1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #ifndef __CEXTRACT__ |
|
|
27 | # include <sproto.h> |
27 | #include <sproto.h> |
28 | #endif |
|
|
29 | #include <sounds.h> |
28 | #include <sounds.h> |
30 | #include <living.h> |
29 | #include <living.h> |
31 | #include <object.h> |
30 | #include <object.h> |
32 | #include <spells.h> |
31 | #include <spells.h> |
33 | #include <skills.h> |
32 | #include <skills.h> |
34 | #include <newclient.h> |
|
|
35 | |
33 | |
36 | #ifdef COZY_SERVER |
34 | #include <algorithm> |
37 | extern int same_party (partylist *a, partylist *b); |
35 | #include <functional> |
38 | #endif |
|
|
39 | |
36 | |
40 | player * |
37 | playervec players; |
41 | find_player (const char *plname) |
|
|
42 | { |
|
|
43 | player *pl; |
|
|
44 | |
|
|
45 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
46 | { |
|
|
47 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
48 | return pl; |
|
|
49 | }; |
|
|
50 | return NULL; |
|
|
51 | } |
|
|
52 | |
|
|
53 | player * |
|
|
54 | find_player_partial_name (const char *plname) |
|
|
55 | { |
|
|
56 | player *pl; |
|
|
57 | player *found = NULL; |
|
|
58 | size_t namelen = strlen (plname); |
|
|
59 | |
|
|
60 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
61 | { |
|
|
62 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
63 | continue; |
|
|
64 | |
|
|
65 | if (!strcmp (pl->ob->name, plname)) |
|
|
66 | return pl; |
|
|
67 | |
|
|
68 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
69 | { |
|
|
70 | if (found) |
|
|
71 | return NULL; |
|
|
72 | |
|
|
73 | found = pl; |
|
|
74 | } |
|
|
75 | } |
|
|
76 | return found; |
|
|
77 | } |
|
|
78 | |
38 | |
79 | void |
39 | void |
80 | display_motd (const object *op) |
40 | display_motd (const object *op) |
81 | { |
41 | { |
82 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
85 | int comp; |
45 | int comp; |
86 | int size; |
46 | int size; |
87 | |
47 | |
88 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
48 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
89 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
49 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
90 | { |
|
|
91 | return; |
50 | return; |
92 | } |
51 | |
93 | motd[0] = '\0'; |
52 | motd[0] = '\0'; |
94 | size = 0; |
53 | size = 0; |
|
|
54 | |
95 | while (fgets (buf, MAX_BUF, fp) != NULL) |
55 | while (fgets (buf, MAX_BUF, fp)) |
96 | { |
56 | { |
97 | if (*buf == '#') |
57 | if (*buf == '#') |
98 | continue; |
58 | continue; |
|
|
59 | |
99 | strncat (motd + size, buf, HUGE_BUF - size); |
60 | strncat (motd + size, buf, HUGE_BUF - size); |
100 | size += strlen (buf); |
61 | size += strlen (buf); |
101 | } |
62 | } |
|
|
63 | |
102 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
64 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
103 | close_and_delete (fp, comp); |
65 | close_and_delete (fp, comp); |
104 | } |
66 | } |
105 | |
67 | |
106 | void |
68 | void |
… | |
… | |
112 | int comp; |
74 | int comp; |
113 | int size; |
75 | int size; |
114 | |
76 | |
115 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
77 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
116 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
78 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
117 | { |
|
|
118 | return; |
79 | return; |
119 | } |
80 | |
120 | rules[0] = '\0'; |
81 | rules[0] = '\0'; |
121 | size = 0; |
82 | size = 0; |
|
|
83 | |
122 | while (fgets (buf, MAX_BUF, fp) != NULL) |
84 | while (fgets (buf, MAX_BUF, fp)) |
123 | { |
85 | { |
124 | if (*buf == '#') |
86 | if (*buf == '#') |
125 | continue; |
87 | continue; |
|
|
88 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
89 | if (size + strlen (buf) >= HUGE_BUF) |
127 | { |
90 | { |
128 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
91 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
129 | break; |
92 | break; |
130 | } |
93 | } |
|
|
94 | |
131 | strncat (rules + size, buf, HUGE_BUF - size); |
95 | strncat (rules + size, buf, HUGE_BUF - size); |
132 | size += strlen (buf); |
96 | size += strlen (buf); |
133 | } |
97 | } |
|
|
98 | |
134 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
135 | close_and_delete (fp, comp); |
100 | close_and_delete (fp, comp); |
136 | } |
101 | } |
137 | |
102 | |
138 | void |
103 | void |
… | |
… | |
146 | int size; |
111 | int size; |
147 | |
112 | |
148 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
113 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
149 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
150 | return; |
115 | return; |
|
|
116 | |
151 | news[0] = '\0'; |
117 | news[0] = '\0'; |
152 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
153 | size = 0; |
119 | size = 0; |
|
|
120 | |
154 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
155 | { |
122 | { |
156 | if (*buf == '#') |
123 | if (*buf == '#') |
157 | continue; |
124 | continue; |
|
|
125 | |
158 | if (*buf == '%') |
126 | if (*buf == '%') |
159 | { /* send one news */ |
127 | { /* send one news */ |
