1 | /* |
1 | /* |
2 | * static char *rcsid_player_c = |
2 | * CrossFire, A Multiplayer game |
3 | * "$Id: player.C,v 1.15 2006/09/04 11:08:00 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The author can be reached via e-mail to crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | #include <global.h> |
25 | #include <global.h> |
30 | #ifndef WIN32 /* ---win32 remove headers */ |
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31 | #include <pwd.h> |
26 | #include <pwd.h> |
32 | #endif |
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33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
27 | #include <sproto.h> |
35 | #endif |
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36 | #include <sounds.h> |
28 | #include <sounds.h> |
37 | #include <living.h> |
29 | #include <living.h> |
38 | #include <object.h> |
30 | #include <object.h> |
39 | #include <spells.h> |
31 | #include <spells.h> |
40 | #include <skills.h> |
32 | #include <skills.h> |
41 | #include <newclient.h> |
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42 | |
33 | |
43 | #ifdef COZY_SERVER |
34 | #include <algorithm> |
44 | extern int same_party (partylist *a, partylist *b); |
35 | #include <functional> |
45 | #endif |
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46 | |
36 | |
47 | player *find_player(const char *plname) |
37 | playervec players; |
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38 | |
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39 | void |
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40 | display_motd (const object *op) |
48 | { |
41 | { |
49 | player *pl; |
42 | char buf[MAX_BUF]; |
50 | for(pl=first_player;pl!=NULL;pl=pl->next) |
43 | char motd[HUGE_BUF]; |
51 | { |
44 | FILE *fp; |
52 | if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) |
45 | int comp; |
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46 | int size; |
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47 | |
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48 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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49 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
53 | return pl; |
50 | return; |
54 | }; |
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55 | return NULL; |
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56 | } |
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57 | |
51 | |
58 | player* find_player_partial_name( const char* plname ) |
52 | motd[0] = '\0'; |
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53 | size = 0; |
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54 | |
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55 | while (fgets (buf, MAX_BUF, fp)) |
59 | { |
56 | { |
60 | player* pl; |
57 | if (*buf == '#') |
61 | player* found = NULL; |
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62 | size_t namelen = strlen( plname ); |
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63 | for ( pl = first_player; pl != NULL; pl = pl->next ) |
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64 | { |
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65 | if ( strlen( pl->ob->name ) < namelen ) |
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66 | continue; |
58 | continue; |
67 | |
59 | |
68 | if ( !strcmp( pl->ob->name, plname) ) |
60 | strncat (motd + size, buf, HUGE_BUF - size); |
69 | return pl; |
61 | size += strlen (buf); |
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62 | } |
70 | |
63 | |
71 | if ( !strncasecmp( pl->ob->name, plname, namelen ) ) |
64 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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65 | close_and_delete (fp, comp); |
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66 | } |
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67 | |
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68 | void |
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69 | send_rules (const object *op) |
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70 | { |
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71 | char buf[MAX_BUF]; |
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72 | char rules[HUGE_BUF]; |
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73 | FILE *fp; |
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74 | int comp; |
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75 | int size; |
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76 | |
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77 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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78 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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79 | return; |
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80 | |
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81 | rules[0] = '\0'; |
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82 | size = 0; |
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83 | |
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84 | while (fgets (buf, MAX_BUF, fp)) |
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85 | { |
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86 | if (*buf == '#') |
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87 | continue; |
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88 | |
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89 | if (size + strlen (buf) >= HUGE_BUF) |
72 | { |
90 | { |
73 | if ( found ) |
91 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
74 | return NULL; |
92 | break; |
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93 | } |
75 | |
94 | |
76 | found = pl; |
95 | strncat (rules + size, buf, HUGE_BUF - size); |
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96 | size += strlen (buf); |
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97 | } |
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98 | |
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99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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100 | close_and_delete (fp, comp); |
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101 | } |
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102 | |
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103 | void |
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104 | send_news (const object *op) |
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105 | { |
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106 | char buf[MAX_BUF]; |
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107 | char news[HUGE_BUF]; |
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108 | char subject[MAX_BUF]; |
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109 | FILE *fp; |
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110 | int comp; |
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111 | int size; |
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112 | |
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113 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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115 | return; |
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116 | |
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117 | news[0] = '\0'; |
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118 | subject[0] = '\0'; |
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119 | size = 0; |
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120 | |
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121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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122 | { |
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123 | if (*buf == '#') |
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124 | continue; |
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125 | |
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126 | if (*buf == '%') |
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127 | { /* send one news */ |
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128 | if (size > 0) |
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129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
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130 | |
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131 | strcpy (subject, buf + 1); |
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132 | strip_endline (subject); |
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133 | size = 0; |
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134 | news[0] = '\0'; |
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135 | } |
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136 | else |
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137 | { |
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138 | if (size + strlen (buf) >= HUGE_BUF) |
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139 | { |
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140 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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141 | break; |
77 | } |
142 | } |
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143 | strncat (news + size, buf, HUGE_BUF - size); |
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144 | size += strlen (buf); |
78 | } |
145 | } |
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 | |
146 | } |
89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
147 | |
90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
91 | return; |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
92 | } |
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93 | motd[0]='\0'; |
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94 | size=0; |
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95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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96 | if( *buf == '#') |
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97 | continue; |
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98 | strncat(motd+size,buf,HUGE_BUF-size); |
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99 | size+=strlen(buf); |
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100 | } |
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101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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102 | close_and_delete(fp, comp); |
150 | close_and_delete (fp, comp); |
103 | } |
151 | } |
104 | |
152 | |
105 | void send_rules(const object *op) { |
153 | /* This loads the first map an puts the player on it. */ |
106 | char buf[MAX_BUF]; |
154 | static void |
107 | char rules[HUGE_BUF]; |
155 | set_first_map (object *op) |
108 | FILE *fp; |
156 | { |
109 | int comp; |
157 | op->contr->maplevel = first_map_path; |
110 | int size; |
158 | op->x = -1; |
111 | |
159 | op->y = -1; |
112 | sprintf(buf, "%s/%s", settings.confdir, settings.rules); |
160 | } |
113 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
161 | |
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162 | void |
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163 | player::enter_map () |
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164 | { |
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165 | object *tmp = object::create (); |
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166 | |
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167 | EXIT_PATH (tmp) = maplevel; |
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168 | EXIT_X (tmp) = ob->x; |
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169 | EXIT_Y (tmp) = ob->y; |
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170 | ob->enter_exit (tmp); |
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171 | |
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172 | tmp->destroy (); |
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173 | } |
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174 | |
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175 | void |
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176 | player::activate () |
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177 | { |
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178 | if (active) |
114 | return; |
179 | return; |
115 | } |
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116 | rules[0]='\0'; |
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117 | size=0; |
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118 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
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119 | if( *buf == '#') |
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120 | continue; |
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121 | if (size + strlen(buf)>=HUGE_BUF) |
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122 | { |
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123 | LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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124 | break; |
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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 | |
180 | |
133 | void send_news(const object *op) { |
181 | players.insert (this); |
134 | char buf[MAX_BUF]; |
182 | ob->remove (); |
135 | char news[HUGE_BUF]; |
183 | ob->map = 0; |
136 | char subject[MAX_BUF]; |
184 | ob->activate_recursive (); |
137 | FILE *fp; |
185 | enter_map (); |
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; |
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167 | } |
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168 | strncat(news+size,buf,HUGE_BUF-size); |
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169 | size+=strlen(buf); |
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170 | } |
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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 | } |
186 | } |
180 | |
187 | |
181 | int playername_ok(const char *cp) { |
188 | void |
182 | /* Don't allow - or _ as first character in the name */ |
189 | player::deactivate () |
183 | if (*cp == '-' || *cp == '_') return 0; |
190 | { |
184 | |
191 | if (!active) |
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; |
192 | return; |
189 | } |
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190 | |
193 | |
191 | /* This no longer sets the player map. Also, it now updates |
194 | terminate_all_pets (ob); |
192 | * all the pointers so the caller doesn't need to do that. |
195 | ob->deactivate_recursive (); |
193 | * Caller is responsible for setting the correct map. |
196 | ob->remove (); |
194 | */ |
197 | ob->map = 0; |
195 | |
198 | |
196 | /* Redo this to do both get_player_ob and get_player. |
199 | players.erase (this); |
197 | * Hopefully this will be less bugfree and simpler. |
200 | } |
198 | * Returns the player structure. If 'p' is null, |
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199 | * we create a new one. Otherwise, we recycle |
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200 | * the one that is passed. |
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201 | */ |
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202 | static player * |
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203 | get_player (player * p) |
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204 | { |
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205 | object *op = arch_to_object (get_player_archetype (NULL)); |
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206 | int i; |
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207 | |
201 | |
208 | if (!p) |
202 | // connect the player with a specific client |
209 | { |
203 | // also changed, rationalises, and fixes some incorrect settings |
210 | p = new player; |
204 | void |
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205 | player::connect (client *ns) |
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206 | { |
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207 | this->ns = ns; |
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208 | ns->pl = this; |
211 | |
209 | |
212 | /* This adds the player in the linked list. There is extra |
210 | ns->update_look = 0; |
213 | * complexity here because we want to add the new player at the |
211 | ns->look_position = 0; |
214 | * end of the list - there is in fact no compelling reason that |
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215 | * that needs to be done except for things like output of |
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216 | * 'who'. |
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217 | */ |
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218 | player *tmp = first_player; |
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219 | while (tmp != NULL && tmp->next != NULL) |
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220 | tmp = tmp->next; |
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221 | if (tmp != NULL) |
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222 | tmp->next = p; |
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223 | else |
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224 | first_player = p; |
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225 | |
212 | |
226 | p->next = NULL; |
213 | clear_los (ob); |
227 | } |
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228 | |
214 | |
229 | /* Clears basically the entire player structure except |
215 | /* make sure he's a player -- needed because of class change. */ |
230 | * for next and socket. |
216 | ob->type = PLAYER; // we are paranoid |
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217 | ob->race = ob->arch->clone.race; |
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218 | |
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219 | if (!legal_range (ob, shoottype)) |
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220 | shoottype = range_none; |
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221 | |
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222 | ob->carrying = sum_weight (ob); |
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223 | link_player_skills (ob); |
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224 | |
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225 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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226 | |
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227 | assign (title, ob->arch->clone.name); |
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228 | |
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229 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
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230 | * from the class, and not race. I don't see any way to get the class information |
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231 | * to then update this. I don't think this will actually break anything - anyone |
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232 | * that can use armour should be able to use a shield. What this may 'break' |
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233 | * are features new characters get, eg, if someone starts up with a Q, they |
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234 | * should be able to use a shield. However, old Q's won't get that advantage. |
231 | */ |
235 | */ |
232 | memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); |
236 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
233 | p->attachable_clear (); |
237 | SET_FLAG (ob, FLAG_USE_SHIELD); |
234 | |
238 | |
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239 | /* if it's a dragon player, set the correct title here */ |
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240 | if (is_dragon_pl (ob)) |
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241 | { |
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242 | object *tmp, *abil = 0, *skin = 0; |
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243 | |
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244 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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245 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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246 | |
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247 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
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248 | if (tmp->type == FORCE) |
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249 | if (tmp->arch->name == dragon_ability_force) |
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250 | abil = tmp; |
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251 | else if (tmp->arch->name == dragon_skin_force) |
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252 | skin = tmp; |
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253 | |
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254 | set_dragon_name (ob, abil, skin); |
|
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255 | } |
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256 | |
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257 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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258 | add_friendly_object (ob); |
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259 | |
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260 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
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261 | |
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262 | esrv_new_player (this, ob->weight + ob->carrying); |
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263 | |
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264 | ob->update_stats (); |
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265 | ns->floorbox_update (); |
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266 | |
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267 | esrv_send_inventory (ob, ob); |
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268 | esrv_add_spells (this, 0); |
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269 | |
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270 | activate (); |
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271 | |
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272 | send_rules (ob); |
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273 | send_news (ob); |
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274 | display_motd (ob); |
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275 | |
|
|
276 | INVOKE_PLAYER (CONNECT, this); |
|
|
277 | INVOKE_PLAYER (LOGIN, this); |
|
|
278 | } |
|
|
279 | |
|
|
280 | void |
|
|
281 | player::disconnect () |
|
|
282 | { |
|
|
283 | if (ns) |
|
|
284 | { |
|
|
285 | if (active) |
|
|
286 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
287 | |
|
|
288 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
289 | |
|
|
290 | ns->pl = 0; |
|
|
291 | this->ns = 0; |
|
|
292 | } |
|
|
293 | |
|
|
294 | deactivate (); |
|
|
295 | } |
|
|
296 | |
|
|
297 | // the need for this function can be explained |
|
|
298 | // by load_object not returning the object |
|
|
299 | void |
|
|
300 | player::set_object (object *op) |
|
|
301 | { |
|
|
302 | ob = op; |
|
|
303 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
304 | |
|
|
305 | ob->speed_left = 0.5; |
|
|
306 | ob->speed = 1.0; |
|
|
307 | ob->direction = 5; /* So player faces south */ |
|
|
308 | ob->stats.wc = 2; |
|
|
309 | ob->run_away = 25; /* Then we panick... */ |
|
|
310 | |
|
|
311 | ob->roll_stats (); |
|
|
312 | } |
|
|
313 | |
|
|
314 | player::player () |
|
|
315 | { |
235 | /* There are some elements we want initialized to non zero value - |
316 | /* There are some elements we want initialised to non zero value - |
236 | * we deal with that below this point. |
317 | * we deal with that below this point. |
237 | */ |
318 | */ |
238 | p->party = NULL; |
|
|
239 | p->outputs_sync = 16; /* Every 2 seconds */ |
319 | outputs_sync = 16; /* Every 2 seconds */ |
240 | p->outputs_count = 8; /* Keeps present behaviour */ |
320 | outputs_count = 8; /* Keeps present behaviour */ |
241 | p->unapply = unapply_nochoice; |
321 | unapply = unapply_nochoice; |
242 | p->Swap_First = -1; |
|
|
243 | |
322 | |
244 | #ifdef AUTOSAVE |
|
|
245 | p->last_save_tick = 9999999; |
|
|
246 | #endif |
|
|
247 | |
|
|
248 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
249 | |
324 | |
250 | op->contr = p; /* this aren't yet in archetype */ |
|
|
251 | p->ob = op; |
|
|
252 | op->speed_left = 0.5; |
|
|
253 | op->speed = 1.0; |
|
|
254 | op->direction = 5; /* So player faces south */ |
|
|
255 | op->stats.wc = 2; |
|
|
256 | op->run_away = 25; /* Then we panick... */ |
|
|
257 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
258 | |
|
|
259 | roll_stats (op); |
|
|
260 | p->state = ST_ROLL_STAT; |
|
|
261 | clear_los (op); |
|
|
262 | |
|
|
263 | p->gen_sp_armour = 10; |
325 | gen_sp_armour = 10; |
264 | p->last_speed = -1; |
326 | last_speed = -1; |
265 | p->shoottype = range_none; |
327 | shoottype = range_none; |
266 | p->bowtype = bow_normal; |
328 | bowtype = bow_normal; |
267 | p->petmode = pet_normal; |
329 | petmode = pet_normal; |
268 | p->listening = 10; |
330 | listening = 10; |
269 | p->usekeys = containers; |
331 | usekeys = containers; |
270 | p->last_weapon_sp = -1; |
332 | last_weapon_sp = -1; |
271 | p->peaceful = 1; /* default peaceful */ |
333 | peaceful = 1; /* default peaceful */ |
272 | p->do_los = 1; |
334 | do_los = 1; |
273 | p->explore = 0; |
|
|
274 | p->no_shout = 0; /* default can shout */ |
|
|
275 | |
|
|
276 | strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); |
|
|
277 | p->title[sizeof (p->title) - 1] = '\0'; |
|
|
278 | op->race = op->arch->clone.race; |
|
|
279 | |
|
|
280 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
281 | |
335 | |
282 | /* we need to clear these to -1 and not zero - otherwise, |
336 | /* we need to clear these to -1 and not zero - otherwise, |
283 | * if a player quits and starts a new character, we wont |
337 | * if a player quits and starts a new character, we wont |
284 | * send new values to the client, as things like exp start |
338 | * send new values to the client, as things like exp start |
285 | * at zero. |
339 | * at zero. |
286 | */ |
340 | */ |
287 | for (i = 0; i < NUM_SKILLS; i++) |
341 | for (int i = 0; i < NUM_SKILLS; i++) |
288 | { |
|
|
289 | p->last_skill_exp[i] = -1; |
342 | last_skill_exp[i] = -1; |
290 | p->last_skill_ob[i] = NULL; |
343 | |
291 | } |
|
|
292 | for (i = 0; i < NROFATTACKS; i++) |
344 | for (int i = 0; i < NROFATTACKS; i++) |
293 | { |
|
|
294 | p->last_resist[i] = -1; |
345 | last_resist[i] = -1; |
295 | } |
346 | |
296 | p->last_stats.exp = -1; |
347 | last_stats.exp = -1; |
297 | p->last_weight = (uint32) - 1; |
348 | last_weight = (uint32) - 1; |
298 | |
|
|
299 | p->socket.update_look = 0; |
|
|
300 | p->socket.look_position = 0; |
|
|
301 | return p; |
|
|
302 | } |
349 | } |
303 | |
350 | |
304 | /* This loads the first map an puts the player on it. */ |
351 | void |
305 | static void set_first_map(object *op) |
352 | player::do_destroy () |
306 | { |
353 | { |
307 | strcpy(op->contr->maplevel, first_map_path); |
354 | disconnect (); |
308 | op->x = -1; |
|
|
309 | op->y = -1; |
|
|
310 | enter_exit(op, NULL); |
|
|
311 | } |
|
|
312 | |
355 | |
|
|
356 | attachable::do_destroy (); |
|
|
357 | |
|
|
358 | if (ob) |
|
|
359 | { |
|
|
360 | ob->destroy_inv (false); |
|
|
361 | ob->destroy (); |
|
|
362 | } |
|
|
363 | } |
|
|
364 | |
|
|
365 | player::~player () |
|
|
366 | { |
|
|
367 | /* Clear item stack */ |
|
|
368 | free (stack_items); |
|
|
369 | } |
|
|
370 | |
313 | /* Tries to add player on the connection passwd in ns. |
371 | /* Tries to add player on the connection passed in ns. |
314 | * All we can really get in this is some settings like host and display |
372 | * All we can really get in this is some settings like host and display |
315 | * mode. |
373 | * mode. |
316 | */ |
374 | */ |
|
|
375 | player * |
|
|
376 | player::create () |
|
|
377 | { |
|
|
378 | player *pl = new player; |
317 | |
379 | |
318 | int add_player(NewSocket *ns) { |
380 | pl->set_object (arch_to_object (get_player_archetype (0))); |
319 | player *p; |
|
|
320 | |
|
|
321 | p=get_player(NULL); |
|
|
322 | p->socket = *ns; |
|
|
323 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
324 | if(p->socket.faces_sent == NULL) |
|
|
325 | fatal(OUT_OF_MEMORY); |
|
|
326 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
|
|
327 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
328 | * Note that this can result in a client reset if there is partial data |
|
|
329 | * on the uncoming socket. |
|
|
330 | */ |
|
|
331 | p->socket.inbuf.len = 0; |
|
|
332 | set_first_map(p->ob); |
381 | set_first_map (pl->ob); |
333 | |
382 | |
334 | CLEAR_FLAG(p->ob, FLAG_FRIENDLY); |
|
|
335 | add_friendly_object(p->ob); |
|
|
336 | send_rules(p->ob); |
|
|
337 | send_news(p->ob); |
|
|
338 | display_motd(p->ob); |
|
|
339 | get_name(p->ob); |
|
|
340 | return 0; |
383 | return pl; |
341 | } |
384 | } |
342 | |
385 | |
343 | /* |
386 | /* |
344 | * get_player_archetype() return next player archetype from archetype |
387 | * get_player_archetype() return next player archetype from archetype |
345 | * list. Not very efficient routine, but used only creating new players. |
388 | * list. Not very efficient routine, but used only creating new players. |
346 | * Note: there MUST be at least one player archetype! |
389 | * Note: there MUST be at least one player archetype! |
347 | */ |
390 | */ |
|
|
391 | archetype * |
348 | archetype *get_player_archetype(archetype* at) |
392 | get_player_archetype (archetype *at) |
349 | { |
393 | { |
350 | archetype *start = at; |
394 | archetype *start = at; |
|
|
395 | |
