361 | /* |
1586 | * Creature fires a bow - op can be monster or player. Returns |
1362 | * Creature fires a bow - op can be monster or player. Returns |
1587 | * 1 if bow was actually fired, 0 otherwise. |
1363 | * 1 if bow was actually fired, 0 otherwise. |
… | |
… | |
1590 | * dir is the direction of fire. |
1366 | * dir is the direction of fire. |
1591 | * wc_mod is any special modifier to give (used in special player fire modes) |
1367 | * wc_mod is any special modifier to give (used in special player fire modes) |
1592 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1368 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1593 | * player fire modes. |
1369 | * player fire modes. |
1594 | */ |
1370 | */ |
|
|
1371 | int |
1595 | int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, |
1372 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1596 | sint16 sx, sint16 sy) |
|
|
1597 | { |
1373 | { |
1598 | object *left, *bow; |
1374 | object *left, *bow; |
1599 | tag_t left_tag, tag; |
1375 | int mflags; |
1600 | int bowspeed, mflags; |
1376 | maptile *m; |
1601 | mapstruct *m; |
|
|
1602 | |
1377 | |
1603 | if (!dir) { |
1378 | if (!dir) |
|
|
1379 | { |
1604 | new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1380 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1605 | return 0; |
1381 | return 0; |
|
|
1382 | } |
|
|
1383 | |
|
|
1384 | if (op->contr) |
|
|
1385 | bow = op->current_weapon; |
|
|
1386 | else |
1606 | } |
1387 | { |
1607 | if (op->type == PLAYER) |
|
|
1608 | bow=op->contr->ranges[range_bow]; |
|
|
1609 | else { |
|
|
1610 | for(bow=op->inv; bow; bow=bow->below) |
1388 | for (bow = op->inv; bow; bow = bow->below) |
1611 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1389 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1612 | * don't need to switch back and forth between bows and weapons. |
1390 | * don't need to switch back and forth between bows and weapons. |
1613 | */ |
1391 | */ |
1614 | if(bow->type==BOW) |
1392 | if (bow->type == BOW) |
1615 | break; |
1393 | break; |
1616 | |
1394 | |
1617 | if (!bow) { |
1395 | if (!bow) |
|
|
1396 | { |
1618 | LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); |
1397 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1619 | return 0; |
1398 | return 0; |
1620 | } |
1399 | } |
|
|
1400 | |
|
|
1401 | // optimisation: move object to top so we will find it quickly again |
|
|
1402 | splay (bow); |
1621 | } |
1403 | } |
|
|
1404 | |
1622 | if( !bow->race || !bow->skill) { |
1405 | if (!bow->race || !bow->skill) |
|
|
1406 | { |
1623 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); |
1407 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1624 | return 0; |
1408 | return 0; |
1625 | } |
1409 | } |
1626 | |
1410 | |
1627 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1628 | |
|
|
1629 | /* penalize ROF for bestarrow */ |
|
|
1630 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1631 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1632 | if (bowspeed < 1) |
|
|
1633 | bowspeed = 1; |
|
|
1634 | |
|
|
1635 | if (arrow == NULL) { |
1411 | if (arrow == NULL) |
|
|
1412 | { |
1636 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1413 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
|
|
1414 | { |
1637 | if (op->type == PLAYER) |
1415 | if (op->type == PLAYER) |
1638 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1416 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1639 | "You have no %s left.", bow->race); |
|
|
1640 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1417 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1641 | else |
1418 | else |
1642 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1419 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1420 | |
1643 | return 0; |
1421 | return 0; |
1644 | } |
1422 | } |
1645 | } |
1423 | } |
|
|
1424 | |
1646 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1425 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1647 | if (mflags & P_OUT_OF_MAP) { |
1426 | if (mflags & P_OUT_OF_MAP) |
1648 | return 0; |
1427 | return 0; |
1649 | } |
1428 | |
1650 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1429 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
|
|
1430 | { |
1651 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1431 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1652 | return 0; |
1432 | return 0; |
1653 | } |
1433 | } |
1654 | |
1434 | |
1655 | /* this should not happen, but sometimes does */ |
1435 | /* this should not happen, but sometimes does */ |
1656 | if (arrow->nrof==0) { |
1436 | if (arrow->nrof == 0) |
1657 | remove_ob(arrow); |
|
|
1658 | free_object(arrow); |
|
|
1659 | return 0; |
|
|
1660 | } |
1437 | { |
|
|
1438 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
|
|
1439 | arrow->destroy (); |
|
|
1440 | return 0; |
|
|
1441 | } |
1661 | |
1442 | |
1662 | left = arrow; /* these are arrows left to the player */ |
1443 | left = arrow; /* these are arrows left to the player */ |
1663 | left_tag = left->count; |
1444 | arrow = arrow->split (); |
1664 | arrow = get_split_ob(arrow, 1); |
1445 | if (!arrow) |
1665 | if (arrow == NULL) { |
1446 | { |
1666 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", |
1447 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1667 | bow->race); |
1448 | return 0; |
1668 | return 0; |
|
|
1669 | } |
1449 | } |
1670 | set_owner(arrow, op); |
1450 | |
1671 | if (arrow->skill) free_string(arrow->skill); |
1451 | arrow->set_owner (op); |
1672 | arrow->skill = add_refcount(bow->skill); |
1452 | arrow->skill = bow->skill; |
1673 | |
|
|
1674 | arrow->direction=dir; |
1453 | arrow->direction = dir; |
1675 | arrow->x = sx; |
|
|
1676 | arrow->y = sy; |
|
|
1677 | |
1454 | |
1678 | if (op->type == PLAYER) { |
|
|
1679 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
|
|
1680 | fix_player(op); |
|
|
1681 | } |
|
|
1682 | |
|
|
1683 | SET_ANIMATION(arrow, arrow->direction); |
|
|
1684 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1455 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1685 | arrow->stats.hp = arrow->stats.dam; |
1456 | arrow->stats.hp = arrow->stats.dam; |
1686 | arrow->stats.grace = arrow->attacktype; |
1457 | arrow->stats.grace = arrow->attacktype; |
1687 | if (arrow->slaying != NULL) |
1458 | arrow->custom_name = arrow->slaying; |
1688 | arrow->spellarg = strdup_local(arrow->slaying); |
|
|
1689 | |
1459 | |
1690 | /* Note that this was different for monsters - they got their level |
1460 | #if 0 |
1691 | * added to the damage. I think the strength bonus is more proper. |
1461 | if (player *pl = op->contr) |
1692 | */ |
|
|
1693 | |
1462 | { |
1694 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1463 | float speed = pl->weapon_sp; |
1695 | 0 : dam_bonus[op->stats.Str]) + |
|
|
1696 | bow->stats.dam + bow->magic + arrow->magic; |
|
|
1697 | |
1464 | |
|
|
1465 | /* penalize ROF for bestarrow */ |
|
|
1466 | if (pl->bowtype == bow_bestarrow) |
|
|
1467 | speed *= .9f; |
|
|
1468 | else |
|
|
1469 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1470 | |
|
|
1471 | op->speed_left += speed - op->speed; |
|
|
1472 | } |
|
|
1473 | #endif |
|
|
1474 | |
|
|
1475 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1476 | |
1698 | /* update the speed */ |
1477 | /* update the speed */ |
1699 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1478 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1700 | 0 : dam_bonus[op->stats.Str]) + |
1479 | + bow->stats.dam / 7.f; |
1701 | bow->magic + arrow->magic) / 5.0 + |
|
|
1702 | (float)bow->stats.dam / 7.0; |
|
|
1703 | |
1480 | |
1704 | if (arrow->speed < 1.0) |
1481 | arrow->set_speed (max (arrow->speed, 2.f)); |
1705 | arrow->speed = 1.0; |
|
|
1706 | update_ob_speed(arrow); |
|
|
1707 | arrow->speed_left = 0; |
1482 | arrow->speed_left = 0; |
1708 | |
1483 | |
|
|
1484 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1485 | |
1709 | if (op->type == PLAYER) { |
1486 | if (op->type == PLAYER) |
1710 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1487 | { |
1711 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
|
|
1712 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
|
|
1713 | arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1714 | |
|
|
1715 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1488 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1716 | } else { |
1489 | wc -= dex_bonus[op->stats.Dex]; |
1717 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
|
|
1718 | arrow->stats.wc + wc_mod; |
|
|
1719 | |
1490 | |
|
|
1491 | if (!arrow->slaying) |
|
|
1492 | arrow->slaying = op->slaying; |
|
|
1493 | |
|
|
1494 | arrow->attacktype |= op->attacktype; |
|
|
1495 | } |
|
|
1496 | else |
|
|
1497 | { |
1720 | arrow->level = op->level; |
1498 | arrow->level = op->level; |
1721 | } |
1499 | arrow->stats.wc -= bow->magic; |
1722 | if (arrow->attacktype == AT_PHYSICAL) |
1500 | |
|
|
1501 | if (!arrow->slaying) |
|
|
1502 | arrow->slaying = bow->slaying; |
|
|
1503 | |
1723 | arrow->attacktype |= bow->attacktype; |
1504 | arrow->attacktype |= bow->attacktype; |
1724 | if (bow->slaying != NULL) |
1505 | } |
1725 | arrow->slaying = add_string(bow->slaying); |
|
|
1726 | |
1506 | |
1727 | arrow->map = m; |
1507 | wc -= arrow->level; |
|
|
1508 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1509 | |
|
|
1510 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1728 | arrow->move_type = MOVE_FLY_LOW; |
1511 | arrow->move_type = MOVE_FLY_LOW; |
1729 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1512 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1730 | |
1513 | |
1731 | play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1514 | op->play_sound (sound_find ("fire_arrow")); |
1732 | tag = arrow->count; |
1515 | m->insert (arrow, sx, sy, op); |
1733 | insert_ob_in_map(arrow, m, op, 0); |
|
|
1734 | |
1516 | |
1735 | if (!was_destroyed(arrow, tag)) |
1517 | if (!arrow->destroyed ()) |
1736 | move_arrow(arrow); |
1518 | move_arrow (arrow); |
1737 | |
1519 | |
1738 | if (op->type == PLAYER) { |
|
|
1739 | if (was_destroyed (left, left_tag)) |
|
|
1740 | esrv_del_item(op->contr, left_tag); |
|
|
1741 | else |
|
|
1742 | esrv_send_item(op, left); |
|
|
1743 | } |
|
|
1744 | return 1; |
1520 | return 1; |
1745 | } |
1521 | } |
1746 | |
1522 | |
1747 | /* Special fire code for players - this takes into |
1523 | /* Special fire code for players - this takes into |
1748 | * account the special fire modes players can have |
1524 | * account the special fire modes players can have |
1749 | * but monsters can't. Putting that code here |
1525 | * but monsters can't. Putting that code here |
1750 | * makes the fire_bow code much cleaner. |
1526 | * makes the fire_bow code much cleaner. |
1751 | * this function should only be called if 'op' is a player, |
1527 | * this function should only be called if 'op' is a player, |
1752 | * hence the function name. |
1528 | * hence the function name. |
1753 | */ |
1529 | */ |
|
|
1530 | int |
1754 | int player_fire_bow(object *op, int dir) |
1531 | player_fire_bow (object *op, int dir) |
1755 | { |
1532 | { |
1756 | int ret=0, wcmod=0; |
1533 | int ret; |
1757 | |
1534 | |
1758 | if (op->contr->bowtype == bow_bestarrow) { |
1535 | if (op->contr->bowtype == bow_bestarrow) |
1759 | ret = fire_bow(op, op, |
1536 | { |
1760 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1537 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1761 | dir, 0, op->x, op->y); |
1538 | } |
1762 | } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1539 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
|
|
1540 | { |
1763 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1541 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1764 | wcmod =-1; |
|
|
1765 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1542 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1766 | op->x, op->y); |
1543 | } |
1767 | } else if (op->contr->bowtype == bow_threewide) { |
1544 | else if (op->contr->bowtype == bow_threewide) |
|
|
1545 | { |
1768 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1546 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1769 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); |
1547 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1770 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
1548 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
|
|
1549 | } |
1771 | } else if (op->contr->bowtype == bow_spreadshot) { |
1550 | else if (op->contr->bowtype == bow_spreadshot) |
|
|
1551 | { |
1772 | ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1552 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1773 | ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); |
1553 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1774 | ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); |
1554 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1775 | |
1555 | } |
1776 | } else { |
1556 | else |
|
|
1557 | { |
1777 | /* Simple case */ |
1558 | /* Simple case */ |
1778 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1559 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1779 | } |
1560 | } |
|
|
1561 | |
1780 | return ret; |
1562 | return ret; |
1781 | } |
1563 | } |
1782 | |
|
|
1783 | |
1564 | |
1784 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1565 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1785 | * Broken apart from 'fire' to keep it more readable. |
1566 | * Broken apart from 'fire' to keep it more readable. |
1786 | */ |
1567 | */ |
|
|
1568 | void |
1787 | void fire_misc_object(object *op, int dir) |
1569 | fire_misc_object (object *op, int dir) |
1788 | { |
1570 | { |
1789 | object *item; |
1571 | object *item = op->contr->ranged_ob; |
1790 | |
1572 | |
1791 | if (!op->contr->ranges[range_misc]) { |
1573 | if (!item) |
|
|
1574 | { |
1792 | new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1575 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1793 | return; |
1576 | return; |
1794 | } |
1577 | } |
1795 | |
1578 | |
1796 | item = op->contr->ranges[range_misc]; |
|
|
1797 | if (!item->inv) { |
1579 | if (!item->inv) |
|
|
1580 | { |
1798 | LOG(llevError,"Object %s lacks a spell\n", item->name); |
1581 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1799 | return; |
1582 | return; |
1800 | } |
1583 | } |
1801 | if (item->type == WAND) { |
1584 | |
1802 | if(item->stats.food<=0) { |
1585 | if (!op->change_weapon (item)) |
1803 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
|
|
1804 | new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
|
|
1805 | return; |
1586 | return; |
1806 | } |
1587 | |
|
|
1588 | if (item->type == WAND) |
|
|
1589 | { |
|
|
1590 | if (item->stats.food <= 0) |
|
|
1591 | { |
|
|
1592 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1594 | |
|
|
1595 | return; |
|
|
1596 | } |
|
|
1597 | } |
|
|
1598 | else if (item->type == ROD || item->type == HORN) |
|
|
1599 | { |
|
|
1600 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1601 | |
|
|
1602 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1603 | // for a rod or horn, this fixes some broken rods. |
|
|
1604 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
|
|
1605 | { |
|
|
1606 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1607 | |
|
|
1608 | if (item->type == ROD) |
|
|
1609 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
|
|
1610 | else |
|
|
1611 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1612 | |
|
|
1613 | return; |
|
|
1614 | } |
|
|
1615 | } |
|
|
1616 | |
|
|
1617 | if (cast_spell (op, item, dir, item->inv, NULL)) |
|
|
1618 | { |
|
|
1619 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1620 | |
|
|
1621 | if (item->type == WAND) |
|
|
1622 | { |
|
|
1623 | if (!(--item->stats.food)) |
|
|
1624 | { |
|
|
1625 | object *tmp; |
|
|
1626 | |
|
|
1627 | if (item->arch) |
|
|
1628 | { |
|
|
1629 | CLEAR_FLAG (item, FLAG_ANIMATE); |
|
|
1630 | item->face = item->arch->face; |
|
|
1631 | item->set_speed (0); |
|
|
1632 | } |
|
|
1633 | |
|
|
1634 | if (object *pl = item->visible_to ()) |
|
|
1635 | esrv_update_item (UPD_ANIM, pl, item); |
|
|
1636 | } |
|
|
1637 | } |
1807 | } else if (item->type == ROD || item->type==HORN) { |
1638 | else if (item->type == ROD || item->type == HORN) |
1808 | if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
|
|
1809 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
|
|
1810 | if (item->type== ROD) |
|
|
1811 | new_draw_info_format(NDI_UNIQUE, 0,op, |
|
|
1812 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
|
|
1813 | else |
|
|
1814 | new_draw_info_format(NDI_UNIQUE, 0,op, |
|
|
1815 | "The %s needs more time to charge.", query_base_name(item,0)); |
|
|