160 | if (size > 0) |
128 | if (size > 0) |
161 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
|
|
130 | |
162 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
163 | strip_endline (subject); |
132 | strip_endline (subject); |
164 | size = 0; |
133 | size = 0; |
165 | news[0] = '\0'; |
134 | news[0] = '\0'; |
166 | } |
135 | } |
… | |
… | |
179 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
180 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
181 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
182 | } |
151 | } |
183 | |
152 | |
184 | int |
|
|
185 | playername_ok (const char *cp) |
|
|
186 | { |
|
|
187 | /* Don't allow - or _ as first character in the name */ |
|
|
188 | if (*cp == '-' || *cp == '_') |
|
|
189 | return 0; |
|
|
190 | |
|
|
191 | for (; *cp != '\0'; cp++) |
|
|
192 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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193 | return 0; |
|
|
194 | return 1; |
|
|
195 | } |
|
|
196 | |
|
|
197 | /* This no longer sets the player map. Also, it now updates |
|
|
198 | * all the pointers so the caller doesn't need to do that. |
|
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199 | * Caller is responsible for setting the correct map. |
|
|
200 | */ |
|
|
201 | |
|
|
202 | /* Redo this to do both get_player_ob and get_player. |
|
|
203 | * Hopefully this will be less bugfree and simpler. |
|
|
204 | * Returns the player structure. If 'p' is null, |
|
|
205 | * we create a new one. Otherwise, we recycle |
|
|
206 | * the one that is passed. |
|
|
207 | */ |
|
|
208 | static player * |
|
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209 | get_player (player *p) |
|
|
210 | { |
|
|
211 | object *op = arch_to_object (get_player_archetype (NULL)); |
|
|
212 | int i; |
|
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213 | |
|
|
214 | if (!p) |
|
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215 | { |
|
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216 | p = new player; |
|
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217 | |
|
|
218 | /* This adds the player in the linked list. There is extra |
|
|
219 | * complexity here because we want to add the new player at the |
|
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220 | * end of the list - there is in fact no compelling reason that |
|
|
221 | * that needs to be done except for things like output of |
|
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222 | * 'who'. |
|
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223 | */ |
|
|
224 | player *tmp = first_player; |
|
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225 | |
|
|
226 | while (tmp != NULL && tmp->next != NULL) |
|
|
227 | tmp = tmp->next; |
|
|
228 | if (tmp != NULL) |
|
|
229 | tmp->next = p; |
|
|
230 | else |
|
|
231 | first_player = p; |
|
|
232 | |
|
|
233 | p->next = NULL; |
|
|
234 | } |
|
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235 | |
|
|
236 | /* Clears basically the entire player structure except |
|
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237 | * for next and socket. |
|
|
238 | */ |
|
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239 | p->clear (); |
|
|
240 | |
|
|
241 | /* There are some elements we want initialized to non zero value - |
|
|
242 | * we deal with that below this point. |
|
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243 | */ |
|
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244 | p->party = NULL; |
|
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245 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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246 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
|
247 | p->unapply = unapply_nochoice; |
|
|
248 | p->Swap_First = -1; |
|
|
249 | |
|
|
250 | #ifdef AUTOSAVE |
|
|
251 | p->last_save_tick = 9999999; |
|
|
252 | #endif |
|
|
253 | |
|
|
254 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
|
255 | |
|
|
256 | op->contr = p; /* this aren't yet in archetype */ |
|
|
257 | p->ob = op; |
|
|
258 | op->speed_left = 0.5; |
|
|
259 | op->speed = 1.0; |
|
|
260 | op->direction = 5; /* So player faces south */ |
|
|
261 | op->stats.wc = 2; |
|
|
262 | op->run_away = 25; /* Then we panick... */ |
|
|
263 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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264 | |
|
|
265 | roll_stats (op); |
|
|
266 | p->state = ST_ROLL_STAT; |
|
|
267 | clear_los (op); |
|
|
268 | |
|
|
269 | p->gen_sp_armour = 10; |
|
|
270 | p->last_speed = -1; |
|
|
271 | p->shoottype = range_none; |
|
|
272 | p->bowtype = bow_normal; |
|
|
273 | p->petmode = pet_normal; |
|
|
274 | p->listening = 10; |
|
|
275 | p->usekeys = containers; |
|
|
276 | p->last_weapon_sp = -1; |
|
|
277 | p->peaceful = 1; /* default peaceful */ |
|
|
278 | p->do_los = 1; |
|
|
279 | p->explore = 0; |
|
|
280 | p->no_shout = 0; /* default can shout */ |
|
|
281 | |
|
|
282 | assign (p->title, op->arch->clone.name); |