351 | for (;;) { |
396 | for (;;) |
|
|
397 | { |
352 | if (at==NULL || at->next==NULL) |
398 | if (at == NULL || at->next == NULL) |
353 | at=first_archetype; |
399 | at = first_archetype; |
354 | else |
400 | else |
355 | at=at->next; |
401 | at = at->next; |
|
|
402 | |
356 | if(at->clone.type==PLAYER) |
403 | if (at->clone.type == PLAYER) |
357 | return at; |
404 | return at; |
|
|
405 | |
358 | if (at == start) { |
406 | if (at == start) |
|
|
407 | { |
359 | LOG (llevError, "No Player archetypes\n"); |
408 | LOG (llevError, "No Player archetypes\n"); |
360 | exit (-1); |
409 | exit (-1); |
361 | } |
410 | } |
362 | } |
411 | } |
363 | } |
412 | } |
364 | |
413 | |
365 | |
414 | object * |
366 | object *get_nearest_player(object *mon) { |
415 | get_nearest_player (object *mon) |
|
|
416 | { |
367 | object *op = NULL; |
417 | object *op = NULL; |
368 | player *pl = NULL; |
|
|
369 | objectlink *ol; |
418 | objectlink *ol; |
370 | unsigned lastdist; |
419 | unsigned lastdist; |
371 | rv_vector rv; |
420 | rv_vector rv; |
372 | |
421 | |
373 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
422 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
|
|
423 | { |
374 | /* We should not find free objects on this friendly list, but it |
424 | /* We should not find free objects on this friendly list, but it |
375 | * does periodically happen. Given that, lets deal with it. |
425 | * does periodically happen. Given that, lets deal with it. |
376 | * While unlikely, it is possible the next object on the friendly |
426 | * While unlikely, it is possible the next object on the friendly |
377 | * list is also free, so encapsulate this in a while loop. |
427 | * list is also free, so encapsulate this in a while loop. |
378 | */ |
428 | */ |
379 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
429 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
430 | { |
380 | object *tmp=ol->ob; |
431 | object *tmp = ol->ob; |
381 | |
432 | |
382 | /* Can't do much more other than log the fact, because the object |
433 | /* Can't do much more other than log the fact, because the object |
383 | * itself will have been cleared. |
434 | * itself will have been cleared. |
384 | */ |
435 | */ |
385 | LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
436 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
386 | ol = ol->next; |
437 | ol = ol->next; |
387 | remove_friendly_object(tmp); |
438 | remove_friendly_object (tmp); |
|
|
439 | if (!ol) |
388 | if (!ol) return op; |
440 | return op; |
389 | } |
441 | } |
390 | |
442 | |
391 | /* Remove special check for player from this. First, it looks to cause |
443 | /* Remove special check for player from this. First, it looks to cause |
392 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
444 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
393 | * complicated method of state checking would be needed in any case - |
445 | * complicated method of state checking would be needed in any case - |
394 | * as it was, a clever player could type quit, and the function would |
446 | * as it was, a clever player could type quit, and the function would |
395 | * skip them over while waiting for confirmation. Remove |
447 | * skip them over while waiting for confirmation. Remove |
396 | * on_same_map check, as can_detect_enemy also does this |
448 | * on_same_map check, as can_detect_enemy also does this |
397 | */ |
449 | */ |
398 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
450 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
399 | continue; |
451 | continue; |
400 | |
452 | |
401 | if(lastdist>rv.distance) { |
453 | if (lastdist > rv.distance) |
|
|
454 | { |
402 | op=ol->ob; |
455 | op = ol->ob; |
403 | lastdist=rv.distance; |
456 | lastdist = rv.distance; |
404 | } |
457 | } |
405 | } |
458 | } |
406 | for (pl=first_player; pl != NULL; pl=pl->next) { |
459 | |
|
|
460 | for_all_players (pl) |
407 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
461 | if (can_detect_enemy (mon, pl->ob, &rv)) |
408 | |
|
|
409 | if(lastdist>rv.distance) { |
462 | if (lastdist > rv.distance) |
410 | op=pl->ob; |
|
|
411 | lastdist=rv.distance; |
|
|
412 | } |
|
|
413 | } |
463 | { |
414 | } |
464 | op = pl->ob; |
|
|
465 | lastdist = rv.distance; |
|
|
466 | } |
|
|
467 | |
415 | #if 0 |
468 | #if 0 |
416 | LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); |
469 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
417 | #endif |
470 | #endif |
418 | return op; |
471 | return op; |
419 | } |
472 | } |
420 | |
473 | |
421 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
474 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
422 | * result in a monster paths backtracking. It basically determines how large a |
475 | * result in a monster paths backtracking. It basically determines how large a |
423 | * detour a monster will take from the direction path when looking |
476 | * detour a monster will take from the direction path when looking |
… | |
… | |
437 | * circling behaviour. Unfortunately, this function is also used to determined |
490 | * circling behaviour. Unfortunately, this function is also used to determined |
438 | * if the creature should cast a spell, so returning a direction in that case |
491 | * if the creature should cast a spell, so returning a direction in that case |
439 | * is probably not a good thing. |
492 | * is probably not a good thing. |
440 | */ |
493 | */ |
441 | #define MAX_SPACES 50 |
494 | #define MAX_SPACES 50 |
442 | |
|
|
443 | |
495 | |
444 | /* |
496 | /* |
445 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
497 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
446 | * modified to verify there is a path to the player. Does this by stepping towards |
498 | * modified to verify there is a path to the player. Does this by stepping towards |
447 | * player and if path is blocked then see if blockage is close enough to player that |
499 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
460 | * monster can in fact move one space in that direction. |
512 | * monster can in fact move one space in that direction. |
461 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
513 | * 3) I'm not sure how good this code will be for moving multipart monsters, |
462 | * since only simple checks to blocked are being called, which could mean the monster |
514 | * since only simple checks to blocked are being called, which could mean the monster |
463 | * is blocking itself. |
515 | * is blocking itself. |
464 | */ |
516 | */ |
|
|
517 | int |
465 | int path_to_player(object *mon, object *pl, unsigned mindiff) { |
518 | path_to_player (object *mon, object *pl, unsigned mindiff) |
|
|
519 | { |
466 | rv_vector rv; |
520 | rv_vector rv; |
467 | sint16 x,y; |
521 | sint16 x, y; |
468 | int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; |
522 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
469 | mapstruct *m ,*lastmap; |
523 | maptile *m, *lastmap; |
470 | |
524 | |
471 | get_rangevector(mon, pl, &rv, 0); |
525 | get_rangevector (mon, pl, &rv, 0); |
472 | |
526 | |
473 | if (rv.distance<mindiff) return 0; |
527 | if (rv.distance < mindiff) |
|
|
528 | return 0; |
474 | |
529 | |
475 | x=mon->x; |
530 | x = mon->x; |
476 | y=mon->y; |
531 | y = mon->y; |
477 | m=mon->map; |
532 | m = mon->map; |
478 | dir = rv.direction; |
533 | dir = rv.direction; |
479 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
534 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
480 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
535 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
481 | /* If we can't solve it within the search distance, return now. */ |
536 | /* If we can't solve it within the search distance, return now. */ |
482 | if (diff>max) return 0; |
537 | if (diff > max) |
|
|
538 | return 0; |
483 | while (diff >1 && max>0) { |
539 | while (diff > 1 && max > 0) |
|
|
540 | { |
484 | lastx = x; |
541 | lastx = x; |
485 | lasty = y; |
542 | lasty = y; |
486 | lastmap = m; |
543 | lastmap = m; |
487 | x = lastx + freearr_x[dir]; |
544 | x = lastx + freearr_x[dir]; |
488 | y = lasty + freearr_y[dir]; |
545 | y = lasty + freearr_y[dir]; |
489 | |
546 | |
490 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
547 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
491 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
548 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
492 | |
549 | |
493 | /* Space is blocked - try changing direction a little */ |
550 | /* Space is blocked - try changing direction a little */ |
494 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) |
551 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
495 | && (m == mon->map && blocked_link(mon, m, x, y)))) { |
552 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
|
|
553 | { |
496 | /* recalculate direction from last good location. Possible |
554 | /* recalculate direction from last good location. Possible |
497 | * we were not traversing ideal location before. |
555 | * we were not traversing ideal location before. |
498 | */ |
556 | */ |
499 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
557 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
500 | if (rv.direction != dir) { |
558 | if (rv.direction != dir) |
|
|
559 | { |
501 | /* OK - says direction should be different - lets reset the |
560 | /* OK - says direction should be different - lets reset the |
502 | * the values so it will try again. |
561 | * the values so it will try again. |
503 | */ |
562 | */ |
504 | x = lastx; |
563 | x = lastx; |
505 | y = lasty; |
564 | y = lasty; |
506 | m = lastmap; |
565 | m = lastmap; |
507 | dir = firstdir = rv.direction; |
566 | dir = firstdir = rv.direction; |
|
|
567 | } |
508 | } else { |
568 | else |
|
|
569 | { |
509 | /* direct path is blocked - try taking a side step to |
570 | /* direct path is blocked - try taking a side step to |
510 | * either the left or right. |
571 | * either the left or right. |
511 | * Note increase the values in the loop below to be |
572 | * Note increase the values in the loop below to be |
512 | * more than -1/1 respectively will mean the monster takes |
573 | * more than -1/1 respectively will mean the monster takes |
513 | * bigger detour. Have to be careful about these values getting |
574 | * bigger detour. Have to be careful about these values getting |
514 | * too big (3 or maybe 4 or higher) as the monster may just try |
575 | * too big (3 or maybe 4 or higher) as the monster may just try |
515 | * stepping back and forth |
576 | * stepping back and forth |
516 | */ |
577 | */ |
517 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
578 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
|
|
579 | { |
|
|
580 | if (i == 0) |
518 | if (i==0) continue; /* already did this, so skip it */ |
581 | continue; /* already did this, so skip it */ |
519 | /* Use lastdir here - otherwise, |
582 | /* Use lastdir here - otherwise, |
520 | * since the direction that the creature should move in |
583 | * since the direction that the creature should move in |
521 | * may change, you could get infinite loops. |
584 | * may change, you could get infinite loops. |
522 | * ie, player is northwest, but monster can only |
585 | * ie, player is northwest, but monster can only |
523 | * move west, so it does that. It goes some distance, |
586 | * move west, so it does that. It goes some distance, |
524 | * gets blocked, finds that it should move north, |
587 | * gets blocked, finds that it should move north, |
525 | * can't do that, but now finds it can move east, and |
588 | * can't do that, but now finds it can move east, and |
526 | * gets back to its original point. lastdir contains |
589 | * gets back to its original point. lastdir contains |
527 | * the last direction the creature has successfully |
590 | * the last direction the creature has successfully |
528 | * moved. |
591 | * moved. |
529 | */ |
592 | */ |
530 | |
593 | |
531 | x = lastx + freearr_x[absdir(lastdir+i)]; |
594 | x = lastx + freearr_x[absdir (lastdir + i)]; |
532 | y = lasty + freearr_y[absdir(lastdir+i)]; |
595 | y = lasty + freearr_y[absdir (lastdir + i)]; |
533 | m = lastmap; |
596 | m = lastmap; |
534 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
597 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
535 | if (mflags & P_OUT_OF_MAP) continue; |
598 | if (mflags & P_OUT_OF_MAP) |
|
|
599 | continue; |
536 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
600 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
537 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
601 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
|
|
602 | continue; |
538 | if (mflags & P_BLOCKSVIEW) continue; |
603 | if (mflags & P_BLOCKSVIEW) |
|
|
604 | continue; |
539 | |
605 | |
540 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
606 | if (m == mon->map && blocked_link (mon, m, x, y)) |
|
|
607 | break; |
541 | } |
608 | } |
542 | /* go through entire loop without finding a valid |
609 | /* go through entire loop without finding a valid |
543 | * sidestep to take - thus, no valid path. |
610 | * sidestep to take - thus, no valid path. |
544 | */ |
611 | */ |
545 | if (i==(DETOUR_AMOUNT+1)) |
612 | if (i == (DETOUR_AMOUNT + 1)) |
546 | return 0; |
613 | return 0; |
547 | diff--; |
614 | diff--; |
548 | lastdir=dir; |
615 | lastdir = dir; |
549 | max--; |
616 | max--; |
550 | if (!firstdir) firstdir = dir+i; |
617 | if (!firstdir) |
|
|
618 | firstdir = dir + i; |
551 | } /* else check alternate directions */ |
619 | } /* else check alternate directions */ |
552 | } /* if blocked */ |
620 | } /* if blocked */ |
553 | else { |
621 | else |
|
|
622 | { |
554 | /* we moved towards creature, so diff is less */ |
623 | /* we moved towards creature, so diff is less */ |
555 | diff--; |
624 | diff--; |
556 | max--; |
625 | max--; |
557 | lastdir=dir; |
626 | lastdir = dir; |
|
|
627 | if (!firstdir) |
558 | if (!firstdir) firstdir = dir; |
628 | firstdir = dir; |
|
|
629 | } |
|
|
630 | if (diff <= 1) |
559 | } |
631 | { |
560 | if (diff<=1) { |
|
|
561 | /* Recalculate diff (distance) because we may not have actually |
632 | /* Recalculate diff (distance) because we may not have actually |
562 | * headed toward player for entire distance. |
633 | * headed toward player for entire distance. |
563 | */ |
634 | */ |
564 | get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
635 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
565 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
636 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
566 | } |
637 | } |
567 | if (diff>max) return 0; |
638 | if (diff > max) |
|
|
639 | return 0; |
568 | } |
640 | } |
569 | /* If we reached the max, didn't find a direction in time */ |
641 | /* If we reached the max, didn't find a direction in time */ |
570 | if (!max) return 0; |
642 | if (!max) |
|
|
643 | return 0; |
571 | |
644 | |
572 | return firstdir; |
645 | return firstdir; |
573 | } |
646 | } |
574 | |
647 | |
|
|
648 | void |
575 | void give_initial_items(object *pl,treasurelist *items) { |
649 | give_initial_items (object *pl, treasurelist * items) |
|
|
650 | { |
576 | object *op,*next=NULL; |
651 | object *op, *next = NULL; |
577 | |
652 | |
578 | if(pl->randomitems!=NULL) |
653 | if (pl->randomitems != NULL) |
579 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
654 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
580 | |
655 | |
581 | for (op=pl->inv; op; op=next) { |
656 | for (op = pl->inv; op; op = next) |
|
|
657 | { |
582 | next = op->below; |
658 | next = op->below; |
583 | |
659 | |
584 | /* Forces get applied per default, unless they have the |
660 | /* Forces get applied per default, unless they have the |
585 | * flag "neutral" set. Sorry but I can't think of a better way |
661 | * flag "neutral" set. Sorry but I can't think of a better way |
586 | */ |
662 | */ |
587 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
663 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
588 | SET_FLAG(op,FLAG_APPLIED); |
664 | SET_FLAG (op, FLAG_APPLIED); |
589 | |
665 | |
590 | /* we never give weapons/armour if these cannot be used |
666 | /* we never give weapons/armour if these cannot be used |
591 | * by this player due to race restrictions |
667 | * by this player due to race restrictions |
592 | */ |
668 | */ |
593 | if (pl->type == PLAYER) { |
669 | if (pl->type == PLAYER) |
|
|
670 | { |
594 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
671 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
595 | (op->type == ARMOUR || op->type == BOOTS || |
672 | (op->type == ARMOUR || op->type == BOOTS || |
596 | op->type == CLOAK || op->type == HELMET || |
673 | op->type == CLOAK || op->type == HELMET || |
597 | op->type == SHIELD || op->type == GLOVES || |
674 | op->type == SHIELD || op->type == GLOVES || |
598 | op->type == BRACERS || op->type == GIRDLE)) || |
675 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
599 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
|
|
600 | remove_ob (op); |
|
|
601 | free_object (op); |
|
|
602 | continue; |
|
|
603 | } |
676 | { |
604 | } |
677 | op->destroy (); |
605 | |
|
|
606 | /* This really needs to be better - we should really give |
|
|
607 | * a substitute spellbook. The problem is that we don't really |
|
|
608 | * have a good idea what to replace it with (need something like |
|
|
609 | * a first level treasurelist for each skill.) |
|
|
610 | * remove duplicate skills also |
|
|
611 | */ |
|
|
612 | if(op->type==SPELLBOOK || op->type == SKILL) { |
|
|
613 | object *tmp; |
|
|
614 | |
|
|
615 | for (tmp=op->below; tmp; tmp=tmp->below) |
|
|
616 | if (tmp->type == op->type && tmp->name == op->name) break; |
|
|
617 | |
|
|
618 | if (tmp) { |
|
|
619 | remove_ob(op); |
|
|
620 | free_object(op); |
|
|
621 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
|
|
622 | &tmp->name); |
|
|
623 | continue; |
678 | continue; |
624 | } |
679 | } |
625 | if (op->nrof > 1) op->nrof = 1; |
680 | } |
|
|
681 | |
|
|
682 | /* This really needs to be better - we should really give |
|
|
683 | * a substitute spellbook. The problem is that we don't really |
|
|
684 | * have a good idea what to replace it with (need something like |
|
|
685 | * a first level treasurelist for each skill.) |
|
|
686 | * remove duplicate skills also |
|
|
687 | */ |
|
|
688 | if (op->type == SPELLBOOK || op->type == SKILL) |
626 | } |
689 | { |
|
|
690 | object *tmp; |
627 | |
691 | |
|
|
692 | for (tmp = op->below; tmp; tmp = tmp->below) |
|
|
693 | if (tmp->type == op->type && tmp->name == op->name) |
|
|
694 | break; |
|
|
695 | |
|
|
696 | if (tmp) |
|
|
697 | { |
|
|
698 | op->destroy (); |
|
|
699 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
|
|
700 | continue; |
|
|
701 | } |
|
|
702 | |
|
|
703 | if (op->nrof > 1) |
|
|
704 | op->nrof = 1; |
|
|
705 | } |
|
|
706 | |
628 | if (op->type == SPELLBOOK && op->inv) { |
707 | if (op->type == SPELLBOOK && op->inv) |
|
|
708 | { |
629 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
709 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
630 | } |
710 | } |
631 | |
711 | |
632 | /* Give starting characters identified, uncursed, and undamned |
712 | /* Give starting characters identified, uncursed, and undamned |
633 | * items. Just don't identify gold or silver, or it won't be |
713 | * items. Just don't identify gold or silver, or it won't be |
634 | * merged properly. |
714 | * merged properly. |
635 | */ |
715 | */ |
636 | if (need_identify(op)) { |
716 | if (need_identify (op)) |
|
|
717 | { |
637 | SET_FLAG(op, FLAG_IDENTIFIED); |
718 | SET_FLAG (op, FLAG_IDENTIFIED); |
638 | CLEAR_FLAG(op, FLAG_CURSED); |
719 | CLEAR_FLAG (op, FLAG_CURSED); |
639 | CLEAR_FLAG(op, FLAG_DAMNED); |
720 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
721 | } |
|
|
722 | if (op->type == SPELL) |
640 | } |
723 | { |
641 | if(op->type==SPELL) { |
724 | op->destroy (); |
642 | remove_ob(op); |
|
|
643 | free_object(op); |
|
|
644 | continue; |
725 | continue; |
|
|
726 | } |
|
|
727 | else if (op->type == SKILL) |
645 | } |
728 | { |
646 | else if(op->type==SKILL) { |
|
|
647 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
729 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
648 | op->stats.exp = 0; |
730 | op->stats.exp = 0; |
649 | op->level = 1; |
731 | op->level = 1; |
650 | } |
732 | } |
651 | /* lock all 'normal items by default */ |
733 | /* lock all 'normal items by default */ |
|
|
734 | else |
652 | else SET_FLAG(op, FLAG_INV_LOCKED); |
735 | SET_FLAG (op, FLAG_INV_LOCKED); |
653 | } /* for loop of objects in player inv */ |
736 | } /* for loop of objects in player inv */ |
654 | |
737 | |
655 | /* Need to set up the skill pointers */ |
738 | /* Need to set up the skill pointers */ |
656 | link_player_skills(pl); |
739 | link_player_skills (pl); |
657 | } |
740 | } |
658 | |
741 | |
659 | void get_name(object *op) { |
742 | void |
660 | op->contr->write_buf[0]='\0'; |
|
|
661 | op->contr->state=ST_GET_NAME; |
|
|
662 | send_query(&op->contr->socket,0,"What is your name?\n:"); |
|
|
663 | } |
|
|
664 | |
|
|
665 | void get_password(object *op) { |
|
|
666 | op->contr->write_buf[0]='\0'; |
|
|
667 | op->contr->state=ST_GET_PASSWORD; |
|
|
668 | send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
669 | } |
|
|
670 | |
|
|
671 | void play_again(object *op) |
|
|
672 | { |
|
|
673 | op->contr->state=ST_PLAY_AGAIN; |
|
|
674 | op->chosen_skill = NULL; |
|
|
675 | send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
676 | /* a bit of a hack, but there are various places early in th |
|
|
677 | * player creation process that a user can quit (eg, roll |
|
|
678 | * stats) that isn't removing the player. Taking a quick |
|
|
679 | * look, there are many places that call play_again without |
|
|
680 | * removing the player - it probably makes more sense |
|
|
681 | * to leave it to play_again to remove the object in all |
|
|
682 | * cases. |
|
|
683 | */ |
|
|
684 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
|
|
685 | remove_ob(op); |
|
|
686 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
687 | * and draw() doesn't check to see if the player is removed, only if |
|
|
688 | * the map is null or not swapped out. |
|
|
689 | */ |
|
|
690 | op->map = NULL; |
|
|
691 | } |
|
|
692 | |
|
|
693 | |
|
|
694 | int receive_play_again(object *op, char key) |
|
|
695 | { |
|
|
696 | if(key=='q'||key=='Q') { |
|
|
697 | remove_friendly_object(op); |
|
|
698 | leave(op->contr,0); /* ericserver will draw the message */ |
|
|
699 | return 2; |
|
|
700 | } |
|
|
701 | else if(key=='a'||key=='A') { |
|
|
702 | player *pl = op->contr; |
|
|
703 | shstr name = op->name; |
|
|
704 | |
|
|
705 | remove_friendly_object(op); |
|
|
706 | free_object(op); |
|
|
707 | pl = get_player(pl); |
|
|
708 | op = pl->ob; |
|
|
709 | add_friendly_object(op); |
|
|
710 | op->contr->password[0]='~'; |
|
|
711 | op->name = op->name_pl = 0; |
|
|
712 | /* Lets put a space in here */ |
|
|
713 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
|
|
714 | get_name(op); |
|
|
715 | op->name = op->name_pl = name; |
|
|
716 | set_first_map(op); |
|
|
717 | } else { |
|
|
718 | /* user pressed something else so just ask again... */ |
|
|
719 | play_again(op); |
|
|
720 | } |
|
|
721 | return 0; |
|
|
722 | } |
|
|
723 | |
|
|
724 | void confirm_password(object *op) { |
|
|
725 | |
|
|
726 | op->contr->write_buf[0]='\0'; |
|
|
727 | op->contr->state=ST_CONFIRM_PASSWORD; |
|
|
728 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
729 | } |
|
|
730 | |
|
|
731 | void get_party_password(object *op, partylist *party) { |
743 | get_party_password (object *op, partylist *party) |
|
|
744 | { |
732 | if (party == NULL) { |
745 | if (party == NULL) |
|
|
746 | { |
733 | LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
747 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
734 | return; |
748 | return; |
735 | } |
749 | } |
|
|
750 | |
736 | op->contr->write_buf[0]='\0'; |
751 | op->contr->write_buf[0] = '\0'; |
737 | op->contr->state=ST_GET_PARTY_PASSWORD; |
752 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
738 | op->contr->party_to_join = party; |
753 | op->contr->party_to_join = party; |
739 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
754 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
740 | } |
755 | } |
741 | |
|
|
742 | |
756 | |
743 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
757 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
|
|
758 | static int |
744 | int roll_stat(void) { |
759 | roll_stat (void) |
|
|
760 | { |
745 | int a[4],i,j,k; |
761 | int a[4], i, j, k; |
746 | |
762 | |
747 | for(i=0;i<4;i++) |
763 | for (i = 0; i < 4; i++) |
748 | a[i]=(int)RANDOM()%6+1; |
764 | a[i] = (int) RANDOM () % 6 + 1; |
749 | |
765 | |
750 | for(i=0,j=0,k=7;i<4;i++) |
766 | for (i = 0, j = 0, k = 7; i < 4; i++) |
751 | if(a[i]<k) |
767 | if (a[i] < k) |
752 | k=a[i],j=i; |
768 | k = a[i], j = i; |
753 | |
769 | |
754 | for(i=0,k=0;i<4;i++) { |
770 | for (i = 0, k = 0; i < 4; i++) |
755 | if(i!=j) |
771 | if (i != j) |
756 | k+=a[i]; |
772 | k += a[i]; |
757 | } |
773 | |
758 | return k; |
774 | return k; |
759 | } |
775 | } |
760 | |
776 | |
761 | void roll_stats(object *op) { |
777 | void |
762 | int sum=0; |
778 | object::roll_stats () |
763 | int i = 0, j = 0; |
779 | { |
764 | int statsort[7]; |
780 | int statsort [7]; |
765 | |
781 | |
|
|
782 | for (;;) |
766 | do { |
783 | { |
767 | op->stats.Str=roll_stat(); |
784 | int sum = 0; |
768 | op->stats.Dex=roll_stat(); |
785 | for (int i = 7; i--; ) |
769 | op->stats.Int=roll_stat(); |
786 | sum += statsort [i] = roll_stat (); |
770 | op->stats.Con=roll_stat(); |
|
|
771 | op->stats.Wis=roll_stat(); |
|
|
772 | op->stats.Pow=roll_stat(); |
|
|
773 | op->stats.Cha=roll_stat(); |
|
|
774 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
|
|
775 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
|
|
776 | op->stats.Cha; |
|
|
777 | } while(sum<82||sum>116); |
|
|
778 | |
787 | |
|
|
788 | if (sum >= 82 && sum <= 116) |
|
|
789 | break; |
|
|
790 | } |
|
|
791 | |
779 | /* Sort the stats so that rerolling is easier... */ |
792 | // Sort the stats so that rerolling is easier... |
780 | statsort[0] = op->stats.Str; |
793 | std::sort (statsort, statsort + 7, std::greater<int>()); |
781 | statsort[1] = op->stats.Dex; |
|
|
782 | statsort[2] = op->stats.Int; |
|
|
783 | statsort[3] = op->stats.Con; |
|
|
784 | statsort[4] = op->stats.Wis; |
|
|
785 | statsort[5] = op->stats.Pow; |
|
|
786 | statsort[6] = op->stats.Cha; |
|
|
787 | |
794 | |
788 | /* a quick and dirty bubblesort? */ |
|
|
789 | do { |
|
|
790 | if (statsort[i] < statsort[i + 1]) { |
|
|
791 | j = statsort[i]; |
|
|
792 | statsort[i] = statsort[i + 1]; |
|
|
793 | statsort[i + 1] = j; |
|
|
794 | i = 0; |
|
|
795 | } else { |
|
|
796 | i++; |
|
|
797 | } |
|
|
798 | } while (i < 6); |
|
|
799 | |
|
|
800 | op->stats.Str = statsort[0]; |
795 | stats.Str = statsort[0]; |
801 | op->stats.Dex = statsort[1]; |
796 | stats.Dex = statsort[1]; |
802 | op->stats.Con = statsort[2]; |
797 | stats.Con = statsort[2]; |
803 | op->stats.Int = statsort[3]; |
798 | stats.Int = statsort[3]; |
804 | op->stats.Wis = statsort[4]; |
799 | stats.Wis = statsort[4]; |
805 | op->stats.Pow = statsort[5]; |
800 | stats.Pow = statsort[5]; |
806 | op->stats.Cha = statsort[6]; |
801 | stats.Cha = statsort[6]; |
807 | |
802 | |
808 | |
|
|
809 | op->contr->orig_stats.Str=op->stats.Str; |
|
|
810 | op->contr->orig_stats.Dex=op->stats.Dex; |
|
|
811 | op->contr->orig_stats.Int=op->stats.Int; |
|
|
812 | op->contr->orig_stats.Con=op->stats.Con; |
|
|
813 | op->contr->orig_stats.Wis=op->stats.Wis; |
|
|
814 | op->contr->orig_stats.Pow=op->stats.Pow; |
|
|
815 | op->contr->orig_stats.Cha=op->stats.Cha; |
|
|
816 | |
|
|
817 | op->level=1; |
|
|
818 | op->stats.exp=0; |
803 | stats.exp = 0; |
819 | op->stats.ac=0; |
804 | stats.ac = 0; |
820 | |
805 | |
|
|
806 | stats.hp = stats.maxhp; |
|
|
807 | stats.sp = stats.maxsp; |
|
|
808 | stats.grace = stats.maxgrace; |
|
|
809 | |
|
|
810 | if (contr) |
|
|
811 | { |
821 | op->contr->levhp[1] = 9; |
812 | contr->levhp[1] = 9; |
822 | op->contr->levsp[1] = 6; |
813 | contr->levsp[1] = 6; |
823 | op->contr->levgrace[1] = 3; |
814 | contr->levgrace[1] = 3; |
824 | |
815 | |
825 | fix_player(op); |
816 | contr->orig_stats = stats; |
|
|
817 | } |
|
|
818 | } |
|
|
819 | |
|
|
820 | void |
|
|
821 | object::swap_stats (int a, int b) |
|
|
822 | { |
|
|
823 | int tmp = get_attr_value (&contr->orig_stats, a); |
|
|
824 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
825 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
826 | |
|
|
827 | stats.Str = contr->orig_stats.Str; |
|
|
828 | stats.Dex = contr->orig_stats.Dex; |
|
|
829 | stats.Con = contr->orig_stats.Con; |
|
|
830 | stats.Int = contr->orig_stats.Int; |
|
|
831 | stats.Wis = contr->orig_stats.Wis; |
|
|
832 | stats.Pow = contr->orig_stats.Pow; |
|
|
833 | stats.Cha = contr->orig_stats.Cha; |
|
|
834 | |
|
|
835 | //TODO: the following code looks so borked and should, at the very least, |
|
|
836 | // be merged with the similar code in roll_stats |
|
|
837 | stats.ac = 0; |
|
|
838 | |
|
|
839 | level = 1; |
|
|
840 | stats.exp = 0; |
|
|
841 | stats.ac = 0; |
|
|
842 | |
826 | op->stats.hp = op->stats.maxhp; |
843 | stats.hp = stats.maxhp; |
827 | op->stats.sp = op->stats.maxsp; |
844 | stats.sp = stats.maxsp; |
828 | op->stats.grace = op->stats.maxgrace; |
845 | stats.grace = stats.maxgrace; |
|
|
846 | |
|
|
847 | if (contr) |
|
|
848 | { |
|
|
849 | contr->levhp[1] = 9; |
|
|
850 | contr->levsp[1] = 6; |
|
|
851 | contr->levgrace[1] = 3; |
|
|
852 | |
829 | op->contr->orig_stats=op->stats; |
853 | contr->orig_stats = stats; |
|
|
854 | } |
830 | } |
855 | } |
831 | |
856 | |
832 | void Roll_Again(object *op) |
857 | static void |
|
|
858 | start_info (object *op) |
833 | { |
859 | { |
834 | esrv_new_player(op->contr, 0); |
|
|
835 | 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)? "); |
|
|
836 | } |