1816 | return; |
|
|
1817 | } |
|
|
1818 | } |
|
|
1819 | |
|
|
1820 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
|
|
1821 | SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
|
|
1822 | if (item->type == WAND) { |
|
|
1823 | if (!(--item->stats.food)) { |
|
|
1824 | object *tmp; |
|
|
1825 | if (item->arch) { |
|
|
1826 | CLEAR_FLAG(item, FLAG_ANIMATE); |
|
|
1827 | item->face = item->arch->clone.face; |
|
|
1828 | item->speed = 0; |
|
|
1829 | update_ob_speed(item); |
|
|
1830 | } |
|
|
1831 | if ((tmp=is_player_inv(item))) |
|
|
1832 | esrv_update_item(UPD_ANIM, tmp, item); |
|
|
1833 | } |
|
|
1834 | } |
|
|
1835 | else if (item->type == ROD || item->type==HORN) { |
|
|
1836 | drain_rod_charge(item); |
1639 | drain_rod_charge (item); |
1837 | } |
|
|
1838 | } |
1640 | } |
1839 | } |
1641 | } |
1840 | |
1642 | |
1841 | /* Received a fire command for the player - go and do it. |
1643 | /* Received a fire command for the player - go and do it. |
1842 | */ |
1644 | */ |
|
|
1645 | bool |
1843 | void fire(object *op,int dir) { |
1646 | fire (object *op, int dir) |
|
|
1647 | { |
1844 | int spellcost=0; |
1648 | int spellcost = 0; |
1845 | |
1649 | |
|
|
1650 | player *pl = op->contr; |
|
|
1651 | |
|
|
1652 | if (pl->golem) |
|
|
1653 | { |
|
|
1654 | control_golem (op->contr->golem, dir); |
|
|
1655 | return false; |
|
|
1656 | } |
|
|
1657 | |
|
|
1658 | object *ob = pl->ranged_ob; |
|
|
1659 | |
|
|
1660 | if (!ob) |
|
|
1661 | return false; |
|
|
1662 | |
|
|
1663 | if (op->speed_left > 0.f) |
|
|
1664 | --op->speed_left; |
|
|
1665 | else |
|
|
1666 | return false; |
|
|
1667 | |
|
|
1668 | if (!op->change_weapon (ob)) |
|
|
1669 | return false; |
|
|
1670 | |
1846 | /* check for loss of invisiblity/hide */ |
1671 | /* check for loss of invisiblity/hide */ |
1847 | if (action_makes_visible(op)) make_visible(op); |
1672 | if (action_makes_visible (op)) |
|
|
1673 | make_visible (op); |
1848 | |
1674 | |
1849 | switch(op->contr->shoottype) { |
1675 | switch (ob->type) |
1850 | case range_none: |
1676 | { |
1851 | return; |
1677 | case BOW: |
1852 | |
|
|
1853 | case range_bow: |
|
|
1854 | player_fire_bow(op, dir); |
1678 | player_fire_bow (op, dir); |
1855 | return; |
1679 | break; |
1856 | |
1680 | |
1857 | case range_magic: /* Casting spells */ |
1681 | case SPELL: |
1858 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
1682 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1859 | return; |
1683 | break; |
1860 | |
1684 | |
1861 | case range_misc: |
1685 | case BUILDER: |
1862 | fire_misc_object(op, dir); |
|
|
1863 | return; |
|
|
1864 | |
|
|
1865 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1866 | if(op->contr->ranges[range_golem]==NULL || |
|
|
1867 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
|
|
1868 | op->contr->ranges[range_golem] = NULL; |
|
|
1869 | op->contr->shoottype=range_none; |
|
|
1870 | op->contr->golem_count = 0; |
|
|
1871 | } |
|
|
1872 | else |
|
|
1873 | control_golem(op->contr->ranges[range_golem], dir); |
|
|
1874 | return; |
|
|
1875 | |
|
|
1876 | case range_skill: |
|
|
1877 | if(!op->chosen_skill) { |
|
|
1878 | if(op->type==PLAYER) |
|
|
1879 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
|
|
1880 | return; |
|
|
1881 | } |
|
|
1882 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
|
|
1883 | return; |
|
|
1884 | case range_builder: |
|
|
1885 | apply_map_builder( op, dir ); |
1686 | apply_map_builder (op, dir); |
|
|
1687 | break; |
|
|
1688 | |
|
|
1689 | case SKILL: |
|
|
1690 | do_skill (op, op, ob, dir, 0); |
|
|
1691 | break; |
|
|
1692 | |
|
|
1693 | default: |
|
|
1694 | fire_misc_object (op, dir); |
|
|
1695 | break; |
|
|
1696 | } |
|
|
1697 | |
|
|
1698 | return true; |
|
|
1699 | } |
|
|
1700 | |
|
|
1701 | static object * |
|
|
1702 | find_key_ (object *pl, object *container, object *door) |
|
|
1703 | { |
|
|
1704 | object *tmp, *key; |
|
|
1705 | |
|
|
1706 | /* Should not happen, but sanity checking is never bad */ |
|
|
1707 | if (!container->inv) |
|
|
1708 | return 0; |
|
|
1709 | |
|
|
1710 | /* First, lets try to find a key in the top level inventory */ |
|
|
1711 | for (tmp = container->inv; tmp; tmp = tmp->below) |
|
|
1712 | { |
|
|
1713 | if (door->type == DOOR && tmp->type == KEY) |
|
|
1714 | break; |
|
|
1715 | |
|
|
1716 | /* For sanity, we should really check door type, but other stuff |
|
|
1717 | * (like containers) can be locked with special keys |
|
|
1718 | */ |
|
|
1719 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
|
|
1720 | break; |
|
|
1721 | } |
|
|
1722 | |
|
|
1723 | /* No key found - lets search inventories now */ |
|
|
1724 | /* If we find and use a key in an inventory, return at that time. |
|
|
1725 | * otherwise, if we search all the inventories and still don't find |
|
|
1726 | * a key, return |
|
|
1727 | */ |
|
|
1728 | if (!tmp) |
|
|
1729 | { |
|
|
1730 | for (tmp = container->inv; tmp; tmp = tmp->below) |
|
|
1731 | /* No reason to search empty containers */ |
|
|
1732 | if (tmp->type == CONTAINER && tmp->inv) |
|
|
1733 | if ((key = find_key_ (pl, tmp, door))) |
|
|
1734 | return key; |
|
|
1735 | |
|
|
1736 | if (!tmp) |
1886 | return; |
1737 | return 0; |
1887 | default: |
1738 | } |
1888 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
1739 | |
1889 | return; |
1740 | /* We get down here if we have found a key. Now if its in a container, |
|
|
1741 | * see if we actually want to use it |
|
|
1742 | */ |
|
|
1743 | if (pl != container) |
1890 | } |
1744 | { |
1891 | } |
1745 | /* Only let players use keys in containers */ |
|
|
1746 | if (!pl->contr) |
|
|
1747 | return 0; |
1892 | |
1748 | |
|
|
1749 | /* cases where this fails: |
|
|
1750 | * If we only search the player inventory, return now since we |
|
|
1751 | * are not in the players inventory. |
|
|
1752 | * If the container is not active, return now since only active |
|
|
1753 | * containers can be used. |
|
|
1754 | * If we only search keyrings and the container does not have |
|
|
1755 | * a race/isn't a keyring. |
|
|
1756 | * No checking for all containers - to fall through past here, |
|
|
1757 | * inv must have been an container and must have been active. |
|
|
1758 | * |
|
|
1759 | * Change the color so that the message doesn't disappear with |
|
|
1760 | * all the others. |
|
|
1761 | */ |
|
|
1762 | if (pl->contr->usekeys == key_inventory |
|
|
1763 | || !QUERY_FLAG (container, FLAG_APPLIED) |
|
|
1764 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
|
|
1765 | { |
|
|
1766 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
|
|
1767 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
|
|
1768 | return NULL; |
|
|
1769 | } |
|
|
1770 | } |
1893 | |
1771 | |
|
|
1772 | return tmp; |
|
|
1773 | } |
1894 | |
1774 | |
1895 | /* find_key |
1775 | /* find_key |
1896 | * We try to find a key for the door as passed. If we find a key |
1776 | * We try to find a key for the door as passed. If we find a key |
1897 | * and successfully use it, we return the key, otherwise NULL |
1777 | * and successfully use it, we return the key, otherwise NULL |
1898 | * This function merges both normal and locked door, since the logic |
1778 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1900 | * pl is the player, |
1780 | * pl is the player, |
1901 | * inv is the objects inventory to searched |
1781 | * inv is the objects inventory to searched |
1902 | * door is the door we are trying to match against. |
1782 | * door is the door we are trying to match against. |
1903 | * This function can be called recursively to search containers. |
1783 | * This function can be called recursively to search containers. |
1904 | */ |
1784 | */ |
1905 | |
1785 | object * |
1906 | object * find_key(object *pl, object *container, object *door) |
1786 | find_key (object *pl, object *container, object *door) |
1907 | { |
1787 | { |
1908 | object *tmp,*key; |
1788 | if (door->slaying && is_match_expr (door->slaying)) |
1909 | |
|
|
1910 | /* Should not happen, but sanity checking is never bad */ |
|
|
1911 | if (container->inv == NULL) return NULL; |
|
|
1912 | |
|
|
1913 | /* First, lets try to find a key in the top level inventory */ |
|
|
1914 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
|
|
1915 | if (door->type==DOOR && tmp->type==KEY) break; |
|
|
1916 | /* For sanity, we should really check door type, but other stuff |
|
|
1917 | * (like containers) can be locked with special keys |
|
|
1918 | */ |
|
|
1919 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
|
|
1920 | tmp->slaying==door->slaying) break; |
|
|
1921 | } |
1789 | { |
1922 | /* No key found - lets search inventories now */ |
1790 | // for match expressions, we try to find the key by applying the match |
1923 | /* If we find and use a key in an inventory, return at that time. |
1791 | // to the op itself, which is supposed to find the "key", instead |
1924 | * otherwise, if we search all the inventories and still don't find |
1792 | // of searching through containers ourselves. |
1925 | * a key, return |
1793 | |
1926 | */ |
1794 | return match_one (door->slaying, container, door, pl, pl); |
1927 | if (!tmp) { |
|
|
1928 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
|
|
1929 | /* No reason to search empty containers */ |
|
|
1930 | if (tmp->type==CONTAINER && tmp->inv) { |
|
|
1931 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
|
|
1932 | } |
1795 | } |
1933 | } |
1796 | else |
1934 | if (!tmp) return NULL; |
1797 | return find_key_ (pl, container, door); |
1935 | } |
|
|
1936 | /* We get down here if we have found a key. Now if its in a container, |
|
|
1937 | * see if we actually want to use it |
|
|
1938 | */ |
|
|
1939 | if (pl!=container) { |
|
|
1940 | /* Only let players use keys in containers */ |
|
|
1941 | if (!pl->contr) return NULL; |
|
|
1942 | /* cases where this fails: |
|
|
1943 | * If we only search the player inventory, return now since we |
|
|
1944 | * are not in the players inventory. |
|
|
1945 | * If the container is not active, return now since only active |
|
|
1946 | * containers can be used. |
|
|
1947 | * If we only search keyrings and the container does not have |
|
|
1948 | * a race/isn't a keyring. |
|
|
1949 | * No checking for all containers - to fall through past here, |
|
|
1950 | * inv must have been an container and must have been active. |
|
|
1951 | * |
|
|
1952 | * Change the color so that the message doesn't disappear with |
|
|
1953 | * all the others. |
|
|
1954 | */ |
|
|
1955 | if (pl->contr->usekeys == key_inventory || |
|
|
1956 | !QUERY_FLAG(container, FLAG_APPLIED) || |
|
|
1957 | (pl->contr->usekeys == keyrings && |
|
|
1958 | (!container->race || strcmp(container->race, "keys"))) |
|
|
1959 | ) { |
|
|
1960 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
|
|
1961 | "The %s in your %s vibrates as you approach the door", |
|
|
1962 | query_name(tmp), query_name(container)); |
|
|
1963 | return NULL; |
|
|
1964 | } |
|
|
1965 | } |
|
|
1966 | return tmp; |
|
|
1967 | } |
1798 | } |
1968 | |
1799 | |
1969 | /* moved door processing out of move_player_attack. |
1800 | /* moved door processing out of move_player_attack. |
1970 | * returns 1 if player has opened the door with a key |
1801 | * returns 1 if player has opened the door with a key |
1971 | * such that the caller should not do anything more, |
1802 | * such that the caller should not do anything more, |
1972 | * 0 otherwise |
1803 | * 0 otherwise |
1973 | */ |
1804 | */ |
|
|
1805 | static int |
1974 | static int player_attack_door(object *op, object *door) |
1806 | player_attack_door (object *op, object *door) |
1975 | { |
1807 | { |
1976 | |
|
|
1977 | /* If its a door, try to find a use a key. If we do destroy the door, |
1808 | /* If its a door, try to find a key. If we do destroy the door, |
1978 | * might as well return immediately as there is nothing more to do - |
1809 | * might as well return immediately as there is nothing more to do - |
1979 | * otherwise, we fall through to the rest of the code. |
1810 | * otherwise, we fall through to the rest of the code. |
1980 | */ |
1811 | */ |
1981 | object *key=find_key(op, op, door); |
1812 | object *key = find_key (op, op, door); |
1982 | |
1813 | |
1983 | /* IF we found a key, do some extra work */ |
1814 | /* If we found a key, do some extra work */ |
1984 | if (key) { |
1815 | if (key) |
|
|
1816 | { |
1985 | object *container=key->env; |
1817 | object *container = key->env; |
1986 | |
1818 | |
1987 | play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1819 | if (action_makes_visible (op)) |
1988 | if(action_makes_visible(op)) make_visible(op); |
1820 | make_visible (op); |
|
|
1821 | |
1989 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1822 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
1823 | spring_trap (door->inv, op); |
|
|
1824 | |
1990 | if (door->type == DOOR) { |
1825 | if (door->type == DOOR) |
1991 | hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
1826 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1992 | } |
|
|
1993 | else if(door->type==LOCKED_DOOR) { |
1827 | else if (door->type == LOCKED_DOOR) |
1994 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1828 | { |
1995 | "You open the door with the %s", query_short_name(key)); |
1829 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1996 | remove_door2(door); /* remove door without violence ;-) */ |
1830 | remove_door2 (door); /* remove door without violence ;-) */ |
1997 | } |
1831 | } |
|
|
1832 | |
1998 | /* Do this after we print the message */ |
1833 | /* Do this after we print the message */ |
1999 | decrease_ob(key); /* Use up one of the keys */ |
1834 | key->decrease (); /* Use up one of the keys */ |
2000 | /* Need to update the weight the container the key was in */ |
1835 | |
2001 | if (container != op) |
|
|
2002 | esrv_update_item(UPD_WEIGHT, op, container); |
|
|
2003 | return 1; /* Nothing more to do below */ |
1836 | return 1; /* Nothing more to do below */ |
|
|
1837 | } |
2004 | } else if (door->type==LOCKED_DOOR) { |
1838 | else if (door->type == LOCKED_DOOR) |
|
|
1839 | { |
2005 | /* Might as well return now - no other way to open this */ |
1840 | /* Might as well return now - no other way to open this */ |
2006 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1841 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2007 | return 1; |
1842 | return 1; |
2008 | } |
1843 | } |
|
|
1844 | |
2009 | return 0; |
1845 | return 0; |
2010 | } |
1846 | } |
2011 | |
1847 | |
2012 | /* This function is just part of a breakup from move_player. |
1848 | /* This function is just part of a breakup from move_player. |
2013 | * It should keep the code cleaner. |
1849 | * It should keep the code cleaner. |
2014 | * When this is called, the players direction has been updated |
1850 | * When this is called, the players direction has been updated |
2015 | * (taking into account confusion.) The player is also actually |
1851 | * (taking into account confusion.) The player is also actually |
2016 | * going to try and move (not fire weapons). |
1852 | * going to try and move (not fire weapons). |
2017 | */ |
1853 | */ |
2018 | |
1854 | bool |
2019 | void move_player_attack(object *op, int dir) |
1855 | move_player_attack (object *op, int dir) |
2020 | { |
1856 | { |
2021 | object *tmp, *mon; |
1857 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
2022 | sint16 nx, ny; |
1858 | { |
|
|
1859 | --op->speed_left; |
|
|
1860 | return true; |
|
|
1861 | } |
|
|
1862 | |
2023 | int on_battleground; |
1863 | int on_battleground; |
2024 | mapstruct *m; |
|
|
2025 | |
1864 | |
2026 | nx=freearr_x[dir]+op->x; |
1865 | sint16 nx = freearr_x[dir] + op->x; |
2027 | ny=freearr_y[dir]+op->y; |
1866 | sint16 ny = freearr_y[dir] + op->y; |
2028 | |
1867 | |
2029 | on_battleground = op_on_battleground(op, NULL, NULL); |
1868 | on_battleground = op_on_battleground (op, 0, 0); |
2030 | |
1869 | |
|
|
1870 | if (out_of_map (op->map, nx, ny)) |
|
|
1871 | return false; |
|
|
1872 | |
2031 | /* If braced, or can't move to the square, and it is not out of the |
1873 | /* If braced, or can't move to the square, and it is not out of the |
2032 | * map, attack it. Note order of if statement is important - don't |
1874 | * map, attack it. Note order of if statement is important - don't |
2033 | * want to be calling move_ob if braced, because move_ob will move the |
1875 | * want to be calling move_ob if braced, because move_ob will move the |
2034 | * player. This is a pretty nasty hack, because if we could |
1876 | * player. This is a pretty nasty hack, because if we could |
2035 | * move to some space, it then means that if we are braced, we should |
1877 | * move to some space, it then means that if we are braced, we should |