|
|
283 | op->race = op->arch->clone.race; |
|
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284 | |
|
|
285 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
286 | |
|
|
287 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
288 | * if a player quits and starts a new character, we wont |
|
|
289 | * send new values to the client, as things like exp start |
|
|
290 | * at zero. |
|
|
291 | */ |
|
|
292 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
293 | { |
|
|
294 | p->last_skill_exp[i] = -1; |
|
|
295 | p->last_skill_ob[i] = NULL; |
|
|
296 | } |
|
|
297 | for (i = 0; i < NROFATTACKS; i++) |
|
|
298 | { |
|
|
299 | p->last_resist[i] = -1; |
|
|
300 | } |
|
|
301 | p->last_stats.exp = -1; |
|
|
302 | p->last_weight = (uint32) - 1; |
|
|
303 | |
|
|
304 | p->socket.update_look = 0; |
|
|
305 | p->socket.look_position = 0; |
|
|
306 | return p; |
|
|
307 | } |
|
|
308 | |
|
|
309 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
310 | static void |
154 | static void |
311 | set_first_map (object *op) |
155 | set_first_map (object *op) |
312 | { |
156 | { |
313 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
314 | op->x = -1; |
158 | op->x = -1; |
315 | op->y = -1; |
159 | op->y = -1; |
316 | enter_exit (op, NULL); |
|
|
317 | } |
160 | } |
318 | |
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
|
|
174 | |
|
|
175 | void |
|
|
176 | player::activate () |
|
|
177 | { |
|
|
178 | if (active) |
|
|
179 | return; |
|
|
180 | |
|
|
181 | players.insert (this); |
|
|
182 | ob->remove (); |
|
|
183 | ob->map = 0; |
|
|
184 | ob->activate_recursive (); |
|
|
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
186 | add_friendly_object (ob); |
|
|
187 | enter_map (); |
|
|
188 | } |
|
|
189 | |
|
|
190 | void |
|
|
191 | player::deactivate () |
|
|
192 | { |
|
|
193 | if (!active) |
|
|
194 | return; |
|
|
195 | |
|
|
196 | terminate_all_pets (ob); |
|
|
197 | remove_friendly_object (ob); |
|
|
198 | ob->deactivate_recursive (); |
|
|
199 | ob->remove (); |
|
|
200 | ob->map = 0; |
|
|
201 | |
|
|
202 | // for weird reasons, this is often "ob", keeping a circular reference |
|
|
203 | ranges [range_skill] = 0; |
|
|
204 | |
|
|
205 | players.erase (this); |
|
|
206 | } |
|
|
207 | |
|
|
208 | // connect the player with a specific client |
|
|
209 | // also changed, rationalises, and fixes some incorrect settings |
|
|
210 | void |
|
|
211 | player::connect (client *ns) |
|
|
212 | { |
|
|
213 | this->ns = ns; |
|
|
214 | ns->pl = this; |
|
|
215 | |
|
|
216 | ns->update_look = 0; |
|
|
217 | ns->look_position = 0; |
|
|
218 | |
|
|
219 | clear_los (ob); |
|
|
220 | |
|
|
221 | //TODO: must move into client |
|
|
222 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
223 | * if a player quits and starts a new character, we wont |
|
|
224 | * send new values to the client, as things like exp start |
|
|
225 | * at zero. |
|
|
226 | */ |
|
|
227 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
228 | last_skill_exp[i] = -1; |
|
|
229 | |
|
|
230 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
231 | last_resist[i] = -1; |
|
|
232 | |
|
|
233 | last_weapon_sp = -1; |
|
|
234 | last_level = -1; |
|
|
235 | last_stats.exp = -1; |
|
|
236 | last_weight = (uint32) - 1; |
|
|
237 | last_flags = 0; |
|
|
238 | last_weight = 0; |
|
|
239 | last_weight_limit = 0; |
|
|
240 | last_path_attuned = 0; |
|
|
241 | last_path_repelled = 0; |
|
|
242 | last_path_denied = 0; |
|
|
243 | last_speed = 0; |
|
|
244 | run_on = 0; |
|
|
245 | fire_on = 0; |
|
|
246 | memset (&last_stats, 0, sizeof (living)); //TODO dirty |
|
|
247 | |
|
|
248 | /* make sure he's a player -- needed because of class change. */ |
|
|
249 | ob->type = PLAYER; // we are paranoid |
|
|
250 | ob->race = ob->arch->clone.race; |
|
|
251 | |
|
|
252 | if (!legal_range (ob, shoottype)) |
|
|
253 | shoottype = range_none; |
|
|
254 | |
|
|
255 | ob->carrying = sum_weight (ob); |
|
|
256 | link_player_skills (ob); |
|
|
257 | |
|
|
258 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
259 | |
|
|
260 | assign (title, ob->arch->clone.name); |
|
|
261 | |
|
|
262 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
263 | * from the class, and not race. I don't see any way to get the class information |
|
|
264 | * to then update this. I don't think this will actually break anything - anyone |
|
|
265 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
266 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
267 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
268 | */ |
|
|
269 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
270 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
271 | |
|
|
272 | /* if it's a dragon player, set the correct title here */ |
|
|
273 | if (is_dragon_pl (ob)) |
|
|
274 | { |
|
|
275 | object *tmp, *abil = 0, *skin = 0; |
|
|
276 | |
|
|
277 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
278 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
279 | |
|
|