|
|
837 | |
|
|
838 | void Swap_Stat(object *op,int Swap_Second) |
|
|
839 | { |
|
|
840 | signed char tmp; |
|
|
841 | char buf[MAX_BUF]; |
860 | char buf[MAX_BUF]; |
842 | |
861 | |
843 | if ( op->contr->Swap_First == -1 ) { |
862 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
844 | new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
|
|
845 | new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); |
|
|
846 | new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
|
|
847 | return; |
|
|
848 | } |
|
|
849 | |
|
|
850 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
|
|
851 | |
|
|
852 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
|
|
853 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
|
|
854 | |
|
|
855 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
|
|
856 | |
|
|
857 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
|
|
858 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
863 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
859 | op->stats.Str = op->contr->orig_stats.Str; |
864 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
860 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
861 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
862 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
863 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
864 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
865 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
866 | op->stats.ac=0; |
|
|
867 | |
|
|
868 | op->level=1; |
|
|
869 | op->stats.exp=0; |
|
|
870 | op->stats.ac=0; |
|
|
871 | |
|
|
872 | op->contr->levhp[1] = 9; |
|
|
873 | op->contr->levsp[1] = 6; |
|
|
874 | op->contr->levgrace[1] = 3; |
|
|
875 | |
|
|
876 | fix_player(op); |
|
|
877 | op->stats.hp = op->stats.maxhp; |
|
|
878 | op->stats.sp = op->stats.maxsp; |
|
|
879 | op->stats.grace = op->stats.maxgrace; |
|
|
880 | op->contr->orig_stats=op->stats; |
|
|
881 | op->contr->Swap_First=-1; |
|
|
882 | } |
|
|
883 | |
|
|
884 | |
|
|
885 | /* This code has been greatly reduced, because with set_attr_value |
|
|
886 | * and get_attr_value, the stats can be accessed just numeric |
|
|
887 | * ids. stat_trans is a table that translate the number entered |
|
|
888 | * into the actual stat. It is needed because the order the stats |
|
|
889 | * are displayed in the stat window is not the same as how |
|
|
890 | * the number's access that stat. The table does that translation. |
|
|
891 | */ |
|
|
892 | int key_roll_stat(object *op, char key) |
|
|
893 | { |
|
|
894 | int keynum = key -'0'; |
|
|
895 | char buf[MAX_BUF]; |
|
|
896 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
|
|
897 | |
|
|
898 | if (keynum>0 && keynum<=7) { |
|
|
899 | if (op->contr->Swap_First==-1) { |
|
|
900 | op->contr->Swap_First=stat_trans[keynum]; |
|
|
901 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
902 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
865 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
903 | } |
|
|
904 | else |
|
|
905 | Swap_Stat(op,stat_trans[keynum]); |
|
|
906 | |
|
|
907 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
908 | return 1; |
|
|
909 | } |
|
|
910 | switch (key) { |
|
|
911 | case 'n': |
|
|
912 | case 'N': { |
|
|
913 | SET_FLAG(op, FLAG_WIZ); |
|
|
914 | if(op->map==NULL) { |
|
|
915 | LOG(llevError,"Map == NULL in state 2\n"); |
|
|
916 | break; |
|
|
917 | } |
|
|
918 | |
|
|
919 | #if 0 |
|
|
920 | /* So that enter_exit will put us at startx/starty */ |
|
|
921 | op->x= -1; |
|
|
922 | |
|
|
923 | enter_exit(op,NULL); |
|
|
924 | #endif |
|
|
925 | SET_ANIMATION(op, 2); /* So player faces south */ |
|
|
926 | /* Enter exit adds a player otherwise */ |
|
|
927 | add_statbonus(op); |
|
|
928 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
929 | op->contr->state = ST_CHANGE_CLASS; |
|
|
930 | if (op->msg) |
|
|
931 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
|
|
932 | return 0; |
|
|
933 | } |
|
|
934 | case 'y': |
|
|
935 | case 'Y': |
|
|
936 | roll_stats(op); |
|
|
937 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
|
|
938 | return 1; |
|
|
939 | |
|
|
940 | case 'q': |
|
|
941 | case 'Q': |
|
|
942 | play_again(op); |
|
|
943 | return 1; |
|
|
944 | |
|
|
945 | default: |
|
|
946 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
|
|
947 | return 0; |
|
|
948 | } |
|
|
949 | return 0; |
|
|
950 | } |
866 | } |
951 | |
867 | |
952 | /* This function takes the key that is passed, and does the |
868 | /* This function takes the key that is passed, and does the |
953 | * appropriate action with it (change race, or other things). |
869 | * appropriate action with it (change race, or other things). |
954 | * The function name is for historical reasons - now we have |
870 | * The function name is for historical reasons - now we have |
955 | * separate race and class; this actually changes the RACE, |
871 | * separate race and class; this actually changes the RACE, |
956 | * not the class. |
872 | * not the class. |
957 | */ |
873 | */ |
958 | |
874 | int |
959 | int key_change_class(object *op, char key) |
875 | key_change_class (object *op, char key) |
960 | { |
876 | { |
961 | int tmp_loop; |
877 | int tmp_loop; |
962 | |
878 | |
963 | if(key=='q'||key=='Q') { |
|
|
964 | remove_ob(op); |
|
|
965 | play_again(op); |
|
|
966 | return 0; |
|
|
967 | } |
|
|
968 | if(key=='d'||key=='D') { |
879 | if (key == 'd' || key == 'D') |
|
|
880 | { |
969 | char buf[MAX_BUF]; |
881 | char buf[MAX_BUF]; |
970 | |
882 | |
971 | /* this must before then initial items are given */ |
883 | /* this must before then initial items are given */ |
972 | esrv_new_player(op->contr, op->weight+op->carrying); |
884 | esrv_new_player (op->contr, op->weight + op->carrying); |
973 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
|
|
974 | |
885 | |
|
|
886 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
|
|
887 | if (tl) |
|
|
888 | create_treasure (tl, op, 0, 0, 0); |
|
|
889 | |
975 | INVOKE_PLAYER (BIRTH, op->contr); |
890 | INVOKE_PLAYER (BIRTH, op->contr); |
976 | INVOKE_PLAYER (LOGIN, op->contr); |
891 | INVOKE_PLAYER (LOGIN, op->contr); |
977 | |
892 | |
978 | op->contr->state=ST_PLAYING; |
893 | op->contr->ns->state = ST_PLAYING; |
979 | |
894 | |
980 | if (op->msg) |
895 | if (op->msg) |
981 | op->msg=NULL; |
896 | op->msg = NULL; |
982 | |
897 | |
983 | /* We create this now because some of the unique maps will need it |
898 | /* We create this now because some of the unique maps will need it |
984 | * to save here. |
899 | * to save here. |
985 | */ |
900 | */ |
986 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); |
901 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
987 | make_path_to_file(buf); |
902 | make_path_to_file (buf); |
988 | |
903 | |
989 | #ifdef AUTOSAVE |
904 | #ifdef AUTOSAVE |
990 | op->contr->last_save_tick = pticks; |
905 | op->contr->last_save_tick = pticks; |
991 | #endif |
906 | #endif |
992 | start_info(op); |
907 | start_info (op); |
993 | CLEAR_FLAG(op, FLAG_WIZ); |
908 | CLEAR_FLAG (op, FLAG_WIZ); |
994 | give_initial_items(op,op->randomitems); |
909 | give_initial_items (op, op->randomitems); |
995 | link_player_skills(op); |
910 | link_player_skills (op); |
996 | esrv_send_inventory(op, op); |
911 | esrv_send_inventory (op, op); |
997 | fix_player(op); |
912 | op->update_stats (); |
998 | |
913 | |
999 | /* This moves the player to a different start map, if there |
914 | /* This moves the player to a different start map, if there |
1000 | * is one for this race |
915 | * is one for this race |
1001 | */ |
916 | */ |
1002 | if(*first_map_ext_path) { |
917 | if (*first_map_ext_path) |
|
|
918 | { |
1003 | object *tmp; |
919 | object *tmp; |
1004 | mapstruct *oldmap = op->map; |
|
|
1005 | char mapname[MAX_BUF]; |
920 | char mapname[MAX_BUF]; |
1006 | snprintf(mapname, MAX_BUF-1, "%s/%s", |
921 | |
1007 | first_map_ext_path, &op->arch->name); |
922 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
1008 | tmp=get_object(); |
923 | tmp = object::create (); |
1009 | EXIT_PATH(tmp) = mapname; |
924 | EXIT_PATH (tmp) = mapname; |
1010 | EXIT_X(tmp) = op->x; |
925 | EXIT_X (tmp) = op->x; |
1011 | EXIT_Y(tmp) = op->y; |
926 | EXIT_Y (tmp) = op->y; |
1012 | enter_exit(op,tmp); /* we don't really care if it succeeded; |
927 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
1013 | * if the map isn't there, then stay on the |
928 | * if the map isn't there, then stay on the |
1014 | * default initial map */ |
929 | * default initial map */ |
1015 | free_object(tmp); |
930 | tmp->destroy (); |
|
|
931 | } |
1016 | } else { |
932 | else |
1017 | LOG(llevDebug,"first_map_ext_path not set\n"); |
933 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1018 | } |
934 | |
1019 | return 0; |
935 | return 0; |
1020 | } |
936 | } |
1021 | |
937 | |
1022 | /* Following actually changes the race - this is the default command |
938 | /* Following actually changes the race - this is the default command |
1023 | * if we don't match with one of the options above. |
939 | * if we don't match with one of the options above. |
1024 | */ |
940 | */ |
1025 | |
941 | |
1026 | tmp_loop = 0; |
942 | tmp_loop = 0; |
1027 | while(!tmp_loop) { |
943 | while (!tmp_loop) |
|
|
944 | { |
1028 | shstr name = op->name; |
945 | shstr name = op->name; |
1029 | int x = op->x, y = op->y; |
946 | int x = op->x, y = op->y; |
|
|
947 | |
1030 | remove_statbonus(op); |
948 | op->remove_statbonus (); |
1031 | remove_ob (op); |
949 | op->remove (); |
1032 | op->arch = get_player_archetype(op->arch); |
950 | op->arch = get_player_archetype (op->arch); |
1033 | copy_object (&op->arch->clone, op); |
951 | op->arch->clone.copy_to (op); |
1034 | op->instantiate (); |
952 | op->instantiate (); |
1035 | op->stats = op->contr->orig_stats; |
953 | op->stats = op->contr->orig_stats; |
1036 | op->name = op->name_pl = name; |
954 | op->name = op->name_pl = name; |
1037 | op->x = x; |
955 | op->x = x; |
1038 | op->y = y; |
956 | op->y = y; |
1039 | SET_ANIMATION(op, 2); /* So player faces south */ |
957 | SET_ANIMATION (op, 2); /* So player faces south */ |
1040 | insert_ob_in_map (op, op->map, op,0); |
958 | insert_ob_in_map (op, op->map, op, 0); |
1041 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
959 | assign (op->contr->title, op->arch->clone.name); |
1042 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
|
|
1043 | add_statbonus(op); |
960 | op->add_statbonus (); |
1044 | tmp_loop=allowed_class(op); |
961 | tmp_loop = allowed_class (op); |
1045 | } |
962 | } |
|
|
963 | |
1046 | update_object(op,UP_OBJ_FACE); |
964 | update_object (op, UP_OBJ_FACE); |
1047 | esrv_update_item(UPD_FACE,op,op); |
965 | esrv_update_item (UPD_FACE, op, op); |
1048 | fix_player(op); |
966 | op->update_stats (); |
1049 | op->stats.hp=op->stats.maxhp; |
967 | op->stats.hp = op->stats.maxhp; |
1050 | op->stats.sp=op->stats.maxsp; |
968 | op->stats.sp = op->stats.maxsp; |
1051 | op->stats.grace=0; |
969 | op->stats.grace = 0; |
|
|
970 | |
1052 | if (op->msg) |
971 | if (op->msg) |
1053 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
972 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
973 | |
1054 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); |
974 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1055 | return 0; |
975 | return 0; |
1056 | } |
976 | } |
1057 | |
977 | |
1058 | int key_confirm_quit(object *op, char key) |
978 | void |
1059 | { |
|
|
1060 | char buf[MAX_BUF]; |
|
|
1061 | |
|
|
1062 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
|
|
1063 | op->contr->state=ST_PLAYING; |
|
|
1064 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
|
|
1065 | return 1; |
|
|
1066 | } |
|
|
1067 | |
|
|
1068 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1069 | INVOKE_PLAYER (QUIT , op->contr); |
|
|
1070 | |
|
|
1071 | terminate_all_pets(op); |
|
|
1072 | leave_map(op); |
|
|
1073 | op->direction=0; |
|
|
1074 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
|
|
1075 | "%s quits the game.", &op->name); |
|
|
1076 | |
|
|
1077 | strcpy(op->contr->killer,"quit"); |
|
|
1078 | check_score(op); |
|
|
1079 | op->contr->party=NULL; |
|
|
1080 | if (settings.set_title == TRUE) |
|
|
1081 | op->contr->own_title[0]='\0'; |
|
|
1082 | |
|
|
1083 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
|
|
1084 | mapstruct *mp, *next; |
|
|
1085 | |
|
|
1086 | /* We need to hunt for any per player unique maps in memory and |
|
|
1087 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1088 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1089 | */ |
|
|
1090 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1091 | for (mp=first_map; mp!=NULL; mp=next) { |
|
|
1092 | next = mp->next; |
|
|
1093 | if (!strncmp(mp->path, buf, strlen(buf))) |
|
|
1094 | delete_map(mp); |
|
|
1095 | } |
|
|
1096 | |
|
|
1097 | delete_character(op->name, 1); |
|
|
1098 | } |
|
|
1099 | play_again(op); |
|
|
1100 | return 1; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | void flee_player(object *op) { |
979 | flee_player (object *op) |
|
|
980 | { |
1104 | int dir,diff; |
981 | int dir, diff; |
1105 | rv_vector rv; |
982 | rv_vector rv; |
1106 | |
983 | |
1107 | if(op->stats.hp < 0) { |
984 | if (op->stats.hp < 0) |
|
|
985 | { |
1108 | LOG(llevDebug, "Fleeing player is dead.\n"); |
986 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1109 | CLEAR_FLAG(op, FLAG_SCARED); |
987 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
988 | return; |
|
|
989 | } |
|
|
990 | |
|
|
991 | if (op->enemy == NULL) |
|
|
992 | { |
|
|
993 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
|
|
994 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
995 | return; |
|
|
996 | } |
|
|
997 | |
|
|
998 | /* Seen some crashes here. Since we don't store an |
|
|
999 | * op->enemy_count, it is possible that something destroys the |
|
|
1000 | * actual enemy, and the object is recycled. |
|
|
1001 | */ |
|
|
1002 | if (op->enemy->map == NULL) |
|
|
1003 | { |
|
|
1004 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1005 | op->enemy = NULL; |
|
|
1006 | return; |
|
|
1007 | } |
|
|
1008 | |
|
|
1009 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
1010 | { |
|
|
1011 | op->enemy = NULL; |
|
|
1012 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1013 | return; |
|
|
1014 | } |
|
|
1015 | |
|
|
1016 | get_rangevector (op, op->enemy, &rv, 0); |
|
|
1017 | |
|
|
1018 | dir = absdir (4 + rv.direction); |
|
|
1019 | for (diff = 0; diff < 3; diff++) |
|
|
1020 | { |
|
|
1021 | int m = 1 - (RANDOM () & 2); |
|
|
1022 | |
|
|
1023 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1110 | return; |
1024 | return; |
1111 | } |
1025 | } |
1112 | |
1026 | |
1113 | if(op->enemy==NULL) { |
|
|
1114 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
|
|
1115 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1116 | return; |
|
|
1117 | } |
|
|
1118 | |
|
|
1119 | /* Seen some crashes here. Since we don't store an |
|
|
1120 | * op->enemy_count, it is possible that something destroys the |
|
|
1121 | * actual enemy, and the object is recycled. |
|
|
1122 | */ |
|
|
1123 | if (op->enemy->map == NULL) { |
|
|
1124 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1125 | op->enemy=NULL; |
|
|
1126 | return; |
|
|
1127 | } |
|
|
1128 | |
|
|
1129 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
|
|
1130 | op->enemy=NULL; |
|
|
1131 | CLEAR_FLAG(op, FLAG_SCARED); |
|
|
1132 | return; |
|
|
1133 | } |
|
|
1134 | get_rangevector(op, op->enemy, &rv, 0); |
|
|
1135 | |
|
|
1136 | dir=absdir(4+rv.direction); |
|
|
1137 | for(diff=0;diff<3;diff++) { |
|
|
1138 | int m=1-(RANDOM()&2); |
|
|
1139 | if(move_ob(op,absdir(dir+diff*m),op)|| |
|
|
1140 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
|
|
1141 | return; |
|
|
1142 | } |
|
|
1143 | } |
|
|
1144 | /* Cornered, get rid of scared */ |
1027 | /* Cornered, get rid of scared */ |
1145 | CLEAR_FLAG(op, FLAG_SCARED); |
1028 | CLEAR_FLAG (op, FLAG_SCARED); |
1146 | op->enemy=NULL; |
1029 | op->enemy = NULL; |
1147 | } |
1030 | } |
1148 | |
1031 | |
1149 | |
1032 | |
1150 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1033 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1151 | * IT returns 1 if the player should keep on moving, 0 if he should |
1034 | * IT returns 1 if the player should keep on moving, 0 if he should |
1152 | * stop. |
1035 | * stop. |
1153 | */ |
1036 | */ |
|
|
1037 | int |
1154 | int check_pick(object *op) { |
1038 | check_pick (object *op) |
|
|
1039 | { |
1155 | object *tmp, *next; |
1040 | object *tmp, *next; |
1156 | tag_t next_tag=0, op_tag; |
|
|
1157 | int stop = 0; |
1041 | int stop = 0; |
1158 | int j, k, wvratio; |
1042 | int j, k, wvratio; |
1159 | char putstring[128], tmpstr[16]; |
1043 | char putstring[128], tmpstr[16]; |
1160 | |
1044 | |
1161 | |
|
|
1162 | /* if you're flying, you cna't pick up anything */ |
1045 | /* if you're flying, you cna't pick up anything */ |
1163 | if (op->move_type & MOVE_FLYING) |
1046 | if (op->move_type & MOVE_FLYING) |
1164 | return 1; |
1047 | return 1; |
1165 | |
1048 | |
1166 | op_tag = op->count; |
|
|
1167 | |
|
|
1168 | next = op->below; |
1049 | next = op->below; |
1169 | if (next) |
|
|
1170 | next_tag = next->count; |
|
|
1171 | |
1050 | |
1172 | /* loop while there are items on the floor that are not marked as |
1051 | /* loop while there are items on the floor that are not marked as |
1173 | * destroyed */ |
1052 | * destroyed */ |
1174 | while (next && ! was_destroyed (next, next_tag)) |
1053 | while (next && !next->destroyed ()) |
1175 | { |
1054 | { |
1176 | tmp = next; |
1055 | tmp = next; |
1177 | next = tmp->below; |
1056 | next = tmp->below; |
1178 | if (next) |
|
|
1179 | next_tag = next->count; |
|
|
1180 | |
1057 | |
1181 | if (was_destroyed (op, op_tag)) |
1058 | if (op->destroyed ()) |
1182 | return 0; |
1059 | return 0; |
1183 | |
1060 | |
1184 | if ( ! can_pick (op, tmp)) |
1061 | if (!can_pick (op, tmp)) |
1185 | continue; |
1062 | continue; |
1186 | |
1063 | |
1187 | if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) |
1064 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1188 | { |
1065 | { |
1189 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1066 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1190 | pick_up (op, tmp); |
1067 | pick_up (op, tmp); |
1191 | continue; |
1068 | continue; |
1192 | } |
1069 | } |
1193 | |
1070 | |
1194 | /* high not bit set? We're using the old autopickup model */ |
1071 | /* high not bit set? We're using the old autopickup model */ |
1195 | if(!(op->contr->mode & PU_NEWMODE)) { |
1072 | if (!(op->contr->mode & PU_NEWMODE)) |
|
|
1073 | { |
1196 | switch (op->contr->mode) { |
1074 | switch (op->contr->mode) |
|
|
1075 | { |
|
|
1076 | case 0: |
1197 | case 0: return 1; /* don't pick up */ |
1077 | return 1; /* don't pick up */ |
|
|
1078 | case 1: |
1198 | case 1: pick_up (op, tmp); |
1079 | pick_up (op, tmp); |
1199 | return 1; |
1080 | return 1; |
|
|
1081 | case 2: |
1200 | case 2: pick_up (op, tmp); |
1082 | pick_up (op, tmp); |
1201 | return 0; |
1083 | return 0; |
|
|
1084 | case 3: |
1202 | case 3: return 0; /* stop before pickup */ |
1085 | return 0; /* stop before pickup */ |
|
|
1086 | case 4: |
1203 | case 4: pick_up (op, tmp); |
1087 | pick_up (op, tmp); |
1204 | break; |
1088 | break; |
|
|
1089 | case 5: |
1205 | case 5: pick_up (op, tmp); |
1090 | pick_up (op, tmp); |
1206 | stop = 1; |
1091 | stop = 1; |
1207 | break; |
1092 | break; |
1208 | case 6: |
1093 | case 6: |
1209 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
1094 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1210 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
|
|
1211 | pick_up(op, tmp); |
1095 | pick_up (op, tmp); |
1212 | break; |
1096 | break; |
1213 | |
1097 | |
1214 | case 7: |
1098 | case 7: |
1215 | if (tmp->type == MONEY || tmp->type == GEM) |
1099 | if (tmp->type == MONEY || tmp->type == GEM) |
1216 | pick_up(op, tmp); |
1100 | pick_up (op, tmp); |
1217 | break; |
1101 | break; |
1218 | |
1102 | |
1219 | default: |
1103 | default: |
1220 | /* use value density */ |
1104 | /* use value density */ |
1221 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
1105 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1222 | && (query_cost (tmp, op, F_TRUE) * 100 |
1106 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1223 | / (tmp->weight * MAX (tmp->nrof, 1))) |
|
|
1224 | >= op->contr->mode) |
|
|
1225 | pick_up(op,tmp); |
1107 | pick_up (op, tmp); |
1226 | } |
|
|
1227 | } |
|
|
1228 | else { /* old model */ |
|
|
1229 | /* NEW pickup handling */ |
|
|
1230 | if(op->contr->mode & PU_DEBUG) |
|
|
1231 | { |
|
|
1232 | /* some debugging code to figure out item information */ |
|
|
1233 | if(tmp->name!=NULL) |
|
|
1234 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
|
|
1235 | &tmp->name, tmp->type, |
|
|
1236 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
|
|
1237 | else |
|
|
1238 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
|
|
1239 | &tmp->arch->name, tmp->type, |
|
|
1240 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
|
|
1241 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
|
|
1242 | |
|
|
1243 | sprintf(putstring,"...flags: "); |
|
|
1244 | for(k=0;k<4;k++) |
|
|
1245 | { |
|
|
1246 | for(j=0;j<32;j++) |
|
|
1247 | { |
|
|
1248 | if((tmp->flags[k]>>j)&0x01) |
|
|
1249 | { |
|
|
1250 | sprintf(tmpstr,"%d ",k*32+j); |
|
|
1251 | strcat(putstring, tmpstr); |
|
|
1252 | } |
1108 | } |
1253 | } |
1109 | } |
1254 | } |
1110 | else |
|
|
1111 | { /* old model */ |
|
|
1112 | /* NEW pickup handling */ |
|
|
1113 | if (op->contr->mode & PU_DEBUG) |
|
|
1114 | { |
|
|
1115 | /* some debugging code to figure out item information */ |
|
|
1116 | if (tmp->name != NULL) |
|
|
1117 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1118 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1119 | else |
|
|
1120 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1121 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1122 | |
1255 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1123 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1124 | } |
1256 | |
1125 | |
|
|
1126 | /* philosophy: |
|
|
1127 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1128 | * generic. This takes no game-time. For more detailed pickups |
|
|
1129 | * and selections, select-items should be used. This is a |
|
|
1130 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1131 | * example. |
|
|
1132 | * The drawback: right now it has no frontend, so you need to |
|
|
1133 | * stick the bits you want into a calculator in hex mode and then |
|
|
1134 | * convert to decimal and then 'pickup <#> |
|
|
1135 | */ |
|
|
1136 | |
|
|
1137 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1138 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1139 | * meaning if any test passes, the item gets picked up. */ |
|
|
1140 | |
|
|
1141 | /* if mode is set to pick nothing up, return */ |
|
|
1142 | |
|
|
1143 | if (op->contr->mode & PU_NOTHING) |
|
|
1144 | return 1; |
|
|
1145 | |
|
|
1146 | /* if mode is set to stop when encountering objects, return */ |
|
|
1147 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1148 | * anything up */ |
|
|
1149 | |
|
|
1150 | if (op->contr->mode & PU_STOP) |
|
|
1151 | return 0; |
|
|
1152 | |
|
|
1153 | /* useful for going into stores and not losing your settings... */ |
|
|
1154 | /* and for battles wher you don't want to get loaded down while |
|
|
1155 | * fighting */ |
|
|
1156 | if (op->contr->mode & PU_INHIBIT) |
|
|
1157 | return 1; |
|
|
1158 | |
|
|
1159 | /* prevent us from turning into auto-thieves :) */ |
|
|
1160 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1161 | continue; |
|
|
1162 | |
|
|
1163 | /* ignore known cursed objects */ |
|
|
1164 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1165 | continue; |
|
|
1166 | |
|
|
1167 | /* all food and drink if desired */ |
|
|
1168 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1169 | if (op->contr->mode & PU_FOOD) |
|
|
1170 | if (tmp->type == FOOD) |
|
|
1171 | { |
|
|
1172 | pick_up (op, tmp); |
|
|
1173 | continue; |
|
|
1174 | } |
|
|
1175 | |
|
|
1176 | if (op->contr->mode & PU_DRINK) |
|
|
1177 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1178 | { |
|
|
1179 | pick_up (op, tmp); |
|
|
1180 | continue; |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | if (op->contr->mode & PU_POTION) |
|
|
1184 | if (tmp->type == POTION) |
|
|
1185 | { |
|
|
1186 | pick_up (op, tmp); |
|
|
1187 | continue; |
|
|
1188 | } |
|
|
1189 | |
|
|
1190 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1191 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1192 | if (tmp->type == SPELLBOOK) |
|
|
1193 | { |
|
|
1194 | pick_up (op, tmp); |
|
|
1195 | continue; |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1199 | if (tmp->type == SKILLSCROLL) |
|
|
1200 | { |
|
|
1201 | pick_up (op, tmp); |
|
|
1202 | continue; |
|
|
1203 | } |
|
|
1204 | |
|
|
1205 | if (op->contr->mode & PU_READABLES) |
|
|
1206 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1207 | { |
|
|
1208 | pick_up (op, tmp); |
|
|
1209 | continue; |
|
|
1210 | } |
|
|
1211 | |
|
|
1212 | /* wands/staves/rods/horns */ |
|
|
1213 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1214 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1215 | { |
|
|
1216 | pick_up (op, tmp); |
|
|
1217 | continue; |
|
|
1218 | } |
|
|
1219 | |
|
|
1220 | /* pick up all magical items */ |
|
|
1221 | if (op->contr->mode & PU_MAGICAL) |
|
|
1222 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1223 | { |
|
|
1224 | pick_up (op, tmp); |
|
|
1225 | continue; |
|
|
1226 | } |
|
|
1227 | |
|
|
1228 | if (op->contr->mode & PU_VALUABLES) |
|
|
1229 | { |
|
|
1230 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1231 | { |
|
|
1232 | pick_up (op, tmp); |
|
|
1233 | continue; |
|
|
1234 | } |
|
|
1235 | } |
|
|
1236 | |
|
|
1237 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1238 | if (op->contr->mode & PU_JEWELS) |
|
|
1239 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1240 | { |
|
|
1241 | pick_up (op, tmp); |
|
|
1242 | continue; |
|
|
1243 | } |
|
|
1244 | |
|
|
1245 | /* we don't forget dragon food */ |
|
|
1246 | if (op->contr->mode & PU_FLESH) |
|
|
1247 | if (tmp->type == FLESH) |
|
|
1248 | { |
|
|
1249 | pick_up (op, tmp); |
|
|
1250 | continue; |
|
|
1251 | } |
|
|
1252 | |
|
|
1253 | /* bows and arrows. Bows are good for selling! */ |
|
|
1254 | if (op->contr->mode & PU_BOW) |
|
|
1255 | if (tmp->type == BOW) |
|
|
1256 | { |
|
|
1257 | pick_up (op, tmp); |
|
|
1258 | continue; |
|
|
1259 | } |
|
|
1260 | |
|
|
1261 | if (op->contr->mode & PU_ARROW) |
|
|
1262 | if (tmp->type == ARROW) |
|
|
1263 | { |
|
|
1264 | pick_up (op, tmp); |
|
|
1265 | continue; |
|
|
1266 | } |
|
|
1267 | |
|
|
1268 | /* all kinds of armor etc. */ |
|
|
1269 | if (op->contr->mode & PU_ARMOUR) |
|
|
1270 | if (tmp->type == ARMOUR) |
|
|
1271 | { |
|
|
1272 | pick_up (op, tmp); |
|
|
1273 | continue; |
|
|
1274 | } |
|
|
1275 | |
|
|
1276 | if (op->contr->mode & PU_HELMET) |
|
|
1277 | if (tmp->type == HELMET) |
|
|
1278 | { |
|
|
1279 | pick_up (op, tmp); |
|
|
1280 | continue; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | if (op->contr->mode & PU_SHIELD) |
|
|
1284 | if (tmp->type == SHIELD) |
|
|
1285 | { |
|
|
1286 | pick_up (op, tmp); |
|
|
1287 | continue; |
|
|
1288 | } |
|
|
1289 | |
|
|
1290 | if (op->contr->mode & PU_BOOTS) |
|
|
1291 | if (tmp->type == BOOTS) |
|
|
1292 | { |
|
|
1293 | pick_up (op, tmp); |
|
|
1294 | continue; |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | if (op->contr->mode & PU_GLOVES) |
|
|
1298 | if (tmp->type == GLOVES) |
|
|
1299 | { |
|
|
1300 | pick_up (op, tmp); |
|
|
1301 | continue; |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | if (op->contr->mode & PU_CLOAK) |
|
|
1305 | if (tmp->type == CLOAK) |
|
|
1306 | { |
|
|
1307 | pick_up (op, tmp); |
|
|
1308 | continue; |
|
|
1309 | } |
|
|
1310 | |
|
|
1311 | /* hoping to catch throwing daggers here */ |
|
|
1312 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1313 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1314 | { |
|
|
1315 | pick_up (op, tmp); |
|
|
1316 | continue; |
|
|
1317 | } |
|
|
1318 | |
|
|
1319 | /* careful: chairs and tables are weapons! */ |
|
|
1320 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1321 | { |
|
|
1322 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1323 | { |
|
|
1324 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1325 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1326 | { |
|
|
1327 | pick_up (op, tmp); |
|
|
1328 | continue; |
|
|
1329 | } |
|
|
1330 | } |
|
|
1331 | |
|
|
1332 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1333 | { |
|
|
1334 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1335 | { |
|
|
1336 | pick_up (op, tmp); |
|
|
1337 | continue; |
|
|
1338 | } |
|
|
1339 | } |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | /* misc stuff that's useful */ |
|
|
1343 | if (op->contr->mode & PU_KEY) |
|
|
1344 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1345 | { |
|
|
1346 | pick_up (op, tmp); |
|
|
1347 | continue; |
|
|
1348 | } |
|
|
1349 | |
|
|
1350 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1351 | * pickups */ |
|
|
1352 | if (op->contr->mode & PU_RATIO) |
|
|
1353 | { |
|
|
1354 | /* use value density to decide what else to grab */ |
|
|
1355 | /* >=7 was >= op->contr->mode */ |
|
|
1356 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1357 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1358 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1359 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1360 | { |
|
|
1361 | pick_up (op, tmp); |
1257 | #if 0 |
1362 | #if 0 |
1258 | /* print the flags too */ |
1363 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1259 | for(k=0;k<4;k++) |
1364 | if (tmp->name != NULL) |
1260 | { |
1365 | { |
1261 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
1366 | fprintf (stderr, "%s", tmp->name); |
1262 | for(j=0;j<32;j++) |