2036 | * do nothing at all. As it is, if we are braced, we go through |
1878 | * do nothing at all. As it is, if we are braced, we go through |
2037 | * quite a bit of processing. However, it probably is less than what |
1879 | * quite a bit of processing. However, it probably is less than what |
2038 | * move_ob uses. |
1880 | * move_ob uses. |
2039 | */ |
1881 | */ |
2040 | if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { |
1882 | maptile *m = op->map->xy_find (nx, ny); |
2041 | if (OUT_OF_REAL_MAP(op->map, nx, ny)) { |
|
|
2042 | m = get_map_from_coord(op->map, &nx, &ny); |
|
|
2043 | if (!m) return; /* Don't think this should happen */ |
|
|
2044 | } |
|
|
2045 | else m =op->map; |
|
|
2046 | |
|
|
2047 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
|
|
2048 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
|
|
2049 | return; |
|
|
2050 | } |
|
|
2051 | |
1883 | |
2052 | mon = NULL; |
|
|
2053 | /* Go through all the objects, and find ones of interest. Only stop if |
1884 | /* Go through all the objects, and find ones of interest. Only stop if |
2054 | * we find a monster - that is something we know we want to attack. |
1885 | * we find a monster - that is something we know we want to attack. |
2055 | * if its a door or barrel (can roll) see if there may be monsters |
1886 | * if its a door or barrel (can roll) see if there may be monsters |
2056 | * on the space |
1887 | * on the space |
2057 | */ |
1888 | */ |
2058 | while (tmp!=NULL) { |
1889 | object *mon; |
2059 | if (tmp == op) { |
1890 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2060 | tmp=tmp->above; |
1891 | { |
2061 | continue; |
1892 | if ((mon->flag [FLAG_ALIVE] |
|
|
1893 | || mon->type == LOCKED_DOOR |
|
|
1894 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1895 | && mon != op) |
|
|
1896 | break; |
2062 | } |
1897 | } |
2063 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
1898 | |
2064 | mon = tmp; |
|
|
2065 | break; |
|
|
2066 | } |
|
|
2067 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
|
|
2068 | mon = tmp; |
|
|
2069 | tmp=tmp->above; |
|
|
2070 | } |
|
|
2071 | |
|
|
2072 | if (mon==NULL) /* This happens anytime the player tries to move */ |
1899 | if (!mon) /* This happens anytime the player tries to move */ |
2073 | return; /* into a wall */ |
1900 | return false; /* into a wall */ |
2074 | |
1901 | |
2075 | if(mon->head != NULL) |
|
|
2076 | mon = mon->head; |
1902 | mon = mon->head_ (); |
2077 | |
1903 | |
2078 | if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
1904 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1905 | if (op->contr->weapon_sp_left > 0.f) |
2079 | if (player_attack_door(op, mon)) return; |
1906 | if (player_attack_door (op, mon)) |
|
|
1907 | { |
|
|
1908 | --op->contr->weapon_sp_left; |
|
|
1909 | return true; |
|
|
1910 | } |
2080 | |
1911 | |
2081 | /* The following deals with possibly attacking peaceful |
1912 | /* The following deals with possibly attacking peaceful |
2082 | * or frienddly creatures. Basically, all players are considered |
1913 | * or friendly creatures. Basically, all players are considered |
2083 | * unaggressive. If the moving player has peaceful set, then the |
1914 | * unaggressive. If the moving player has peaceful set, then the |
2084 | * object should be pushed instead of attacked. It is assumed that |
1915 | * object should be pushed instead of attacked. It is assumed that |
2085 | * if you are braced, you will not attack friends accidently, |
1916 | * if you are braced, you will not attack friends accidently, |
2086 | * and thus will not push them. |
1917 | * and thus will not push them. |
2087 | */ |
1918 | */ |
2088 | |
1919 | |
2089 | /* If the creature is a pet, push it even if the player is not |
1920 | /* If the creature is a pet, push it even if the player is not |
2090 | * peaceful. Our assumption is the creature is a pet if the |
1921 | * peaceful. Our assumption is the creature is a pet if the |
2091 | * player owns it and it is either friendly or unagressive. |
1922 | * player owns it and it is either friendly or unagressive. |
2092 | */ |
1923 | */ |
2093 | if ((op->type==PLAYER) |
1924 | if (op->type == PLAYER |
2094 | #if COZY_SERVER |
1925 | && ((mon->owner && mon->owner->contr |
2095 | && |
|
|
2096 | ( |
|
|
2097 | (get_owner(mon) && get_owner(mon)->contr |
|
|
2098 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
1926 | && same_party (mon->owner->contr->party, op->contr->party)) |
2099 | || get_owner(mon) == op |
1927 | || mon->owner == op) |
2100 | ) |
|
|
2101 | #else |
|
|
2102 | && get_owner(mon)==op |
|
|
2103 | #endif |
|
|
2104 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
1928 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2105 | { |
1929 | { |
2106 | /* If we're braced, we don't want to switch places with it */ |
1930 | /* If we're braced, we don't want to switch places with it */ |
2107 | if (op->contr->braced) return; |
1931 | if (op->contr->braced) |
2108 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1932 | return false; |
2109 | (void) push_ob(mon,dir,op); |
|
|
2110 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2111 | return; |
|
|
2112 | } |
|
|
2113 | |
1933 | |
|
|
1934 | if (op->speed_left > 0.f) |
|
|
1935 | { |
|
|
1936 | --op->speed_left; |
|
|
1937 | |
|
|
1938 | op->play_sound (sound_find ("push_player")); |
|
|
1939 | push_ob (mon, dir, op); |
|
|
1940 | |
|
|
1941 | if (action_makes_visible (op)) |
|
|
1942 | make_visible (op); |
|
|
1943 | |
|
|
1944 | return true; |
|
|
1945 | } |
|
|
1946 | else |
|
|
1947 | return false; |
|
|
1948 | } |
|
|
1949 | |
2114 | /* in certain circumstances, you shouldn't attack friendly |
1950 | /* in certain circumstances, you shouldn't attack friendly |
2115 | * creatures. Note that if you are braced, you can't push |
1951 | * creatures. Note that if you are braced, you can't push |
2116 | * someone, but put it inside this loop so that you won't |
1952 | * someone, but put it inside this loop so that you won't |
2117 | * attack them either. |
1953 | * attack them either. |
2118 | */ |
1954 | */ |
2119 | if ((mon->type==PLAYER || mon->enemy != op) && |
1955 | if ((mon->type == PLAYER || mon->enemy != op) |
2120 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
1956 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2121 | ( |
1957 | && ((op->contr->peaceful |
2122 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2123 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
1958 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2124 | #else |
|
|
2125 | op->contr->peaceful && |
|
|
2126 | #endif |
|
|
2127 | !on_battleground |
1959 | && !on_battleground)) |
|
|
1960 | { |
|
|
1961 | if (op->speed_left > 0.f) |
|
|
1962 | { |
|
|
1963 | --op->speed_left; |
|
|
1964 | |
|
|
1965 | if (!op->contr->braced) |
2128 | )) { |
1966 | { |
2129 | if (!op->contr->braced) { |
1967 | op->play_sound (sound_find ("push_player")); |
2130 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1968 | push_ob (mon, dir, op); |
2131 | (void) push_ob(mon,dir,op); |
1969 | } |
2132 | } else { |
1970 | else |
2133 | new_draw_info(0, 0,op,"You withhold your attack"); |
1971 | op->statusmsg ("You withhold your attack"); |
|
|
1972 | |
|
|
1973 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
|
|
1974 | make_visible (op); |
|
|
1975 | |
|
|
1976 | return true; |
|
|
1977 | } |
2134 | } |
1978 | } |
2135 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2136 | } |
|
|
2137 | |
|
|
2138 | /* If the object is a boulder or other rollable object, then |
1979 | /* If the object is a boulder or other rollable object, then |
2139 | * roll it if not braced. You can't roll it if you are braced. |
1980 | * roll it if not braced. You can't roll it if you are braced. |
2140 | */ |
1981 | */ |
2141 | else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
1982 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
1983 | { |
|
|
1984 | if (op->speed_left > 0.f) |
|
|
1985 | { |
|
|
1986 | --op->speed_left; |
|
|
1987 | |
2142 | recursive_roll(mon,dir,op); |
1988 | recursive_roll (mon, dir, op); |
2143 | if(action_makes_visible(op)) make_visible(op); |
1989 | if (action_makes_visible (op)) |
2144 | } |
1990 | make_visible (op); |
2145 | |
1991 | |
|
|
1992 | return true; |
|
|
1993 | } |
|
|
1994 | } |
2146 | /* Any generic living creature. Including things like doors. |
1995 | /* Any generic living creature. Including things like doors. |
2147 | * Way it works is like this: First, it must have some hit points |
1996 | * Way it works is like this: First, it must have some hit points |
2148 | * and be living. Then, it must be one of the following: |
1997 | * and be living. Then, it must be one of the following: |
2149 | * 1) Not a player, 2) A player, but of a different party. Note |
1998 | * 1) Not a player, 2) A player, but of a different party. Note |
2150 | * that party_number -1 is no party, so attacks can still happen. |
1999 | * that party_number -1 is no party, so attacks can still happen. |
2151 | */ |
2000 | */ |
2152 | |
|
|
2153 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
2001 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2154 | ((mon->type!=PLAYER || op->contr->party==NULL || |
2002 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2155 | op->contr->party!=mon->contr->party))) { |
2003 | { |
|
|
2004 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
|
|
2005 | { |
|
|
2006 | --op->contr->weapon_sp_left; |
2156 | |
2007 | |
2157 | /* If the player hasn't hit something this tick, and does |
2008 | skill_attack (mon, op, 0, 0, 0); |
2158 | * so, give them speed boost based on weapon speed. Doing |
|
|
2159 | * it here is better than process_players2, which basically |
|
|
2160 | * incurred a 1 tick offset. |
|
|
2161 | */ |
|
|
2162 | if (!op->contr->has_hit) { |
|
|
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2164 | |
2009 | |
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2010 | if (action_makes_visible (op)) |
|
|
2011 | make_visible (op); |
|
|
2012 | |
|
|
2013 | return true; |
|
|
2014 | } |
2166 | } |
2015 | } |
2167 | |
2016 | |
2168 | skill_attack(mon, op, 0, NULL, NULL); |
2017 | return false; |
2169 | |
|
|
2170 | /* If attacking another player, that player gets automatic |
|
|
2171 | * hitback, and doesn't loose luck either. |
|
|
2172 | * Disable hitback on the battleground or if the target is |
|
|
2173 | * the wiz. |
|
|
2174 | */ |
|
|
2175 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
|
|
2176 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
|
|
2177 | short luck = mon->stats.luck; |
|
|
2178 | mon->contr->has_hit = 1; |
|
|
2179 | skill_attack(op, mon, 0, NULL, NULL); |
|
|
2180 | mon->stats.luck = luck; |
|
|
2181 | } |
|
|
2182 | if(action_makes_visible(op)) make_visible(op); |
|
|
2183 | } |
|
|
2184 | } /* if player should attack something */ |
|
|
2185 | } |
2018 | } |
2186 | |
2019 | |
|
|
2020 | bool |
2187 | int move_player(object *op,int dir) { |
2021 | move_player (object *op, int dir) |
|
|
2022 | { |
2188 | int pick; |
2023 | int pick; |
2189 | |
2024 | |
2190 | if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2025 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2191 | return 0; |
|
|
2192 | |
|
|
2193 | /* Sanity check: make sure dir is valid */ |
|
|
2194 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
|
|
2195 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
|
|
2196 | return 0; |
|
|
2197 | } |
|
|
2198 | |
|
|
2199 | /* peterm: added following line */ |
|
|
2200 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
|
|
2201 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
2202 | |
|
|
2203 | op->facing = dir; |
|
|
2204 | |
|
|
2205 | if(op->hide) do_hidden_move(op); |
|
|
2206 | |
|
|
2207 | if(op->contr->fire_on) { |
|
|
2208 | fire(op,dir); |
|
|
2209 | } |
|
|
2210 | else move_player_attack(op,dir); |
|
|
2211 | |
|
|
2212 | pick = check_pick(op); |
|
|
2213 | |
|
|
2214 | |
|
|
2215 | /* Add special check for newcs players and fire on - this way, the |
|
|
2216 | * server can handle repeat firing. |
|
|
2217 | */ |
|
|
2218 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
|
|
2219 | op->direction = dir; |
|
|
2220 | } else { |
|
|
2221 | op->direction=0; |
|
|
2222 | } |
|
|
2223 | /* Update how the player looks. Use the facing, so direction may |
|
|
2224 | * get reset to zero. This allows for full animation capabilities |
|
|
2225 | * for players. |
|
|
2226 | */ |
|
|
2227 | animate_object(op, op->facing); |
|
|
2228 | return 0; |
2026 | return 0; |
|
|
2027 | |
|
|
2028 | /* Sanity check: make sure dir is valid */ |
|
|
2029 | if ((dir < 0) || (dir >= 9)) |
|
|
2030 | { |
|
|
2031 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
|
|
2032 | return 0; |
|
|
2033 | } |
|
|
2034 | |
|
|
2035 | /* peterm: added following line */ |
|
|
2036 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
|
|
2037 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
2038 | |
|
|
2039 | op->facing = dir; |
|
|
2040 | |
|
|
2041 | if (op->flag [FLAG_HIDDEN]) |
|
|
2042 | do_hidden_move (op); |
|
|
2043 | |
|
|
2044 | bool retval; |
|
|
2045 | |
|
|
2046 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
|
|
2047 | retval = RESULT_INT (0); |
|
|
2048 | else if (op->contr->fire_on) |
|
|
2049 | retval = fire (op, dir); |
|
|
2050 | else |
|
|
2051 | { |
|
|
2052 | retval = move_player_attack (op, dir); |
|
|
2053 | pick = check_pick (op); |
|
|
2054 | } |
|
|
2055 | |
|
|
2056 | /* Add special check for newcs players and fire on - this way, the |
|
|
2057 | * server can handle repeat firing. |
|
|
2058 | */ |
|
|
2059 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
|
|
2060 | op->direction = dir; |
|
|
2061 | else |
|
|
2062 | op->direction = 0; |
|
|
2063 | |
|
|
2064 | /* Update how the player looks. Use the facing, so direction may |
|
|
2065 | * get reset to zero. This allows for full animation capabilities |
|
|
2066 | * for players. |
|
|
2067 | */ |
|
|
2068 | animate_object (op, op->facing); |
|
|
2069 | |
|
|
2070 | return retval; |
2229 | } |
2071 | } |
2230 | |
2072 | |
2231 | /* This is similar to handle_player, below, but is only used by the |
2073 | /* This is similar to handle_player, below, but is only used by the |
2232 | * new client/server stuff. |
2074 | * new client/server stuff. |
2233 | * This is sort of special, in that the new client/server actually uses |
2075 | * This is sort of special, in that the new client/server actually uses |
2234 | * the new speed values for commands. |
2076 | * the new speed values for commands. |
2235 | * |
2077 | * |
2236 | * Returns true if there are more actions we can do. |
2078 | * Returns true if there are more actions we can do. Should not do |
|
|
2079 | * many actions in a row, as that would be too unfair to other |
|
|
2080 | * players. |
2237 | */ |
2081 | */ |
|
|
2082 | bool |
2238 | int handle_newcs_player(object *op) |
2083 | handle_newcs_player (object *op) |
2239 | { |
2084 | { |
2240 | if (op->contr->hidden) { |
|
|
2241 | op->invisible = 1000; |
|
|
2242 | /* the socket code flashes the player visible/invisible |
|
|
2243 | * depending on the value of invisible, so we need to |
|
|
2244 | * alternate it here for it to work correctly. |
|
|
2245 | */ |
|
|
2246 | if (pticks & 2) op->invisible--; |
|
|
2247 | } |
|
|
2248 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
|
|
2249 | op->invisible--; |
|
|
2250 | if(!op->invisible) { |
|
|
2251 | make_visible(op); |
|
|
2252 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2253 | } |
|
|
2254 | } |
|
|
2255 | |
|
|
2256 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2085 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2257 | flee_player(op); |
|
|
2258 | /* If player is still scared, that is his action for this tick */ |
|
|
2259 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
|
|
2260 | op->speed_left--; |
|
|
2261 | return 0; |
|
|
2262 | } |
|
|
2263 | } |
2086 | { |
|
|
2087 | if (op->speed_left > 0.f) |
|
|
2088 | { |
|
|
2089 | --op->speed_left; |
|
|
2090 | flee_player (op); |
2264 | |
2091 | |
2265 | /* I've been seeing crashes where the golem has been destroyed, but |
2092 | return true; |
2266 | * the player object still points to the defunct golem. The code that |
2093 | } |
2267 | * destroys the golem looks correct, and it doesn't always happen, so |
2094 | else |
2268 | * put this in a a workaround to clean up the golem pointer. |
2095 | return false; |
2269 | */ |
|
|
2270 | if (op->contr->ranges[range_golem] && |
|
|
2271 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
|
|
2272 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
|
|