280 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
281 | if (tmp->type == FORCE) |
|
|
282 | if (tmp->arch->name == dragon_ability_force) |
|
|
283 | abil = tmp; |
|
|
284 | else if (tmp->arch->name == dragon_skin_force) |
|
|
285 | skin = tmp; |
|
|
286 | |
|
|
287 | set_dragon_name (ob, abil, skin); |
|
|
288 | } |
|
|
289 | |
|
|
290 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
291 | |
|
|
292 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
293 | |
|
|
294 | ob->update_stats (); |
|
|
295 | ns->floorbox_update (); |
|
|
296 | |
|
|
297 | esrv_send_inventory (ob, ob); |
|
|
298 | esrv_add_spells (this, 0); |
|
|
299 | |
|
|
300 | activate (); |
|
|
301 | |
|
|
302 | send_rules (ob); |
|
|
303 | send_news (ob); |
|
|
304 | display_motd (ob); |
|
|
305 | |
|
|
306 | INVOKE_PLAYER (CONNECT, this); |
|
|
307 | INVOKE_PLAYER (LOGIN, this); |
|
|
308 | } |
|
|
309 | |
|
|
310 | void |
|
|
311 | player::disconnect () |
|
|
312 | { |
|
|
313 | if (ns) |
|
|
314 | { |
|
|
315 | if (active) |
|
|
316 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
317 | |
|
|
318 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
319 | |
|
|
320 | ns->pl = 0; |
|
|
321 | this->ns = 0; |
|
|
322 | } |
|
|
323 | |
|
|
324 | deactivate (); |
|
|
325 | } |
|
|
326 | |
|
|
327 | // the need for this function can be explained |
|
|
328 | // by load_object not returning the object |
|
|
329 | void |
|
|
330 | player::set_object (object *op) |
|
|
331 | { |
|
|
332 | ob = op; |
|
|
333 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
334 | |
|
|
335 | ob->speed_left = 0.5; |
|
|
336 | ob->speed = 1.0; |
|
|
337 | ob->direction = 5; /* So player faces south */ |
|
|
338 | ob->stats.wc = 2; |
|
|
339 | ob->run_away = 25; /* Then we panick... */ |
|
|
340 | |
|
|
341 | ob->roll_stats (); |
|
|
342 | } |
|
|
343 | |
|
|
344 | player::player () |
|
|
345 | { |
|
|
346 | /* There are some elements we want initialised to non zero value - |
|
|
347 | * we deal with that below this point. |
|
|
348 | */ |
|
|
349 | outputs_sync = 16; /* Every 2 seconds */ |
|
|
350 | outputs_count = 8; /* Keeps present behaviour */ |
|
|
351 | unapply = unapply_nochoice; |
|
|
352 | |
|
|
353 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
354 | |
|
|
355 | gen_sp_armour = 10; |
|
|
356 | shoottype = range_none; |
|
|
357 | bowtype = bow_normal; |
|
|
358 | petmode = pet_normal; |
|
|
359 | listening = 10; |
|
|
360 | usekeys = containers; |
|
|
361 | peaceful = 1; /* default peaceful */ |
|
|
362 | do_los = 1; |
|
|
363 | } |
|
|
364 | |
|
|
365 | void |
|
|
366 | player::do_destroy () |
|
|
367 | { |
|
|
368 | disconnect (); |
|
|
369 | |
|
|
370 | attachable::do_destroy (); |
|
|
371 | |
|
|
372 | if (ob) |
|
|
373 | { |
|
|
374 | ob->destroy_inv (false); |
|
|
375 | ob->destroy (); |
|
|
376 | } |
|
|
377 | } |
|
|
378 | |
|
|
379 | player::~player () |
|
|
380 | { |
|
|
381 | /* Clear item stack */ |
|
|
382 | free (stack_items); |
|
|
383 | } |
|
|
384 | |
319 | /* Tries to add player on the connection passwd in ns. |
385 | /* Tries to add player on the connection passed in ns. |
320 | * All we can really get in this is some settings like host and display |
386 | * All we can really get in this is some settings like host and display |
321 | * mode. |
387 | * mode. |
322 | */ |
388 | */ |
323 | |
|
|
324 | int |
|
|
325 | add_player (NewSocket * ns) |
|
|
326 | { |
|
|
327 | player *p; |
389 | player * |
|
|
390 | player::create () |
|
|
391 | { |
|
|
392 | player *pl = new player; |
328 | |
393 | |
329 | p = get_player (NULL); |
394 | pl->set_object (arch_to_object (get_player_archetype (0))); |
330 | p->socket = *ns; |
|
|
331 | p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
332 | |
|
|
333 | if (p->socket.faces_sent == NULL) |
|
|
334 | fatal (OUT_OF_MEMORY); |
|
|
335 | |
|
|
336 | memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
337 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
338 | * Note that this can result in a client reset if there is partial data |
|
|
339 | * on the uncoming socket. |
|
|
340 | */ |
|
|
341 | //TODO socket copying is EVIL, do not do this |
|
|
342 | p->socket.inbuf_len = 0; |
|
|
343 | set_first_map (p->ob); |
395 | set_first_map (pl->ob); |
344 | |
396 | |
345 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
346 | add_friendly_object (p->ob); |
|
|
347 | send_rules (p->ob); |
|
|
348 | send_news (p->ob); |
|
|
349 | display_motd (p->ob); |
|
|
350 | get_name (p->ob); |
|
|
351 | |
|
|
352 | return 0; |
397 | return pl; |
353 | } |
398 | } |
354 | |
399 | |
355 | /* |
400 | /* |
356 | * get_player_archetype() return next player archetype from archetype |
401 | * get_player_archetype() return next player archetype from archetype |
357 | * list. Not very efficient routine, but used only creating new players. |
402 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
366 | { |
411 | { |
367 | if (at == NULL || at->next == NULL) |
412 | if (at == NULL || at->next == NULL) |
368 | at = first_archetype; |