1367 | } |
1263 | { |
1368 | else |
1264 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
1369 | fprintf (stderr, "%s", tmp->arch->name); |
1265 | if(!((j+1)%4))fprintf(stderr," "); |
1370 | fprintf (stderr, ",%d] = ", tmp->type); |
1266 | } |
1371 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1267 | fprintf(stderr," [%d]\n", k*32); |
|
|
1268 | } |
|
|
1269 | #endif |
1372 | #endif |
1270 | } |
1373 | continue; |
1271 | /* philosophy: |
1374 | } |
1272 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1273 | * generic. This takes no game-time. For more detailed pickups |
|
|
1274 | * and selections, select-items shoul dbe used. This is a |
|
|
1275 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1276 | * example. |
|
|
1277 | * The drawback: right now it has no frontend, so you need to |
|
|
1278 | * stick the bits you want into a calculator in hex mode and then |
|
|
1279 | * convert to decimal and then 'pickup <#> |
|
|
1280 | */ |
|
|
1281 | |
|
|
1282 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1283 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1284 | * meaning if any test passes, the item gets picked up. */ |
|
|
1285 | |
|
|
1286 | /* if mode is set to pick nothing up, return */ |
|
|
1287 | |
|
|
1288 | if(op->contr->mode & PU_NOTHING) return 1; |
|
|
1289 | |
|
|
1290 | /* if mode is set to stop when encountering objects, return */ |
|
|
1291 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1292 | * anything up */ |
|
|
1293 | |
|
|
1294 | if(op->contr->mode & PU_STOP) return 0; |
|
|
1295 | |
|
|
1296 | /* useful for going into stores and not losing your settings... */ |
|
|
1297 | /* and for battles wher you don't want to get loaded down while |
|
|
1298 | * fighting */ |
|
|
1299 | if(op->contr->mode & PU_INHIBIT) return 1; |
|
|
1300 | |
|
|
1301 | /* prevent us from turning into auto-thieves :) */ |
|
|
1302 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; |
|
|
1303 | |
|
|
1304 | /* ignore known cursed objects */ |
|
|
1305 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
|
|
1306 | |
|
|
1307 | /* all food and drink if desired */ |
|
|
1308 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1309 | if(op->contr->mode & PU_FOOD) |
|
|
1310 | if (tmp->type == FOOD) |
|
|
1311 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
|
|
1312 | if(op->contr->mode & PU_DRINK) |
|
|
1313 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
|
|
1314 | { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
|
|
1315 | |
|
|
1316 | if(op->contr->mode & PU_POTION) |
|
|
1317 | if (tmp->type == POTION) |
|
|
1318 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
|
|
1319 | |
|
|
1320 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1321 | if(op->contr->mode & PU_SPELLBOOK) |
|
|
1322 | if (tmp->type == SPELLBOOK) |
|
|
1323 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
|
|
1324 | if(op->contr->mode & PU_SKILLSCROLL) |
|
|
1325 | if (tmp->type == SKILLSCROLL) |
|
|
1326 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
|
|
1327 | if(op->contr->mode & PU_READABLES) |
|
|
1328 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1329 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
|
|
1330 | |
|
|
1331 | /* wands/staves/rods/horns */ |
|
|
1332 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1333 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1334 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
|
|
1335 | |
|
|
1336 | /* pick up all magical items */ |
|
|
1337 | if(op->contr->mode & PU_MAGICAL) |
|
|
1338 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
|
|
1339 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
|
|
1340 | |
|
|
1341 | if(op->contr->mode & PU_VALUABLES) |
|
|
1342 | { |
|
|
1343 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1344 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
|
|
1345 | } |
|
|
1346 | |
|
|
1347 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1348 | if(op->contr->mode & PU_JEWELS) |
|
|
1349 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1350 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
|
|
1351 | |
|
|
1352 | /* bows and arrows. Bows are good for selling! */ |
|
|
1353 | if(op->contr->mode & PU_BOW) |
|
|
1354 | if (tmp->type == BOW) |
|
|
1355 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
|
|
1356 | if(op->contr->mode & PU_ARROW) |
|
|
1357 | if (tmp->type == ARROW) |
|
|
1358 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
|
|
1359 | |
|
|
1360 | /* all kinds of armor etc. */ |
|
|
1361 | if(op->contr->mode & PU_ARMOUR) |
|
|
1362 | if (tmp->type == ARMOUR) |
|
|
1363 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
|
|
1364 | if(op->contr->mode & PU_HELMET) |
|
|
1365 | if (tmp->type == HELMET) |
|
|
1366 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
|
|
1367 | if(op->contr->mode & PU_SHIELD) |
|
|
1368 | if (tmp->type == SHIELD) |
|
|
1369 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
|
|
1370 | if(op->contr->mode & PU_BOOTS) |
|
|
1371 | if (tmp->type == BOOTS) |
|
|
1372 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
|
|
1373 | if(op->contr->mode & PU_GLOVES) |
|
|
1374 | if (tmp->type == GLOVES) |
|
|
1375 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
|
|
1376 | if(op->contr->mode & PU_CLOAK) |
|
|
1377 | if (tmp->type == CLOAK) |
|
|
1378 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
|
|
1379 | |
|
|
1380 | /* hoping to catch throwing daggers here */ |
|
|
1381 | if(op->contr->mode & PU_MISSILEWEAPON) |
|
|
1382 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
|
|
1383 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
|
|
1384 | |
|
|
1385 | /* careful: chairs and tables are weapons! */ |
|
|
1386 | if(op->contr->mode & PU_ALLWEAPON) |
|
|
1387 | { |
|
|
1388 | if(tmp->type == WEAPON && tmp->name!=NULL) |
|
|
1389 | { |
|
|
1390 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
|
|
1391 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
|
|
1392 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1393 | } |
|
|
1394 | if(tmp->type == WEAPON && tmp->name==NULL) |
|
|
1395 | { |
|
|
1396 | if(strstr(tmp->arch->name,"table")==NULL && |
|
|
1397 | strstr(tmp->arch->name,"chair")==NULL) |
|
|
1398 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
|
|
1399 | } |
|
|
1400 | } |
|
|
1401 | |
|
|
1402 | /* misc stuff that's useful */ |
|
|
1403 | if(op->contr->mode & PU_KEY) |
|
|
1404 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1405 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
|
|
1406 | |
|
|
1407 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1408 | * pickups */ |
|
|
1409 | if(op->contr->mode & PU_RATIO) |
|
|
1410 | { |
|
|
1411 | /* use value density to decide what else to grab */ |
|
|
1412 | /* >=7 was >= op->contr->mode */ |
|
|
1413 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1414 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1415 | wvratio=(op->contr->mode & PU_RATIO) * 5; |
|
|
1416 | if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
|
|
1417 | { |
|
|
1418 | pick_up(op, tmp); |
|
|
1419 | #if 0 |
|
|
1420 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
|
|
1421 | if(tmp->name!=NULL) { |
|
|
1422 | fprintf(stderr,"%s", tmp->name); |
|
|
1423 | } |
1375 | } |
1424 | else fprintf(stderr,"%s",tmp->arch->name); |
1376 | } /* the new pickup model */ |
1425 | fprintf(stderr,",%d] = ", tmp->type); |
|
|
1426 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
|
|
1427 | #endif |
|
|
1428 | continue; |
|
|
1429 | } |
|
|
1430 | } |
1377 | } |
1431 | } /* the new pickup model */ |
1378 | |
1432 | } |
|
|
1433 | return ! stop; |
1379 | return !stop; |
1434 | } |
1380 | } |
1435 | |
1381 | |
1436 | /* |
1382 | /* |
1437 | * Find an arrow in the inventory and after that |
1383 | * Find an arrow in the inventory and after that |
1438 | * in the right type container (quiver). Pointer to the |
1384 | * in the right type container (quiver). Pointer to the |
1439 | * found object is returned. |
1385 | * found object is returned. |
1440 | */ |
1386 | */ |
|
|
1387 | object * |
1441 | object *find_arrow(object *op, const char *type) |
1388 | find_arrow (object *op, const char *type) |
1442 | { |
1389 | { |
1443 | object *tmp = NULL; |
1390 | object *tmp = NULL; |
1444 | |
1391 | |
1445 | for(op=op->inv; op; op=op->below) |
1392 | for (op = op->inv; op; op = op->below) |
1446 | if(!tmp && op->type==CONTAINER && op->race==type && |
1393 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1447 | QUERY_FLAG(op,FLAG_APPLIED)) |
|
|
1448 | tmp = find_arrow (op, type); |
1394 | tmp = find_arrow (op, type); |
1449 | else if (op->type==ARROW && op->race==type) |
1395 | else if (op->type == ARROW && op->race == type) |
1450 | return op; |
1396 | return op; |
1451 | return tmp; |
1397 | return tmp; |
1452 | } |
1398 | } |
1453 | |
1399 | |
1454 | /* |
1400 | /* |
1455 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1401 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1456 | * against the target. A full test is not performed, simply a basic test |
1402 | * against the target. A full test is not performed, simply a basic test |
1457 | * of resistances. The archer is making a quick guess at what he sees down |
1403 | * of resistances. The archer is making a quick guess at what he sees down |
1458 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1404 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1459 | */ |
1405 | */ |
1460 | |
1406 | |
|
|
1407 | object * |
1461 | object *find_better_arrow(object *op, object *target, const char *type, int *better) |
1408 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1462 | { |
1409 | { |
1463 | object *tmp = NULL, *arrow, *ntmp; |
1410 | object *tmp = NULL, *arrow, *ntmp; |
1464 | int attacknum, attacktype, betterby=0, i; |
1411 | int attacknum, attacktype, betterby = 0, i; |
1465 | |
1412 | |
1466 | if (!type) |
1413 | if (!type) |
1467 | return NULL; |
1414 | return NULL; |
1468 | |
1415 | |
1469 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1416 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1470 | if (arrow->type==CONTAINER && arrow->race==type && |
1417 | { |
1471 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1418 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
|
|
1419 | { |
1472 | i = 0; |
1420 | i = 0; |
1473 | ntmp = find_better_arrow(arrow, target, type, &i); |
1421 | ntmp = find_better_arrow (arrow, target, type, &i); |
1474 | if (i > betterby) { |
1422 | if (i > betterby) |
|
|
1423 | { |
1475 | tmp = ntmp; |
1424 | tmp = ntmp; |
1476 | betterby = i; |
1425 | betterby = i; |
1477 | } |
1426 | } |
|
|
1427 | } |
1478 | } else if (arrow->type==ARROW && arrow->race==type) { |
1428 | else if (arrow->type == ARROW && arrow->race == type) |
|
|
1429 | { |
1479 | /* allways prefer assasination/slaying */ |
1430 | /* allways prefer assasination/slaying */ |
1480 | if (target->race != NULL && arrow->slaying != NULL && |
1431 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1481 | strstr(arrow->slaying, target->race)) { |
1432 | { |
1482 | if (arrow->attacktype & AT_DEATH) { |
1433 | if (arrow->attacktype & AT_DEATH) |
|
|
1434 | { |
1483 | *better = 100; |
1435 | *better = 100; |
1484 | return arrow; |
1436 | return arrow; |
1485 | } else { |
|
|
1486 | tmp = arrow; |
|
|
1487 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
|
|
1488 | } |
1437 | } |
1489 | } else { |
1438 | else |
1490 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
|
|
1491 | attacktype = 1<<attacknum; |
|
|
1492 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
|
|
1493 | if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { |
|
|
1494 | tmp = arrow; |
|
|
1495 | betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
|
|
1496 | } |
|
|
1497 | } |
1439 | { |
1498 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
|
|
1499 | tmp = arrow; |
1440 | tmp = arrow; |
1500 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1441 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1501 | } |
|
|
1502 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
|
|
1503 | tmp = arrow; |
|
|
1504 | betterby = 1 + arrow->magic + arrow->stats.dam; |
|
|
1505 | } |
1442 | } |
1506 | } |
1443 | } |
|
|
1444 | else |
|
|
1445 | { |
|
|
1446 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
|
|
1447 | { |
|
|
1448 | attacktype = 1 << attacknum; |
|
|
1449 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
|
|
1450 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
|
|
1451 | { |
|
|
1452 | tmp = arrow; |
|
|
1453 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
|
|
1454 | } |
|
|
1455 | } |
|
|
1456 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
|
|
1457 | { |
|
|
1458 | tmp = arrow; |
|
|
1459 | betterby = 2 + arrow->magic + arrow->stats.dam; |
|
|
1460 | } |
|
|
1461 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
|
|
1462 | { |
|
|
1463 | tmp = arrow; |
|
|
1464 | betterby = 1 + arrow->magic + arrow->stats.dam; |
|
|
1465 | } |
1507 | } |
1466 | } |
|
|
1467 | } |
1508 | } |
1468 | } |
1509 | if (tmp == NULL && arrow == NULL) |
1469 | if (tmp == NULL && arrow == NULL) |
1510 | return find_arrow(op, type); |
1470 | return find_arrow (op, type); |
1511 | |
1471 | |
1512 | *better = betterby; |
1472 | *better = betterby; |
1513 | return tmp; |
1473 | return tmp; |
1514 | } |
1474 | } |
1515 | |
1475 | |
1516 | /* looks in a given direction, finds the first valid target, and calls |
1476 | /* looks in a given direction, finds the first valid target, and calls |
1517 | * find_better_arrow to find a decent arrow to use. |
1477 | * find_better_arrow to find a decent arrow to use. |
1518 | * op = the shooter |
1478 | * op = the shooter |
1519 | * type = bow->race |
1479 | * type = bow->race |
1520 | * dir = fire direction |
1480 | * dir = fire direction |
1521 | */ |
1481 | */ |
1522 | |
1482 | |
|
|
1483 | object * |
1523 | object *pick_arrow_target(object *op, const char *type, int dir) |
1484 | pick_arrow_target (object *op, const char *type, int dir) |
1524 | { |
1485 | { |
1525 | object *tmp = NULL; |
1486 | object *tmp = NULL; |
1526 | mapstruct *m; |
1487 | maptile *m; |
1527 | int i, mflags, found, number; |
1488 | int i, mflags, found, number; |
1528 | sint16 x, y; |
1489 | sint16 x, y; |
1529 | |
1490 | |
1530 | if (op->map == NULL) |
1491 | if (op->map == NULL) |
1531 | return find_arrow(op, type); |
1492 | return find_arrow (op, type); |
1532 | |
1493 | |
1533 | /* do a dex check */ |
1494 | /* do a dex check */ |
1534 | number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1495 | number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1535 | if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1496 | if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1536 | return find_arrow(op, type); |
1497 | return find_arrow (op, type); |
1537 | |
1498 | |
1538 | m = op->map; |
1499 | m = op->map; |
1539 | x = op->x; |
1500 | x = op->x; |
1540 | y = op->y; |
1501 | y = op->y; |
1541 | |
1502 | |
1542 | /* find the first target */ |
1503 | /* find the first target */ |
1543 | for (i=0, found=0; i<20; i++) { |
1504 | for (i = 0, found = 0; i < 20; i++) |
|
|
1505 | { |
1544 | x += freearr_x[dir]; |
1506 | x += freearr_x[dir]; |
1545 | y += freearr_y[dir]; |
1507 | y += freearr_y[dir]; |
1546 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1508 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1547 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1509 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
|
|
1510 | { |
1548 | tmp = NULL; |
1511 | tmp = NULL; |
|
|
1512 | break; |
|
|
1513 | } |
|
|
1514 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
|
|
1515 | { |
|
|
1516 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
|
|
1517 | * perhaps a bad assumption. |
|
|
1518 | */ |
|
|
1519 | tmp = NULL; |
|
|
1520 | break; |
|
|
1521 | } |
|
|
1522 | if (mflags & P_IS_ALIVE) |
|
|
1523 | { |
|
|
1524 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
1525 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
1526 | { |
|
|
1527 | found++; |
|
|
1528 | break; |
|
|
1529 | } |
|
|
1530 | if (found) |
1549 | break; |
1531 | break; |
1550 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
|
|
1551 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
|
|
1552 | * perhaps a bad assumption. |
|
|
1553 | */ |
|
|
1554 | tmp = NULL; |
|
|
1555 | break; |
|
|
1556 | } |
1532 | } |
1557 | if (mflags & P_IS_ALIVE) { |
|
|
1558 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
|
|
1559 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
|
|
1560 | found++; |
|
|
1561 | break; |
|
|
1562 | } |
|
|
1563 | if (found) |
|
|
1564 | break; |
|
|
1565 | } |
|
|
1566 | } |
1533 | } |
1567 | if (tmp == NULL) |
1534 | if (tmp == NULL) |
1568 | return find_arrow(op, type); |
1535 | return find_arrow (op, type); |
1569 | |
1536 | |
1570 | if (tmp->head) |
1537 | if (tmp->head) |
1571 | tmp = tmp->head; |
1538 | tmp = tmp->head; |
1572 | |
1539 | |
1573 | return find_better_arrow(op, tmp, type, &i); |
1540 | return find_better_arrow (op, tmp, type, &i); |
1574 | } |
1541 | } |
1575 | |
1542 | |
1576 | /* |
1543 | /* |
1577 | * Creature fires a bow - op can be monster or player. Returns |
1544 | * Creature fires a bow - op can be monster or player. Returns |
1578 | * 1 if bow was actually fired, 0 otherwise. |
1545 | * 1 if bow was actually fired, 0 otherwise. |
… | |
… | |
1581 | * dir is the direction of fire. |
1548 | * dir is the direction of fire. |
1582 | * wc_mod is any special modifier to give (used in special player fire modes) |
1549 | * wc_mod is any special modifier to give (used in special player fire modes) |
1583 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1550 | * sx, sy are coordinates to fire arrow from - also used in some of the special |
1584 | * player fire modes. |
1551 | * player fire modes. |
1585 | */ |
1552 | */ |
|
|
1553 | int |
1586 | int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, |
1554 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1587 | sint16 sx, sint16 sy) |
|
|
1588 | { |
1555 | { |
1589 | object *left, *bow; |
1556 | object *left, *bow; |
1590 | tag_t left_tag, tag; |
|
|
1591 | int bowspeed, mflags; |
1557 | int bowspeed, mflags; |
1592 | mapstruct *m; |
1558 | maptile *m; |
1593 | |
1559 | |
1594 | if (!dir) { |
1560 | if (!dir) |
|
|
1561 | { |
1595 | new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1562 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1596 | return 0; |
1563 | return 0; |
1597 | } |
1564 | } |
|
|
1565 | |
1598 | if (op->type == PLAYER) |
1566 | if (op->type == PLAYER) |
1599 | bow=op->contr->ranges[range_bow]; |
1567 | bow = op->contr->ranges[range_bow]; |
1600 | else { |
1568 | else |
|
|
1569 | { |
1601 | for(bow=op->inv; bow; bow=bow->below) |
1570 | for (bow = op->inv; bow; bow = bow->below) |
1602 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1571 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1603 | * don't need to switch back and forth between bows and weapons. |
1572 | * don't need to switch back and forth between bows and weapons. |
1604 | */ |
1573 | */ |
1605 | if(bow->type==BOW) |
1574 | if (bow->type == BOW) |
1606 | break; |
1575 | break; |
1607 | |
1576 | |
1608 | if (!bow) { |
1577 | if (!bow) |
|
|
1578 | { |
1609 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1579 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1610 | return 0; |
1580 | return 0; |
1611 | } |
1581 | } |
1612 | } |
1582 | } |
|
|
1583 | |
1613 | if( !bow->race || !bow->skill) { |
1584 | if (!bow->race || !bow->skill) |
|
|
1585 | { |
1614 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1586 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1615 | return 0; |
1587 | return 0; |
1616 | } |
1588 | } |
1617 | |
1589 | |
1618 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1590 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1619 | |
1591 | |
1620 | /* penalize ROF for bestarrow */ |
1592 | /* penalize ROF for bestarrow */ |
1621 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1593 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1622 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1594 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1595 | |
1623 | if (bowspeed < 1) |
1596 | if (bowspeed < 1) |
1624 | bowspeed = 1; |
1597 | bowspeed = 1; |
1625 | |
1598 | |
1626 | if (arrow == NULL) { |
1599 | if (arrow == NULL) |
|
|
1600 | { |
1627 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1601 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
|
|
1602 | { |
1628 | if (op->type == PLAYER) |
1603 | if (op->type == PLAYER) |
1629 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1604 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1630 | "You have no %s left.", &bow->race); |
|
|
1631 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1605 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1632 | else |
1606 | else |
1633 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1607 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1634 | return 0; |
1608 | return 0; |
1635 | } |
1609 | } |
1636 | } |
1610 | } |
|
|
1611 | |
1637 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1612 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1638 | if (mflags & P_OUT_OF_MAP) { |
1613 | if (mflags & P_OUT_OF_MAP) |
1639 | return 0; |
1614 | return 0; |
1640 | } |
1615 | |
1641 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1616 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
|
|
1617 | { |
1642 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1618 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1643 | return 0; |
1619 | return 0; |
1644 | } |
1620 | } |
1645 | |
1621 | |
1646 | /* this should not happen, but sometimes does */ |
1622 | /* this should not happen, but sometimes does */ |
1647 | if (arrow->nrof==0) { |
1623 | if (arrow->nrof == 0) |
1648 | remove_ob(arrow); |
1624 | { |
1649 | free_object(arrow); |
1625 | arrow->destroy (); |
1650 | return 0; |
1626 | return 0; |
1651 | } |
1627 | } |
1652 | |
1628 | |
1653 | left = arrow; /* these are arrows left to the player */ |
1629 | left = arrow; /* these are arrows left to the player */ |
1654 | left_tag = left->count; |
|
|
1655 | arrow = get_split_ob(arrow, 1); |
1630 | arrow = get_split_ob (arrow, 1); |
1656 | if (arrow == NULL) { |
1631 | if (!arrow) |
|
|
1632 | { |
1657 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1633 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1658 | return 0; |
1634 | return 0; |
1659 | } |
1635 | } |
1660 | set_owner(arrow, op); |
1636 | |
|
|
1637 | arrow->set_owner (op); |
1661 | arrow->skill = bow->skill; |
1638 | arrow->skill = bow->skill; |
1662 | |
|
|
1663 | arrow->direction=dir; |
1639 | arrow->direction = dir; |
1664 | arrow->x = sx; |
|
|
1665 | arrow->y = sy; |
|
|
1666 | |
1640 | |
1667 | if (op->type == PLAYER) { |
1641 | if (op->type == PLAYER) |
|
|
1642 | { |
1668 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
1643 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1669 | fix_player(op); |
1644 | op->update_stats (); |
1670 | } |
1645 | } |
1671 | |
1646 | |
1672 | SET_ANIMATION(arrow, arrow->direction); |
1647 | SET_ANIMATION (arrow, arrow->direction); |
1673 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1648 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1674 | arrow->stats.hp = arrow->stats.dam; |
1649 | arrow->stats.hp = arrow->stats.dam; |
1675 | arrow->stats.grace = arrow->attacktype; |
1650 | arrow->stats.grace = arrow->attacktype; |
1676 | if (arrow->slaying != NULL) |
1651 | if (arrow->slaying != NULL) |
1677 | arrow->spellarg = strdup_local(arrow->slaying); |
1652 | arrow->spellarg = strdup (arrow->slaying); |
1678 | |
1653 | |
1679 | /* Note that this was different for monsters - they got their level |
1654 | /* Note that this was different for monsters - they got their level |
1680 | * added to the damage. I think the strength bonus is more proper. |
1655 | * added to the damage. I think the strength bonus is more proper. |
1681 | */ |
1656 | */ |
1682 | |
|
|
1683 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
|
|
1684 | 0 : dam_bonus[op->stats.Str]) + |
|
|
1685 | bow->stats.dam + bow->magic + arrow->magic; |
|
|
1686 | |
1657 | |
|
|
1658 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1659 | |
1687 | /* update the speed */ |
1660 | /* update the speed */ |
1688 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1661 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1689 | 0 : dam_bonus[op->stats.Str]) + |
1662 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1690 | bow->magic + arrow->magic) / 5.0 + |
|
|
1691 | (float)bow->stats.dam / 7.0; |
|
|
1692 | |
1663 | |
1693 | if (arrow->speed < 1.0) |
1664 | arrow->set_speed (max (arrow->speed, 1.0)); |
1694 | arrow->speed = 1.0; |
|
|
1695 | update_ob_speed(arrow); |
|
|
1696 | arrow->speed_left = 0; |
1665 | arrow->speed_left = 0; |
1697 | |
1666 | |
1698 | if (op->type == PLAYER) { |
1667 | if (op->type == PLAYER) |
|
|
1668 | { |
1699 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1669 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1700 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
1670 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
1701 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
1671 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
1702 | arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1703 | |
1672 | |
1704 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1673 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1705 | } else { |
1674 | } |
|
|
1675 | else |
|
|
1676 | { |
1706 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
1677 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
1707 | arrow->stats.wc + wc_mod; |
|
|
1708 | |
|
|
1709 | arrow->level = op->level; |
1678 | arrow->level = op->level; |
1710 | } |
1679 | } |
|
|
1680 | |
1711 | if (arrow->attacktype == AT_PHYSICAL) |
1681 | if (arrow->attacktype == AT_PHYSICAL) |
1712 | arrow->attacktype |= bow->attacktype; |
1682 | arrow->attacktype |= bow->attacktype; |
|
|
1683 | |
1713 | if (bow->slaying != NULL) |
1684 | if (bow->slaying) |
1714 | arrow->slaying = bow->slaying; |
1685 | arrow->slaying = bow->slaying; |
1715 | |
1686 | |
1716 | arrow->map = m; |
|
|
1717 | arrow->move_type = MOVE_FLY_LOW; |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1718 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1719 | |
1689 | |
1720 | play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1690 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1721 | tag = arrow->count; |
1691 | m->insert (arrow, sx, sy, op); |
1722 | insert_ob_in_map(arrow, m, op, 0); |
|
|
1723 | |
1692 | |
1724 | if (!was_destroyed(arrow, tag)) |
1693 | if (!arrow->destroyed ()) |
1725 | move_arrow(arrow); |
1694 | move_arrow (arrow); |
1726 | |
1695 | |
1727 | if (op->type == PLAYER) { |
1696 | if (op->type == PLAYER) |
1728 | if (was_destroyed (left, left_tag)) |
1697 | { |
|
|
1698 | if (left->destroyed ()) |
1729 | esrv_del_item(op->contr, left_tag); |
1699 | esrv_del_item (op->contr, left->count); |
1730 | else |
1700 | else |
1731 | esrv_send_item(op, left); |
1701 | esrv_send_item (op, left); |
1732 | } |
1702 | } |
|
|
1703 | |
1733 | return 1; |
1704 | return 1; |
1734 | } |
1705 | } |
1735 | |
1706 | |
1736 | /* Special fire code for players - this takes into |
1707 | /* Special fire code for players - this takes into |
1737 | * account the special fire modes players can have |
1708 | * account the special fire modes players can have |
1738 | * but monsters can't. Putting that code here |
1709 | * but monsters can't. Putting that code here |
1739 | * makes the fire_bow code much cleaner. |
1710 | * makes the fire_bow code much cleaner. |
1740 | * this function should only be called if 'op' is a player, |
1711 | * this function should only be called if 'op' is a player, |
1741 | * hence the function name. |
1712 | * hence the function name. |
1742 | */ |
1713 | */ |
|
|
1714 | int |
1743 | int player_fire_bow(object *op, int dir) |
1715 | player_fire_bow (object *op, int dir) |
1744 | { |
1716 | { |
1745 | int ret=0, wcmod=0; |
1717 | int ret = 0, wcmod = 0; |
1746 | |
1718 | |
1747 | if (op->contr->bowtype == bow_bestarrow) { |
1719 | if (op->contr->bowtype == bow_bestarrow) |
1748 | ret = fire_bow(op, op, |
1720 | { |
1749 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1721 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1750 | dir, 0, op->x, op->y); |
1722 | } |
1751 | } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1723 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
|
|
1724 | { |
1752 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1725 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1753 | wcmod =-1; |
1726 | wcmod = -1; |
|
|
1727 | |
1754 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1728 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1755 | op->x, op->y); |
1729 | } |
1756 | } else if (op->contr->bowtype == bow_threewide) { |
1730 | else if (op->contr->bowtype == bow_threewide) |
|
|
1731 | { |
1757 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1758 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); |
1733 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1759 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
1734 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
|
|
1735 | } |
1760 | } else if (op->contr->bowtype == bow_spreadshot) { |
1736 | else if (op->contr->bowtype == bow_spreadshot) |
|
|
1737 | { |
1761 | ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1738 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1762 | ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); |
1739 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1763 | ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); |
1740 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1764 | |
1741 | |
1765 | } else { |
1742 | } |