2273 | op->contr->ranges[range_golem] = NULL; |
|
|
2274 | op->contr->golem_count = 0; |
|
|
2275 | } |
2096 | } |
2276 | |
2097 | |
2277 | /* call this here - we also will call this in do_ericserver, but |
2098 | /* call this here - we also will call this in do_ericserver, but |
2278 | * the players time has been increased when doericserver has been |
2099 | * the players time has been increased when doericserver has been |
2279 | * called, so we recheck it here. |
2100 | * called, so we recheck it here. |
2280 | */ |
2101 | */ |
2281 | HandleClient(&op->contr->socket, op->contr); |
2102 | if (op->contr->ns->handle_command ()) |
2282 | if (op->speed_left<0) return 0; |
2103 | return true; |
2283 | |
2104 | |
2284 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2105 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2285 | /* All move commands take 1 tick, at least for now */ |
|
|
2286 | op->speed_left--; |
|
|
2287 | |
|
|
2288 | /* Instead of all the stuff below, let move_player take care |
|
|
2289 | * of it. Also, some of the skill stuff is only put in |
|
|
2290 | * there, as well as the confusion stuff. |
|
|
2291 | */ |
|
|
2292 | move_player(op, op->direction); |
2106 | return move_player (op, op->direction); |
2293 | if (op->speed_left>0) return 1; |
2107 | |
2294 | else return 0; |
2108 | return false; |
2295 | } |
2109 | } |
|
|
2110 | |
|
|
2111 | int |
|
|
2112 | save_life (object *op) |
|
|
2113 | { |
|
|
2114 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2296 | return 0; |
2115 | return 0; |
2297 | } |
|
|
2298 | |
2116 | |
2299 | int save_life(object *op) { |
|
|
2300 | object *tmp; |
|
|
2301 | |
|
|
2302 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
|
|
2303 | return 0; |
|
|
2304 | |
|
|
2305 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2117 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2306 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2118 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2307 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2119 | { |
2308 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2120 | op->play_sound (sound_find ("ob_evaporate")); |
2309 | "Your %s vibrates violently, then evaporates.", |
2121 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2310 | query_name(tmp)); |
2122 | |
2311 | if (op->contr) |
2123 | tmp->destroy (); |
2312 | esrv_del_item(op->contr, tmp->count); |
|
|
2313 | remove_ob(tmp); |
|
|
2314 | free_object(tmp); |
|
|
2315 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2124 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2125 | |
2316 | if(op->stats.hp<0) |
2126 | if (op->stats.hp < 0) |
2317 | op->stats.hp = op->stats.maxhp; |
2127 | op->stats.hp = op->stats.maxhp; |
|
|
2128 | |
2318 | if(op->stats.food<0) |
2129 | if (op->stats.food < 0) |
2319 | op->stats.food = 999; |
2130 | op->stats.food = 999; |
2320 | fix_player(op); |
2131 | |
|
|
2132 | op->update_stats (); |
2321 | return 1; |
2133 | return 1; |
2322 | } |
2134 | } |
|
|
2135 | |
2323 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2136 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2324 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2137 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2325 | enter_player_savebed(op); /* bring him home. */ |
2138 | enter_player_savebed (op); /* bring him home. */ |
2326 | return 0; |
2139 | return 0; |
2327 | } |
2140 | } |
2328 | |
2141 | |
2329 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2142 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2330 | * back in the map (location and map determined by values of env). This |
2143 | * back in the map (location and map determined by values of env). This |
2331 | * function will descend into containers. op is the object to start the search |
2144 | * function will descend into containers. op is the object to start the search |
2332 | * from. |
2145 | * from. |
2333 | */ |
2146 | */ |
|
|
2147 | static void |
2334 | void remove_unpaid_objects(object *op, object *env) |
2148 | drop_unpaid_items (object *op, object *env) |
2335 | { |
2149 | { |
2336 | object *next; |
|
|
2337 | |
|
|
2338 | while (op) { |
2150 | while (op) |
2339 | next=op->below; /* Make sure we have a good value, in case |
2151 | { |
2340 | * we remove object 'op' |
2152 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2341 | */ |
2153 | |
2342 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2154 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2343 | remove_ob(op); |
2155 | op->insert_at (env); |
2344 | op->x = env->x; |
2156 | else if (op->inv) |
2345 | op->y = env->y; |
2157 | drop_unpaid_items (op->inv, env); |
2346 | if (env->type == PLAYER) |
|
|
2347 | esrv_del_item(env->contr, op->count); |
|
|
2348 | insert_ob_in_map(op, env->map, NULL,0); |
|
|
2349 | } |
|
|
2350 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
|
|
2351 | op=next; |
|
|
2352 | } |
|
|
2353 | } |
|
|
2354 | |
2158 | |
|
|
2159 | op = next; |
|
|
2160 | } |
|
|
2161 | } |
|
|
2162 | |
|
|
2163 | void |
|
|
2164 | object::drop_unpaid_items () |
|
|
2165 | { |
|
|
2166 | if (!flag [FLAG_REMOVED]) |
|
|
2167 | ::drop_unpaid_items (inv, this); |
|
|
2168 | } |
2355 | |
2169 | |
2356 | /* |
2170 | /* |
2357 | * Returns pointer a static string containing gravestone text |
2171 | * Returns pointer a static string containing gravestone text |
2358 | * Moved from apply.c to player.c - player.c is what |
2172 | * Moved from apply.c to player.c - player.c is what |
2359 | * actually uses this function. player.c may not be quite the |
2173 | * actually uses this function. player.c may not be quite the |
2360 | * best, a misc file for object actions is probably better, |
2174 | * best, a misc file for object actions is probably better, |
2361 | * but there isn't one in the server directory. |
2175 | * but there isn't one in the server directory. |
2362 | */ |
2176 | */ |
|
|
2177 | const char * |
2363 | char *gravestone_text (object *op) |
2178 | gravestone_text (object *op) |
2364 | { |
2179 | { |
|
|
2180 | static dynbuf_text buf; |
|
|
2181 | |
|
|
2182 | buf << "---- R.I.P. ----\n\n" |
|
|
2183 | << op->name; |
|
|
2184 | |
|
|
2185 | if (op->type == PLAYER) |
|
|
2186 | buf << " the " << op->contr->title; |
|
|
2187 | |
|
|
2188 | buf << "\n\n"; |
|
|
2189 | |
|
|
2190 | buf << "who was level "; |
|
|
2191 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2192 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2193 | |
|
|
2194 | if (op->type == PLAYER) |
|
|
2195 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2196 | |
|
|
2197 | { |
2365 | static char buf2[MAX_BUF]; |
2198 | static char buf2[128]; |
2366 | char buf[MAX_BUF]; |
|
|
2367 | time_t now = time (NULL); |
2199 | time_t now = time (NULL); |
2368 | |
|
|
2369 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2370 | if (op->type == PLAYER) |
|
|
2371 | sprintf (buf, "%s the %s\n", op->name, op->contr->title); |
|
|
2372 | else |
|
|
2373 | sprintf (buf, "%s\n", op->name); |
|
|
2374 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2375 | strcat (buf2, buf); |
|
|
2376 | if (op->type == PLAYER) |
|
|
2377 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2378 | else |
|
|
2379 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2380 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2381 | strcat (buf2, buf); |
|
|
2382 | if (op->type == PLAYER) { |
|
|
2383 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2384 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2385 | strcat (buf2, buf); |
|
|
2386 | } |
|
|
2387 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2200 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2388 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2201 | buf << buf2; |
2389 | strcat (buf2, buf); |
2202 | } |
|
|
2203 | |
2390 | return buf2; |
2204 | return buf; |
2391 | } |
2205 | } |
2392 | |
2206 | |
2393 | |
2207 | void |
2394 | |
|
|
2395 | void do_some_living(object *op) { |
2208 | do_some_living (object *op) |
|
|
2209 | { |
2396 | int last_food=op->stats.food; |
2210 | int last_food = op->stats.food; |
2397 | int gen_hp, gen_sp, gen_grace; |
2211 | int gen_hp, gen_sp, gen_grace; |
2398 | int over_hp, over_sp, over_grace; |
2212 | int over_hp, over_sp, over_grace; |
2399 | int i; |
2213 | int i; |
2400 | int rate_hp = 1200; |
2214 | int rate_hp = 1200; |
2401 | int rate_sp = 2500; |
2215 | int rate_sp = 2500; |
2402 | int rate_grace = 2000; |
2216 | int rate_grace = 2000; |
2403 | const int max_hp = 1; |
2217 | const int max_hp = 1; |
2404 | const int max_sp = 1; |
2218 | const int max_sp = 1; |
2405 | const int max_grace = 1; |
2219 | const int max_grace = 1; |
2406 | |
2220 | |
2407 | if (op->contr->outputs_sync) { |
2221 | if (op->contr->hidden) |
2408 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2222 | { |
2409 | if (op->contr->outputs[i].buf!=NULL && |
2223 | op->invisible = 1000; |
2410 | (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2224 | /* the socket code flashes the player visible/invisible |
2411 | flush_output_element(op, &op->contr->outputs[i]); |
2225 | * depending on the value of invisible, so we need to |
|
|
2226 | * alternate it here for it to work correctly. |
|
|
2227 | */ |
|
|
2228 | if (pticks & 2) |
|
|
2229 | op->invisible--; |
2412 | } |
2230 | } |
|
|
2231 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2232 | { |
|
|
2233 | if (!op->invisible--) |
|
|
2234 | { |
|
|
2235 | make_visible (op); |
|
|
2236 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2237 | } |
|
|
2238 | } |
2413 | |
2239 | |
2414 | if(op->contr->state==ST_PLAYING) { |
2240 | if (op->contr->ns->state == ST_PLAYING) |
2415 | |
2241 | { |
2416 | /* these next three if clauses make it possible to SLOW DOWN |
2242 | /* these next three if clauses make it possible to SLOW DOWN |
2417 | hp/grace/spellpoint regeneration. */ |
2243 | hp/grace/spellpoint regeneration. */ |
2418 | if(op->contr->gen_hp >= 0 ) |
|
|
2419 | gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; |
|
|
2420 | else { |
|
|
2421 | gen_hp = op->stats.maxhp; |
|
|
2422 | rate_hp -= rate_hp/2 * op->contr->gen_hp; |
|
|
2423 | } |
|
|
2424 | if(op->contr->gen_sp >= 0 ) |
|
|
2425 | gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; |
|
|
2426 | else { |
|
|
2427 | gen_sp = op->stats.maxsp; |
|
|
2428 | rate_sp -= rate_sp/2 * op->contr->gen_sp; |
|
|
2429 | } |
|
|
2430 | if(op->contr->gen_grace >= 0) |
|
|
2431 | gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; |
|
|
2432 | else { |
|
|
2433 | gen_grace = op->stats.maxgrace; |
|
|
2434 | rate_grace -= rate_grace/2 * op->contr->gen_grace; |
|
|
2435 | } |
|
|
2436 | |
|
|
2437 | /* Regenerate Spell Points */ |
|
|
2438 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
|
|
2439 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
|
|
2440 | if(op->stats.sp<op->stats.maxsp) { |
|
|
2441 | op->stats.sp++; |
|
|
2442 | /* dms do not consume food */ |
|
|
2443 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
2444 | op->stats.food--; |
|
|
2445 | if(op->contr->digestion<0) |
|
|
2446 | op->stats.food+=op->contr->digestion; |
|
|
2447 | else if(op->contr->digestion>0 && |
|
|
2448 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2449 | op->stats.food=last_food; |
|
|
2450 | } |
|
|
2451 | } |
|
|
2452 | if (max_sp>1) { |
|
|
2453 | over_sp = (gen_sp+10)/rate_sp; |
|
|
2454 | if (over_sp > 0) { |
|
|
2455 | if(op->stats.sp<op->stats.maxsp) { |
|
|
2456 | op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
|
|
2457 | if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
|
|
2458 | op->stats.sp--; |
|
|
2459 | if(op->stats.sp>op->stats.maxsp) |
|
|
2460 | op->stats.sp=op->stats.maxsp; |
|
|
2461 | } |
|
|
2462 | op->last_sp=0; |
|
|
2463 | } else { |
|
|
2464 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2465 | } |
|
|
2466 | } else { |
|
|
2467 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2468 | } |
|
|
2469 | } |
|
|
2470 | |
|
|
2471 | /* Regenerate Grace */ |
|
|
2472 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
|
|
2473 | if(--op->last_grace<0) { |
|
|
2474 | if(op->stats.grace<op->stats.maxgrace/2) |
|
|
2475 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2476 | if(max_grace>1) { |
|
|
2477 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
|
|
2478 | if (over_grace > 0) { |
|
|
2479 | op->stats.sp += over_grace |
|
|
2480 | + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; |
|
|
2481 | op->last_grace=0; |
|
|
2482 | } else { |
|
|
2483 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
|
|
2484 | } |
|
|
2485 | } else { |
|
|
2486 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
|
|
2487 | } |
|
|
2488 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2489 | } |
|
|
2490 | |
|
|
2491 | /* Regenerate Hit Points */ |
|
|
2492 | if(--op->last_heal<0) { |
|
|
2493 | if(op->stats.hp<op->stats.maxhp) { |
|
|
2494 | op->stats.hp++; |
|
|
2495 | /* dms do not consume food */ |
|
|
2496 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
2497 | op->stats.food--; |
|
|
2498 | if(op->contr->digestion<0) |
|
|
2499 | op->stats.food+=op->contr->digestion; |
|
|
2500 | else if(op->contr->digestion>0 && |
|
|
2501 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2502 | op->stats.food=last_food; |
|
|
2503 | } |
|
|
2504 | } |
|
|
2505 | if(max_hp>1) { |
|
|
2506 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
|
|
2507 | if (over_hp > 0) { |
|
|
2508 | op->stats.sp += over_hp |
|
|
2509 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
|
|
2510 | op->last_heal=0; |
|
|
2511 | } else { |
|
|
2512 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2513 | } |
|
|
2514 | } else { |
|
|
2515 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2516 | } |
|
|
2517 | } |
|
|
2518 | |
|
|
2519 | /* Digestion */ |
|
|
2520 | if(--op->last_eat<0) { |
|
|
2521 | #ifdef COZY_SERVER |
|
|
2522 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
|
|
2523 | int bonus=dg>0?dg:0, |
|
|
2524 | penalty=dg<0?-dg:0; |
|
|
2525 | #else |
|
|
2526 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
|
|
2527 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
|
|
2528 | #endif |
|
|
2529 | |
|
|
2530 | if(op->contr->gen_hp > 0) |
2244 | if (op->contr->gen_hp >= 0) |
2531 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2245 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2532 | else |
2246 | else |
2533 | op->last_eat=25*(1+bonus)/(penalty +1); |
2247 | { |
|
|
2248 | gen_hp = op->stats.maxhp; |
|
|
2249 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
|
|
2250 | } |
|
|
2251 | |
|
|
2252 | if (op->contr->gen_sp >= 0) |
|
|
2253 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
|
|
2254 | else |
|
|
2255 | { |
|
|
2256 | gen_sp = op->stats.maxsp; |
|
|
2257 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
|
|
2258 | } |
|
|
2259 | |
|
|
2260 | if (op->contr->gen_grace >= 0) |
|
|
2261 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
|
|
2262 | else |
|
|
2263 | { |
|
|
2264 | gen_grace = op->stats.maxgrace; |
|
|
2265 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
|
|
2266 | } |
|
|
2267 | |
|
|
2268 | /* Regenerate Grace */ |
|
|
2269 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
|
|
2270 | if (--op->last_grace < 0) |
|
|
2271 | { |
|
|
2272 | if (op->stats.grace < op->stats.maxgrace / 2) |
|
|
2273 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2274 | |
|
|
2275 | if (max_grace > 1) |
|
|
2276 | { |
|
|
2277 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
|
|
2278 | if (over_grace > 0) |
|
|
2279 | { |
|
|
2280 | op->stats.sp += over_grace |
|
|
2281 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2282 | op->last_grace = 0; |
|
|
2283 | } |
|
|
2284 | else |
|
|
2285 | { |
|
|
2286 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2287 | } |
|
|
2288 | } |
|
|
2289 | else |
|
|
2290 | { |
|
|
2291 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2292 | } |
|
|
2293 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2294 | } |
|
|
2295 | |
|
|
2296 | if (op->stats.food > 0) |
|
|
2297 | { |
|
|
2298 | /* Regenerate Spell Points */ |
|
|
2299 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2300 | { |
|
|
2301 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2302 | |
|
|
2303 | if (op->stats.sp < op->stats.maxsp) |
|
|
2304 | { |
|
|
2305 | op->stats.sp++; |
|
|
2306 | |
|
|
2307 | /* dms do not consume food */ |
|
|
2308 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2309 | { |
|
|
2310 | op->stats.food--; |
|
|
2311 | |
|
|
2312 | if (op->contr->digestion < 0) |
|
|
2313 | op->stats.food += op->contr->digestion; |
|
|
2314 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2315 | op->stats.food = last_food; |