413 | at = first_archetype; |
369 | else |
414 | else |
370 | at = at->next; |
415 | at = at->next; |
|
|
416 | |
371 | if (at->clone.type == PLAYER) |
417 | if (at->clone.type == PLAYER) |
372 | return at; |
418 | return at; |
|
|
419 | |
373 | if (at == start) |
420 | if (at == start) |
374 | { |
421 | { |
375 | LOG (llevError, "No Player archetypes\n"); |
422 | LOG (llevError, "No Player archetypes\n"); |
376 | exit (-1); |
423 | exit (-1); |
377 | } |
424 | } |
378 | } |
425 | } |
379 | } |
426 | } |
380 | |
427 | |
381 | |
|
|
382 | object * |
428 | object * |
383 | get_nearest_player (object *mon) |
429 | get_nearest_player (object *mon) |
384 | { |
430 | { |
385 | object *op = NULL; |
431 | object *op = NULL; |
386 | player *pl = NULL; |
|
|
387 | objectlink *ol; |
432 | objectlink *ol; |
388 | unsigned lastdist; |
433 | unsigned lastdist; |
389 | rv_vector rv; |
434 | rv_vector rv; |
390 | |
435 | |
391 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
436 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
392 | { |
437 | { |
393 | /* We should not find free objects on this friendly list, but it |
438 | /* We should not find free objects on this friendly list, but it |
394 | * does periodically happen. Given that, lets deal with it. |
439 | * does periodically happen. Given that, lets deal with it. |
395 | * While unlikely, it is possible the next object on the friendly |
440 | * While unlikely, it is possible the next object on the friendly |
396 | * list is also free, so encapsulate this in a while loop. |
441 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
400 | object *tmp = ol->ob; |
445 | object *tmp = ol->ob; |
401 | |
446 | |
402 | /* Can't do much more other than log the fact, because the object |
447 | /* Can't do much more other than log the fact, because the object |
403 | * itself will have been cleared. |
448 | * itself will have been cleared. |
404 | */ |
449 | */ |
405 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
450 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
451 | tmp->debug_desc ()); |
406 | ol = ol->next; |
452 | ol = ol->next; |
407 | remove_friendly_object (tmp); |
453 | remove_friendly_object (tmp); |
408 | if (!ol) |
454 | if (!ol) |
409 | return op; |
455 | return op; |
410 | } |
456 | } |
… | |
… | |
423 | { |
469 | { |
424 | op = ol->ob; |
470 | op = ol->ob; |
425 | lastdist = rv.distance; |
471 | lastdist = rv.distance; |
426 | } |
472 | } |
427 | } |
473 | } |
428 | for (pl = first_player; pl != NULL; pl = pl->next) |
474 | |
429 | { |
475 | for_all_players (pl) |
430 | if (can_detect_enemy (mon, pl->ob, &rv)) |
476 | if (can_detect_enemy (mon, pl->ob, &rv)) |
431 | { |
|
|
432 | |
|
|
433 | if (lastdist > rv.distance) |
477 | if (lastdist > rv.distance) |
434 | { |
478 | { |
435 | op = pl->ob; |
479 | op = pl->ob; |
436 | lastdist = rv.distance; |
480 | lastdist = rv.distance; |
437 | } |
481 | } |
438 | } |
482 | |
439 | } |
|
|
440 | #if 0 |
483 | #if 0 |
441 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
484 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
442 | #endif |
485 | #endif |
443 | return op; |
486 | return op; |
444 | } |
487 | } |
… | |
… | |
462 | * circling behaviour. Unfortunately, this function is also used to determined |
505 | * circling behaviour. Unfortunately, this function is also used to determined |
463 | * if the creature should cast a spell, so returning a direction in that case |
506 | * if the creature should cast a spell, so returning a direction in that case |
464 | * is probably not a good thing. |
507 | * is probably not a good thing. |
465 | */ |
508 | */ |
466 | #define MAX_SPACES 50 |
509 | #define MAX_SPACES 50 |
467 | |
|
|
468 | |
510 | |
469 | /* |
511 | /* |
470 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
512 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
471 | * modified to verify there is a path to the player. Does this by stepping towards |
513 | * modified to verify there is a path to the player. Does this by stepping towards |
472 | * player and if path is blocked then see if blockage is close enough to player that |
514 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
711 | /* Need to set up the skill pointers */ |
753 | /* Need to set up the skill pointers */ |
712 | link_player_skills (pl); |
754 | link_player_skills (pl); |
713 | } |
755 | } |
714 | |
756 | |
715 | void |
757 | void |
716 | get_name (object *op) |
|
|
717 | { |
|
|
718 | op->contr->write_buf[0] = '\0'; |
|
|
719 | op->contr->state = ST_GET_NAME; |
|
|
720 | send_query (&op->contr->socket, 0, "What is your name?\n:"); |
|
|
721 | } |
|
|
722 | |
|
|
723 | void |
|
|
724 | get_password (object *op) |
|
|
725 | { |
|
|
726 | op->contr->write_buf[0] = '\0'; |
|
|
727 | op->contr->state = ST_GET_PASSWORD; |
|
|
728 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
729 | } |
|
|
730 | |
|
|
731 | void |
|
|
732 | play_again (object *op) |
|
|
733 | { |
|
|
734 | op->contr->state = ST_PLAY_AGAIN; |
|
|