|
|
1743 | else |
|
|
1744 | { |
1766 | /* Simple case */ |
1745 | /* Simple case */ |
1767 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1746 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1768 | } |
1747 | } |
1769 | return ret; |
1748 | return ret; |
1770 | } |
1749 | } |
1771 | |
1750 | |
1772 | |
1751 | |
1773 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1752 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1774 | * Broken apart from 'fire' to keep it more readable. |
1753 | * Broken apart from 'fire' to keep it more readable. |
1775 | */ |
1754 | */ |
|
|
1755 | void |
1776 | void fire_misc_object(object *op, int dir) |
1756 | fire_misc_object (object *op, int dir) |
1777 | { |
1757 | { |
1778 | object *item; |
1758 | object *item; |
1779 | |
1759 | |
1780 | if (!op->contr->ranges[range_misc]) { |
1760 | if (!op->contr->ranges[range_misc]) |
|
|
1761 | { |
1781 | new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1762 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1782 | return; |
1763 | return; |
1783 | } |
1764 | } |
1784 | |
1765 | |
1785 | item = op->contr->ranges[range_misc]; |
1766 | item = op->contr->ranges[range_misc]; |
1786 | if (!item->inv) { |
1767 | if (!item->inv) |
|
|
1768 | { |
1787 | LOG(llevError,"Object %s lacks a spell\n", &item->name); |
1769 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1788 | return; |
1770 | return; |
1789 | } |
1771 | } |
1790 | if (item->type == WAND) { |
1772 | if (item->type == WAND) |
|
|
1773 | { |
1791 | if(item->stats.food<=0) { |
1774 | if (item->stats.food <= 0) |
|
|
1775 | { |
1792 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1776 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1793 | new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1794 | return; |
1778 | return; |
1795 | } |
1779 | } |
|
|
1780 | } |
1796 | } else if (item->type == ROD || item->type==HORN) { |
1781 | else if (item->type == ROD || item->type == HORN) |
|
|
1782 | { |
1797 | if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
1783 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
|
|
1784 | { |
1798 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1785 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1799 | if (item->type== ROD) |
1786 | if (item->type == ROD) |
1800 | new_draw_info_format(NDI_UNIQUE, 0,op, |
|
|
1801 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1787 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1802 | else |
1788 | else |
1803 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1789 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1804 | "The %s needs more time to charge.", query_base_name(item,0)); |
|
|
1805 | return; |
1790 | return; |
1806 | } |
1791 | } |
1807 | } |
1792 | } |
1808 | |
1793 | |
1809 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
1794 | if (cast_spell (op, item, dir, item->inv, NULL)) |
|
|
1795 | { |
1810 | SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1796 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1811 | if (item->type == WAND) { |
1797 | if (item->type == WAND) |
|
|
1798 | { |
1812 | if (!(--item->stats.food)) { |
1799 | if (!(--item->stats.food)) |
|
|
1800 | { |
1813 | object *tmp; |
1801 | object *tmp; |
|
|
1802 | |
1814 | if (item->arch) { |
1803 | if (item->arch) |
|
|
1804 | { |
1815 | CLEAR_FLAG(item, FLAG_ANIMATE); |
1805 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1816 | item->face = item->arch->clone.face; |
1806 | item->face = item->arch->clone.face; |
1817 | item->speed = 0; |
1807 | item->set_speed (0); |
1818 | update_ob_speed(item); |
|
|
1819 | } |
1808 | } |
|
|
1809 | |
1820 | if ((tmp=is_player_inv(item))) |
1810 | if ((tmp = item->in_player ())) |
1821 | esrv_update_item(UPD_ANIM, tmp, item); |
1811 | esrv_update_item (UPD_ANIM, tmp, item); |
1822 | } |
1812 | } |
1823 | } |
1813 | } |
1824 | else if (item->type == ROD || item->type==HORN) { |
1814 | else if (item->type == ROD || item->type == HORN) |
1825 | drain_rod_charge(item); |
1815 | drain_rod_charge (item); |
1826 | } |
|
|
1827 | } |
1816 | } |
1828 | } |
1817 | } |
1829 | |
1818 | |
1830 | /* Received a fire command for the player - go and do it. |
1819 | /* Received a fire command for the player - go and do it. |
1831 | */ |
1820 | */ |
|
|
1821 | void |
1832 | void fire(object *op,int dir) { |
1822 | fire (object *op, int dir) |
|
|
1823 | { |
1833 | int spellcost=0; |
1824 | int spellcost = 0; |
1834 | |
1825 | |
1835 | /* check for loss of invisiblity/hide */ |
1826 | /* check for loss of invisiblity/hide */ |
1836 | if (action_makes_visible(op)) make_visible(op); |
1827 | if (action_makes_visible (op)) |
|
|
1828 | make_visible (op); |
1837 | |
1829 | |
1838 | switch(op->contr->shoottype) { |
1830 | switch (op->contr->shoottype) |
|
|
1831 | { |
1839 | case range_none: |
1832 | case range_none: |
|
|
1833 | return; |
|
|
1834 | |
|
|
1835 | case range_bow: |
|
|
1836 | player_fire_bow (op, dir); |
|
|
1837 | return; |
|
|
1838 | |
|
|
1839 | case range_magic: /* Casting spells */ |
|
|
1840 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
|
|
1841 | return; |
|
|
1842 | |
|
|
1843 | case range_misc: |
|
|
1844 | fire_misc_object (op, dir); |
|
|
1845 | return; |
|
|
1846 | |
|
|
1847 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1848 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1849 | { |
|
|
1850 | op->contr->ranges[range_golem] = 0; |
|
|
1851 | op->contr->shoottype = range_none; |
|
|
1852 | } |
|
|
1853 | else |
|
|
1854 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1855 | return; |
|
|
1856 | |
|
|
1857 | case range_skill: |
|
|
1858 | if (!op->chosen_skill) |
|
|
1859 | { |
|
|
1860 | if (op->type == PLAYER) |
|
|
1861 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1840 | return; |
1862 | return; |
1841 | |
|
|
1842 | case range_bow: |
|
|
1843 | player_fire_bow(op, dir); |
|
|
1844 | return; |
|
|
1845 | |
|
|
1846 | case range_magic: /* Casting spells */ |
|
|
1847 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
|
|
1848 | return; |
|
|
1849 | |
|
|
1850 | case range_misc: |
|
|
1851 | fire_misc_object(op, dir); |
|
|
1852 | return; |
|
|
1853 | |
|
|
1854 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1855 | if(op->contr->ranges[range_golem]==NULL || |
|
|
1856 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
|
|
1857 | op->contr->ranges[range_golem] = NULL; |
|
|
1858 | op->contr->shoottype=range_none; |
|
|
1859 | op->contr->golem_count = 0; |
|
|
1860 | } |
1863 | } |
1861 | else |
|
|
1862 | control_golem(op->contr->ranges[range_golem], dir); |
|
|
1863 | return; |
|
|
1864 | |
|
|
1865 | case range_skill: |
|
|
1866 | if(!op->chosen_skill) { |
|
|
1867 | if(op->type==PLAYER) |
|
|
1868 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
|
|
1869 | return; |
|
|
1870 | } |
|
|
1871 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
1864 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1872 | return; |
|
|
1873 | case range_builder: |
|
|
1874 | apply_map_builder( op, dir ); |
|
|
1875 | return; |
1865 | return; |
|
|
1866 | case range_builder: |
|
|
1867 | apply_map_builder (op, dir); |
|
|
1868 | return; |
1876 | default: |
1869 | default: |
1877 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
1870 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1878 | return; |
1871 | return; |
1879 | } |
1872 | } |
1880 | } |
1873 | } |
1881 | |
1874 | |
1882 | |
1875 | |
1883 | |
1876 | |
… | |
… | |
1890 | * inv is the objects inventory to searched |
1883 | * inv is the objects inventory to searched |
1891 | * door is the door we are trying to match against. |
1884 | * door is the door we are trying to match against. |
1892 | * This function can be called recursively to search containers. |
1885 | * This function can be called recursively to search containers. |
1893 | */ |
1886 | */ |
1894 | |
1887 | |
|
|
1888 | object * |
1895 | object * find_key(object *pl, object *container, object *door) |
1889 | find_key (object *pl, object *container, object *door) |
1896 | { |
1890 | { |
1897 | object *tmp,*key; |
1891 | object *tmp, *key; |
1898 | |
1892 | |
1899 | /* Should not happen, but sanity checking is never bad */ |
1893 | /* Should not happen, but sanity checking is never bad */ |
1900 | if (container->inv == NULL) return NULL; |
1894 | if (container->inv == NULL) |
|
|
1895 | return NULL; |
1901 | |
1896 | |
1902 | /* First, lets try to find a key in the top level inventory */ |
1897 | /* First, lets try to find a key in the top level inventory */ |
1903 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1898 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
|
|
1899 | { |
1904 | if (door->type==DOOR && tmp->type==KEY) break; |
1900 | if (door->type == DOOR && tmp->type == KEY) |
|
|
1901 | break; |
1905 | /* For sanity, we should really check door type, but other stuff |
1902 | /* For sanity, we should really check door type, but other stuff |
1906 | * (like containers) can be locked with special keys |
1903 | * (like containers) can be locked with special keys |
1907 | */ |
1904 | */ |
1908 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
1905 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1909 | tmp->slaying==door->slaying) break; |
1906 | break; |
1910 | } |
1907 | } |
1911 | /* No key found - lets search inventories now */ |
1908 | /* No key found - lets search inventories now */ |
1912 | /* If we find and use a key in an inventory, return at that time. |
1909 | /* If we find and use a key in an inventory, return at that time. |
1913 | * otherwise, if we search all the inventories and still don't find |
1910 | * otherwise, if we search all the inventories and still don't find |
1914 | * a key, return |
1911 | * a key, return |
1915 | */ |
1912 | */ |
1916 | if (!tmp) { |
1913 | if (!tmp) |
|
|
1914 | { |
1917 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1915 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
|
|
1916 | { |
1918 | /* No reason to search empty containers */ |
1917 | /* No reason to search empty containers */ |
1919 | if (tmp->type==CONTAINER && tmp->inv) { |
1918 | if (tmp->type == CONTAINER && tmp->inv) |
|
|
1919 | { |
1920 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
1920 | if ((key = find_key (pl, tmp, door)) != NULL) |
|
|
1921 | return key; |
1921 | } |
1922 | } |
1922 | } |
1923 | } |
|
|
1924 | if (!tmp) |
1923 | if (!tmp) return NULL; |
1925 | return NULL; |
1924 | } |
1926 | } |
1925 | /* We get down here if we have found a key. Now if its in a container, |
1927 | /* We get down here if we have found a key. Now if its in a container, |
1926 | * see if we actually want to use it |
1928 | * see if we actually want to use it |
1927 | */ |
1929 | */ |
1928 | if (pl!=container) { |
1930 | if (pl != container) |
|
|
1931 | { |
1929 | /* Only let players use keys in containers */ |
1932 | /* Only let players use keys in containers */ |
1930 | if (!pl->contr) return NULL; |
1933 | if (!pl->contr) |
|
|
1934 | return NULL; |
1931 | /* cases where this fails: |
1935 | /* cases where this fails: |
1932 | * If we only search the player inventory, return now since we |
1936 | * If we only search the player inventory, return now since we |
1933 | * are not in the players inventory. |
1937 | * are not in the players inventory. |
1934 | * If the container is not active, return now since only active |
1938 | * If the container is not active, return now since only active |
1935 | * containers can be used. |
1939 | * containers can be used. |
1936 | * If we only search keyrings and the container does not have |
1940 | * If we only search keyrings and the container does not have |
1937 | * a race/isn't a keyring. |
1941 | * a race/isn't a keyring. |
1938 | * No checking for all containers - to fall through past here, |
1942 | * No checking for all containers - to fall through past here, |
1939 | * inv must have been an container and must have been active. |
1943 | * inv must have been an container and must have been active. |
1940 | * |
1944 | * |
1941 | * Change the color so that the message doesn't disappear with |
1945 | * Change the color so that the message doesn't disappear with |
1942 | * all the others. |
1946 | * all the others. |
1943 | */ |
1947 | */ |
1944 | if (pl->contr->usekeys == key_inventory || |
1948 | if (pl->contr->usekeys == key_inventory || |
1945 | !QUERY_FLAG(container, FLAG_APPLIED) || |
1949 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1946 | (pl->contr->usekeys == keyrings && |
|
|
1947 | (!container->race || strcmp(container->race, "keys"))) |
1950 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1948 | ) { |
1951 | { |
1949 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
1952 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1950 | "The %s in your %s vibrates as you approach the door", |
1953 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1951 | query_name(tmp), query_name(container)); |
|
|
1952 | return NULL; |
1954 | return NULL; |
1953 | } |
1955 | } |
1954 | } |
1956 | } |
1955 | return tmp; |
1957 | return tmp; |
1956 | } |
1958 | } |
1957 | |
1959 | |
1958 | /* moved door processing out of move_player_attack. |
1960 | /* moved door processing out of move_player_attack. |
1959 | * returns 1 if player has opened the door with a key |
1961 | * returns 1 if player has opened the door with a key |
1960 | * such that the caller should not do anything more, |
1962 | * such that the caller should not do anything more, |
1961 | * 0 otherwise |
1963 | * 0 otherwise |
1962 | */ |
1964 | */ |
|
|
1965 | static int |
1963 | static int player_attack_door(object *op, object *door) |
1966 | player_attack_door (object *op, object *door) |
1964 | { |
1967 | { |
1965 | |
|
|
1966 | /* If its a door, try to find a use a key. If we do destroy the door, |
1968 | /* If its a door, try to find a use a key. If we do destroy the door, |
1967 | * might as well return immediately as there is nothing more to do - |
1969 | * might as well return immediately as there is nothing more to do - |
1968 | * otherwise, we fall through to the rest of the code. |
1970 | * otherwise, we fall through to the rest of the code. |
1969 | */ |
1971 | */ |
1970 | object *key=find_key(op, op, door); |
1972 | object *key = find_key (op, op, door); |
1971 | |
1973 | |
1972 | /* IF we found a key, do some extra work */ |
1974 | /* IF we found a key, do some extra work */ |
1973 | if (key) { |
1975 | if (key) |
|
|
1976 | { |
1974 | object *container=key->env; |
1977 | object *container = key->env; |
1975 | |
1978 | |
1976 | play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1979 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1977 | if(action_makes_visible(op)) make_visible(op); |
1980 | if (action_makes_visible (op)) |
|
|
1981 | make_visible (op); |
1978 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1982 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
1983 | spring_trap (door->inv, op); |
1979 | if (door->type == DOOR) { |
1984 | if (door->type == DOOR) |
|
|
1985 | { |
1980 | hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
1986 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | } |
1987 | } |
1982 | else if(door->type==LOCKED_DOOR) { |
1988 | else if (door->type == LOCKED_DOOR) |
1983 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1989 | { |
1984 | "You open the door with the %s", query_short_name(key)); |
1990 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1985 | remove_door2(door); /* remove door without violence ;-) */ |
1991 | remove_door2 (door); /* remove door without violence ;-) */ |
1986 | } |
1992 | } |
1987 | /* Do this after we print the message */ |
1993 | /* Do this after we print the message */ |
1988 | decrease_ob(key); /* Use up one of the keys */ |
1994 | decrease_ob (key); /* Use up one of the keys */ |
1989 | /* Need to update the weight the container the key was in */ |
1995 | /* Need to update the weight the container the key was in */ |
1990 | if (container != op) |
1996 | if (container != op) |
1991 | esrv_update_item(UPD_WEIGHT, op, container); |
1997 | esrv_update_item (UPD_WEIGHT, op, container); |
1992 | return 1; /* Nothing more to do below */ |
1998 | return 1; /* Nothing more to do below */ |
|
|
1999 | } |
1993 | } else if (door->type==LOCKED_DOOR) { |
2000 | else if (door->type == LOCKED_DOOR) |
|
|
2001 | { |
1994 | /* Might as well return now - no other way to open this */ |
2002 | /* Might as well return now - no other way to open this */ |
1995 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2003 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1996 | return 1; |
2004 | return 1; |
1997 | } |
2005 | } |
1998 | return 0; |
2006 | return 0; |
1999 | } |
2007 | } |
2000 | |
2008 | |
2001 | /* This function is just part of a breakup from move_player. |
2009 | /* This function is just part of a breakup from move_player. |
2002 | * It should keep the code cleaner. |
2010 | * It should keep the code cleaner. |
2003 | * When this is called, the players direction has been updated |
2011 | * When this is called, the players direction has been updated |
2004 | * (taking into account confusion.) The player is also actually |
2012 | * (taking into account confusion.) The player is also actually |
2005 | * going to try and move (not fire weapons). |
2013 | * going to try and move (not fire weapons). |
2006 | */ |
2014 | */ |
2007 | |
2015 | void |
2008 | void move_player_attack(object *op, int dir) |
2016 | move_player_attack (object *op, int dir) |
2009 | { |
2017 | { |
2010 | object *tmp, *mon; |
2018 | object *tmp, *mon; |
2011 | sint16 nx, ny; |
2019 | sint16 nx, ny; |
2012 | int on_battleground; |
2020 | int on_battleground; |
2013 | mapstruct *m; |
2021 | maptile *m; |
2014 | |
2022 | |
2015 | nx=freearr_x[dir]+op->x; |
2023 | nx = freearr_x[dir] + op->x; |
2016 | ny=freearr_y[dir]+op->y; |
2024 | ny = freearr_y[dir] + op->y; |
2017 | |
2025 | |
2018 | on_battleground = op_on_battleground(op, NULL, NULL); |
2026 | on_battleground = op_on_battleground (op, 0, 0); |
2019 | |
2027 | |
2020 | /* If braced, or can't move to the square, and it is not out of the |
2028 | /* If braced, or can't move to the square, and it is not out of the |
2021 | * map, attack it. Note order of if statement is important - don't |
2029 | * map, attack it. Note order of if statement is important - don't |
2022 | * want to be calling move_ob if braced, because move_ob will move the |
2030 | * want to be calling move_ob if braced, because move_ob will move the |
2023 | * player. This is a pretty nasty hack, because if we could |
2031 | * player. This is a pretty nasty hack, because if we could |
2024 | * move to some space, it then means that if we are braced, we should |
2032 | * move to some space, it then means that if we are braced, we should |
2025 | * do nothing at all. As it is, if we are braced, we go through |
2033 | * do nothing at all. As it is, if we are braced, we go through |
2026 | * quite a bit of processing. However, it probably is less than what |
2034 | * quite a bit of processing. However, it probably is less than what |
2027 | * move_ob uses. |
2035 | * move_ob uses. |
2028 | */ |
2036 | */ |
2029 | if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { |
2037 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2038 | { |
2030 | if (OUT_OF_REAL_MAP(op->map, nx, ny)) { |
2039 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2031 | m = get_map_from_coord(op->map, &nx, &ny); |
|
|
2032 | if (!m) return; /* Don't think this should happen */ |
|
|
2033 | } |
2040 | { |
|
|
2041 | m = op->map->xy_find (nx, ny); |
|
|
2042 | if (!m) |
|
|
2043 | return; /* Don't think this should happen */ |
|
|
2044 | } |
|
|
2045 | else |
2034 | else m =op->map; |
2046 | m = op->map; |
2035 | |
2047 | |
2036 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2048 | if (!(tmp = m->at (nx, ny).bot)) |
2037 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2049 | return; |
|
|
2050 | |
|
|
2051 | mon = 0; |
|
|
2052 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2053 | * we find a monster - that is something we know we want to attack. |
|
|
2054 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2055 | * on the space |
|
|
2056 | */ |
|
|
2057 | while (tmp) |
|
|
2058 | { |
|
|
2059 | if (tmp == op) |
|
|
2060 | { |
|
|
2061 | tmp = tmp->above; |
|
|
2062 | continue; |
|
|
2063 | } |
|
|
2064 | |
|
|
2065 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2066 | { |
|
|
2067 | mon = tmp; |
|
|
2068 | break; |
|
|
2069 | } |
|
|
2070 | |
|
|
2071 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2072 | mon = tmp; |
|
|
2073 | |
|
|
2074 | tmp = tmp->above; |
|
|
2075 | } |
|
|
2076 | |
|
|
2077 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2078 | return; /* into a wall */ |
|
|
2079 | |
|
|
2080 | if (mon->head) |
|
|
2081 | mon = mon->head; |
|
|
2082 | |
|
|
2083 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2084 | if (player_attack_door (op, mon)) |
|
|
2085 | return; |
|
|
2086 | |
|
|
2087 | /* The following deals with possibly attacking peaceful |
|
|
2088 | * or frienddly creatures. Basically, all players are considered |
|
|
2089 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2090 | * object should be pushed instead of attacked. It is assumed that |
|
|
2091 | * if you are braced, you will not attack friends accidently, |
|
|
2092 | * and thus will not push them. |
|
|
2093 | */ |
|
|
2094 | |
|
|
2095 | /* If the creature is a pet, push it even if the player is not |
|
|
2096 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2097 | * player owns it and it is either friendly or unagressive. |
|
|
2098 | */ |
|
|
2099 | if ((op->type == PLAYER) |
|
|
2100 | #if COZY_SERVER |
|
|
2101 | && |
|
|
2102 | ((mon->owner && mon->owner->contr |
|
|
2103 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2104 | #else |
|
|
2105 | && mon->owner == op |
|
|
2106 | #endif |
|
|
2107 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2108 | { |
|
|
2109 | /* If we're braced, we don't want to switch places with it */ |
|
|
2110 | if (op->contr->braced) |
2038 | return; |
2111 | return; |
2039 | } |
|
|
2040 | |
2112 | |
2041 | mon = NULL; |
2113 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2042 | /* Go through all the objects, and find ones of interest. Only stop if |
2114 | (void) push_ob (mon, dir, op); |
2043 | * we find a monster - that is something we know we want to attack. |
2115 | if (op->contr->tmp_invis || op->hide) |
2044 | * if its a door or barrel (can roll) see if there may be monsters |
2116 | make_visible (op); |
2045 | * on the space |
2117 | |
|
|
2118 | return; |
|
|
2119 | } |
|
|
2120 | |
|
|
2121 | /* in certain circumstances, you shouldn't attack friendly |
|
|
2122 | * creatures. Note that if you are braced, you can't push |
|
|
2123 | * someone, but put it inside this loop so that you won't |
|
|
2124 | * attack them either. |
2046 | */ |
2125 | */ |
2047 | while (tmp!=NULL) { |
2126 | if ((mon->type == PLAYER || mon->enemy != op) && |
2048 | if (tmp == op) { |
2127 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2049 | tmp=tmp->above; |
2128 | #ifdef PROHIBIT_PLAYERKILL |
2050 | continue; |
2129 | (op->contr->peaceful |
|
|
2130 | || (mon->type == PLAYER |
|
|
2131 | && mon->contr-> |
|
|
2132 | peaceful)) && |
|
|
2133 | #else |
|
|
2134 | op->contr->peaceful && |
|
|
2135 | #endif |
|
|
2136 | !on_battleground)) |
|
|
2137 | { |
|
|
2138 | if (!op->contr->braced) |
|
|
2139 | { |
|
|
2140 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2141 | push_ob (mon, dir, op); |
2051 | } |
2142 | } |
2052 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
2143 | else |
2053 | mon = tmp; |
2144 | new_draw_info (0, 0, op, "You withhold your attack"); |
2054 | break; |
2145 | |
|
|
2146 | if (op->contr->tmp_invis || op->hide) |
|
|
2147 | make_visible (op); |
|
|
2148 | } |
|
|
2149 | |
|
|
2150 | /* If the object is a boulder or other rollable object, then |
|
|
2151 | * roll it if not braced. You can't roll it if you are braced. |
|
|
2152 | */ |
|
|
2153 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2154 | { |
|
|
2155 | recursive_roll (mon, dir, op); |
|
|
2156 | if (action_makes_visible (op)) |
|
|
2157 | make_visible (op); |
|
|
2158 | } |
|
|
2159 | |
|
|
2160 | /* Any generic living creature. Including things like doors. |
|
|
2161 | * Way it works is like this: First, it must have some hit points |
|
|
2162 | * and be living. Then, it must be one of the following: |
|
|
2163 | * 1) Not a player, 2) A player, but of a different party. Note |
|
|
2164 | * that party_number -1 is no party, so attacks can still happen. |
|
|
2165 | */ |
|
|
2166 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
|
|
2167 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
|
|
2168 | { |
|
|
2169 | |
|
|
2170 | /* If the player hasn't hit something this tick, and does |
|
|
2171 | * so, give them speed boost based on weapon speed. Doing |
|
|
2172 | * it here is better than process_players2, which basically |
|
|
2173 | * incurred a 1 tick offset. |
|
|
2174 | */ |
|
|
2175 | if (!op->contr->has_hit) |
|
|
2176 | { |
|
|
2177 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2178 | |
|
|
2179 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2055 | } |
2180 | } |
2056 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
|
|
2057 | mon = tmp; |
|
|
2058 | tmp=tmp->above; |
|
|
2059 | } |
|
|
2060 | |
|
|
2061 | if (mon==NULL) /* This happens anytime the player tries to move */ |
|
|
2062 | return; /* into a wall */ |
|
|
2063 | |
2181 | |
2064 | if(mon->head != NULL) |
2182 | skill_attack (mon, op, 0, 0, 0); |
2065 | mon = mon->head; |
|
|
2066 | |
2183 | |
2067 | if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
2184 | /* If attacking another player, that player gets automatic |
2068 | if (player_attack_door(op, mon)) return; |
2185 | * hitback, and doesn't loose luck either. |
2069 | |
2186 | * Disable hitback on the battleground or if the target is |
2070 | /* The following deals with possibly attacking peaceful |
2187 | * the wiz. |
2071 | * or frienddly creatures. Basically, all players are considered |
|
|
2072 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2073 | * object should be pushed instead of attacked. It is assumed that |
|
|
2074 | * if you are braced, you will not attack friends accidently, |
|
|
2075 | * and thus will not push them. |
|
|
2076 | */ |
2188 | */ |
2077 | |
2189 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2078 | /* If the creature is a pet, push it even if the player is not |
|
|
2079 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2080 | * player owns it and it is either friendly or unagressive. |
|
|
2081 | */ |
|
|
2082 | if ((op->type==PLAYER) |
|
|
2083 | #if COZY_SERVER |
|
|
2084 | && |
|
|
2085 | ( |
|
|
2086 | (get_owner(mon) && get_owner(mon)->contr |
|
|
2087 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
|
|
2088 | || get_owner(mon) == op |
|
|
2089 | ) |
|
|
2090 | #else |
|
|
2091 | && get_owner(mon)==op |
|
|
2092 | #endif |
|
|
2093 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
|
|
2094 | { |
|
|
2095 | /* If we're braced, we don't want to switch places with it */ |
|
|
2096 | if (op->contr->braced) return; |
|
|
2097 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2098 | (void) push_ob(mon,dir,op); |
|
|
2099 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2100 | return; |
|
|
2101 | } |
|
|
2102 | |
|
|
2103 | /* in certain circumstances, you shouldn't attack friendly |
|
|
2104 | * creatures. Note that if you are braced, you can't push |
|
|
2105 | * someone, but put it inside this loop so that you won't |
|
|
2106 | * attack them either. |
|
|
2107 | */ |
|
|
2108 | if ((mon->type==PLAYER || mon->enemy != op) && |
|
|
2109 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
|
|
2110 | ( |
|
|
2111 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2112 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
|
|
2113 | #else |
|
|
2114 | op->contr->peaceful && |
|
|
2115 | #endif |
|
|
2116 | !on_battleground |
|
|
2117 | )) { |
2190 | { |
2118 | if (!op->contr->braced) { |
2191 | short luck = mon->stats.luck; |
2119 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2192 | |
2120 | (void) push_ob(mon,dir,op); |
2193 | mon->contr->has_hit = 1; |
2121 | } else { |
2194 | skill_attack (op, mon, 0, 0, 0); |
2122 | new_draw_info(0, 0,op,"You withhold your attack"); |
2195 | mon->stats.luck = luck; |
2123 | } |
2196 | } |
2124 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
|
|
2125 | } |
|
|
2126 | |
2197 | |
2127 | /* If the object is a boulder or other rollable object, then |
|
|
2128 | * roll it if not braced. You can't roll it if you are braced. |
|
|
2129 | */ |
|
|
2130 | else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
|
|
2131 | recursive_roll(mon,dir,op); |
|
|
2132 | if(action_makes_visible(op)) make_visible(op); |
2198 | if (action_makes_visible (op)) |
2133 | } |
2199 | make_visible (op); |
2134 | |
|
|
2135 | /* Any generic living creature. Including things like doors. |
|
|
2136 | * Way it works is like this: First, it must have some hit points |
|
|
2137 | * and be living. Then, it must be one of the following: |
|
|
2138 | * 1) Not a player, 2) A player, but of a different party. Note |
|
|
2139 | * that party_number -1 is no party, so attacks can still happen. |
|
|
2140 | */ |
|
|
2141 | |
|
|
2142 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
|
|
2143 | ((mon->type!=PLAYER || op->contr->party==NULL || |
|
|
2144 | op->contr->party!=mon->contr->party))) { |
|
|
2145 | |
|
|
2146 | /* If the player hasn't hit something this tick, and does |
|
|
2147 | * so, give them speed boost based on weapon speed. Doing |
|
|
2148 | * it here is better than process_players2, which basically |
|
|
2149 | * incurred a 1 tick offset. |
|
|
2150 | */ |
|
|
2151 | if (!op->contr->has_hit) { |
|
|
2152 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2153 | |
|
|