|
|
2316 | } |
|
|
2317 | } |
|
|
2318 | |
|
|
2319 | if (max_sp > 1) |
|
|
2320 | { |
|
|
2321 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2322 | if (over_sp > 0) |
|
|
2323 | { |
|
|
2324 | if (op->stats.sp < op->stats.maxsp) |
|
|
2325 | { |
|
|
2326 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2327 | |
|
|
2328 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2329 | op->stats.sp--; |
|
|
2330 | |
|
|
2331 | if (op->stats.sp > op->stats.maxsp) |
|
|
2332 | op->stats.sp = op->stats.maxsp; |
|
|
2333 | } |
|
|
2334 | |
|
|
2335 | op->last_sp = 0; |
|
|
2336 | } |
|
|
2337 | else |
|
|
2338 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2339 | } |
|
|
2340 | else |
|
|
2341 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2342 | } |
|
|
2343 | |
|
|
2344 | /* Regenerate Hit Points */ |
|
|
2345 | if (--op->last_heal < 0) |
|
|
2346 | { |
|
|
2347 | if (op->stats.hp < op->stats.maxhp) |
|
|
2348 | { |
|
|
2349 | op->stats.hp++; |
|
|
2350 | |
|
|
2351 | /* dms do not consume food */ |
|
|
2352 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2353 | { |
|
|
2354 | op->stats.food--; |
|
|
2355 | |
|
|
2356 | if (op->contr->digestion < 0) |
|
|
2357 | op->stats.food += op->contr->digestion; |
|
|
2358 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2359 | op->stats.food = last_food; |
|
|
2360 | } |
|
|
2361 | } |
|
|
2362 | |
|
|
2363 | if (max_hp > 1) |
|
|
2364 | { |
|
|
2365 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2366 | |
|
|
2367 | if (over_hp > 0) |
|
|
2368 | { |
|
|
2369 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2370 | op->last_heal = 0; |
|
|
2371 | } |
|
|
2372 | else |
|
|
2373 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2374 | } |
|
|
2375 | else |
|
|
2376 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2377 | } |
|
|
2378 | } |
|
|
2379 | |
|
|
2380 | /* Digestion */ |
|
|
2381 | if (--op->last_eat < 0) |
|
|
2382 | { |
|
|
2383 | int bonus = max (0, op->contr->digestion), |
|
|
2384 | penalty = max (0, -op->contr->digestion); |
|
|
2385 | |
|
|
2386 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
|
|
2387 | |
2534 | /* dms do not consume food */ |
2388 | /* dms do not consume food */ |
2535 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2389 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2536 | } |
2390 | op->stats.food--; |
2537 | } |
2391 | } |
2538 | |
2392 | |
2539 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2393 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2540 | object *tmp, *flesh=NULL; |
2394 | { |
|
|
2395 | object *flesh = 0; |
2541 | |
2396 | |
2542 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2397 | for_inv_removable (op, tmp) |
|
|
2398 | { |
2543 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2399 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2400 | continue; |
|
|
2401 | |
2544 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2402 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2545 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2403 | { |
2546 | manual_apply(op,tmp,0); |
2404 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2405 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
|
|
2406 | manual_apply (op, tmp, 0); |
|
|
2407 | |
2547 | if(op->stats.food>=0||op->stats.hp<0) |
2408 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2548 | break; |
2409 | break; |
2549 | } |
2410 | } |
2550 | else if (tmp->type==FLESH) flesh=tmp; |
2411 | else if (tmp->type == FLESH) |
2551 | } /* End if paid for object */ |
2412 | flesh = tmp; |
2552 | } /* end of for loop */ |
2413 | } |
|
|
2414 | |
2553 | /* If player is still starving, it means they don't have any food, so |
2415 | /* If player is still starving, it means they don't have any food, so |
2554 | * eat flesh instead. |
2416 | * eat flesh instead. |
2555 | */ |
2417 | */ |
2556 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2418 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2557 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2419 | { |
|
|
2420 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2421 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2558 | manual_apply(op,flesh,0); |
2422 | manual_apply (op, flesh, 0); |
2559 | } |
2423 | } |
2560 | } /* end if player is starving */ |
|
|
2561 | |
2424 | |
2562 | while(op->stats.food<0&&op->stats.hp>0) |
2425 | // If player is still starving, alert him! |
2563 | op->stats.food++,op->stats.hp--; |
2426 | if (op->stats.food < 0) |
2564 | |
2427 | op->failmsg ("You are starving! " |
2565 | if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2428 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2566 | kill_player(op); |
|
|
2567 | } |
|
|
2568 | |
|
|
2569 | |
2429 | } |
|
|
2430 | |
|
|
2431 | if (op->stats.food < 0) |
|
|
2432 | { |
|
|
2433 | op->stats.hp += op->stats.food; |
|
|
2434 | op->stats.food = 0; |
|
|
2435 | |
|
|
2436 | if (op->stats.hp < 0) |
|
|
2437 | { |
|
|
2438 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2439 | op->contr->killer->destroy (); |
|
|
2440 | } |
|
|
2441 | } |
|
|
2442 | |
|
|
2443 | /* killer should be set here already */ |
|
|
2444 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2445 | kill_player (op); |
|
|
2446 | } |
|
|
2447 | } |
2570 | |
2448 | |
2571 | /* If the player should die (lack of hp, food, etc), we call this. |
2449 | /* If the player should die (lack of hp, food, etc), we call this. |
2572 | * op is the player in jeopardy. If the player can not be saved (not |
2450 | * op is the player in jeopardy. If the player can not be saved (not |
2573 | * permadeath, no lifesave), this will take care of removing the player |
2451 | * permadeath, no lifesave), this will take care of removing the player |
2574 | * file. |
2452 | * file. |
2575 | */ |
2453 | */ |
|
|
2454 | void |
2576 | void kill_player(object *op) |
2455 | kill_player (object *op) |
2577 | { |
2456 | { |
2578 | char buf[MAX_BUF]; |
|
|
2579 | int x,y,i; |
2457 | int x, y; |
2580 | mapstruct *map; /* this is for resurrection */ |
2458 | maptile *map; /* this is for resurrection */ |
2581 | int z; |
|
|
2582 | int num_stats_lose; |
|
|
2583 | int lost_a_stat; |
|
|
2584 | int lose_this_stat; |
|
|
2585 | int this_stat; |
|
|
2586 | int will_kill_again; |
2459 | int will_kill_again; |
2587 | archetype *at; |
2460 | archetype *at; |
2588 | object *tmp; |
2461 | object *tmp; |
2589 | |
2462 | |
2590 | if(save_life(op)) |
2463 | if (save_life (op)) |
2591 | return; |
2464 | return; |
2592 | |
2465 | |
|
|
2466 | dynbuf_text deathtab; |
2593 | |
2467 | |
|
|
2468 | /* restore player */ |
|
|
2469 | at = archetype::find ("poisoning"); |
|
|
2470 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2471 | { |
|
|
2472 | tmp->destroy (); |
|
|
2473 | deathtab << "Your body feels cleansed...\r"; |
|
|
2474 | } |
|
|
2475 | |
|
|
2476 | at = archetype::find ("confusion"); |
|
|
2477 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2478 | { |
|
|
2479 | tmp->destroy (); |
|
|
2480 | deathtab << "Your mind feels clearer...\r"; |
|
|
2481 | } |
|
|
2482 | |
|
|
2483 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2484 | |
|
|
2485 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2486 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2487 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2488 | |
|
|
2489 | if (op->stats.food <= 0) |
|
|
2490 | op->stats.food = 999; |
|
|
2491 | |
|
|
2492 | // remove all spell effects that are active |
|
|
2493 | // to avoid long-term effects such as word-of-recall |
|
|
2494 | for (object *item = op->inv; item; ) |
|
|
2495 | { |
|
|
2496 | object *next = item->below; |
|
|
2497 | |
|
|
2498 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2499 | item->destroy (); |
|
|
2500 | |
|
|
2501 | item = next; |
|
|
2502 | } |
|
|
2503 | |
2594 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2504 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2595 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2505 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2596 | * Look at op_on_battleground() for more info --AndreasV |
2506 | * Look at op_on_battleground() for more info --AndreasV |
2597 | */ |
2507 | */ |
2598 | if (op_on_battleground(op, &x, &y)) { |
2508 | if (op_on_battleground (op, &x, &y)) |
2599 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2509 | { |
2600 | "You have been defeated in combat!"); |
2510 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2601 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
|
|
2602 | "Local medics have saved your life..."); |
|
|
2603 | |
|
|
2604 | /* restore player */ |
|
|
2605 | at = find_archetype("poisoning"); |
|
|
2606 | tmp=present_arch_in_ob(at,op); |
|
|
2607 | if (tmp) { |
|
|
2608 | remove_ob(tmp); |
|
|
2609 | free_object(tmp); |
|
|
2610 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
|
|
2611 | } |
|
|
2612 | |
2511 | |
2613 | at = find_archetype("confusion"); |
|
|
2614 | tmp=present_arch_in_ob(at,op); |
|
|
2615 | if (tmp) { |
|
|
2616 | remove_ob(tmp); |
|
|
2617 | free_object(tmp); |
|
|
2618 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
|
|
2619 | } |
|
|
2620 | |
|
|
2621 | cure_disease(op,0); /* remove any disease */ |
|
|
2622 | op->stats.hp=op->stats.maxhp; |
|
|
2623 | if (op->stats.food<=0) op->stats.food=999; |
|
|
2624 | |
|
|
2625 | /* create a bodypart-trophy to make the winner happy */ |
2512 | /* create a bodypart-trophy to make the winner happy */ |
2626 | tmp=arch_to_object(find_archetype("finger")); |
2513 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2627 | if (tmp != NULL) |
2514 | { |
|
|
2515 | tmp->name = format ("%s's finger" , &op->name); |
|
|
2516 | tmp->name_pl = format ("%s's fingers", &op->name); |
|
|
2517 | tmp->msg = format ( |
|
|
2518 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2519 | &op->name, op->contr->title, |
|
|
2520 | (int)op->level, |
|
|
2521 | op->contr->killer_name () |
|
|
2522 | ); |
|
|
2523 | tmp->value = 0, tmp->type = 0; |
|
|
2524 | tmp->materialname = "organics"; |
|
|
2525 | tmp->insert_at (op, tmp); |
2628 | { |
2526 | } |
2629 | sprintf(buf,"%s's finger",op->name); |
2527 | |
2630 | tmp->name = add_string(buf); |
|
|
2631 | sprintf(buf," This finger has been cut off %s\n" |
|
|
2632 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2633 | op->name, op->contr->title, (int)(op->level), |
|
|
2634 | op->contr->killer); |
|
|
2635 | tmp->msg=add_string(buf); |
|
|
2636 | tmp->value=0, tmp->material=0, tmp->type=0; |
|
|
2637 | tmp->materialname = NULL; |
|
|
2638 | tmp->x = op->x, tmp->y = op->y; |
|
|
2639 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
2640 | } |
|
|
2641 | |
|
|
2642 | /* teleport defeated player to new destination*/ |
2528 | /* teleport defeated player to new destination */ |
2643 | transfer_ob(op, x, y, 0, NULL); |
2529 | transfer_ob (op, x, y, 0, NULL); |
2644 | op->contr->braced=0; |
2530 | op->contr->braced = 0; |
2645 | return; |
|
|
2646 | } |
|
|
2647 | |
2531 | |
|
|
2532 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
|
|
2533 | return; |
|
|
2534 | } |
|
|
2535 | |
|
|
2536 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2537 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2538 | |
2648 | INVOKE_PLAYER (DEATH, op->contr); |
2539 | INVOKE_PLAYER (DEATH, op->contr); |
2649 | |
2540 | |
2650 | command_kill_pets (op, 0); |
2541 | command_kill_pets (op, 0); |
2651 | |
2542 | |
2652 | if(op->stats.food<0) { |
2543 | op->contr->play_sound (sound_find ("player_dies")); |
2653 | if (op->contr->explore) { |
|
|
2654 | new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
|
|
2655 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2656 | op->stats.food=999; |
|
|
2657 | return; |
|
|
2658 | } |
|
|
2659 | sprintf(buf,"%s starved to death.",op->name); |
|
|
2660 | strcpy(op->contr->killer,"starvation"); |
|
|
2661 | } |
|
|
2662 | else { |
|
|
2663 | if (op->contr->explore) { |
|
|
2664 | new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
|
|
2665 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2666 | op->stats.hp=op->stats.maxhp; |
|
|
2667 | return; |
|
|
2668 | } |
|
|
2669 | sprintf(buf,"%s died.",op->name); |
|
|
2670 | } |
|
|
2671 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
|
|
2672 | |
2544 | |
2673 | /* save the map location for corpse, gravestone*/ |
2545 | /* save the map location for corpse, gravestone */ |
2674 | x=op->x;y=op->y;map=op->map; |
2546 | x = op->x; |
|
|
2547 | y = op->y; |
|
|
2548 | map = op->map; |
2675 | |
2549 | |
2676 | |
|
|
2677 | if (settings.not_permadeth == TRUE) { |
|
|
2678 | /* NOT_PERMADEATH code. This basically brings the character back to |
2550 | /* NOT_PERMADEATH code. This basically brings the character back to |
2679 | * life if they are dead - it takes some exp and a random stat. |
2551 | * life if they are dead - it takes some exp and a random stat. |
2680 | * See the config.h file for a little more in depth detail about this. |
2552 | * See the config.h file for a little more in depth detail about this. |
2681 | */ |
2553 | */ |
2682 | |
2554 | |
2683 | /* Basically two ways to go - remove a stat permanently, or just |
2555 | /* Basically two ways to go - remove a stat permanently, or just |
2684 | * make it depletion. This bunch of code deals with that aspect |
2556 | * make it depletion. This bunch of code deals with that aspect |
2685 | * of death. |
2557 | * of death. |
2686 | */ |
2558 | */ |
2687 | #ifndef COZY_SERVER |
2559 | #ifndef COZY_SERVER |
2688 | if (settings.balanced_stat_loss) { |
2560 | if (settings.balanced_stat_loss) |
|
|
2561 | { |
2689 | /* If stat loss is permanent, lose one stat only. */ |
2562 | /* If stat loss is permanent, lose one stat only. */ |
2690 | /* Lower level chars don't lose as many stats because they suffer |
2563 | /* Lower level chars don't lose as many stats because they suffer |
2691 | more if they do. */ |
2564 | more if they do. */ |
2692 | /* Higher level characters can afford things such as potions of |
2565 | /* Higher level characters can afford things such as potions of |
2693 | restoration, or better, stat potions. So we slug them that |
2566 | restoration, or better, stat potions. So we slug them that |
2694 | little bit harder. */ |
2567 | little bit harder. */ |
2695 | /* GD */ |
2568 | /* GD */ |
2696 | if (settings.stat_loss_on_death) |
2569 | if (settings.stat_loss_on_death) |
2697 | num_stats_lose = 1; |
2570 | num_stats_lose = 1; |
2698 | else |
2571 | else |
2699 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
2572 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2700 | } else { |
2573 | } |
|
|
2574 | else |
2701 | num_stats_lose = 1; |
2575 | num_stats_lose = 1; |
2702 | } |
2576 | |
2703 | lost_a_stat = 0; |
2577 | lost_a_stat = 0; |
2704 | |
2578 | |
2705 | for (z=0; z<num_stats_lose; z++) { |
2579 | for (z = 0; z < num_stats_lose; z++) |
2706 | i = RANDOM() % NUM_STATS; |
2580 | { |
|
|
2581 | i = rndm (NUM_STATS); |
2707 | |
2582 | |
2708 | if (settings.stat_loss_on_death) { |
2583 | if (settings.stat_loss_on_death) |
|
|
2584 | { |
2709 | /* Pick a random stat and take a point off it. Tell the player |
2585 | /* Pick a random stat and take a point off it. Tell the player |
2710 | * what he lost. |
2586 | * what he lost. |
2711 | */ |
2587 | */ |
2712 | change_attr_value(&(op->stats), i,-1); |
2588 | change_attr_value (&(op->stats), i, -1); |
2713 | check_stat_bounds(&(op->stats)); |
2589 | check_stat_bounds (&(op->stats)); |
2714 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2590 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2715 | check_stat_bounds(&(op->contr->orig_stats)); |
2591 | check_stat_bounds (&(op->contr->orig_stats)); |
2716 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2592 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2717 | lost_a_stat = 1; |
2593 | lost_a_stat = 1; |
2718 | } else { |
2594 | } |
|
|
2595 | else |
|
|
2596 | { |
2719 | /* deplete a stat */ |
2597 | /* deplete a stat */ |
2720 | archetype *deparch=find_archetype("depletion"); |
2598 | archetype *deparch = archetype::find ("depletion"); |
2721 | object *dep; |
2599 | object *dep; |
|
|
2600 | |
|
|
2601 | dep = present_arch_in_ob (deparch, op); |
|
|
2602 | if (!dep) |
2722 | |
2603 | { |
2723 | dep = present_arch_in_ob(deparch,op); |
|
|
2724 | if(!dep) { |
|
|
2725 | dep = arch_to_object(deparch); |
2604 | dep = arch_to_object (deparch); |
2726 | insert_ob_in_ob(dep, op); |
2605 | insert_ob_in_ob (dep, op); |
2727 | } |
|
|
2728 | lose_this_stat = 1; |
|
|
2729 | if (settings.balanced_stat_loss) { |
|
|
2730 | /* GD */ |
|
|