735 | op->chosen_skill = NULL; |
|
|
736 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
737 | /* a bit of a hack, but there are various places early in th |
|
|
738 | * player creation process that a user can quit (eg, roll |
|
|
739 | * stats) that isn't removing the player. Taking a quick |
|
|
740 | * look, there are many places that call play_again without |
|
|
741 | * removing the player - it probably makes more sense |
|
|
742 | * to leave it to play_again to remove the object in all |
|
|
743 | * cases. |
|
|
744 | */ |
|
|
745 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
746 | op->remove (); |
|
|
747 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
748 | * and draw() doesn't check to see if the player is removed, only if |
|
|
749 | * the map is null or not swapped out. |
|
|
750 | */ |
|
|
751 | op->map = NULL; |
|
|
752 | } |
|
|
753 | |
|
|
754 | int |
|
|
755 | receive_play_again (object *op, char key) |
|
|
756 | { |
|
|
757 | if (key == 'q' || key == 'Q') |
|
|
758 | { |
|
|
759 | remove_friendly_object (op); |
|
|
760 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
761 | return 2; |
|
|
762 | } |
|
|
763 | else if (key == 'a' || key == 'A') |
|
|
764 | { |
|
|
765 | player *pl = op->contr; |
|
|
766 | shstr name = op->name; |
|
|
767 | |
|
|
768 | op->contr = 0; |
|
|
769 | op->type = 0; |
|
|
770 | op->destroy (1); |
|
|
771 | pl = get_player (pl); |
|
|
772 | op = pl->ob; |
|
|
773 | add_friendly_object (op); |
|
|
774 | op->contr->password[0] = '~'; |
|
|
775 | op->name = op->name_pl = 0; |
|
|
776 | /* Lets put a space in here */ |
|
|
777 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
778 | get_name (op); |
|
|
779 | op->name = op->name_pl = name; |
|
|
780 | set_first_map (op); |
|
|
781 | } |
|
|
782 | else |
|
|
783 | /* user pressed something else so just ask again... */ |
|
|
784 | play_again (op); |
|
|
785 | |
|
|
786 | return 0; |
|
|
787 | } |
|
|
788 | |
|
|
789 | void |
|
|
790 | confirm_password (object *op) |
|
|
791 | { |
|
|
792 | |
|
|
793 | op->contr->write_buf[0] = '\0'; |
|
|
794 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
795 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
796 | } |
|
|
797 | |
|
|
798 | void |
|
|
799 | get_party_password (object *op, partylist *party) |
758 | get_party_password (object *op, partylist *party) |
800 | { |
759 | { |
801 | if (party == NULL) |
760 | if (party == NULL) |
802 | { |
761 | { |
803 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
762 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
804 | return; |
763 | return; |
805 | } |
764 | } |
|
|
765 | |
806 | op->contr->write_buf[0] = '\0'; |
766 | op->contr->write_buf[0] = '\0'; |
807 | op->contr->state = ST_GET_PARTY_PASSWORD; |
767 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
808 | op->contr->party_to_join = party; |
768 | op->contr->party_to_join = party; |
809 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
769 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
810 | } |
770 | } |
811 | |
|
|
812 | |
771 | |
813 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
772 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
814 | int |
773 | static int |
815 | roll_stat (void) |
774 | roll_stat (void) |
816 | { |
775 | { |
817 | int a[4], i, j, k; |
776 | int a[4], i, j, k; |
818 | |
777 | |
819 | for (i = 0; i < 4; i++) |
778 | for (i = 0; i < 4; i++) |
… | |
… | |
822 | for (i = 0, j = 0, k = 7; i < 4; i++) |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
823 | if (a[i] < k) |
782 | if (a[i] < k) |
824 | k = a[i], j = i; |
783 | k = a[i], j = i; |
825 | |
784 | |
826 | for (i = 0, k = 0; i < 4; i++) |
785 | for (i = 0, k = 0; i < 4; i++) |
827 | { |
|
|
828 | if (i != j) |
786 | if (i != j) |
829 | k += a[i]; |
787 | k += a[i]; |
830 | } |
788 | |
831 | return k; |
789 | return k; |
832 | } |
790 | } |
833 | |
791 | |
834 | void |
792 | void |
835 | roll_stats (object *op) |
793 | object::roll_stats () |
836 | { |
794 | { |
837 | int sum = 0; |
|
|
838 | int i = 0, j = 0; |
|
|
839 | int statsort[7]; |
795 | int statsort [7]; |
840 | |
796 | |
841 | do |
797 | for (;;) |
842 | { |
|
|
843 | op->stats.Str = roll_stat (); |
|
|
844 | op->stats.Dex = roll_stat (); |
|
|
845 | op->stats.Int = roll_stat (); |
|
|
846 | op->stats.Con = roll_stat (); |
|
|
847 | op->stats.Wis = roll_stat (); |
|
|
848 | op->stats.Pow = roll_stat (); |
|
|
849 | op->stats.Cha = roll_stat (); |
|
|
850 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
851 | } |
798 | { |
852 | while (sum < 82 || sum > 116); |
799 | int sum = 0; |
|
|
800 | for (int i = 7; i--; ) |
|
|
801 | sum += statsort [i] = roll_stat (); |
853 | |
802 | |
|
|
803 | if (sum >= 82 && sum <= 116) |
|
|
804 | break; |
|
|
805 | } |
|
|
806 | |
854 | /* Sort the stats so that rerolling is easier... */ |
807 | // Sort the stats so that rerolling is easier... |
855 | statsort[0] = op->stats.Str; |
808 | std::sort (statsort, statsort + 7, std::greater<int>()); |