2154 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2155 | } |
2200 | } |
2156 | |
|
|
2157 | skill_attack(mon, op, 0, NULL, NULL); |
|
|
2158 | |
|
|
2159 | /* If attacking another player, that player gets automatic |
|
|
2160 | * hitback, and doesn't loose luck either. |
|
|
2161 | * Disable hitback on the battleground or if the target is |
|
|
2162 | * the wiz. |
|
|
2163 | */ |
|
|
2164 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
|
|
2165 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
|
|
2166 | short luck = mon->stats.luck; |
|
|
2167 | mon->contr->has_hit = 1; |
|
|
2168 | skill_attack(op, mon, 0, NULL, NULL); |
|
|
2169 | mon->stats.luck = luck; |
|
|
2170 | } |
|
|
2171 | if(action_makes_visible(op)) make_visible(op); |
|
|
2172 | } |
|
|
2173 | } /* if player should attack something */ |
2201 | } /* if player should attack something */ |
2174 | } |
2202 | } |
2175 | |
2203 | |
|
|
2204 | int |
2176 | int move_player(object *op,int dir) { |
2205 | move_player (object *op, int dir) |
|
|
2206 | { |
2177 | int pick; |
2207 | int pick; |
2178 | |
2208 | |
2179 | if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2209 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2180 | return 0; |
|
|
2181 | |
|
|
2182 | /* Sanity check: make sure dir is valid */ |
|
|
2183 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
|
|
2184 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
|
|
2185 | return 0; |
|
|
2186 | } |
|
|
2187 | |
|
|
2188 | /* peterm: added following line */ |
|
|
2189 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
|
|
2190 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
2191 | |
|
|
2192 | op->facing = dir; |
|
|
2193 | |
|
|
2194 | if(op->hide) do_hidden_move(op); |
|
|
2195 | |
|
|
2196 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
|
|
2197 | /*nop*/; |
|
|
2198 | else if (op->contr->fire_on) |
|
|
2199 | fire (op, dir); |
|
|
2200 | else |
|
|
2201 | { |
|
|
2202 | move_player_attack (op, dir); |
|
|
2203 | pick = check_pick(op); |
|
|
2204 | } |
|
|
2205 | |
|
|
2206 | /* Add special check for newcs players and fire on - this way, the |
|
|
2207 | * server can handle repeat firing. |
|
|
2208 | */ |
|
|
2209 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
|
|
2210 | op->direction = dir; |
|
|
2211 | } else { |
|
|
2212 | op->direction=0; |
|
|
2213 | } |
|
|
2214 | /* Update how the player looks. Use the facing, so direction may |
|
|
2215 | * get reset to zero. This allows for full animation capabilities |
|
|
2216 | * for players. |
|
|
2217 | */ |
|
|
2218 | animate_object(op, op->facing); |
|
|
2219 | return 0; |
2210 | return 0; |
|
|
2211 | |
|
|
2212 | /* Sanity check: make sure dir is valid */ |
|
|
2213 | if ((dir < 0) || (dir >= 9)) |
|
|
2214 | { |
|
|
2215 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
|
|
2216 | return 0; |
|
|
2217 | } |
|
|
2218 | |
|
|
2219 | /* peterm: added following line */ |
|
|
2220 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
|
|
2221 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
2222 | |
|
|
2223 | op->facing = dir; |
|
|
2224 | |
|
|
2225 | if (op->hide) |
|
|
2226 | do_hidden_move (op); |
|
|
2227 | |
|
|
2228 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
|
|
2229 | /*nop */ ; |
|
|
2230 | else if (op->contr->fire_on) |
|
|
2231 | fire (op, dir); |
|
|
2232 | else |
|
|
2233 | { |
|
|
2234 | move_player_attack (op, dir); |
|
|
2235 | pick = check_pick (op); |
|
|
2236 | } |
|
|
2237 | |
|
|
2238 | /* Add special check for newcs players and fire on - this way, the |
|
|
2239 | * server can handle repeat firing. |
|
|
2240 | */ |
|
|
2241 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
|
|
2242 | op->direction = dir; |
|
|
2243 | else |
|
|
2244 | op->direction = 0; |
|
|
2245 | |
|
|
2246 | /* Update how the player looks. Use the facing, so direction may |
|
|
2247 | * get reset to zero. This allows for full animation capabilities |
|
|
2248 | * for players. |
|
|
2249 | */ |
|
|
2250 | animate_object (op, op->facing); |
|
|
2251 | return 0; |
2220 | } |
2252 | } |
2221 | |
2253 | |
2222 | /* This is similar to handle_player, below, but is only used by the |
2254 | /* This is similar to handle_player, below, but is only used by the |
2223 | * new client/server stuff. |
2255 | * new client/server stuff. |
2224 | * This is sort of special, in that the new client/server actually uses |
2256 | * This is sort of special, in that the new client/server actually uses |
2225 | * the new speed values for commands. |
2257 | * the new speed values for commands. |
2226 | * |
2258 | * |
2227 | * Returns true if there are more actions we can do. |
2259 | * Returns true if there are more actions we can do. |
2228 | */ |
2260 | */ |
|
|
2261 | int |
2229 | int handle_newcs_player(object *op) |
2262 | handle_newcs_player (object *op) |
2230 | { |
2263 | { |
2231 | if (op->contr->hidden) { |
2264 | if (op->contr->hidden) |
|
|
2265 | { |
2232 | op->invisible = 1000; |
2266 | op->invisible = 1000; |
2233 | /* the socket code flashes the player visible/invisible |
2267 | /* the socket code flashes the player visible/invisible |
2234 | * depending on the value of invisible, so we need to |
2268 | * depending on the value of invisible, so we need to |
2235 | * alternate it here for it to work correctly. |
2269 | * alternate it here for it to work correctly. |
2236 | */ |
2270 | */ |
2237 | if (pticks & 2) op->invisible--; |
2271 | if (pticks & 2) |
2238 | } |
|
|
2239 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
|
|
2240 | op->invisible--; |
2272 | op->invisible--; |
|
|
2273 | } |
|
|
2274 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2275 | { |
|
|
2276 | op->invisible--; |
2241 | if(!op->invisible) { |
2277 | if (!op->invisible) |
|
|
2278 | { |
2242 | make_visible(op); |
2279 | make_visible (op); |
2243 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2280 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2244 | } |
2281 | } |
2245 | } |
2282 | } |
2246 | |
2283 | |
2247 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2284 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2285 | { |
2248 | flee_player(op); |
2286 | flee_player (op); |
2249 | /* If player is still scared, that is his action for this tick */ |
2287 | /* If player is still scared, that is his action for this tick */ |
2250 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2288 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2289 | { |
2251 | op->speed_left--; |
2290 | op->speed_left--; |
2252 | return 0; |
2291 | return 0; |
2253 | } |
2292 | } |
2254 | } |
2293 | } |
2255 | |
2294 | |
2256 | /* I've been seeing crashes where the golem has been destroyed, but |
2295 | /* I've been seeing crashes where the golem has been destroyed, but |
2257 | * the player object still points to the defunct golem. The code that |
2296 | * the player object still points to the defunct golem. The code that |
2258 | * destroys the golem looks correct, and it doesn't always happen, so |
2297 | * destroys the golem looks correct, and it doesn't always happen, so |
2259 | * put this in a a workaround to clean up the golem pointer. |
2298 | * put this in a a workaround to clean up the golem pointer. |
2260 | */ |
2299 | */ |
2261 | if (op->contr->ranges[range_golem] && |
2300 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
2262 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
|
|
2263 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
|
|
2264 | op->contr->ranges[range_golem] = NULL; |
2301 | op->contr->ranges[range_golem] = 0; |
2265 | op->contr->golem_count = 0; |
|
|
2266 | } |
|
|
2267 | |
2302 | |
2268 | /* call this here - we also will call this in do_ericserver, but |
2303 | /* call this here - we also will call this in do_ericserver, but |
2269 | * the players time has been increased when doericserver has been |
2304 | * the players time has been increased when doericserver has been |
2270 | * called, so we recheck it here. |
2305 | * called, so we recheck it here. |
2271 | */ |
2306 | */ |
2272 | HandleClient(&op->contr->socket, op->contr); |
2307 | if (op->contr->ns->handle_command ()) |
2273 | if (op->speed_left<0) return 0; |
2308 | return 1; |
2274 | |
2309 | |
|
|
2310 | if (op->speed_left > 0) |
|
|
2311 | { |
2275 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2312 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
|
|
2313 | { |
2276 | /* All move commands take 1 tick, at least for now */ |
2314 | /* All move commands take 1 tick, at least for now */ |
2277 | op->speed_left--; |
2315 | op->speed_left--; |
2278 | |
2316 | |
2279 | /* Instead of all the stuff below, let move_player take care |
2317 | /* Instead of all the stuff below, let move_player take care |
2280 | * of it. Also, some of the skill stuff is only put in |
2318 | * of it. Also, some of the skill stuff is only put in |
2281 | * there, as well as the confusion stuff. |
2319 | * there, as well as the confusion stuff. |
2282 | */ |
2320 | */ |
2283 | move_player(op, op->direction); |
2321 | move_player (op, op->direction); |
2284 | if (op->speed_left>0) return 1; |
2322 | |
2285 | else return 0; |
2323 | return op->speed_left > 0; |
|
|
2324 | } |
2286 | } |
2325 | } |
|
|
2326 | |
|
|
2327 | return 0; |
|
|
2328 | } |
|
|
2329 | |
|
|
2330 | int |
|
|
2331 | save_life (object *op) |
|
|
2332 | { |
|
|
2333 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2287 | return 0; |
2334 | return 0; |
2288 | } |
|
|
2289 | |
2335 | |
2290 | int save_life(object *op) { |
|
|
2291 | object *tmp; |
|
|
2292 | |
|
|
2293 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
|
|
2294 | return 0; |
|
|
2295 | |
|
|
2296 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2336 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2297 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2337 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
|
|
2338 | { |
2298 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2339 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2299 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2340 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2300 | "Your %s vibrates violently, then evaporates.", |
2341 | |
2301 | query_name(tmp)); |
|
|
2302 | if (op->contr) |
2342 | if (op->contr) |
2303 | esrv_del_item(op->contr, tmp->count); |
2343 | esrv_del_item (op->contr, tmp->count); |
2304 | remove_ob(tmp); |
2344 | |
2305 | free_object(tmp); |
2345 | tmp->destroy (); |
2306 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2346 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2347 | |
2307 | if(op->stats.hp<0) |
2348 | if (op->stats.hp < 0) |
2308 | op->stats.hp = op->stats.maxhp; |
2349 | op->stats.hp = op->stats.maxhp; |
|
|
2350 | |
2309 | if(op->stats.food<0) |
2351 | if (op->stats.food < 0) |
2310 | op->stats.food = 999; |
2352 | op->stats.food = 999; |
2311 | fix_player(op); |
2353 | |
|
|
2354 | op->update_stats (); |
2312 | return 1; |
2355 | return 1; |
2313 | } |
2356 | } |
|
|
2357 | |
2314 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2358 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2315 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2359 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2316 | enter_player_savebed(op); /* bring him home. */ |
2360 | enter_player_savebed (op); /* bring him home. */ |
2317 | return 0; |
2361 | return 0; |
2318 | } |
2362 | } |
2319 | |
2363 | |
2320 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2364 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2321 | * back in the map (location and map determined by values of env). This |
2365 | * back in the map (location and map determined by values of env). This |
2322 | * function will descend into containers. op is the object to start the search |
2366 | * function will descend into containers. op is the object to start the search |
2323 | * from. |
2367 | * from. |
2324 | */ |
2368 | */ |
|
|
2369 | void |
2325 | void remove_unpaid_objects(object *op, object *env) |
2370 | remove_unpaid_objects (object *op, object *env) |
2326 | { |
2371 | { |
2327 | object *next; |
2372 | object *next; |
2328 | |
2373 | |
2329 | while (op) { |
2374 | while (op) |
|
|
2375 | { |
2330 | next=op->below; /* Make sure we have a good value, in case |
2376 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2331 | * we remove object 'op' |
2377 | |
2332 | */ |
|
|
2333 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2378 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2334 | remove_ob(op); |
2379 | { |
2335 | op->x = env->x; |
|
|
2336 | op->y = env->y; |
|
|
2337 | if (env->type == PLAYER) |
2380 | if (env->type == PLAYER) |
2338 | esrv_del_item(env->contr, op->count); |
2381 | esrv_del_item (env->contr, op->count); |
2339 | insert_ob_in_map(op, env->map, NULL,0); |
2382 | |
|
|
2383 | op->insert_at (env); |
2340 | } |
2384 | } |
|
|
2385 | else if (op->inv) |
2341 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
2386 | remove_unpaid_objects (op->inv, env); |
|
|
2387 | |
2342 | op=next; |
2388 | op = next; |
2343 | } |
2389 | } |
2344 | } |
2390 | } |
2345 | |
|
|
2346 | |
2391 | |
2347 | /* |
2392 | /* |
2348 | * Returns pointer a static string containing gravestone text |
2393 | * Returns pointer a static string containing gravestone text |
2349 | * Moved from apply.c to player.c - player.c is what |
2394 | * Moved from apply.c to player.c - player.c is what |
2350 | * actually uses this function. player.c may not be quite the |
2395 | * actually uses this function. player.c may not be quite the |
2351 | * best, a misc file for object actions is probably better, |
2396 | * best, a misc file for object actions is probably better, |
2352 | * but there isn't one in the server directory. |
2397 | * but there isn't one in the server directory. |
2353 | */ |
2398 | */ |
|
|
2399 | char * |
2354 | char *gravestone_text (object *op) |
2400 | gravestone_text (object *op) |
2355 | { |
2401 | { |
2356 | static char buf2[MAX_BUF]; |
2402 | static char buf2[MAX_BUF]; |
2357 | char buf[MAX_BUF]; |
2403 | char buf[MAX_BUF]; |
2358 | time_t now = time (NULL); |
2404 | time_t now = time (NULL); |
2359 | |
2405 | |
2360 | strcpy (buf2, " R.I.P.\n\n"); |
2406 | strcpy (buf2, " R.I.P.\n\n"); |
2361 | if (op->type == PLAYER) |
2407 | if (op->type == PLAYER) |
2362 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2408 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2363 | else |
2409 | else |
2364 | sprintf (buf, "%s\n", &op->name); |
2410 | sprintf (buf, "%s\n", &op->name); |
|
|
2411 | |
2365 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2412 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2366 | strcat (buf2, buf); |
2413 | strcat (buf2, buf); |
2367 | if (op->type == PLAYER) |
2414 | if (op->type == PLAYER) |
2368 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2415 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2369 | else |
2416 | else |
2370 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2417 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2418 | |
2371 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2419 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2372 | strcat (buf2, buf); |
2420 | strcat (buf2, buf); |
2373 | if (op->type == PLAYER) { |
2421 | if (op->type == PLAYER) |
|
|
2422 | { |
2374 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2423 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2375 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2424 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2376 | strcat (buf2, buf); |
2425 | strcat (buf2, buf); |
2377 | } |
2426 | } |
|
|
2427 | |
2378 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2428 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2379 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2429 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2380 | strcat (buf2, buf); |
2430 | strcat (buf2, buf); |
|
|
2431 | |
2381 | return buf2; |
2432 | return buf2; |
2382 | } |
2433 | } |
2383 | |
2434 | |
2384 | |
2435 | void |
2385 | |
|
|
2386 | void do_some_living(object *op) { |
2436 | do_some_living (object *op) |
|
|
2437 | { |
2387 | int last_food=op->stats.food; |
2438 | int last_food = op->stats.food; |
2388 | int gen_hp, gen_sp, gen_grace; |
2439 | int gen_hp, gen_sp, gen_grace; |
2389 | int over_hp, over_sp, over_grace; |
2440 | int over_hp, over_sp, over_grace; |
2390 | int i; |
2441 | int i; |
2391 | int rate_hp = 1200; |
2442 | int rate_hp = 1200; |
2392 | int rate_sp = 2500; |
2443 | int rate_sp = 2500; |
2393 | int rate_grace = 2000; |
2444 | int rate_grace = 2000; |
2394 | const int max_hp = 1; |
2445 | const int max_hp = 1; |
2395 | const int max_sp = 1; |
2446 | const int max_sp = 1; |
2396 | const int max_grace = 1; |
2447 | const int max_grace = 1; |
2397 | |
2448 | |
2398 | if (op->contr->outputs_sync) { |
2449 | if (op->contr->outputs_sync) |
|
|
2450 | { |
2399 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2451 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2400 | if (op->contr->outputs[i].buf!=NULL && |
|
|
2401 | (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2452 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2402 | flush_output_element(op, &op->contr->outputs[i]); |
2453 | flush_output_element (op, &op->contr->outputs[i]); |
2403 | } |
2454 | } |
2404 | |
2455 | |
2405 | if(op->contr->state==ST_PLAYING) { |
2456 | if (op->contr->ns->state == ST_PLAYING) |
2406 | |
2457 | { |
2407 | /* these next three if clauses make it possible to SLOW DOWN |
2458 | /* these next three if clauses make it possible to SLOW DOWN |
2408 | hp/grace/spellpoint regeneration. */ |
2459 | hp/grace/spellpoint regeneration. */ |
2409 | if(op->contr->gen_hp >= 0 ) |
2460 | if (op->contr->gen_hp >= 0) |
2410 | gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; |
2461 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2411 | else { |
2462 | else |
|
|
2463 | { |
2412 | gen_hp = op->stats.maxhp; |
2464 | gen_hp = op->stats.maxhp; |
2413 | rate_hp -= rate_hp/2 * op->contr->gen_hp; |
2465 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2414 | } |
2466 | } |
|
|
2467 | |
2415 | if(op->contr->gen_sp >= 0 ) |
2468 | if (op->contr->gen_sp >= 0) |
2416 | gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; |
2469 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2417 | else { |
2470 | else |
|
|
2471 | { |
2418 | gen_sp = op->stats.maxsp; |
2472 | gen_sp = op->stats.maxsp; |
2419 | rate_sp -= rate_sp/2 * op->contr->gen_sp; |
2473 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2420 | } |
2474 | } |
|
|
2475 | |
2421 | if(op->contr->gen_grace >= 0) |
2476 | if (op->contr->gen_grace >= 0) |
2422 | gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; |
2477 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2423 | else { |
2478 | else |
|
|
2479 | { |
2424 | gen_grace = op->stats.maxgrace; |
2480 | gen_grace = op->stats.maxgrace; |
2425 | rate_grace -= rate_grace/2 * op->contr->gen_grace; |
2481 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2426 | } |
2482 | } |
2427 | |
2483 | |
2428 | /* Regenerate Spell Points */ |
2484 | /* Regenerate Spell Points */ |
2429 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
2485 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2486 | { |
2430 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
2487 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2431 | if(op->stats.sp<op->stats.maxsp) { |
|
|
2432 | op->stats.sp++; |
|
|
2433 | /* dms do not consume food */ |
|
|
2434 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
2435 | op->stats.food--; |
|
|
2436 | if(op->contr->digestion<0) |
|
|
2437 | op->stats.food+=op->contr->digestion; |
|
|
2438 | else if(op->contr->digestion>0 && |
|
|
2439 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2440 | op->stats.food=last_food; |
|
|
2441 | } |
|
|
2442 | } |
|
|
2443 | if (max_sp>1) { |
|
|
2444 | over_sp = (gen_sp+10)/rate_sp; |
|
|
2445 | if (over_sp > 0) { |
|
|
2446 | if(op->stats.sp<op->stats.maxsp) { |
2488 | if (op->stats.sp < op->stats.maxsp) |
2447 | op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
2489 | { |
2448 | if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
|
|
2449 | op->stats.sp--; |
2490 | op->stats.sp++; |
2450 | if(op->stats.sp>op->stats.maxsp) |
2491 | /* dms do not consume food */ |
2451 | op->stats.sp=op->stats.maxsp; |
2492 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2493 | { |
|
|
2494 | op->stats.food--; |
|
|
2495 | if (op->contr->digestion < 0) |
|
|
2496 | op->stats.food += op->contr->digestion; |
|
|
2497 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2498 | op->stats.food = last_food; |
2452 | } |
2499 | } |
2453 | op->last_sp=0; |
|
|
2454 | } else { |
|
|
2455 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2456 | } |
|
|
2457 | } else { |
|
|
2458 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
|
|
2459 | } |
|
|
2460 | } |
|
|
2461 | |
|
|
2462 | /* Regenerate Grace */ |
|
|
2463 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
|
|
2464 | if(--op->last_grace<0) { |
|
|
2465 | if(op->stats.grace<op->stats.maxgrace/2) |
|
|
2466 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2467 | if(max_grace>1) { |
|
|
2468 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
|
|
2469 | if (over_grace > 0) { |
|
|
2470 | op->stats.sp += over_grace |
|
|
2471 | + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; |
|
|
2472 | op->last_grace=0; |
|
|
2473 | } else { |
|
|
2474 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
|
|
2475 | } |
2500 | } |
|
|
2501 | |
|
|
2502 | if (max_sp > 1) |
|
|
2503 | { |
|
|
2504 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2505 | if (over_sp > 0) |
|
|
2506 | { |
|
|
2507 | if (op->stats.sp < op->stats.maxsp) |
|
|
2508 | { |
|
|
2509 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2510 | |
|
|
2511 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2512 | op->stats.sp--; |
|
|
2513 | |
|
|
2514 | if (op->stats.sp > op->stats.maxsp) |
|
|
2515 | op->stats.sp = op->stats.maxsp; |
|
|
2516 | } |
|
|
2517 | op->last_sp = 0; |
|
|
2518 | } |
|
|
2519 | else |
|
|
2520 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2521 | } |
2476 | } else { |
2522 | else |
|
|
2523 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2524 | } |
|
|
2525 | |
|
|
2526 | /* Regenerate Grace */ |
|
|
2527 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
|
|
2528 | if (--op->last_grace < 0) |
|
|
2529 | { |
|
|
2530 | if (op->stats.grace < op->stats.maxgrace / 2) |
|
|
2531 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2532 | |
|
|
2533 | if (max_grace > 1) |
|
|
2534 | { |
|
|
2535 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
|
|
2536 | if (over_grace > 0) |
|
|
2537 | { |
|
|
2538 | op->stats.sp += over_grace |
|
|
2539 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2540 | op->last_grace = 0; |
|
|
2541 | } |
|
|
2542 | else |
|
|
2543 | { |
|
|
2544 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2545 | } |
|
|
2546 | } |
|
|
2547 | else |
|
|
2548 | { |
2477 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2549 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2478 | } |
2550 | } |
2479 | /* wearing stuff doesn't detract from grace generation. */ |
2551 | /* wearing stuff doesn't detract from grace generation. */ |
2480 | } |
2552 | } |
2481 | |
2553 | |
2482 | /* Regenerate Hit Points */ |
2554 | /* Regenerate Hit Points */ |
2483 | if(--op->last_heal<0) { |
2555 | if (--op->last_heal < 0) |
|
|
2556 | { |
2484 | if(op->stats.hp<op->stats.maxhp) { |
2557 | if (op->stats.hp < op->stats.maxhp) |
|
|
2558 | { |
2485 | op->stats.hp++; |
2559 | op->stats.hp++; |
2486 | /* dms do not consume food */ |
2560 | /* dms do not consume food */ |
2487 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2561 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2488 | op->stats.food--; |
2562 | { |
|
|
2563 | op->stats.food--; |
2489 | if(op->contr->digestion<0) |
2564 | if (op->contr->digestion < 0) |
2490 | op->stats.food+=op->contr->digestion; |
2565 | op->stats.food += op->contr->digestion; |
2491 | else if(op->contr->digestion>0 && |
2566 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2492 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2493 | op->stats.food=last_food; |
2567 | op->stats.food = last_food; |
|
|
2568 | } |
|
|
2569 | } |
|
|
2570 | |
|
|
2571 | if (max_hp > 1) |
|
|
2572 | { |
|
|
2573 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2574 | if (over_hp > 0) |
|
|
2575 | { |
|
|
2576 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2577 | op->last_heal = 0; |
|
|
2578 | } |
|
|
2579 | else |
|
|
2580 | { |
|
|
2581 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2582 | } |
|
|
2583 | } |
|
|
2584 | else |
|
|
2585 | { |
|
|
2586 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2587 | } |
2494 | } |
2588 | } |
2495 | } |
|
|
2496 | if(max_hp>1) { |
|
|
2497 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
|
|
2498 | if (over_hp > 0) { |
|
|
2499 | op->stats.sp += over_hp |
|
|
2500 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
|
|
2501 | op->last_heal=0; |
|
|
2502 | } else { |
|
|
2503 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2504 | } |
|
|
2505 | } else { |
|
|
2506 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
|
|
2507 | } |
|
|
2508 | } |
|
|
2509 | |
2589 | |
2510 | /* Digestion */ |
2590 | /* Digestion */ |
2511 | if(--op->last_eat<0) { |
2591 | if (--op->last_eat < 0) |
|
|
2592 | { |
2512 | #ifdef COZY_SERVER |
2593 | #ifdef COZY_SERVER |
2513 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
2594 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2514 | int bonus=dg>0?dg:0, |
2595 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
2515 | penalty=dg<0?-dg:0; |
|
|
2516 | #else |
2596 | #else |
2517 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2597 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2518 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
|
|
2519 | #endif |
2598 | #endif |
2520 | |
2599 | |
2521 | if(op->contr->gen_hp > 0) |
2600 | if (op->contr->gen_hp > 0) |
2522 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2601 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2523 | else |
2602 | else |
2524 | op->last_eat=25*(1+bonus)/(penalty +1); |
2603 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2604 | |
2525 | /* dms do not consume food */ |
2605 | /* dms do not consume food */ |
2526 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2606 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2527 | } |
2607 | op->stats.food--; |
2528 | } |
2608 | } |
2529 | |
2609 | |
2530 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2610 | if (op->stats.food < 0 && op->stats.hp >= 0) |
|
|
2611 | { |
2531 | object *tmp, *flesh=NULL; |
2612 | object *tmp, *flesh = 0; |
2532 | |
2613 | |
2533 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2614 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2615 | { |
2534 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2616 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2617 | { |
2535 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2618 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2619 | { |
2536 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2620 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2537 | manual_apply(op,tmp,0); |
2621 | manual_apply (op, tmp, 0); |
2538 | if(op->stats.food>=0||op->stats.hp<0) |
2622 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2539 | break; |
2623 | break; |
2540 | } |
2624 | } |
2541 | else if (tmp->type==FLESH) flesh=tmp; |
2625 | else if (tmp->type == FLESH) |
|
|
2626 | flesh = tmp; |
2542 | } /* End if paid for object */ |
2627 | } /* End if paid for object */ |
2543 | } /* end of for loop */ |
2628 | } /* end of for loop */ |
|
|
2629 | |
2544 | /* If player is still starving, it means they don't have any food, so |
2630 | /* If player is still starving, it means they don't have any food, so |
2545 | * eat flesh instead. |
2631 | * eat flesh instead. |
2546 | */ |
2632 | */ |
2547 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2633 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
|
|
2634 | { |
2548 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2635 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2549 | manual_apply(op,flesh,0); |
2636 | manual_apply (op, flesh, 0); |
2550 | } |
2637 | } |
2551 | } /* end if player is starving */ |
2638 | } |
2552 | |
2639 | |
2553 | while(op->stats.food<0&&op->stats.hp>0) |
2640 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2554 | op->stats.food++,op->stats.hp--; |
2641 | op->stats.food++, op->stats.hp--; |
2555 | |
2642 | |
2556 | if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2643 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2557 | kill_player(op); |
2644 | kill_player (op); |
|
|
2645 | } |
2558 | } |
2646 | } |
2559 | |
|
|
2560 | |
|
|
2561 | |
2647 | |
2562 | /* If the player should die (lack of hp, food, etc), we call this. |
2648 | /* If the player should die (lack of hp, food, etc), we call this. |
2563 | * op is the player in jeopardy. If the player can not be saved (not |
2649 | * op is the player in jeopardy. If the player can not be saved (not |
2564 | * permadeath, no lifesave), this will take care of removing the player |
2650 | * permadeath, no lifesave), this will take care of removing the player |
2565 | * file. |
2651 | * file. |
2566 | */ |
2652 | */ |
|
|
2653 | void |
2567 | void kill_player(object *op) |
2654 | kill_player (object *op) |
2568 | { |
2655 | { |
2569 | char buf[MAX_BUF]; |
2656 | char buf[MAX_BUF]; |
2570 | int x,y,i; |
2657 | int x, y; |
|
|
2658 | |
|
|
2659 | //int i; |
2571 | mapstruct *map; /* this is for resurrection */ |
2660 | maptile *map; /* this is for resurrection */ |
|
|
2661 | |
2572 | int z; |
2662 | /* int z; |
2573 | int num_stats_lose; |
2663 | int num_stats_lose; |
2574 | int lost_a_stat; |
2664 | int lost_a_stat; |