2731 | /* Get the stat that we're about to deplete. */ |
|
|
2732 | this_stat = get_attr_value(&(dep->stats), i); |
|
|
2733 | if (this_stat < 0) { |
|
|
2734 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
|
|
2735 | int keep_chance = this_stat * this_stat; |
|
|
2736 | /* Yes, I am paranoid. Sue me. */ |
|
|
2737 | if (keep_chance < 1) |
|
|
2738 | keep_chance = 1; |
|
|
2739 | |
|
|
2740 | /* There is a maximum depletion total per level. */ |
|
|
2741 | if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
|
|
2742 | lose_this_stat = 0; |
|
|
2743 | /* Take loss chance vs keep chance to see if we |
|
|
2744 | retain the stat. */ |
|
|
2745 | } else { |
|
|
2746 | if (random_roll(0, loss_chance + keep_chance-1, |
|
|
2747 | op, PREFER_LOW) < keep_chance) |
|
|
2748 | lose_this_stat = 0; |
|
|
2749 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2750 | this_stat, keep_chance, loss_chance, |
|
|
2751 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
2752 | } |
|
|
2753 | } |
|
|
2754 | } |
|
|
2755 | |
2606 | } |
2756 | if (lose_this_stat) { |
2607 | lose_this_stat = 1; |
|
|
2608 | if (settings.balanced_stat_loss) |
|
|
2609 | { |
|
|
2610 | /* GD */ |
|
|
2611 | /* Get the stat that we're about to deplete. */ |
2757 | this_stat = get_attr_value(&(dep->stats), i); |
2612 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2613 | if (this_stat < 0) |
|
|
2614 | { |
|
|
2615 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
2616 | int keep_chance = this_stat * this_stat; |
|
|
2617 | |
|
|
2618 | /* Yes, I am paranoid. Sue me. */ |
|
|
2619 | if (keep_chance < 1) |
|
|
2620 | keep_chance = 1; |
|
|
2621 | |
|
|
2622 | /* There is a maximum depletion total per level. */ |
|
|
2623 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
2624 | { |
|
|
2625 | lose_this_stat = 0; |
|
|
2626 | /* Take loss chance vs keep chance to see if we |
|
|
2627 | retain the stat. */ |
|
|
2628 | } |
|
|
2629 | else |
|
|
2630 | { |
|
|
2631 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
2632 | lose_this_stat = 0; |
|
|
2633 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2634 | this_stat, keep_chance, loss_chance, |
|
|
2635 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
2636 | } |
|
|
2637 | } |
|
|
2638 | } |
|
|
2639 | |
|
|
2640 | if (lose_this_stat) |
|
|
2641 | { |
|
|
2642 | this_stat = get_attr_value (&dep->stats, i); |
2758 | /* We could try to do something clever like find another |
2643 | /* We could try to do something clever like find another |
2759 | * stat to reduce if this fails. But chances are, if |
2644 | * stat to reduce if this fails. But chances are, if |
2760 | * stats have been depleted to -50, all are pretty low |
2645 | * stats have been depleted to -50, all are pretty low |
2761 | * and should be roughly the same, so it shouldn't make a |
2646 | * and should be roughly the same, so it shouldn't make a |
2762 | * difference. |
2647 | * difference. |
2763 | */ |
2648 | */ |
2764 | if (this_stat>=-50) { |
2649 | if (this_stat >= -50) |
|
|
2650 | { |
2765 | change_attr_value(&(dep->stats), i, -1); |
2651 | change_attr_value (&(dep->stats), i, -1); |
2766 | SET_FLAG(dep, FLAG_APPLIED); |
2652 | SET_FLAG (dep, FLAG_APPLIED); |
2767 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2653 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2768 | fix_player(op); |
2654 | op->update_stats (); |
2769 | lost_a_stat = 1; |
2655 | lost_a_stat = 1; |
2770 | } |
2656 | } |
2771 | } |
2657 | } |
|
|
2658 | } |
2772 | } |
2659 | } |
2773 | } |
2660 | |
2774 | /* If no stat lost, tell the player. */ |
2661 | /* If no stat lost, tell the player. */ |
2775 | if (!lost_a_stat) |
2662 | if (!lost_a_stat) |
2776 | { |
2663 | { |
2777 | /* determine_god() seems to not work sometimes... why is this? |
2664 | /* determine_god() seems to not work sometimes... why is this? |
2778 | Should I be using something else? GD */ |
2665 | Should I be using something else? GD */ |
2779 | const char *god = determine_god(op); |
2666 | shstr_tmp god = determine_god (op); |
2780 | if (god && (strcmp(god, "none"))) |
2667 | |
2781 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2668 | if (god != shstr_none) |
2782 | "moment you feel the holy presence of %s protecting" |
2669 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2783 | " you.", god); |
2670 | else |
2784 | else |
2671 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2785 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2786 | " feel a holy presence protecting you."); |
|
|
2787 | } |
2672 | } |
|
|
2673 | #else |
|
|
2674 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2788 | #endif |
2675 | #endif |
2789 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2790 | " feel a holy presence protecting you from losing yourself completely."); |
|
|
2791 | |
2676 | |
2792 | /* Put a gravestone up where the character 'almost' died. List the |
2677 | /* Put a gravestone up where the character 'almost' died. List the |
2793 | * exp loss on the stone. |
2678 | * exp loss on the stone. |
2794 | */ |
2679 | */ |
2795 | tmp=arch_to_object(find_archetype("gravestone")); |
2680 | tmp = arch_to_object (archetype::find ("gravestone")); |
2796 | sprintf(buf,"%s's gravestone",op->name); |
2681 | tmp->name = format ("%s's gravestone", &op->name); |
2797 | FREE_AND_COPY(tmp->name, buf); |
2682 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2798 | sprintf(buf,"%s's gravestones",op->name); |
2683 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2799 | FREE_AND_COPY(tmp->name_pl, buf); |
2684 | &op->name, op->contr->title, op->contr->killer_name ()); |
2800 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
|
|
2801 | "who was killed\n" |
|
|
2802 | "by %s.\n", |
|
|
2803 | op->name, op->contr->title, |
|
|
2804 | op->contr->killer); |
|
|
2805 | tmp->msg = add_string(buf); |
|
|
2806 | tmp->x=op->x,tmp->y=op->y; |
2685 | tmp->x = op->x, tmp->y = op->y; |
2807 | insert_ob_in_map (tmp, op->map, NULL,0); |
2686 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2808 | |
2687 | |
2809 | /**************************************/ |
2688 | /**************************************/ |
2810 | /* */ |
2689 | /* */ |
2811 | /* Subtract the experience points, */ |
2690 | /* Subtract the experience points, */ |
2812 | /* if we died cause of food, give us */ |
|
|
2813 | /* food, and reset HP's... */ |
|
|
2814 | /* */ |
2691 | /* */ |
2815 | /**************************************/ |
2692 | /**************************************/ |
2816 | |
2693 | |
2817 | /* remove any poisoning and confusion the character may be suffering.*/ |
|
|
2818 | /* restore player */ |
|
|
2819 | at = find_archetype("poisoning"); |
|
|
2820 | tmp=present_arch_in_ob(at,op); |
|
|
2821 | if (tmp) { |
|
|
2822 | remove_ob(tmp); |
|
|
2823 | free_object(tmp); |
|
|
2824 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
|
|
2825 | } |
|
|
2826 | |
|
|
2827 | at = find_archetype("confusion"); |
|
|
2828 | tmp=present_arch_in_ob(at,op); |
|
|
2829 | if (tmp) { |
|
|
2830 | remove_ob(tmp); |
|
|
2831 | free_object(tmp); |
|
|
2832 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
|
|
2833 | } |
|
|
2834 | cure_disease(op,0); /* remove any disease */ |
|
|
2835 | |
|
|
2836 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2694 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2837 | apply_death_exp_penalty(op); |
2695 | apply_death_exp_penalty (op); |
2838 | if(op->stats.food < 100) op->stats.food = 900; |
|
|
2839 | op->stats.hp = op->stats.maxhp; |
|
|
2840 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
|
|
2841 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
|
|
2842 | |
2696 | |
2843 | /* |
2697 | /* |
2844 | * Check to see if the player is in a shop. IF so, then check to see if |
2698 | * Check to see if the player has any unpaid items. If so, remove them |
2845 | * the player has any unpaid items. If so, remove them and put them back |
2699 | * and put them back in the map. |
2846 | * in the map. |
2700 | */ |
2847 | */ |
2701 | op->drop_unpaid_items (); |
2848 | |
2702 | |
2849 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
|
|
2850 | if (tmp->type == SHOP_FLOOR) { |
|
|
2851 | remove_unpaid_objects(op->inv, op); |
|
|
2852 | break; |
|
|
2853 | } |
|
|
2854 | } |
|
|
2855 | |
|
|
2856 | |
|
|
2857 | /****************************************/ |
2703 | /****************************************/ |
2858 | /* */ |
2704 | /* */ |
2859 | /* Move player to his current respawn- */ |
2705 | /* Move player to his current respawn- */ |
2860 | /* position (usually last savebed) */ |
2706 | /* position (usually last savebed) */ |
2861 | /* */ |
2707 | /* */ |
2862 | /****************************************/ |
2708 | /****************************************/ |
2863 | |
2709 | |
2864 | enter_player_savebed(op); |
2710 | enter_player_savebed (op); |
2865 | |
2711 | |
2866 | /* Save the player before inserting the force to reduce |
|
|
2867 | * chance of abuse. |
|
|
2868 | */ |
|
|
2869 | op->contr->braced=0; |
2712 | op->contr->braced = 0; |
2870 | save_player(op,1); |
|
|
2871 | |
2713 | |
2872 | /* it is possible that the player has blown something up |
2714 | /* it is possible that the player has blown something up |
2873 | * at his savebed location, and that can have long lasting |
2715 | * at his savebed location, and that can have long lasting |
2874 | * spell effects. So first see if there is a spell effect |
2716 | * spell effects. So first see if there is a spell effect |
2875 | * on the space that might harm the player. |
2717 | * on the space that might harm the player. |
2876 | */ |
2718 | */ |
2877 | will_kill_again=0; |
2719 | will_kill_again = 0; |
2878 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2720 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2879 | if (tmp->type ==SPELL_EFFECT) |
2721 | if (tmp->type == SPELL_EFFECT) |
2880 | will_kill_again|=tmp->attacktype; |
2722 | will_kill_again |= tmp->attacktype; |
2881 | } |
2723 | |
2882 | if (will_kill_again) { |
2724 | if (will_kill_again) |
|
|
2725 | { |
2883 | object *force; |
2726 | object *force; |
2884 | int at; |
2727 | int at; |
2885 | |
2728 | |
2886 | force=get_archetype(FORCE_NAME); |
2729 | force = get_archetype (FORCE_NAME); |
2887 | /* 50 ticks should be enough time for the spell to abate */ |
2730 | /* 50 ticks should be enough time for the spell to abate */ |
2888 | force->speed=0.1; |
2731 | force->speed = 0.1f; |
2889 | force->speed_left=-5.0; |
2732 | force->speed_left = -5.f; |
2890 | SET_FLAG(force, FLAG_APPLIED); |
2733 | SET_FLAG (force, FLAG_APPLIED); |
2891 | for (at=0; at<NROFATTACKS; at++) { |
2734 | for (at = 0; at < NROFATTACKS; at++) |
2892 | if (will_kill_again & (1 << at)) |
2735 | if (will_kill_again & (1 << at)) |
2893 | force->resist[at] = 100; |
2736 | force->resist[at] = 100; |
2894 | } |
2737 | |
2895 | insert_ob_in_ob(force, op); |
2738 | insert_ob_in_ob (force, op); |
2896 | fix_player(op); |
2739 | op->update_stats (); |
2897 | |
|
|
2898 | } |
|
|
2899 | /**************************************/ |
|
|
2900 | /* */ |
|
|
2901 | /* Repaint the characters inv, and */ |
|
|
2902 | /* stats, and show a nasty message ;) */ |
|
|
2903 | /* */ |
|
|
2904 | /**************************************/ |
|
|
2905 | |
|
|
2906 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
|
|
2907 | return; |
|
|
2908 | } /* NOT_PERMADETH */ |
|
|
2909 | else { |
|
|
2910 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
2911 | * should probably be embedded in an else statement. |
|
|
2912 | */ |
|
|
2913 | |
|
|
2914 | op->contr->party=NULL; |
|
|
2915 | if (settings.set_title == TRUE) |
|
|
2916 | op->contr->own_title[0]='\0'; |
|
|
2917 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
|
|
2918 | check_score(op); |
|
|
2919 | if(op->contr->ranges[range_golem]!=NULL) { |
|
|
2920 | remove_friendly_object(op->contr->ranges[range_golem]); |
|
|
2921 | remove_ob(op->contr->ranges[range_golem]); |
|
|
2922 | free_object(op->contr->ranges[range_golem]); |
|
|
2923 | op->contr->ranges[range_golem]=NULL; |
|
|
2924 | op->contr->golem_count=0; |
|
|
2925 | } |
|
|
2926 | loot_object(op); /* Remove some of the items for good */ |
|
|
2927 | remove_ob(op); |
|
|
2928 | op->direction=0; |
|
|
2929 | |
|
|
2930 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
|
|
2931 | delete_character(op->name,0); |
|
|
2932 | if (settings.resurrection == TRUE) { |
|
|
2933 | /* save playerfile sans equipment when player dies |
|
|
2934 | ** then save it as player.pl.dead so that future resurrection |
|
|
2935 | ** type spells will work on them nicely |
|
|
2936 | */ |
|
|
2937 | delete_character(op->name,0); |
|
|
2938 | op->stats.hp = op->stats.maxhp; |
|
|
2939 | op->stats.food = 999; |
|
|
2940 | |
|
|
2941 | /* set the location of where the person will reappear when */ |
|
|
2942 | /* maybe resurrection code should fix map also */ |
|
|
2943 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
|
|
2944 | if(op->map!=NULL) |
|
|
2945 | op->map = NULL; |
|
|
2946 | op->x = settings.emergency_x; |
|
|
2947 | op->y = settings.emergency_y; |
|
|
2948 | save_player(op,0); |
|
|
2949 | op->map = map; |
|
|
2950 | /* please see resurrection.c: peterm */ |
|
|
2951 | dead_player(op); |
|
|
2952 | } else { |
|
|
2953 | delete_character(op->name,1); |
|
|
2954 | } |
2740 | } |
2955 | } |
|
|
2956 | play_again(op); |
|
|
2957 | |
2741 | |
2958 | /* peterm: added to create a corpse at deathsite. */ |
2742 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2959 | tmp=arch_to_object(find_archetype("corpse_pl")); |
|
|
2960 | sprintf(buf,"%s", op->name); |
|
|
2961 | FREE_AND_COPY(tmp->name, buf); |
|
|
2962 | FREE_AND_COPY(tmp->name_pl, buf); |
|
|
2963 | tmp->level=op->level; |
|
|
2964 | tmp->x=x;tmp->y=y; |
|
|
2965 | if (tmp->msg) |
|
|
2966 | free_string(tmp->msg); |
|
|
2967 | tmp->msg = add_string (gravestone_text(op)); |
|
|
2968 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
2969 | insert_ob_in_map (tmp, map, NULL,0); |
|
|
2970 | } |
|
|
2971 | } |
2743 | } |
2972 | |
2744 | |
2973 | |
2745 | void |
2974 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
2746 | loot_object (object *op) |
|
|
2747 | { /* Grab and destroy some treasure */ |
2975 | object *tmp,*tmp2,*next; |
2748 | object *tmp, *tmp2, *next; |
2976 | |
2749 | |
2977 | if (op->container) { /* close open sack first */ |
2750 | op->close_container (); /* close open sack first */ |
2978 | esrv_apply_container (op, op->container); |
|
|
2979 | } |
|
|
2980 | |
2751 | |
2981 | for(tmp=op->inv;tmp!=NULL;tmp=next) { |
2752 | for (tmp = op->inv; tmp; tmp = next) |
|
|
2753 | { |
2982 | next=tmp->below; |
2754 | next = tmp->below; |
2983 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
2755 | |
2984 | remove_ob(tmp); |
2756 | if (tmp->invisible) |
|
|
2757 | continue; |
|
|
2758 | |
|
|
2759 | tmp->remove (); |
2985 | tmp->x=op->x,tmp->y=op->y; |
2760 | tmp->x = op->x, tmp->y = op->y; |
2986 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
2761 | |
2987 | loot_object(tmp); |
2762 | if (tmp->type == CONTAINER) |
2988 | } |
2763 | loot_object (tmp); /* empty container to ground */ |
2989 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
2764 | |
2990 | || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
2765 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
|
|
2766 | { |
2991 | if(tmp->nrof>1) { |
2767 | if (tmp->nrof > 1) |
2992 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
2768 | { |
2993 | free_object(tmp2); |
2769 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2994 | insert_ob_in_map(tmp,op->map,NULL,0); |
2770 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
2771 | } |
|
|
2772 | else |
|
|
2773 | tmp->destroy (); |
|
|
2774 | } |
2995 | } else |
2775 | else |
2996 | free_object(tmp); |
|
|
2997 | } else |
|
|
2998 | insert_ob_in_map(tmp,op->map,NULL,0); |
2776 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2999 | } |
2777 | } |
3000 | } |
2778 | } |
3001 | |
2779 | |
3002 | /* |
2780 | /* |
3003 | * fix_weight(): Check recursively the weight of all players, and fix |
2781 | * fix_weight(): Check recursively the weight of all players, and fix |
3004 | * what needs to be fixed. Refresh windows and fix speed if anything |
2782 | * what needs to be fixed. Refresh windows and fix speed if anything |
3005 | * was changed. |
2783 | * was changed. |
3006 | */ |
2784 | */ |
3007 | |
2785 | void |
3008 | void fix_weight(void) { |
2786 | fix_weight (void) |
3009 | player *pl; |
2787 | { |
3010 | for (pl = first_player; pl != NULL; pl = pl->next) { |
2788 | for_all_players (pl) |
3011 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
2789 | { |
3012 | if(old == sum) |
2790 | sint32 old = pl->ob->carrying; |