856 | statsort[1] = op->stats.Dex; |
|
|
857 | statsort[2] = op->stats.Int; |
|
|
858 | statsort[3] = op->stats.Con; |
|
|
859 | statsort[4] = op->stats.Wis; |
|
|
860 | statsort[5] = op->stats.Pow; |
|
|
861 | statsort[6] = op->stats.Cha; |
|
|
862 | |
809 | |
863 | /* a quick and dirty bubblesort? */ |
|
|
864 | do |
|
|
865 | { |
|
|
866 | if (statsort[i] < statsort[i + 1]) |
|
|
867 | { |
|
|
868 | j = statsort[i]; |
|
|
869 | statsort[i] = statsort[i + 1]; |
|
|
870 | statsort[i + 1] = j; |
|
|
871 | i = 0; |
|
|
872 | } |
|
|
873 | else |
|
|
874 | { |
|
|
875 | i++; |
|
|
876 | } |
|
|
877 | } |
|
|
878 | while (i < 6); |
|
|
879 | |
|
|
880 | op->stats.Str = statsort[0]; |
810 | stats.Str = statsort[0]; |
881 | op->stats.Dex = statsort[1]; |
811 | stats.Dex = statsort[1]; |
882 | op->stats.Con = statsort[2]; |
812 | stats.Con = statsort[2]; |
883 | op->stats.Int = statsort[3]; |
813 | stats.Int = statsort[3]; |
884 | op->stats.Wis = statsort[4]; |
814 | stats.Wis = statsort[4]; |
885 | op->stats.Pow = statsort[5]; |
815 | stats.Pow = statsort[5]; |
886 | op->stats.Cha = statsort[6]; |
816 | stats.Cha = statsort[6]; |
887 | |
817 | |
888 | |
|
|
889 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
890 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
891 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
892 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
893 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
894 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
895 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
896 | |
|
|
897 | op->level = 1; |
|
|
898 | op->stats.exp = 0; |
818 | stats.exp = 0; |
899 | op->stats.ac = 0; |
819 | stats.ac = 0; |
900 | |
820 | |
901 | op->contr->levhp[1] = 9; |
|
|
902 | op->contr->levsp[1] = 6; |
|
|
903 | op->contr->levgrace[1] = 3; |
|
|
904 | |
|
|
905 | fix_player (op); |
|
|
906 | op->stats.hp = op->stats.maxhp; |
821 | stats.hp = stats.maxhp; |
907 | op->stats.sp = op->stats.maxsp; |
822 | stats.sp = stats.maxsp; |
908 | op->stats.grace = op->stats.maxgrace; |
823 | stats.grace = stats.maxgrace; |
|
|
824 | |
|
|
825 | if (contr) |
|
|
826 | { |
|
|
827 | contr->levhp[1] = 9; |
|
|
828 | contr->levsp[1] = 6; |
|
|
829 | contr->levgrace[1] = 3; |
|
|
830 | |
909 | op->contr->orig_stats = op->stats; |
831 | contr->orig_stats = stats; |
|
|
832 | } |
910 | } |
833 | } |
911 | |
834 | |
912 | void |
835 | void |
913 | Roll_Again (object *op) |
836 | object::swap_stats (int a, int b) |
914 | { |
837 | { |
915 | esrv_new_player (op->contr, 0); |
838 | int tmp = get_attr_value (&contr->orig_stats, a); |
916 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
839 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
917 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
840 | set_attr_value (&contr->orig_stats, b, tmp); |
918 | } |
|
|
919 | |
841 | |
920 | void |
842 | stats.Str = contr->orig_stats.Str; |
921 | Swap_Stat (object *op, int Swap_Second) |
843 | stats.Dex = contr->orig_stats.Dex; |
|
|
844 | stats.Con = contr->orig_stats.Con; |
|
|
845 | stats.Int = contr->orig_stats.Int; |
|
|
846 | stats.Wis = contr->orig_stats.Wis; |
|
|
847 | stats.Pow = contr->orig_stats.Pow; |
|
|
848 | stats.Cha = contr->orig_stats.Cha; |
|
|
849 | |
|
|
850 | //TODO: the following code looks so borked and should, at the very least, |
|
|
851 | // be merged with the similar code in roll_stats |
|
|
852 | stats.ac = 0; |
|
|
853 | |
|
|
854 | level = 1; |
|
|
855 | stats.exp = 0; |
|
|
856 | stats.ac = 0; |
|
|
857 | |
|
|
858 | stats.hp = stats.maxhp; |
|
|
859 | stats.sp = stats.maxsp; |
|
|
860 | stats.grace = stats.maxgrace; |
|
|
861 | |
|
|
862 | if (contr) |
|
|
863 | { |
|
|
864 | contr->levhp[1] = 9; |
|
|
865 | contr->levsp[1] = 6; |
|
|
866 | contr->levgrace[1] = 3; |
|
|
867 | |
|
|
868 | contr->orig_stats = stats; |
|
|
869 | } |
|
|
870 | } |
|
|
871 | |
|
|
872 | static void |
|
|
873 | start_info (object *op) |
922 | { |
874 | { |
923 | signed char tmp; |
|
|
924 | char buf[MAX_BUF]; |
875 | char buf[MAX_BUF]; |
925 | |
876 | |
926 | if (op->contr->Swap_First == -1) |
877 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
927 | { |
|
|
928 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
929 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
930 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
931 | return; |
|
|
932 | } |
|
|
933 | |
|
|
934 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
935 | |
|
|
936 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
937 | |
|
|
938 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
939 | |
|
|
940 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
941 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
878 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
942 | op->stats.Str = op->contr->orig_stats.Str; |
879 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
943 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
944 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