2575 | int lose_this_stat; |
2665 | int lose_this_stat; |
2576 | int this_stat; |
2666 | int this_stat; */ |
2577 | int will_kill_again; |
2667 | int will_kill_again; |
2578 | archetype *at; |
2668 | archetype *at; |
2579 | object *tmp; |
2669 | object *tmp; |
2580 | |
2670 | |
2581 | if(save_life(op)) |
2671 | if (save_life (op)) |
2582 | return; |
2672 | return; |
2583 | |
2673 | |
2584 | |
2674 | |
2585 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2675 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2586 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2676 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2587 | * Look at op_on_battleground() for more info --AndreasV |
2677 | * Look at op_on_battleground() for more info --AndreasV |
2588 | */ |
2678 | */ |
2589 | if (op_on_battleground(op, &x, &y)) { |
2679 | if (op_on_battleground (op, &x, &y)) |
2590 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2680 | { |
2591 | "You have been defeated in combat!"); |
2681 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2592 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2682 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2593 | "Local medics have saved your life..."); |
2683 | |
2594 | |
|
|
2595 | /* restore player */ |
2684 | /* restore player */ |
2596 | at = find_archetype("poisoning"); |
2685 | at = archetype::find ("poisoning"); |
2597 | tmp=present_arch_in_ob(at,op); |
2686 | if (object *tmp = present_arch_in_ob (at, op)) |
2598 | if (tmp) { |
2687 | { |
2599 | remove_ob(tmp); |
2688 | tmp->destroy (); |
2600 | free_object(tmp); |
|
|
2601 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2689 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2690 | } |
|
|
2691 | |
|
|
2692 | at = archetype::find ("confusion"); |
|
|
2693 | if (object *tmp = present_arch_in_ob (at, op)) |
2602 | } |
2694 | { |
2603 | |
2695 | tmp->destroy (); |
2604 | at = find_archetype("confusion"); |
|
|
2605 | tmp=present_arch_in_ob(at,op); |
|
|
2606 | if (tmp) { |
|
|
2607 | remove_ob(tmp); |
|
|
2608 | free_object(tmp); |
|
|
2609 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2696 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2610 | } |
2697 | } |
2611 | |
2698 | |
2612 | cure_disease(op,0); /* remove any disease */ |
2699 | cure_disease (op, 0); /* remove any disease */ |
2613 | op->stats.hp=op->stats.maxhp; |
2700 | op->stats.hp = op->stats.maxhp; |
2614 | if (op->stats.food<=0) op->stats.food=999; |
2701 | if (op->stats.food <= 0) |
2615 | |
2702 | op->stats.food = 999; |
|
|
2703 | |
2616 | /* create a bodypart-trophy to make the winner happy */ |
2704 | /* create a bodypart-trophy to make the winner happy */ |
2617 | tmp=arch_to_object(find_archetype("finger")); |
2705 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2618 | if (tmp != NULL) |
|
|
2619 | { |
2706 | { |
2620 | sprintf(buf,"%s's finger", &op->name); |
2707 | sprintf (buf, "%s's finger", &op->name); |
2621 | tmp->name = buf; |
2708 | tmp->name = buf; |
2622 | sprintf(buf," This finger has been cut off %s\n" |
2709 | sprintf (buf, " This finger has been cut off %s\n" |
2623 | " the %s, when he was defeated at\n level %d by %s.\n", |
2710 | " the %s, when he was defeated at\n level %d by %s.\n", |
2624 | &op->name, op->contr->title, (int)(op->level), |
2711 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2625 | op->contr->killer); |
|
|
2626 | tmp->msg=buf; |
2712 | tmp->msg = buf; |
2627 | tmp->value=0, tmp->material=0, tmp->type=0; |
2713 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2628 | tmp->materialname = NULL; |
2714 | tmp->materialname = NULL; |
2629 | tmp->x = op->x, tmp->y = op->y; |
2715 | tmp->insert_at (op, tmp); |
2630 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
2631 | } |
|
|
2632 | |
2716 | } |
|
|
2717 | |
2633 | /* teleport defeated player to new destination*/ |
2718 | /* teleport defeated player to new destination */ |
2634 | transfer_ob(op, x, y, 0, NULL); |
2719 | transfer_ob (op, x, y, 0, NULL); |
2635 | op->contr->braced=0; |
2720 | op->contr->braced = 0; |
2636 | return; |
2721 | return; |
2637 | } |
2722 | } |
2638 | |
2723 | |
2639 | INVOKE_PLAYER (DEATH, op->contr); |
2724 | INVOKE_PLAYER (DEATH, op->contr); |
2640 | |
2725 | |
2641 | command_kill_pets (op, 0); |
2726 | command_kill_pets (op, 0); |
2642 | |
2727 | |
2643 | if(op->stats.food<0) { |
2728 | if (op->stats.food < 0) |
2644 | if (op->contr->explore) { |
2729 | { |
2645 | new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
|
|
2646 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2647 | op->stats.food=999; |
|
|
2648 | return; |
|
|
2649 | } |
|
|
2650 | sprintf(buf,"%s starved to death.",&op->name); |
2730 | sprintf (buf, "%s starved to death.", &op->name); |
2651 | strcpy(op->contr->killer,"starvation"); |
2731 | strcpy (op->contr->killer, "starvation"); |
2652 | } |
2732 | } |
2653 | else { |
2733 | else |
2654 | if (op->contr->explore) { |
|
|
2655 | new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
|
|
2656 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
|
|
2657 | op->stats.hp=op->stats.maxhp; |
|
|
2658 | return; |
|
|
2659 | } |
|
|
2660 | sprintf(buf,"%s died.", &op->name); |
2734 | sprintf (buf, "%s died.", &op->name); |
2661 | } |
2735 | |
2662 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
2736 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2663 | |
2737 | |
2664 | /* save the map location for corpse, gravestone*/ |
2738 | /* save the map location for corpse, gravestone */ |
2665 | x=op->x;y=op->y;map=op->map; |
2739 | x = op->x; |
|
|
2740 | y = op->y; |
|
|
2741 | map = op->map; |
2666 | |
2742 | |
2667 | |
|
|
2668 | if (settings.not_permadeth == TRUE) { |
|
|
2669 | /* NOT_PERMADEATH code. This basically brings the character back to |
2743 | /* NOT_PERMADEATH code. This basically brings the character back to |
2670 | * life if they are dead - it takes some exp and a random stat. |
2744 | * life if they are dead - it takes some exp and a random stat. |
2671 | * See the config.h file for a little more in depth detail about this. |
2745 | * See the config.h file for a little more in depth detail about this. |
2672 | */ |
2746 | */ |
2673 | |
2747 | |
2674 | /* Basically two ways to go - remove a stat permanently, or just |
2748 | /* Basically two ways to go - remove a stat permanently, or just |
2675 | * make it depletion. This bunch of code deals with that aspect |
2749 | * make it depletion. This bunch of code deals with that aspect |
2676 | * of death. |
2750 | * of death. |
2677 | */ |
2751 | */ |
2678 | #ifndef COZY_SERVER |
2752 | #ifndef COZY_SERVER |
2679 | if (settings.balanced_stat_loss) { |
2753 | if (settings.balanced_stat_loss) |
|
|
2754 | { |
2680 | /* If stat loss is permanent, lose one stat only. */ |
2755 | /* If stat loss is permanent, lose one stat only. */ |
2681 | /* Lower level chars don't lose as many stats because they suffer |
2756 | /* Lower level chars don't lose as many stats because they suffer |
2682 | more if they do. */ |
2757 | more if they do. */ |
2683 | /* Higher level characters can afford things such as potions of |
2758 | /* Higher level characters can afford things such as potions of |
2684 | restoration, or better, stat potions. So we slug them that |
2759 | restoration, or better, stat potions. So we slug them that |
2685 | little bit harder. */ |
2760 | little bit harder. */ |
2686 | /* GD */ |
2761 | /* GD */ |
2687 | if (settings.stat_loss_on_death) |
2762 | if (settings.stat_loss_on_death) |
2688 | num_stats_lose = 1; |
|
|
2689 | else |
|
|
2690 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
|
|
2691 | } else { |
|
|
2692 | num_stats_lose = 1; |
2763 | num_stats_lose = 1; |
2693 | } |
2764 | else |
|
|
2765 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2766 | } |
|
|
2767 | else |
|
|
2768 | num_stats_lose = 1; |
|
|
2769 | |
2694 | lost_a_stat = 0; |
2770 | lost_a_stat = 0; |
2695 | |
2771 | |
2696 | for (z=0; z<num_stats_lose; z++) { |
2772 | for (z = 0; z < num_stats_lose; z++) |
|
|
2773 | { |
2697 | i = RANDOM() % NUM_STATS; |
2774 | i = RANDOM () % NUM_STATS; |
2698 | |
2775 | |
2699 | if (settings.stat_loss_on_death) { |
2776 | if (settings.stat_loss_on_death) |
|
|
2777 | { |
2700 | /* Pick a random stat and take a point off it. Tell the player |
2778 | /* Pick a random stat and take a point off it. Tell the player |
2701 | * what he lost. |
2779 | * what he lost. |
2702 | */ |
2780 | */ |
2703 | change_attr_value(&(op->stats), i,-1); |
2781 | change_attr_value (&(op->stats), i, -1); |
2704 | check_stat_bounds(&(op->stats)); |
2782 | check_stat_bounds (&(op->stats)); |
2705 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2783 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2706 | check_stat_bounds(&(op->contr->orig_stats)); |
2784 | check_stat_bounds (&(op->contr->orig_stats)); |
2707 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2785 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2708 | lost_a_stat = 1; |
2786 | lost_a_stat = 1; |
2709 | } else { |
2787 | } |
|
|
2788 | else |
|
|
2789 | { |
2710 | /* deplete a stat */ |
2790 | /* deplete a stat */ |
2711 | archetype *deparch=find_archetype("depletion"); |
2791 | archetype *deparch = archetype::find ("depletion"); |
2712 | object *dep; |
2792 | object *dep; |
|
|
2793 | |
|
|
2794 | dep = present_arch_in_ob (deparch, op); |
|
|
2795 | if (!dep) |
2713 | |
2796 | { |
2714 | dep = present_arch_in_ob(deparch,op); |
|
|
2715 | if(!dep) { |
|
|
2716 | dep = arch_to_object(deparch); |
2797 | dep = arch_to_object (deparch); |
2717 | insert_ob_in_ob(dep, op); |
2798 | insert_ob_in_ob (dep, op); |
2718 | } |
2799 | } |
2719 | lose_this_stat = 1; |
2800 | lose_this_stat = 1; |
2720 | if (settings.balanced_stat_loss) { |
2801 | if (settings.balanced_stat_loss) |
|
|
2802 | { |
2721 | /* GD */ |
2803 | /* GD */ |
2722 | /* Get the stat that we're about to deplete. */ |
2804 | /* Get the stat that we're about to deplete. */ |
2723 | this_stat = get_attr_value(&(dep->stats), i); |
2805 | this_stat = get_attr_value (&(dep->stats), i); |
2724 | if (this_stat < 0) { |
2806 | if (this_stat < 0) |
|
|
2807 | { |
2725 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
2808 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
2726 | int keep_chance = this_stat * this_stat; |
2809 | int keep_chance = this_stat * this_stat; |
|
|
2810 | |
2727 | /* Yes, I am paranoid. Sue me. */ |
2811 | /* Yes, I am paranoid. Sue me. */ |
2728 | if (keep_chance < 1) |
2812 | if (keep_chance < 1) |
2729 | keep_chance = 1; |
2813 | keep_chance = 1; |
2730 | |
2814 | |
2731 | /* There is a maximum depletion total per level. */ |
2815 | /* There is a maximum depletion total per level. */ |
2732 | if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
2816 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
2817 | { |
2733 | lose_this_stat = 0; |
2818 | lose_this_stat = 0; |
2734 | /* Take loss chance vs keep chance to see if we |
2819 | /* Take loss chance vs keep chance to see if we |
2735 | retain the stat. */ |
2820 | retain the stat. */ |
2736 | } else { |
|
|
2737 | if (random_roll(0, loss_chance + keep_chance-1, |
|
|
2738 | op, PREFER_LOW) < keep_chance) |
|
|
2739 | lose_this_stat = 0; |
|
|
2740 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2741 | this_stat, keep_chance, loss_chance, |
|
|
2742 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
2743 | } |
|
|
2744 | } |
2821 | } |
2745 | } |
2822 | else |
2746 | |
|
|
2747 | if (lose_this_stat) { |
|
|
2748 | this_stat = get_attr_value(&(dep->stats), i); |
|
|
2749 | /* We could try to do something clever like find another |
|
|
2750 | * stat to reduce if this fails. But chances are, if |
|
|
2751 | * stats have been depleted to -50, all are pretty low |
|
|
2752 | * and should be roughly the same, so it shouldn't make a |
|
|
2753 | * difference. |
|
|
2754 | */ |
2823 | { |
2755 | if (this_stat>=-50) { |
2824 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2756 | change_attr_value(&(dep->stats), i, -1); |
|
|
2757 | SET_FLAG(dep, FLAG_APPLIED); |
|
|
2758 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
|
|
2759 | fix_player(op); |
|
|
2760 | lost_a_stat = 1; |
2825 | lose_this_stat = 0; |
|
|
2826 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2827 | this_stat, keep_chance, loss_chance, |
|
|
2828 | lose_this_stat?"LOSE":"KEEP"); */ |
2761 | } |
2829 | } |
2762 | } |
2830 | } |
2763 | } |
2831 | } |
2764 | } |
2832 | |
2765 | /* If no stat lost, tell the player. */ |
|
|
2766 | if (!lost_a_stat) |
2833 | if (lose_this_stat) |
|
|
2834 | { |
|
|
2835 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2836 | /* We could try to do something clever like find another |
|
|
2837 | * stat to reduce if this fails. But chances are, if |
|
|
2838 | * stats have been depleted to -50, all are pretty low |
|
|
2839 | * and should be roughly the same, so it shouldn't make a |
|
|
2840 | * difference. |
|
|
2841 | */ |
|
|
2842 | if (this_stat >= -50) |
2767 | { |
2843 | { |
2768 | /* determine_god() seems to not work sometimes... why is this? |
2844 | change_attr_value (&(dep->stats), i, -1); |
2769 | Should I be using something else? GD */ |
2845 | SET_FLAG (dep, FLAG_APPLIED); |
2770 | const char *god = determine_god(op); |
|
|
2771 | if (god && (strcmp(god, "none"))) |
|
|
2772 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2846 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2773 | "moment you feel the holy presence of %s protecting" |
2847 | op->update_stats (); |
2774 | " you.", god); |
2848 | lost_a_stat = 1; |
2775 | else |
2849 | } |
2776 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2777 | " feel a holy presence protecting you."); |
|
|
2778 | } |
2850 | } |
|
|
2851 | } |
|
|
2852 | } |
|
|
2853 | /* If no stat lost, tell the player. */ |
|
|
2854 | if (!lost_a_stat) |
|
|
2855 | { |
|
|
2856 | /* determine_god() seems to not work sometimes... why is this? |
|
|
2857 | Should I be using something else? GD */ |
|
|
2858 | const char *god = determine_god (op); |
|
|
2859 | |
|
|
2860 | if (god && (strcmp (god, "none"))) |
|
|
2861 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
|
|
2862 | else |
|
|
2863 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
|
|
2864 | } |
|
|
2865 | #else |
|
|
2866 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2779 | #endif |
2867 | #endif |
2780 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2781 | " feel a holy presence protecting you from losing yourself completely."); |
|
|
2782 | |
2868 | |
2783 | /* Put a gravestone up where the character 'almost' died. List the |
2869 | /* Put a gravestone up where the character 'almost' died. List the |
2784 | * exp loss on the stone. |
2870 | * exp loss on the stone. |
2785 | */ |
2871 | */ |
2786 | tmp=arch_to_object(find_archetype("gravestone")); |
2872 | tmp = arch_to_object (archetype::find ("gravestone")); |
2787 | sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; |
2873 | sprintf (buf, "%s's gravestone", &op->name); |
|
|
2874 | tmp->name = buf; |
2788 | sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; |
2875 | sprintf (buf, "%s's gravestones", &op->name); |
2789 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
2876 | tmp->name_pl = buf; |
2790 | "who was killed\n" |
2877 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
2791 | "by %s.\n", |
|
|
2792 | &op->name, op->contr->title, |
|
|
2793 | op->contr->killer); |
|
|
2794 | tmp->msg = buf; |
2878 | tmp->msg = buf; |
2795 | tmp->x=op->x,tmp->y=op->y; |
2879 | tmp->x = op->x, tmp->y = op->y; |
2796 | insert_ob_in_map (tmp, op->map, NULL,0); |
2880 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2797 | |
2881 | |
2798 | /**************************************/ |
2882 | /**************************************/ |
2799 | /* */ |
2883 | /* */ |
2800 | /* Subtract the experience points, */ |
2884 | /* Subtract the experience points, */ |
2801 | /* if we died cause of food, give us */ |
2885 | /* if we died cause of food, give us */ |
2802 | /* food, and reset HP's... */ |
2886 | /* food, and reset HP's... */ |
2803 | /* */ |
2887 | /* */ |
2804 | /**************************************/ |
2888 | /**************************************/ |
2805 | |
2889 | |
2806 | /* remove any poisoning and confusion the character may be suffering.*/ |
2890 | /* remove any poisoning and confusion the character may be suffering. */ |
2807 | /* restore player */ |
2891 | /* restore player */ |
2808 | at = find_archetype("poisoning"); |
2892 | at = archetype::find ("poisoning"); |
2809 | tmp=present_arch_in_ob(at,op); |
2893 | tmp = present_arch_in_ob (at, op); |
2810 | if (tmp) { |
2894 | |
2811 | remove_ob(tmp); |
2895 | if (tmp) |
2812 | free_object(tmp); |
2896 | { |
|
|
2897 | tmp->destroy (); |
2813 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2814 | } |
2899 | } |
2815 | |
2900 | |
2816 | at = find_archetype("confusion"); |
2901 | at = archetype::find ("confusion"); |
2817 | tmp=present_arch_in_ob(at,op); |
2902 | tmp = present_arch_in_ob (at, op); |
2818 | if (tmp) { |
2903 | if (tmp) |
2819 | remove_ob(tmp); |
2904 | { |
2820 | free_object(tmp); |
2905 | tmp->destroy (); |
2821 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2906 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2822 | } |
2907 | } |
|
|
2908 | |
2823 | cure_disease(op,0); /* remove any disease */ |
2909 | cure_disease (op, 0); /* remove any disease */ |
2824 | |
2910 | |
2825 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2911 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2826 | apply_death_exp_penalty(op); |
2912 | apply_death_exp_penalty (op); |
2827 | if(op->stats.food < 100) op->stats.food = 900; |
2913 | if (op->stats.food < 100) |
|
|
2914 | op->stats.food = 900; |
2828 | op->stats.hp = op->stats.maxhp; |
2915 | op->stats.hp = op->stats.maxhp; |
2829 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
2916 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2830 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
2917 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2831 | |
2918 | |
2832 | /* |
2919 | /* |
2833 | * Check to see if the player is in a shop. IF so, then check to see if |
2920 | * Check to see if the player is in a shop. IF so, then check to see if |
2834 | * the player has any unpaid items. If so, remove them and put them back |
2921 | * the player has any unpaid items. If so, remove them and put them back |
2835 | * in the map. |
2922 | * in the map. |
2836 | */ |
2923 | */ |
2837 | |
2924 | |
2838 | if (is_in_shop (op)) |
2925 | if (is_in_shop (op)) |
2839 | remove_unpaid_objects(op->inv, op); |
2926 | remove_unpaid_objects (op->inv, op); |
2840 | |
2927 | |
2841 | /****************************************/ |
2928 | /****************************************/ |
2842 | /* */ |
2929 | /* */ |
2843 | /* Move player to his current respawn- */ |
2930 | /* Move player to his current respawn- */ |
2844 | /* position (usually last savebed) */ |
2931 | /* position (usually last savebed) */ |
2845 | /* */ |
2932 | /* */ |
2846 | /****************************************/ |
2933 | /****************************************/ |
2847 | |
2934 | |
2848 | enter_player_savebed(op); |
2935 | enter_player_savebed (op); |
2849 | |
2936 | |
2850 | /* Save the player before inserting the force to reduce |
|
|
2851 | * chance of abuse. |
|
|
2852 | */ |
|
|
2853 | op->contr->braced=0; |
2937 | op->contr->braced = 0; |
2854 | save_player(op,1); |
|
|
2855 | |
2938 | |
2856 | /* it is possible that the player has blown something up |
2939 | /* it is possible that the player has blown something up |
2857 | * at his savebed location, and that can have long lasting |
2940 | * at his savebed location, and that can have long lasting |
2858 | * spell effects. So first see if there is a spell effect |
2941 | * spell effects. So first see if there is a spell effect |
2859 | * on the space that might harm the player. |
2942 | * on the space that might harm the player. |
2860 | */ |
2943 | */ |
2861 | will_kill_again=0; |
2944 | will_kill_again = 0; |
2862 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2945 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2863 | if (tmp->type ==SPELL_EFFECT) |
2946 | if (tmp->type == SPELL_EFFECT) |
2864 | will_kill_again|=tmp->attacktype; |
2947 | will_kill_again |= tmp->attacktype; |
2865 | } |
2948 | |
2866 | if (will_kill_again) { |
2949 | if (will_kill_again) |
|
|
2950 | { |
2867 | object *force; |
2951 | object *force; |
2868 | int at; |
2952 | int at; |
2869 | |
2953 | |
2870 | force=get_archetype(FORCE_NAME); |
2954 | force = get_archetype (FORCE_NAME); |
2871 | /* 50 ticks should be enough time for the spell to abate */ |
2955 | /* 50 ticks should be enough time for the spell to abate */ |
2872 | force->speed=0.1; |
2956 | force->speed = 0.1; |
2873 | force->speed_left=-5.0; |
2957 | force->speed_left = -5.0; |
2874 | SET_FLAG(force, FLAG_APPLIED); |
2958 | SET_FLAG (force, FLAG_APPLIED); |
2875 | for (at=0; at<NROFATTACKS; at++) { |
2959 | for (at = 0; at < NROFATTACKS; at++) |
2876 | if (will_kill_again & (1 << at)) |
2960 | if (will_kill_again & (1 << at)) |
2877 | force->resist[at] = 100; |
2961 | force->resist[at] = 100; |
|
|
2962 | |
|
|
2963 | insert_ob_in_ob (force, op); |
|
|
2964 | op->update_stats (); |
|
|
2965 | |
|
|
2966 | } |
|
|
2967 | |
|
|
2968 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
|
|
2969 | } |
|
|
2970 | |
|
|
2971 | void |
|
|
2972 | loot_object (object *op) |
|
|
2973 | { /* Grab and destroy some treasure */ |
|
|
2974 | object *tmp, *tmp2, *next; |
|
|
2975 | |
|
|
2976 | if (op->container) |
|
|
2977 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2978 | |
|
|
2979 | for (tmp = op->inv; tmp; tmp = next) |
|
|
2980 | { |
|
|
2981 | next = tmp->below; |
|
|
2982 | |
|
|
2983 | if (tmp->invisible) |
|
|
2984 | continue; |
|
|
2985 | |
|
|
2986 | tmp->remove (); |
|
|
2987 | tmp->x = op->x, tmp->y = op->y; |
|
|
2988 | if (tmp->type == CONTAINER) |
|
|
2989 | { /* empty container to ground */ |
|
|
2990 | loot_object (tmp); |
|
|
2991 | } |
|
|
2992 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
|
|
2993 | { |
|
|
2994 | if (tmp->nrof > 1) |
|
|
2995 | { |
|
|
2996 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
|
|
2997 | tmp2->destroy (); |
|
|
2998 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2878 | } |
2999 | } |
2879 | insert_ob_in_ob(force, op); |
|
|
2880 | fix_player(op); |
|
|
2881 | |
|
|
2882 | } |
|
|
2883 | /**************************************/ |
|
|
2884 | /* */ |
|
|
2885 | /* Repaint the characters inv, and */ |
|
|
2886 | /* stats, and show a nasty message ;) */ |
|
|
2887 | /* */ |
|
|
2888 | /**************************************/ |
|
|
2889 | |
|
|
2890 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
|
|
2891 | return; |
|
|
2892 | } /* NOT_PERMADETH */ |
|
|
2893 | else { |
|
|
2894 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
2895 | * should probably be embedded in an else statement. |
|
|
2896 | */ |
|
|
2897 | |
|
|
2898 | op->contr->party=NULL; |
|
|
2899 | if (settings.set_title == TRUE) |
|
|
2900 | op->contr->own_title[0]='\0'; |
|
|
2901 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
|
|
2902 | check_score(op); |
|
|
2903 | if(op->contr->ranges[range_golem]!=NULL) { |
|
|
2904 | remove_friendly_object(op->contr->ranges[range_golem]); |
|
|
2905 | remove_ob(op->contr->ranges[range_golem]); |
|
|
2906 | free_object(op->contr->ranges[range_golem]); |
|
|
2907 | op->contr->ranges[range_golem]=NULL; |
|
|
2908 | op->contr->golem_count=0; |
|
|
2909 | } |
|
|
2910 | loot_object(op); /* Remove some of the items for good */ |
|
|
2911 | remove_ob(op); |
|
|
2912 | op->direction=0; |
|
|
2913 | |
|
|
2914 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
|
|
2915 | delete_character(op->name,0); |
|
|
2916 | if (settings.resurrection == TRUE) { |
|
|
2917 | /* save playerfile sans equipment when player dies |
|
|
2918 | ** then save it as player.pl.dead so that future resurrection |
|
|
2919 | ** type spells will work on them nicely |
|
|
2920 | */ |
|
|
2921 | delete_character(op->name,0); |
|
|
2922 | op->stats.hp = op->stats.maxhp; |
|
|
2923 | op->stats.food = 999; |
|
|
2924 | |
|
|
2925 | /* set the location of where the person will reappear when */ |
|
|
2926 | /* maybe resurrection code should fix map also */ |
|
|
2927 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
|
|
2928 | if(op->map!=NULL) |
|
|
2929 | op->map = NULL; |
|
|
2930 | op->x = settings.emergency_x; |
|
|
2931 | op->y = settings.emergency_y; |
|
|
2932 | save_player(op,0); |
|
|
2933 | op->map = map; |
|
|
2934 | /* please see resurrection.c: peterm */ |
|
|
2935 | dead_player(op); |
|
|
2936 | } else { |
3000 | else |
2937 | delete_character(op->name,1); |
3001 | tmp->destroy (); |
2938 | } |
3002 | } |
2939 | } |
3003 | else |
2940 | play_again(op); |
|
|
2941 | |
|
|
2942 | /* peterm: added to create a corpse at deathsite. */ |
|
|
2943 | tmp=arch_to_object(find_archetype("corpse_pl")); |
|
|
2944 | sprintf(buf,"%s", &op->name); |
|
|
2945 | tmp->name = tmp->name_pl = buf; |
|
|
2946 | tmp->level=op->level; |
|
|
2947 | tmp->x=x;tmp->y=y; |
|
|
2948 | tmp->msg = gravestone_text(op); |
|
|
2949 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
2950 | insert_ob_in_map (tmp, map, NULL,0); |
|
|
2951 | } |
|
|
2952 | } |
|
|
2953 | |
|
|
2954 | |
|
|
2955 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
|
|
2956 | object *tmp,*tmp2,*next; |
|
|
2957 | |
|
|
2958 | if (op->container) { /* close open sack first */ |
|
|
2959 | esrv_apply_container (op, op->container); |
|
|
2960 | } |
|
|
2961 | |
|
|
2962 | for(tmp=op->inv;tmp!=NULL;tmp=next) { |
|
|
2963 | next=tmp->below; |
|
|
2964 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
|
|
2965 | remove_ob(tmp); |
|
|
2966 | tmp->x=op->x,tmp->y=op->y; |
|
|
2967 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
|
|
2968 | loot_object(tmp); |
|
|
2969 | } |
|
|
2970 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
|
|
2971 | || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
|
|
2972 | if(tmp->nrof>1) { |
|
|
2973 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
|
|
2974 | free_object(tmp2); |
|
|
2975 | insert_ob_in_map(tmp,op->map,NULL,0); |
3004 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2976 | } else |
|
|
2977 | free_object(tmp); |
|
|
2978 | } else |
|
|
2979 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
2980 | } |
3005 | } |
2981 | } |
3006 | } |
2982 | |
3007 | |
2983 | /* |
3008 | /* |
2984 | * fix_weight(): Check recursively the weight of all players, and fix |
3009 | * fix_weight(): Check recursively the weight of all players, and fix |
2985 | * what needs to be fixed. Refresh windows and fix speed if anything |
3010 | * what needs to be fixed. Refresh windows and fix speed if anything |
2986 | * was changed. |
3011 | * was changed. |
2987 | */ |
3012 | */ |
2988 | |
3013 | |
|
|
3014 | void |
2989 | void fix_weight(void) { |
3015 | fix_weight (void) |
2990 | player *pl; |
3016 | { |
2991 | for (pl = first_player; pl != NULL; pl = pl->next) { |
3017 | for_all_players (pl) |
|
|
3018 | { |
2992 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
3019 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
|
|
3020 | |
2993 | if(old == sum) |
3021 | if (old == sum) |
2994 | continue; |
3022 | continue; |
2995 | fix_player(pl->ob); |
3023 | pl->ob->update_stats (); |
2996 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
3024 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2997 | &pl->ob->name, old, sum); |
|
|
2998 | } |
3025 | } |
2999 | } |
3026 | } |
3000 | |
3027 | |
|
|
3028 | void |
3001 | void fix_luck(void) { |
3029 | fix_luck (void) |
3002 | player *pl; |
3030 | { |
3003 | for (pl = first_player; pl != NULL; pl = pl->next) |
3031 | for_all_players (pl) |
3004 | if (!pl->ob->contr->state) |
3032 | if (!pl->ob->contr->ns->state) |
3005 | change_luck(pl->ob, 0); |
3033 | pl->ob->change_luck (0); |
3006 | } |
3034 | } |
3007 | |
|
|
3008 | |
3035 | |
3009 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3036 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3010 | * This is much simpler in the new spell code - we basically |
3037 | * This is much simpler in the new spell code - we basically |
3011 | * just treat this as any other spell casting object. |
3038 | * just treat this as any other spell casting object. |
3012 | */ |
3039 | */ |
3013 | |
|
|
3014 | void |
3040 | void |
3015 | cast_dust (object * op, object * throw_ob, int dir) |
3041 | cast_dust (object *op, object *throw_ob, int dir) |
3016 | { |
3042 | { |
3017 | object *skop, *spob; |
3043 | object *skop, *spob; |
3018 | |
3044 | |
3019 | skop = find_skill_by_name (op, throw_ob->skill); |
3045 | skop = find_skill_by_name (op, throw_ob->skill); |
3020 | |
3046 | |
3021 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3047 | /* casting POTION 'dusts' is really a use_magic_item skill */ |
3022 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3048 | if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3023 | { |
3049 | { |
3024 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", |
3050 | LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
3025 | &op->name); |
|
|
3026 | return; |
3051 | return; |
3027 | } |
3052 | } |
3028 | |
3053 | |
3029 | spob = throw_ob->inv; |
3054 | spob = throw_ob->inv; |
3030 | |
3055 | |
3031 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3056 | // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3032 | // not pass NULL to cast_spell (which did indeed check itself, but |
3057 | // not pass NULL to cast_spell (which did indeed check itself, but |
3033 | // errors should be reported as early as possible IMHO) |
3058 | // errors should be reported as early as possible IMHO) |
3034 | if (!spob) |
3059 | if (!spob) |
3035 | { |
3060 | { |
3036 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", |
3061 | LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