3013 | continue; |
2791 | |
3014 | fix_player(pl->ob); |
2792 | pl->ob->update_weight (); |
3015 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
2793 | |
3016 | pl->ob->name, old, sum); |
2794 | if (old != pl->ob->carrying) |
|
|
2795 | { |
|
|
2796 | pl->ob->update_stats (); |
|
|
2797 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2798 | } |
3017 | } |
2799 | } |
3018 | } |
2800 | } |
3019 | |
2801 | |
|
|
2802 | void |
3020 | void fix_luck(void) { |
2803 | fix_luck (void) |
3021 | player *pl; |
2804 | { |
3022 | for (pl = first_player; pl != NULL; pl = pl->next) |
2805 | for_all_players (pl) |
3023 | if (!pl->ob->contr->state) |
2806 | if (!pl->ob->contr->ns->state) |
3024 | change_luck(pl->ob, 0); |
2807 | pl->ob->change_luck (0); |
3025 | } |
2808 | } |
3026 | |
|
|
3027 | |
2809 | |
3028 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2810 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3029 | * This is much simpler in the new spell code - we basically |
2811 | * This is much simpler in the new spell code - we basically |
3030 | * just treat this as any other spell casting object. |
2812 | * just treat this as any other spell casting object. |
3031 | */ |
2813 | */ |
3032 | |
|
|
3033 | void |
2814 | void |
3034 | cast_dust (object * op, object * throw_ob, int dir) |
2815 | cast_dust (object *op, object *throw_ob, int dir) |
3035 | { |
2816 | { |
3036 | object *skop, *spob; |
2817 | object *skop, *spob; |
3037 | |
2818 | |
3038 | skop = find_skill_by_name (op, throw_ob->skill); |
2819 | skop = find_skill_by_name (op, throw_ob->skill); |
3039 | |
2820 | |
3040 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
2821 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3041 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
2822 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3042 | { |
2823 | { |
3043 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", |
2824 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
3044 | op->name); |
|
|
3045 | return; |
2825 | return; |
3046 | } |
2826 | } |
3047 | |
2827 | |
3048 | spob = throw_ob->inv; |
2828 | spob = throw_ob->inv; |
3049 | |
2829 | |
3050 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
2830 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3051 | // not pass NULL to cast_spell (which did indeed check itself, but |
2831 | // not pass NULL to cast_spell (which did indeed check itself, but |
3052 | // errors should be reported as early as possible IMHO) |
2832 | // errors should be reported as early as possible IMHO) |
3053 | if (!spob) |
2833 | if (!spob) |
3054 | { |
2834 | { |
3055 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", |
2835 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
3056 | throw_ob->name, op->name); |
|
|
3057 | return; |
2836 | return; |
3058 | } |
2837 | } |
3059 | |
2838 | |
3060 | if (op->type == PLAYER) |
2839 | if (op->type == PLAYER) |
3061 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); |
2840 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3062 | |
2841 | |
3063 | cast_spell (op, throw_ob, dir, spob, NULL); |
2842 | cast_spell (op, throw_ob, dir, spob, NULL); |
3064 | |
2843 | |
3065 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
2844 | throw_ob->destroy (); |
3066 | remove_ob (throw_ob); |
|
|
3067 | free_object (throw_ob); |
|
|
3068 | } |
2845 | } |
3069 | |
2846 | |
|
|
2847 | void |
3070 | void make_visible (object *op) { |
2848 | make_visible (object *op) |
3071 | op->hide = 0; |
2849 | { |
|
|
2850 | op->flag [FLAG_HIDDEN] = 0; |
3072 | op->invisible = 0; |
2851 | op->invisible = 0; |
3073 | if(op->type==PLAYER) { |
|
|
3074 | op->contr->tmp_invis = 0; |
|
|
3075 | if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
|
|
3076 | } |
|
|
3077 | update_object(op,UP_OBJ_FACE); |
|
|
3078 | } |
|
|
3079 | |
2852 | |
3080 | int is_true_undead(object *op) { |
|
|
3081 | object *tmp=NULL; |
|
|
3082 | |
|
|
3083 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
|
|
3084 | |
|
|
3085 | if(op->type==PLAYER) |
2853 | if (op->type == PLAYER) |
3086 | for(tmp=op->inv;tmp;tmp=tmp->below) |
2854 | { |
3087 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
2855 | op->contr->tmp_invis = 0; |
3088 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
2856 | op->contr->invis_race = 0; |
|
|
2857 | } |
|
|
2858 | |
|
|
2859 | update_object (op, UP_OBJ_CHANGE); |
|
|
2860 | } |
|
|
2861 | |
|
|
2862 | int |
|
|
2863 | is_true_undead (object *op) |
|
|
2864 | { |
|
|
2865 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
|
|
2866 | return 1; |
|
|
2867 | |
3089 | return 0; |
2868 | return 0; |
3090 | } |
2869 | } |
3091 | |
2870 | |
3092 | /* look at the surrounding terrain to determine |
2871 | /* look at the surrounding terrain to determine |
3093 | * the hideability of this object. Positive levels |
2872 | * the hideability of this object. Positive levels |
3094 | * indicate greater hideability. |
2873 | * indicate greater hideability. |
3095 | */ |
2874 | */ |
3096 | |
2875 | int |
3097 | int hideability(object *ob) { |
2876 | hideability (object *ob) |
|
|
2877 | { |
3098 | int i,level=0, mflag; |
2878 | int i, level = 0, mflag; |
3099 | sint16 x,y; |
2879 | sint16 x, y; |
3100 | |
2880 | |
3101 | if(!ob||!ob->map) return 0; |
2881 | if (!ob || !ob->map) |
|
|
2882 | return 0; |
3102 | |
2883 | |
3103 | /* so, on normal lighted maps, its hard to hide */ |
2884 | /* so, on normal lighted maps, its hard to hide */ |
3104 | level=ob->map->darkness - 2; |
2885 | level = ob->map->darklevel () - 2; |
3105 | |
2886 | |
3106 | /* this also picks up whether the object is glowing. |
2887 | /* this also picks up whether the object is glowing. |
3107 | * If you carry a light on a non-dark map, its not |
2888 | * If you carry a light on a non-dark map, its not |
3108 | * as bad as carrying a light on a pitch dark map */ |
2889 | * as bad as carrying a light on a pitch dark map */ |
3109 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
2890 | if (ob->has_carried_lights ()) |
|
|
2891 | level = -(10 + (2 * ob->map->darklevel ())); |
3110 | |
2892 | |
3111 | /* scan through all nearby squares for terrain to hide in */ |
2893 | /* scan through all nearby squares for terrain to hide in */ |
3112 | for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
2894 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2895 | i <= SIZEOFFREE1; |
|
|
2896 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
|
|
2897 | { |
3113 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
2898 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3114 | if (mflag & P_OUT_OF_MAP) { continue; } |
2899 | if (mflag & P_OUT_OF_MAP) |
|
|
2900 | continue; |
|
|
2901 | |
3115 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2902 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3116 | level += 2; |
2903 | level += 2; |
3117 | else /* open terrain! */ |
2904 | else /* open terrain! */ |
3118 | level -= 1; |
2905 | level -= 1; |
3119 | } |
2906 | } |
3120 | |
2907 | |
3121 | #if 0 |
2908 | #if 0 |
3122 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
2909 | LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
3123 | #endif |
2910 | #endif |
3124 | return level; |
2911 | return level; |
3125 | } |
2912 | } |
3126 | |
2913 | |
3127 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2914 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3128 | * every time they move - as we subtract off 'invisibility' |
2915 | * every time they move - as we subtract off 'invisibility' |
3129 | * AND, for players, if they move into a ridiculously unhideable |
2916 | * AND, for players, if they move into a ridiculously unhideable |
3130 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2917 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3131 | */ |
2918 | */ |
3132 | |
2919 | void |
3133 | void do_hidden_move (object *op) { |
2920 | do_hidden_move (object *op) |
3134 | int hide=0, num=random_roll(0, 19, op, PREFER_LOW); |
2921 | { |
3135 | object *skop; |
2922 | int hide = 0; |
3136 | |
2923 | |
3137 | if(!op || !op->map) return; |
2924 | if (!op || !op->map) |
|
|
2925 | return; |
3138 | |
2926 | |
3139 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
2927 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2928 | int num = random_roll (0, 19, op, PREFER_LOW); |
3140 | |
2929 | |
3141 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2930 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3142 | if(op->type==PLAYER && op->contr->run_on) { |
2931 | if (op->type == PLAYER && op->contr->run_on) |
3143 | if(!skop || num >= skop->level) { |
2932 | if (!skop || num >= skop->level) |
|
|
2933 | { |
3144 | new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
2934 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3145 | make_visible(op); |
2935 | make_visible (op); |
3146 | return; |
2936 | return; |
3147 | } else num += 20; |
|
|
3148 | } |
2937 | } |
|
|
2938 | else |
|
|
2939 | num += 20; |
|
|
2940 | |
3149 | num += op->map->difficulty; |
2941 | num += op->map->difficulty; |
3150 | hide = hideability(op); /* modify by terrain hidden level */ |
2942 | hide = hideability (op); /* modify by terrain hidden level */ |
3151 | num -= hide; |
2943 | num -= hide; |
|
|
2944 | |
3152 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
2945 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
|
|
2946 | { |
3153 | make_visible(op); |
2947 | make_visible (op); |
3154 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
2948 | |
3155 | "You moved out of hiding! You are visible!"); |
2949 | if (op->type == PLAYER) |
|
|
2950 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3156 | } |
2951 | } |
3157 | else if (op->type == PLAYER && skop) { |
2952 | else if (op->type == PLAYER && skop) |
3158 | change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
2953 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3159 | } |
|
|
3160 | } |
2954 | } |
3161 | |
2955 | |
3162 | /* determine if who is standing near a hostile creature. */ |
2956 | /* determine if who is standing near a hostile creature. */ |
3163 | |
2957 | |
|
|
2958 | int |
3164 | int stand_near_hostile( object *who ) { |
2959 | stand_near_hostile (object *who) |
|
|
2960 | { |
3165 | object *tmp=NULL; |
2961 | object *tmp = NULL; |
3166 | int i,friendly=0,player=0, mflags; |
2962 | int i, friendly = 0, player = 0, mflags; |
3167 | mapstruct *m; |
2963 | maptile *m; |
3168 | sint16 x,y; |
2964 | sint16 x, y; |
3169 | |
2965 | |
3170 | if(!who) return 0; |
2966 | if (!who) |
3171 | |
|
|
3172 | if(who->type==PLAYER) player=1; |
|
|
3173 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
|
|
3174 | |
|
|
3175 | /* search adjacent squares */ |
|
|
3176 | for(i=1;i<9;i++) { |
|
|
3177 | x = who->x+freearr_x[i]; |
|
|
3178 | y = who->y+freearr_y[i]; |
|
|
3179 | m = who->map; |
|
|
3180 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
3181 | /* space must be blocked if there is a monster. If not |
|
|
3182 | * blocked, don't need to check this space. |
|
|
3183 | */ |
|
|
3184 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
3185 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
|
|
3186 | |
|
|
3187 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
|
|
3188 | if((player||friendly) |
|
|
3189 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
|
|
3190 | return 1; |
|
|
3191 | else if(tmp->type==PLAYER) |
|
|
3192 | { |
|
|
3193 | /*don't let a hidden DM prevent you from hiding*/ |
|
|
3194 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3195 | return 1; |
|
|
3196 | } |
|
|
3197 | } |
|
|
3198 | } |
|
|
3199 | return 0; |
2967 | return 0; |
|
|
2968 | |
|
|
2969 | if (who->type == PLAYER) |
|
|
2970 | player = 1; |
|
|
2971 | |
|
|
2972 | else |
|
|
2973 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
|
|
2974 | |
|
|
2975 | /* search adjacent squares */ |
|
|
2976 | for (i = 1; i < 9; i++) |
|
|
2977 | { |
|
|
2978 | x = who->x + freearr_x[i]; |
|
|
2979 | y = who->y + freearr_y[i]; |
|
|
2980 | m = who->map; |
|
|
2981 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
2982 | /* space must be blocked if there is a monster. If not |
|
|
2983 | * blocked, don't need to check this space. |
|
|
2984 | */ |
|
|
2985 | if (mflags & P_OUT_OF_MAP) |
|
|
2986 | continue; |
|
|
2987 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
2988 | continue; |
|
|
2989 | |
|
|
2990 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
2991 | { |
|
|
2992 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
2993 | return 1; |
|
|
2994 | else if (tmp->type == PLAYER) |
|
|
2995 | { |
|
|
2996 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2997 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
2998 | return 1; |
|
|
2999 | } |
|
|
3000 | } |
|
|
3001 | } |
|
|
3002 | return 0; |
3200 | } |
3003 | } |
3201 | |
3004 | |
3202 | /* check the player los field for viewability of the |
3005 | /* check the player los field for viewability of the |
3203 | * object op. This function works fine for monsters, |
3006 | * object op. This function works fine for monsters, |
3204 | * but we dont worry if the object isnt the top one in |
3007 | * but we dont worry if the object isnt the top one in |
3205 | * a pile (say a coin under a table would return "viewable" |
3008 | * a pile (say a coin under a table would return "viewable" |
3206 | * by this routine). Another question, should we be |
3009 | * by this routine). Another question, should we be |
3207 | * concerned with the direction the player is looking |
3010 | * concerned with the direction the player is looking |
3208 | * in? Realistically, most of use cant see stuff behind |
3011 | * in? Realistically, most of us can't see stuff behind |
3209 | * our backs...on the other hand, does the "facing" direction |
3012 | * our backs...on the other hand, does the "facing" direction |
3210 | * imply the way your head, or body is facing? Its possible |
3013 | * imply the way your head, or body is facing? It's possible |
3211 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3014 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3212 | * -b.t. |
3015 | * -b.t. |
3213 | * This function is now map tiling safe. |
3016 | * This function is now map tiling safe. |
3214 | */ |
3017 | */ |
3215 | |
3018 | int |
3216 | int player_can_view (object *pl,object *op) { |
3019 | player_can_view (object *pl, object *op) |
|
|
3020 | { |
3217 | rv_vector rv; |
3021 | rv_vector rv; |
3218 | int dx,dy; |
3022 | int dx, dy; |
3219 | |
3023 | |
3220 | if(pl->type!=PLAYER) { |
3024 | if (pl->type != PLAYER) |
|
|
3025 | { |
3221 | LOG(llevError,"player_can_view() called for non-player object\n"); |
3026 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3222 | return -1; |
|
|
3223 | } |
|
|
3224 | if (!pl || !op) return 0; |
|
|
3225 | |
|
|
3226 | if(op->head) { op = op->head; } |
|
|
3227 | get_rangevector(pl, op, &rv, 0x1); |
|
|
3228 | |
|
|
3229 | /* starting with the 'head' part, lets loop |
|
|
3230 | * through the object and find if it has any |
|
|
3231 | * part that is in the los array but isnt on |
|
|
3232 | * a blocked los square. |
|
|
3233 | * we use the archetype to figure out offsets. |
|
|
3234 | */ |
|
|
3235 | while(op) { |
|
|
3236 | dx = rv.distance_x + op->arch->clone.x; |
|
|
3237 | dy = rv.distance_y + op->arch->clone.y; |
|
|
3238 | |
|
|
3239 | /* only the viewable area the player sees is updated by LOS |
|
|
3240 | * code, so we need to restrict ourselves to that range of values |
|
|
3241 | * for any meaningful values. |
|
|
3242 | */ |
|
|
3243 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
|
|
3244 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
|
|
3245 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
|
|
3246 | return 1; |
3027 | return -1; |
3247 | op = op->more; |
|
|
3248 | } |
3028 | } |
|
|
3029 | |
|
|
3030 | if (!pl || !op) |
3249 | return 0; |
3031 | return 0; |
3250 | } |
|
|
3251 | |
3032 | |
3252 | /* routine for both players and monsters. We call this when |
3033 | op = op->head_ (); |
3253 | * there is a possibility for our action distrubing our hiding |
3034 | |
3254 | * place or invisiblity spell. Artefact invisiblity is not |
3035 | get_rangevector (pl, op, &rv, 0x1); |
3255 | * effected by this. If we arent invisible to begin with, we |
3036 | |
3256 | * return 0. |
3037 | /* starting with the 'head' part, lets loop |
|
|
3038 | * through the object and find if it has any |
|
|
3039 | * part that is in the los array but isn't on |
|
|
3040 | * a blocked los square. |
|
|
3041 | * we use the archetype to figure out offsets. |
3257 | */ |
3042 | */ |
3258 | int action_makes_visible (object *op) { |
3043 | while (op) |
|
|
3044 | { |
|
|
3045 | dx = rv.distance_x + op->arch->x; |
|
|
3046 | dy = rv.distance_y + op->arch->y; |
3259 | |
3047 | |
3260 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3048 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3261 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
|
|
3262 | return 0; |
|
|
3263 | |
|
|
3264 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
|
|
3265 | |
|
|
3266 | /* If monsters, they should become visible */ |
|
|
3267 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
|
|
3268 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
|
|
3269 | return 1; |
3049 | return 1; |
3270 | } |
3050 | |
|
|
3051 | op = op->more; |
3271 | } |
3052 | } |
|
|
3053 | |
3272 | return 0; |
3054 | return 0; |
3273 | } |
3055 | } |
3274 | |
3056 | |
3275 | /* op_on_battleground - checks if the given object op (usually |
3057 | /* op_on_battleground - checks if the given object op (usually |
3276 | * a player) is standing on a valid battleground-tile, |
3058 | * a player) is standing on a valid battleground-tile, |
3277 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3059 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3278 | * -exit-coord. (and if x, y not NULL) |
3060 | * -exit-coord. (and if x, y not NULL) |
3279 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3061 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3280 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3062 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3281 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3063 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3282 | */ |
3064 | */ |
|
|
3065 | int |
3283 | int op_on_battleground (object *op, int *x, int *y) { |
3066 | op_on_battleground (object *op, int *x, int *y) |
3284 | object *tmp; |
3067 | { |
3285 | |
|
|
3286 | /* A battleground-tile needs the following attributes to be valid: |
3068 | /* A battleground-tile needs the following attributes to be valid: |
3287 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3069 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3288 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3070 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3289 | * and the exit-coordinates sp/hp must both be > 0. |
3071 | * and the exit-coordinates sp/hp must both be > 0. |
3290 | * => The intention here is to prevent abuse of the battleground- |
3072 | * => The intention here is to prevent abuse of the battleground- |
3291 | * feature (like pickable or hidden battleground tiles). */ |
3073 | * feature (like pickable or hidden battleground tiles). */ |
3292 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3074 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
|
|
3075 | { |
3293 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3076 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
3077 | { |
3294 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3078 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3295 | strcmp(tmp->name, "battleground")==0 && |
3079 | && tmp->type == BATTLEGROUND |
3296 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3080 | && tmp->name == shstr_battleground |
|
|
3081 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
|
|
3082 | { |
3297 | /*before we assign the exit, check if this is a teambattle*/ |
3083 | /* before we assign the exit, check if this is a teambattle */ |
3298 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3084 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3299 | object *invtmp; |
3085 | { |
3300 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3086 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3301 | if(invtmp->type==FORCE && invtmp->slaying && |
3087 | { |
3302 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
3088 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3303 | if (x != NULL && y != NULL) |
3089 | { |
|
|
3090 | if (x && y) |
3304 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
3091 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3092 | |
|
|
3093 | return 1; |
|
|
3094 | } |
|
|
3095 | } |
|
|
3096 | } |
|
|
3097 | |
|
|
3098 | if (x && y) |
|
|
3099 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3100 | |
3305 | return 1; |
3101 | return 1; |
3306 | } |
3102 | } |
3307 | } |
3103 | } |
3308 | } |
|
|
3309 | if (x != NULL && y != NULL) |
|
|
3310 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
|
|
3311 | return 1; |
|
|
3312 | } |
3104 | } |
3313 | } |
3105 | |
3314 | } |
|
|
3315 | /* If we got here, did not find a battleground */ |
3106 | /* If we got here, did not find a battleground */ |
3316 | return 0; |
3107 | return 0; |
3317 | } |
3108 | } |
3318 | |
3109 | |
3319 | /* |
3110 | /* |
… | |
… | |
3323 | * attributes: |
3114 | * attributes: |
3324 | * object *who the dragon player |
3115 | * object *who the dragon player |
3325 | * int atnr the attack-number of the ability focus |
3116 | * int atnr the attack-number of the ability focus |
3326 | * int level ability level |
3117 | * int level ability level |
3327 | */ |
3118 | */ |
|
|
3119 | void |
3328 | void dragon_ability_gain(object *who, int atnr, int level) { |
3120 | dragon_ability_gain (object *who, int atnr, int level) |
|
|
3121 | { |
3329 | treasurelist *trlist = NULL; /* treasurelist */ |
3122 | treasurelist *trlist = NULL; /* treasurelist */ |
3330 | treasure *tr; /* treasure */ |
3123 | treasure *tr; /* treasure */ |
3331 | object *tmp,*skop; /* tmp. object */ |
3124 | object *tmp, *skop; /* tmp. object */ |
3332 | object *item; /* treasure object */ |
3125 | object *item; /* treasure object */ |
3333 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3126 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3334 | int i=0, j=0; |
3127 | int i = 0, j = 0; |
3335 | |
3128 | |
3336 | /* get the appropriate treasurelist */ |
3129 | /* get the appropriate treasurelist */ |
3337 | if (atnr == ATNR_FIRE) |
3130 | if (atnr == ATNR_FIRE) |
3338 | trlist = find_treasurelist("dragon_ability_fire"); |
3131 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3339 | else if (atnr == ATNR_COLD) |
3132 | else if (atnr == ATNR_COLD) |
3340 | trlist = find_treasurelist("dragon_ability_cold"); |
3133 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3341 | else if (atnr == ATNR_ELECTRICITY) |
3134 | else if (atnr == ATNR_ELECTRICITY) |
3342 | trlist = find_treasurelist("dragon_ability_elec"); |
3135 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3343 | else if (atnr == ATNR_POISON) |
3136 | else if (atnr == ATNR_POISON) |
3344 | trlist = find_treasurelist("dragon_ability_poison"); |
3137 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3345 | |
3138 | |
3346 | if (trlist == NULL || who->type != PLAYER) |
3139 | if (trlist == NULL || who->type != PLAYER) |
3347 | return; |
3140 | return; |
3348 | |
3141 | |
3349 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3142 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3350 | tr = tr->next, i++); |
3143 | |
3351 | |
3144 | if (!tr || !tr->item) |
3352 | if (tr == NULL || tr->item == NULL) { |
3145 | { |
3353 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3146 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3354 | return; |
3147 | return; |
3355 | } |
3148 | } |
3356 | |
3149 | |
3357 | /* everything seems okay - now bring on the gift: */ |
3150 | /* everything seems okay - now bring on the gift: */ |
3358 | item = &(tr->item->clone); |
3151 | item = tr->item; |
3359 | |
3152 | |
3360 | if (item->type == SPELL) { |
3153 | if (item->type == SPELL) |
|
|
3154 | { |
3361 | if (check_spell_known (who, item->name)) |
3155 | if (check_spell_known (who, item->name)) |
3362 | return; |
3156 | return; |
3363 | |
3157 | |
3364 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); |
3158 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3365 | do_learn_spell (who, item, 0); |
3159 | do_learn_spell (who, item, 0); |
3366 | return; |
3160 | return; |
3367 | } |
3161 | } |
3368 | |
3162 | |
3369 | /* grant direct spell */ |
3163 | /* grant direct spell */ |
3370 | if (item->type == SPELLBOOK) { |
3164 | if (item->type == SPELLBOOK) |
|
|
3165 | { |
3371 | if (!item->inv) { |
3166 | if (!item->inv) |
|
|
3167 | { |
3372 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", |
3168 | LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
3373 | item->name); |
|
|
3374 | return; |
3169 | return; |
3375 | } |
3170 | } |
3376 | if (check_spell_known (who, item->inv->name)) |
3171 | if (check_spell_known (who, item->inv->name)) |
3377 | return; |
3172 | return; |
3378 | if (item->invisible) { |
3173 | if (item->invisible) |
|
|
3174 | { |
3379 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); |
3175 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3380 | do_learn_spell (who, item->inv, 0); |
3176 | do_learn_spell (who, item->inv, 0); |
3381 | return; |
3177 | return; |
3382 | } |
3178 | } |
3383 | } |
3179 | } |
3384 | else if (item->type == SKILL_TOOL && item->invisible) { |
3180 | else if (item->type == SKILL_TOOL && item->invisible) |
|
|
3181 | { |
3385 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3182 | if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
|
|
3183 | { |
3386 | |
3184 | |
3387 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3185 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3388 | * in this way, if the player is missing any of the attacktypes, he gets |
3186 | * in this way, if the player is missing any of the attacktypes, he gets |
3389 | * them. As it is now, if the player has any that match the granted skill, |
3187 | * them. As it is now, if the player has any that match the granted skill, |
3390 | * but not all of them, he gets nothing. |
3188 | * but not all of them, he gets nothing. |
3391 | */ |
3189 | */ |
3392 | if (!(skop->attacktype & item->attacktype)) { |
3190 | if (!(skop->attacktype & item->attacktype)) |
|
|
3191 | { |
3393 | /* Give new attacktype */ |
3192 | /* Give new attacktype */ |
3394 | skop->attacktype |= item->attacktype; |
3193 | skop->attacktype |= item->attacktype; |
3395 | |
3194 | |
3396 | /* always add physical if there's none */ |
3195 | /* always add physical if there's none */ |
3397 | skop->attacktype |= AT_PHYSICAL; |
3196 | skop->attacktype |= AT_PHYSICAL; |
3398 | |
3197 | |
3399 | if (item->msg != NULL) |
3198 | if (item->msg != NULL) |
3400 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3199 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3401 | |
3200 | |
3402 | /* Give player new face */ |
3201 | /* Give player new face */ |
3403 | if (item->animation_id) { |
3202 | if (item->animation_id) |
|
|
3203 | { |
3404 | who->face = skop->face; |
3204 | who->face = skop->face; |
3405 | who->animation_id = item->animation_id; |
3205 | who->animation_id = item->animation_id; |
3406 | who->anim_speed = item->anim_speed; |
3206 | who->anim_speed = item->anim_speed; |
3407 | who->last_anim = 0; |
3207 | who->last_anim = 0; |
3408 | who->state = 0; |
3208 | who->state = 0; |
3409 | animate_object(who, who->direction); |
3209 | animate_object (who, who->direction); |
3410 | } |
3210 | } |
|
|
3211 | } |
|
|
3212 | } |
3411 | } |
3213 | } |
3412 | } |
|
|
3413 | } |
|
|
3414 | else if (item->type == FORCE) { |
3214 | else if (item->type == FORCE) |
|
|
3215 | { |
3415 | /* forces in the treasurelist can alter the player's stats */ |
3216 | /* forces in the treasurelist can alter the player's stats */ |
3416 | object *skin; |
3217 | object *skin; |
|
|
3218 | |
3417 | /* first get the dragon skin force */ |
3219 | /* first get the dragon skin force */ |
3418 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3220 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3419 | skin=skin->below); |
3221 | ; |
3420 | if (skin == NULL) return; |
3222 | |
3421 | |
3223 | if (!skin) |
|
|
3224 | return; |
|
|
3225 | |
3422 | /* adding new spellpath attunements */ |
3226 | /* adding new spellpath attunements */ |
3423 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3227 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
|
|
3228 | { |
3424 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3229 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3425 | |
3230 | |
3426 | /* print message */ |
3231 | /* print message */ |
3427 | sprintf(buf, "You feel attuned to "); |
3232 | sprintf (buf, "You feel attuned to "); |
3428 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3233 | for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
3429 | if(item->path_attuned & (1<<i)) { |
3234 | { |
3430 | if (j) |
3235 | if (item->path_attuned & (1 << i)) |
3431 | strcat(buf," and "); |
3236 | { |
3432 | else |
3237 | if (j) |
3433 | j = 1; |
3238 | strcat (buf, " and "); |
|
|
3239 | else |
|
|
3240 | j = 1; |
3434 | strcat(buf, spellpathnames[i]); |
3241 | strcat (buf, spellpathnames[i]); |
3435 | } |
3242 | } |
3436 | } |
3243 | } |
3437 | strcat(buf,"."); |
3244 | strcat (buf, "."); |
3438 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3245 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3439 | } |
3246 | } |
3440 | |
3247 | |
3441 | /* evtl. adding flags: */ |
3248 | /* evtl. adding flags: */ |
3442 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3249 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3443 | SET_FLAG(skin, FLAG_XRAYS); |
3250 | SET_FLAG (skin, FLAG_XRAYS); |
3444 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3251 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3445 | SET_FLAG(skin, FLAG_STEALTH); |
3252 | SET_FLAG (skin, FLAG_STEALTH); |
3446 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3253 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3447 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3254 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3448 | |
3255 | |
3449 | /* print message if there is one */ |
3256 | /* print message if there is one */ |
3450 | if (item->msg != NULL) |
3257 | if (item->msg != NULL) |
3451 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3258 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
|
|
3259 | } |
|
|
3260 | else |
3452 | } |
3261 | { |
3453 | else { |
|
|
3454 | /* generate misc. treasure */ |
3262 | /* generate misc. treasure */ |
3455 | tmp = arch_to_object (tr->item); |
3263 | tmp = arch_to_object (tr->item); |
3456 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3264 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3457 | tmp = insert_ob_in_ob (tmp, who); |
3265 | who->insert (tmp); |
3458 | if (who->type == PLAYER) |
|
|
3459 | esrv_send_item(who, tmp); |
|
|
3460 | } |
3266 | } |
3461 | } |
3267 | } |
3462 | |
3268 | |
3463 | /** |
3269 | /** |
3464 | * Unready an object for a player. This function does nothing if the object was |
3270 | * Unready an object for a player. This function does nothing if the object was |
3465 | * not readied. |
3271 | * not readied. |
3466 | */ |
3272 | */ |
|
|
3273 | void |
3467 | void player_unready_range_ob(player *pl, object *ob) { |
3274 | player_unready_range_ob (player *pl, object *ob) |
3468 | rangetype i; |
3275 | { |
|
|
3276 | if (pl->ob->current_weapon == ob) |
|
|
3277 | pl->ob->current_weapon = 0; |
3469 | |
3278 | |
3470 | for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { |
3279 | if (pl->combat_ob == ob) |
3471 | if (pl->ranges[i] == ob) { |
3280 | pl->combat_ob = 0; |
3472 | pl->ranges[i] = NULL; |
3281 | |
3473 | if (pl->shoottype == i) { |
3282 | if (pl->ranged_ob == ob) |
3474 | pl->shoottype = range_none; |
3283 | pl->ranged_ob = 0; |
3475 | } |
|
|
3476 | } |
|
|
3477 | } |
|
|
3478 | } |
3284 | } |
|
|
3285 | |
|
|
3286 | //-GPL |
|
|
3287 | |
|
|
3288 | sint8 |
|
|
3289 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3290 | { |
|
|
3291 | if (!ns) |
|
|
3292 | return LOS_BLOCKED; |
|
|
3293 | |
|
|
3294 | int dx, dy; |
|
|
3295 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3296 | return LOS_BLOCKED; |
|
|
3297 | |
|
|
3298 | x += dx - ns->current_x; |
|
|
3299 | y += dy - ns->current_y; |
|
|
3300 | |
|
|
3301 | return blocked_los (x, y); |
|
|
3302 | } |
|
|
3303 | |
|
|
3304 | void |
|
|
3305 | player::infobox (const char *title, const char *msg, int color) |
|
|
3306 | { |
|
|
3307 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3308 | } |
|
|
3309 | |
|
|
3310 | void |
|
|
3311 | player::statusmsg (const char *msg, int color) |
|
|
3312 | { |
|
|
3313 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3314 | } |
|
|
3315 | |
|
|
3316 | void |
|
|
3317 | player::failmsg (const char *msg, int color) |
|
|
3318 | { |
|
|
3319 | play_sound (sound_find ("generic_failure")); |
|
|
3320 | statusmsg (msg, color); |
|
|
3321 | } |
|
|
3322 | |