3037 | &throw_ob->name, &op->name); |
|
|
3038 | return; |
3062 | return; |
3039 | } |
3063 | } |
3040 | |
3064 | |
3041 | if (op->type == PLAYER) |
3065 | if (op->type == PLAYER) |
3042 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3066 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3043 | |
3067 | |
3044 | cast_spell (op, throw_ob, dir, spob, NULL); |
3068 | cast_spell (op, throw_ob, dir, spob, NULL); |
3045 | |
3069 | |
3046 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3070 | throw_ob->destroy (); |
3047 | remove_ob (throw_ob); |
|
|
3048 | free_object (throw_ob); |
|
|
3049 | } |
3071 | } |
3050 | |
3072 | |
|
|
3073 | void |
3051 | void make_visible (object *op) { |
3074 | make_visible (object *op) |
|
|
3075 | { |
3052 | op->hide = 0; |
3076 | op->hide = 0; |
3053 | op->invisible = 0; |
3077 | op->invisible = 0; |
3054 | if(op->type==PLAYER) { |
3078 | if (op->type == PLAYER) |
|
|
3079 | { |
3055 | op->contr->tmp_invis = 0; |
3080 | op->contr->tmp_invis = 0; |
3056 | op->contr->invis_race = 0; |
3081 | op->contr->invis_race = 0; |
3057 | } |
3082 | } |
3058 | update_object(op,UP_OBJ_FACE); |
3083 | update_object (op, UP_OBJ_FACE); |
3059 | } |
3084 | } |
3060 | |
3085 | |
|
|
3086 | int |
3061 | int is_true_undead(object *op) { |
3087 | is_true_undead (object *op) |
|
|
3088 | { |
3062 | object *tmp=NULL; |
3089 | object *tmp = NULL; |
3063 | |
3090 | |
3064 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
3091 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
|
|
3092 | return 1; |
3065 | |
3093 | |
3066 | if(op->type==PLAYER) |
|
|
3067 | for(tmp=op->inv;tmp;tmp=tmp->below) |
|
|
3068 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
|
|
3069 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
|
|
3070 | return 0; |
3094 | return 0; |
3071 | } |
3095 | } |
3072 | |
3096 | |
3073 | /* look at the surrounding terrain to determine |
3097 | /* look at the surrounding terrain to determine |
3074 | * the hideability of this object. Positive levels |
3098 | * the hideability of this object. Positive levels |
3075 | * indicate greater hideability. |
3099 | * indicate greater hideability. |
3076 | */ |
3100 | */ |
3077 | |
3101 | |
|
|
3102 | int |
3078 | int hideability(object *ob) { |
3103 | hideability (object *ob) |
|
|
3104 | { |
3079 | int i,level=0, mflag; |
3105 | int i, level = 0, mflag; |
3080 | sint16 x,y; |
3106 | sint16 x, y; |
3081 | |
3107 | |
3082 | if(!ob||!ob->map) return 0; |
3108 | if (!ob || !ob->map) |
|
|
3109 | return 0; |
3083 | |
3110 | |
3084 | /* so, on normal lighted maps, its hard to hide */ |
3111 | /* so, on normal lighted maps, its hard to hide */ |
3085 | level=ob->map->darkness - 2; |
3112 | level = ob->map->darkness - 2; |
3086 | |
3113 | |
3087 | /* this also picks up whether the object is glowing. |
3114 | /* this also picks up whether the object is glowing. |
3088 | * If you carry a light on a non-dark map, its not |
3115 | * If you carry a light on a non-dark map, its not |
3089 | * as bad as carrying a light on a pitch dark map */ |
3116 | * as bad as carrying a light on a pitch dark map */ |
3090 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
3117 | if (has_carried_lights (ob)) |
|
|
3118 | level = -(10 + (2 * ob->map->darkness)); |
3091 | |
3119 | |
3092 | /* scan through all nearby squares for terrain to hide in */ |
3120 | /* scan through all nearby squares for terrain to hide in */ |
3093 | for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
3121 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
|
|
3122 | { |
3094 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
3123 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3095 | if (mflag & P_OUT_OF_MAP) { continue; } |
3124 | if (mflag & P_OUT_OF_MAP) |
|
|
3125 | { |
|
|
3126 | continue; |
|
|
3127 | } |
3096 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3128 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3097 | level += 2; |
3129 | level += 2; |
3098 | else /* open terrain! */ |
3130 | else /* open terrain! */ |
3099 | level -= 1; |
3131 | level -= 1; |
3100 | } |
3132 | } |
3101 | |
3133 | |
3102 | #if 0 |
3134 | #if 0 |
3103 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
3135 | LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
3104 | #endif |
3136 | #endif |
3105 | return level; |
3137 | return level; |
3106 | } |
3138 | } |
3107 | |
3139 | |
3108 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3140 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3109 | * every time they move - as we subtract off 'invisibility' |
3141 | * every time they move - as we subtract off 'invisibility' |
3110 | * AND, for players, if they move into a ridiculously unhideable |
3142 | * AND, for players, if they move into a ridiculously unhideable |
3111 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3143 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3112 | */ |
3144 | */ |
3113 | |
3145 | |
|
|
3146 | void |
3114 | void do_hidden_move (object *op) { |
3147 | do_hidden_move (object *op) |
|
|
3148 | { |
3115 | int hide=0, num=random_roll(0, 19, op, PREFER_LOW); |
3149 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3116 | object *skop; |
3150 | object *skop; |
3117 | |
3151 | |
3118 | if(!op || !op->map) return; |
3152 | if (!op || !op->map) |
|
|
3153 | return; |
3119 | |
3154 | |
3120 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
3155 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3121 | |
3156 | |
3122 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3157 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3123 | if(op->type==PLAYER && op->contr->run_on) { |
3158 | if (op->type == PLAYER && op->contr->run_on) |
3124 | if(!skop || num >= skop->level) { |
3159 | if (!skop || num >= skop->level) |
|
|
3160 | { |
3125 | new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
3161 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3126 | make_visible(op); |
|
|
3127 | return; |
|
|
3128 | } else num += 20; |
|
|
3129 | } |
|
|
3130 | num += op->map->difficulty; |
|
|
3131 | hide = hideability(op); /* modify by terrain hidden level */ |
|
|
3132 | num -= hide; |
|
|
3133 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
|
|
3134 | make_visible(op); |
3162 | make_visible (op); |
3135 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
3163 | return; |
3136 | "You moved out of hiding! You are visible!"); |
|
|
3137 | } |
3164 | } |
|
|
3165 | else |
|
|
3166 | num += 20; |
|
|
3167 | |
|
|
3168 | num += op->map->difficulty; |
|
|
3169 | hide = hideability (op); /* modify by terrain hidden level */ |
|
|
3170 | num -= hide; |
|
|
3171 | |
|
|
3172 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
|
|
3173 | { |
|
|
3174 | make_visible (op); |
|
|
3175 | if (op->type == PLAYER) |
|
|
3176 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
|
|
3177 | } |
3138 | else if (op->type == PLAYER && skop) { |
3178 | else if (op->type == PLAYER && skop) |
3139 | change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
3179 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3140 | } |
|
|
3141 | } |
3180 | } |
3142 | |
3181 | |
3143 | /* determine if who is standing near a hostile creature. */ |
3182 | /* determine if who is standing near a hostile creature. */ |
3144 | |
3183 | |
|
|
3184 | int |
3145 | int stand_near_hostile( object *who ) { |
3185 | stand_near_hostile (object *who) |
|
|
3186 | { |
3146 | object *tmp=NULL; |
3187 | object *tmp = NULL; |
3147 | int i,friendly=0,player=0, mflags; |
3188 | int i, friendly = 0, player = 0, mflags; |
3148 | mapstruct *m; |
3189 | maptile *m; |
3149 | sint16 x,y; |
3190 | sint16 x, y; |
3150 | |
3191 | |
3151 | if(!who) return 0; |
3192 | if (!who) |
|
|
3193 | return 0; |
3152 | |
3194 | |
3153 | if(who->type==PLAYER) player=1; |
3195 | if (who->type == PLAYER) |
|
|
3196 | player = 1; |
|
|
3197 | |
|
|
3198 | else |
3154 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
3199 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
3155 | |
3200 | |
3156 | /* search adjacent squares */ |
3201 | /* search adjacent squares */ |
3157 | for(i=1;i<9;i++) { |
3202 | for (i = 1; i < 9; i++) |
|
|
3203 | { |
3158 | x = who->x+freearr_x[i]; |
3204 | x = who->x + freearr_x[i]; |
3159 | y = who->y+freearr_y[i]; |
3205 | y = who->y + freearr_y[i]; |
3160 | m = who->map; |
3206 | m = who->map; |
3161 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
3207 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
3162 | /* space must be blocked if there is a monster. If not |
3208 | /* space must be blocked if there is a monster. If not |
3163 | * blocked, don't need to check this space. |
3209 | * blocked, don't need to check this space. |
3164 | */ |
3210 | */ |
3165 | if (mflags & P_OUT_OF_MAP) continue; |
3211 | if (mflags & P_OUT_OF_MAP) |
|
|
3212 | continue; |
3166 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
3213 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3167 | |
3214 | continue; |
3168 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
3215 | |
3169 | if((player||friendly) |
3216 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
3217 | { |
3170 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
3218 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
3219 | return 1; |
|
|
3220 | else if (tmp->type == PLAYER) |
|
|
3221 | { |
|
|
3222 | /*don't let a hidden DM prevent you from hiding */ |
|
|
3223 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3171 | return 1; |
3224 | return 1; |
3172 | else if(tmp->type==PLAYER) |
|
|
3173 | { |
|
|
3174 | /*don't let a hidden DM prevent you from hiding*/ |
|
|
3175 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3176 | return 1; |
|
|
3177 | } |
3225 | } |
3178 | } |
3226 | } |
3179 | } |
3227 | } |
3180 | return 0; |
3228 | return 0; |
3181 | } |
3229 | } |
3182 | |
3230 | |
3183 | /* check the player los field for viewability of the |
3231 | /* check the player los field for viewability of the |
3184 | * object op. This function works fine for monsters, |
3232 | * object op. This function works fine for monsters, |
3185 | * but we dont worry if the object isnt the top one in |
3233 | * but we dont worry if the object isnt the top one in |
… | |
… | |
3192 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3240 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3193 | * -b.t. |
3241 | * -b.t. |
3194 | * This function is now map tiling safe. |
3242 | * This function is now map tiling safe. |
3195 | */ |
3243 | */ |
3196 | |
3244 | |
|
|
3245 | int |
3197 | int player_can_view (object *pl,object *op) { |
3246 | player_can_view (object *pl, object *op) |
|
|
3247 | { |
3198 | rv_vector rv; |
3248 | rv_vector rv; |
3199 | int dx,dy; |
3249 | int dx, dy; |
3200 | |
3250 | |
3201 | if(pl->type!=PLAYER) { |
3251 | if (pl->type != PLAYER) |
|
|
3252 | { |
3202 | LOG(llevError,"player_can_view() called for non-player object\n"); |
3253 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3203 | return -1; |
3254 | return -1; |
3204 | } |
3255 | } |
3205 | if (!pl || !op) return 0; |
|
|
3206 | |
3256 | |
3207 | if(op->head) { op = op->head; } |
3257 | if (!pl || !op) |
3208 | get_rangevector(pl, op, &rv, 0x1); |
|
|
3209 | |
|
|
3210 | /* starting with the 'head' part, lets loop |
|
|
3211 | * through the object and find if it has any |
|
|
3212 | * part that is in the los array but isnt on |
|
|
3213 | * a blocked los square. |
|
|
3214 | * we use the archetype to figure out offsets. |
|
|
3215 | */ |
|
|
3216 | while(op) { |
|
|
3217 | dx = rv.distance_x + op->arch->clone.x; |
|
|
3218 | dy = rv.distance_y + op->arch->clone.y; |
|
|
3219 | |
|
|
3220 | /* only the viewable area the player sees is updated by LOS |
|
|
3221 | * code, so we need to restrict ourselves to that range of values |
|
|
3222 | * for any meaningful values. |
|
|
3223 | */ |
|
|
3224 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
|
|
3225 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
|
|
3226 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
|
|
3227 | return 1; |
|
|
3228 | op = op->more; |
|
|
3229 | } |
|
|
3230 | return 0; |
3258 | return 0; |
|
|
3259 | |
|
|
3260 | op = op->head_ (); |
|
|
3261 | |
|
|
3262 | get_rangevector (pl, op, &rv, 0x1); |
|
|
3263 | |
|
|
3264 | /* starting with the 'head' part, lets loop |
|
|
3265 | * through the object and find if it has any |
|
|
3266 | * part that is in the los array but isnt on |
|
|
3267 | * a blocked los square. |
|
|
3268 | * we use the archetype to figure out offsets. |
|
|
3269 | */ |
|
|
3270 | while (op) |
|
|
3271 | { |
|
|
3272 | dx = rv.distance_x + op->arch->clone.x; |
|
|
3273 | dy = rv.distance_y + op->arch->clone.y; |
|
|
3274 | |
|
|
3275 | /* only the viewable area the player sees is updated by LOS |
|
|
3276 | * code, so we need to restrict ourselves to that range of values |
|
|
3277 | * for any meaningful values. |
|
|
3278 | */ |
|
|
3279 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3280 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3281 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3282 | return 1; |
|
|
3283 | op = op->more; |
|
|
3284 | } |
|
|
3285 | return 0; |
3231 | } |
3286 | } |
3232 | |
3287 | |
3233 | /* routine for both players and monsters. We call this when |
3288 | /* routine for both players and monsters. We call this when |
3234 | * there is a possibility for our action distrubing our hiding |
3289 | * there is a possibility for our action distrubing our hiding |
3235 | * place or invisiblity spell. Artefact invisiblity is not |
3290 | * place or invisiblity spell. Artefact invisiblity is not |
3236 | * effected by this. If we arent invisible to begin with, we |
3291 | * effected by this. If we arent invisible to begin with, we |
3237 | * return 0. |
3292 | * return 0. |
3238 | */ |
3293 | */ |
|
|
3294 | int |
3239 | int action_makes_visible (object *op) { |
3295 | action_makes_visible (object *op) |
|
|
3296 | { |
3240 | |
3297 | |
3241 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3298 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3299 | { |
3242 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
3300 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3243 | return 0; |
3301 | return 0; |
3244 | |
3302 | |
3245 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
3303 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3304 | return 0; |
3246 | |
3305 | |
3247 | /* If monsters, they should become visible */ |
3306 | /* If monsters, they should become visible */ |
3248 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
3307 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3308 | { |
3249 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
3309 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3250 | return 1; |
3310 | return 1; |
3251 | } |
3311 | } |
3252 | } |
3312 | } |
3253 | return 0; |
3313 | return 0; |
3254 | } |
3314 | } |
3255 | |
3315 | |
3256 | /* op_on_battleground - checks if the given object op (usually |
3316 | /* op_on_battleground - checks if the given object op (usually |
3257 | * a player) is standing on a valid battleground-tile, |
3317 | * a player) is standing on a valid battleground-tile, |
3258 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3318 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3259 | * -exit-coord. (and if x, y not NULL) |
3319 | * -exit-coord. (and if x, y not NULL) |
3260 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3320 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3261 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3321 | * and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3262 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3322 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3263 | */ |
3323 | */ |
|
|
3324 | int |
3264 | int op_on_battleground (object *op, int *x, int *y) { |
3325 | op_on_battleground (object *op, int *x, int *y) |
|
|
3326 | { |
3265 | object *tmp; |
3327 | object *tmp; |
3266 | |
3328 | |
3267 | /* A battleground-tile needs the following attributes to be valid: |
3329 | /* A battleground-tile needs the following attributes to be valid: |
3268 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3330 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3269 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3331 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3270 | * and the exit-coordinates sp/hp must both be > 0. |
3332 | * and the exit-coordinates sp/hp must both be > 0. |
3271 | * => The intention here is to prevent abuse of the battleground- |
3333 | * => The intention here is to prevent abuse of the battleground- |
3272 | * feature (like pickable or hidden battleground tiles). */ |
3334 | * feature (like pickable or hidden battleground tiles). */ |
3273 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3335 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
|
|
3336 | { |
3274 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3337 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
3338 | { |
3275 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3339 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3276 | strcmp(tmp->name, "battleground")==0 && |
3340 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3277 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3341 | { |
3278 | /*before we assign the exit, check if this is a teambattle*/ |
3342 | /*before we assign the exit, check if this is a teambattle */ |
3279 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3343 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
|
|
3344 | { |
3280 | object *invtmp; |
3345 | object *invtmp; |
|
|
3346 | |
3281 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3347 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3282 | if(invtmp->type==FORCE && invtmp->slaying && |
3348 | { |
3283 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
3349 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3350 | { |
3284 | if (x != NULL && y != NULL) |
3351 | if (x != NULL && y != NULL) |
3285 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
3352 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3286 | return 1; |
3353 | return 1; |
|
|
3354 | } |
3287 | } |
3355 | } |
3288 | } |
3356 | } |
3289 | } |
|
|
3290 | if (x != NULL && y != NULL) |
3357 | if (x != NULL && y != NULL) |
3291 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
3358 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3292 | return 1; |
3359 | return 1; |
|
|
3360 | } |
3293 | } |
3361 | } |
3294 | } |
|
|
3295 | } |
3362 | } |
3296 | /* If we got here, did not find a battleground */ |
3363 | /* If we got here, did not find a battleground */ |
3297 | return 0; |
3364 | return 0; |
3298 | } |
3365 | } |
3299 | |
3366 | |
3300 | /* |
3367 | /* |
… | |
… | |
3304 | * attributes: |
3371 | * attributes: |
3305 | * object *who the dragon player |
3372 | * object *who the dragon player |
3306 | * int atnr the attack-number of the ability focus |
3373 | * int atnr the attack-number of the ability focus |
3307 | * int level ability level |
3374 | * int level ability level |
3308 | */ |
3375 | */ |
|
|
3376 | void |
3309 | void dragon_ability_gain(object *who, int atnr, int level) { |
3377 | dragon_ability_gain (object *who, int atnr, int level) |
|
|
3378 | { |
3310 | treasurelist *trlist = NULL; /* treasurelist */ |
3379 | treasurelist *trlist = NULL; /* treasurelist */ |
3311 | treasure *tr; /* treasure */ |
3380 | treasure *tr; /* treasure */ |
3312 | object *tmp,*skop; /* tmp. object */ |
3381 | object *tmp, *skop; /* tmp. object */ |
3313 | object *item; /* treasure object */ |
3382 | object *item; /* treasure object */ |
3314 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3383 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3315 | int i=0, j=0; |
3384 | int i = 0, j = 0; |
3316 | |
3385 | |
3317 | /* get the appropriate treasurelist */ |
3386 | /* get the appropriate treasurelist */ |
3318 | if (atnr == ATNR_FIRE) |
3387 | if (atnr == ATNR_FIRE) |
3319 | trlist = find_treasurelist("dragon_ability_fire"); |
3388 | trlist = find_treasurelist ("dragon_ability_fire"); |
3320 | else if (atnr == ATNR_COLD) |
3389 | else if (atnr == ATNR_COLD) |
3321 | trlist = find_treasurelist("dragon_ability_cold"); |
3390 | trlist = find_treasurelist ("dragon_ability_cold"); |
3322 | else if (atnr == ATNR_ELECTRICITY) |
3391 | else if (atnr == ATNR_ELECTRICITY) |
3323 | trlist = find_treasurelist("dragon_ability_elec"); |
3392 | trlist = find_treasurelist ("dragon_ability_elec"); |
3324 | else if (atnr == ATNR_POISON) |
3393 | else if (atnr == ATNR_POISON) |
3325 | trlist = find_treasurelist("dragon_ability_poison"); |
3394 | trlist = find_treasurelist ("dragon_ability_poison"); |
3326 | |
3395 | |
3327 | if (trlist == NULL || who->type != PLAYER) |
3396 | if (trlist == NULL || who->type != PLAYER) |
|
|
3397 | return; |
|
|
3398 | |
|
|
3399 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
|
|
3400 | |
|
|
3401 | if (!tr || !tr->item) |
|
|
3402 | { |
|
|
3403 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
|
|
3404 | return; |
|
|
3405 | } |
|
|
3406 | |
|
|
3407 | /* everything seems okay - now bring on the gift: */ |
|
|
3408 | item = &(tr->item->clone); |
|
|
3409 | |
|
|
3410 | if (item->type == SPELL) |
|
|
3411 | { |
|
|
3412 | if (check_spell_known (who, item->name)) |
3328 | return; |
3413 | return; |
3329 | |
3414 | |
3330 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3415 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3331 | tr = tr->next, i++); |
3416 | do_learn_spell (who, item, 0); |
3332 | |
3417 | return; |
3333 | if (tr == NULL || tr->item == NULL) { |
3418 | } |
3334 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3419 | |
|
|
3420 | /* grant direct spell */ |
|
|
3421 | if (item->type == SPELLBOOK) |
|
|
3422 | { |
|
|
3423 | if (!item->inv) |
|
|
3424 | { |
|
|
3425 | LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
|
|
3426 | return; |
|
|
3427 | } |
|
|
3428 | if (check_spell_known (who, item->inv->name)) |
3335 | return; |
3429 | return; |
3336 | } |
|
|
3337 | |
|
|
3338 | /* everything seems okay - now bring on the gift: */ |
|
|
3339 | item = &(tr->item->clone); |
|
|
3340 | |
|
|
3341 | if (item->type == SPELL) { |
|
|
3342 | if (check_spell_known (who, item->name)) |
|
|
3343 | return; |
|
|
3344 | |
|
|
3345 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
|
|
3346 | do_learn_spell (who, item, 0); |
|
|
3347 | return; |
|
|
3348 | } |
|
|
3349 | |
|
|
3350 | /* grant direct spell */ |
|
|
3351 | if (item->type == SPELLBOOK) { |
|
|
3352 | if (!item->inv) { |
|
|
3353 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name); |
|
|
3354 | return; |
|
|
3355 | } |
|
|
3356 | if (check_spell_known (who, item->inv->name)) |
|
|
3357 | return; |
|
|
3358 | if (item->invisible) { |
3430 | if (item->invisible) |
|
|
3431 | { |
3359 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3432 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3360 | do_learn_spell (who, item->inv, 0); |
3433 | do_learn_spell (who, item->inv, 0); |
3361 | return; |
3434 | return; |
3362 | } |
3435 | } |
3363 | } |
3436 | } |
3364 | else if (item->type == SKILL_TOOL && item->invisible) { |
3437 | else if (item->type == SKILL_TOOL && item->invisible) |
|
|
3438 | { |
3365 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3439 | if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
|
|
3440 | { |
3366 | |
3441 | |
3367 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3442 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3368 | * in this way, if the player is missing any of the attacktypes, he gets |
3443 | * in this way, if the player is missing any of the attacktypes, he gets |
3369 | * them. As it is now, if the player has any that match the granted skill, |
3444 | * them. As it is now, if the player has any that match the granted skill, |
3370 | * but not all of them, he gets nothing. |
3445 | * but not all of them, he gets nothing. |
3371 | */ |
3446 | */ |
3372 | if (!(skop->attacktype & item->attacktype)) { |
3447 | if (!(skop->attacktype & item->attacktype)) |
|
|
3448 | { |
3373 | /* Give new attacktype */ |
3449 | /* Give new attacktype */ |
3374 | skop->attacktype |= item->attacktype; |
3450 | skop->attacktype |= item->attacktype; |
3375 | |
3451 | |
3376 | /* always add physical if there's none */ |
3452 | /* always add physical if there's none */ |
3377 | skop->attacktype |= AT_PHYSICAL; |
3453 | skop->attacktype |= AT_PHYSICAL; |
3378 | |
3454 | |
3379 | if (item->msg != NULL) |
3455 | if (item->msg != NULL) |
3380 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3456 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3381 | |
3457 | |
3382 | /* Give player new face */ |
3458 | /* Give player new face */ |
3383 | if (item->animation_id) { |
3459 | if (item->animation_id) |
|
|
3460 | { |
3384 | who->face = skop->face; |
3461 | who->face = skop->face; |
3385 | who->animation_id = item->animation_id; |
3462 | who->animation_id = item->animation_id; |
3386 | who->anim_speed = item->anim_speed; |
3463 | who->anim_speed = item->anim_speed; |
3387 | who->last_anim = 0; |
3464 | who->last_anim = 0; |
3388 | who->state = 0; |
3465 | who->state = 0; |
3389 | animate_object(who, who->direction); |
3466 | animate_object (who, who->direction); |
3390 | } |
3467 | } |
3391 | } |
3468 | } |
3392 | } |
3469 | } |
3393 | } |
3470 | } |
3394 | else if (item->type == FORCE) { |
3471 | else if (item->type == FORCE) |
|
|
3472 | { |
3395 | /* forces in the treasurelist can alter the player's stats */ |
3473 | /* forces in the treasurelist can alter the player's stats */ |
3396 | object *skin; |
3474 | object *skin; |
|
|
3475 | |
3397 | /* first get the dragon skin force */ |
3476 | /* first get the dragon skin force */ |
3398 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3477 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3399 | skin=skin->below); |
3478 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3400 | if (skin == NULL) return; |
3479 | ; |
3401 | |
3480 | |
|
|
3481 | if (!skin) |
|
|
3482 | return; |
|
|
3483 | |
3402 | /* adding new spellpath attunements */ |
3484 | /* adding new spellpath attunements */ |
3403 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3485 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
|
|
3486 | { |
3404 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3487 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3405 | |
3488 | |
3406 | /* print message */ |
3489 | /* print message */ |
3407 | sprintf(buf, "You feel attuned to "); |
3490 | sprintf (buf, "You feel attuned to "); |
3408 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3491 | for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
|
|
3492 | { |
3409 | if(item->path_attuned & (1<<i)) { |
3493 | if (item->path_attuned & (1 << i)) |
|
|
3494 | { |
3410 | if (j) |
3495 | if (j) |
3411 | strcat(buf," and "); |
3496 | strcat (buf, " and "); |
3412 | else |
3497 | else |
3413 | j = 1; |
3498 | j = 1; |
3414 | strcat(buf, spellpathnames[i]); |
3499 | strcat (buf, spellpathnames[i]); |
3415 | } |
3500 | } |
3416 | } |
3501 | } |
3417 | strcat(buf,"."); |
3502 | strcat (buf, "."); |
3418 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3503 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3419 | } |
3504 | } |
3420 | |
3505 | |
3421 | /* evtl. adding flags: */ |
3506 | /* evtl. adding flags: */ |
3422 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3507 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3423 | SET_FLAG(skin, FLAG_XRAYS); |
3508 | SET_FLAG (skin, FLAG_XRAYS); |
3424 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3509 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3425 | SET_FLAG(skin, FLAG_STEALTH); |
3510 | SET_FLAG (skin, FLAG_STEALTH); |
3426 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3511 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3427 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3512 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3428 | |
3513 | |
3429 | /* print message if there is one */ |
3514 | /* print message if there is one */ |
3430 | if (item->msg != NULL) |
3515 | if (item->msg != NULL) |
3431 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3516 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
|
|
3517 | } |
|
|
3518 | else |
3432 | } |
3519 | { |
3433 | else { |
|
|
3434 | /* generate misc. treasure */ |
3520 | /* generate misc. treasure */ |
3435 | tmp = arch_to_object (tr->item); |
3521 | tmp = arch_to_object (tr->item); |
3436 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3522 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3437 | tmp = insert_ob_in_ob (tmp, who); |
3523 | tmp = insert_ob_in_ob (tmp, who); |
3438 | if (who->type == PLAYER) |
3524 | if (who->type == PLAYER) |
3439 | esrv_send_item(who, tmp); |
3525 | esrv_send_item (who, tmp); |
3440 | } |
3526 | } |
3441 | } |
3527 | } |
3442 | |
3528 | |
3443 | /** |
3529 | /** |
3444 | * Unready an object for a player. This function does nothing if the object was |
3530 | * Unready an object for a player. This function does nothing if the object was |
3445 | * not readied. |
3531 | * not readied. |
3446 | */ |
3532 | */ |
|
|
3533 | void |
3447 | void player_unready_range_ob(player *pl, object *ob) { |
3534 | player_unready_range_ob (player *pl, object *ob) |
|
|
3535 | { |
3448 | rangetype i; |
3536 | rangetype i; |
3449 | |
3537 | |
3450 | for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { |
3538 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
|
|
3539 | { |
3451 | if (pl->ranges[i] == ob) { |
3540 | if (pl->ranges[i] == ob) |
|
|
3541 | { |
3452 | pl->ranges[i] = NULL; |
3542 | pl->ranges[i] = NULL; |
3453 | if (pl->shoottype == i) { |
3543 | if (pl->shoottype == i) |
|
|
3544 | { |
3454 | pl->shoottype = range_none; |
3545 | pl->shoottype = range_none; |
3455 | } |
3546 | } |
3456 | } |
3547 | } |
3457 | } |
3548 | } |
3458 | } |
3549 | } |