945 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
946 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
947 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
948 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
949 | op->stats.ac = 0; |
|
|
950 | |
|
|
951 | op->level = 1; |
|
|
952 | op->stats.exp = 0; |
|
|
953 | op->stats.ac = 0; |
|
|
954 | |
|
|
955 | op->contr->levhp[1] = 9; |
|
|
956 | op->contr->levsp[1] = 6; |
|
|
957 | op->contr->levgrace[1] = 3; |
|
|
958 | |
|
|
959 | fix_player (op); |
|
|
960 | op->stats.hp = op->stats.maxhp; |
|
|
961 | op->stats.sp = op->stats.maxsp; |
|
|
962 | op->stats.grace = op->stats.maxgrace; |
|
|
963 | op->contr->orig_stats = op->stats; |
|
|
964 | op->contr->Swap_First = -1; |
|
|
965 | } |
|
|
966 | |
|
|
967 | |
|
|
968 | /* This code has been greatly reduced, because with set_attr_value |
|
|
969 | * and get_attr_value, the stats can be accessed just numeric |
|
|
970 | * ids. stat_trans is a table that translate the number entered |
|
|
971 | * into the actual stat. It is needed because the order the stats |
|
|
972 | * are displayed in the stat window is not the same as how |
|
|
973 | * the number's access that stat. The table does that translation. |
|
|
974 | */ |
|
|
975 | int |
|
|
976 | key_roll_stat (object *op, char key) |
|
|
977 | { |
|
|
978 | int keynum = key - '0'; |
|
|
979 | char buf[MAX_BUF]; |
|
|
980 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
981 | |
|
|
982 | if (keynum > 0 && keynum <= 7) |
|
|
983 | { |
|
|
984 | if (op->contr->Swap_First == -1) |
|
|
985 | { |
|
|
986 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
987 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
988 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
880 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
989 | } |
|
|
990 | else |
|
|
991 | Swap_Stat (op, stat_trans[keynum]); |
|
|
992 | |
|
|
993 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
994 | return 1; |
|
|
995 | } |
|
|
996 | switch (key) |
|
|
997 | { |
|
|
998 | case 'n': |
|
|
999 | case 'N': |
|
|
1000 | { |
|
|
1001 | SET_FLAG (op, FLAG_WIZ); |
|
|
1002 | if (op->map == NULL) |
|
|
1003 | { |
|
|
1004 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
1005 | break; |
|
|
1006 | } |
|
|
1007 | |
|
|
1008 | #if 0 |
|
|
1009 | /* So that enter_exit will put us at startx/starty */ |
|
|
1010 | op->x = -1; |
|
|
1011 | |
|
|
1012 | enter_exit (op, NULL); |
|
|
1013 | #endif |
|
|
1014 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1015 | /* Enter exit adds a player otherwise */ |
|
|
1016 | add_statbonus (op); |
|
|
1017 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1018 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1019 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1020 | if (op->msg) |
|
|
1021 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1022 | return 0; |
|
|
1023 | } |
|
|
1024 | case 'y': |
|
|
1025 | case 'Y': |
|
|
1026 | roll_stats (op); |
|
|
1027 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1028 | return 1; |
|
|
1029 | |
|
|
1030 | case 'q': |
|
|
1031 | case 'Q': |
|
|
1032 | play_again (op); |
|
|
1033 | return 1; |
|
|
1034 | |
|
|
1035 | default: |
|
|
1036 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1037 | return 0; |
|
|
1038 | } |
|
|
1039 | return 0; |
|
|
1040 | } |
881 | } |
1041 | |
882 | |
1042 | /* This function takes the key that is passed, and does the |
883 | /* This function takes the key that is passed, and does the |
1043 | * appropriate action with it (change race, or other things). |
884 | * appropriate action with it (change race, or other things). |
1044 | * The function name is for historical reasons - now we have |
885 | * The function name is for historical reasons - now we have |
1045 | * separate race and class; this actually changes the RACE, |
886 | * separate race and class; this actually changes the RACE, |
1046 | * not the class. |
887 | * not the class. |
1047 | */ |
888 | */ |
1048 | |
|
|
1049 | int |
889 | int |
1050 | key_change_class (object *op, char key) |
890 | key_change_class (object *op, char key) |
1051 | { |
891 | { |
1052 | int tmp_loop; |
892 | int tmp_loop; |
1053 | |
893 | |
1054 | if (key == 'q' || key == 'Q') |
|
|
1055 | { |
|
|
1056 | op->remove (); |
|
|
1057 | play_again (op); |
|
|
1058 | return 0; |
|
|
1059 | } |
|
|
1060 | if (key == 'd' || key == 'D') |
894 | if (key == 'd' || key == 'D') |
1061 | { |
895 | { |
1062 | char buf[MAX_BUF]; |
896 | char buf[MAX_BUF]; |
1063 | |
897 | |
1064 | /* this must before then initial items are given */ |
898 | /* this must before then initial items are given */ |
1065 | esrv_new_player (op->contr, op->weight + op->carrying); |
899 | esrv_new_player (op->contr, op->weight + op->carrying); |
|
|
900 | |
1066 | create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); |
901 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
|
|
902 | if (tl) |
|
|
903 | create_treasure (tl, op, 0, 0, 0); |
1067 | |
904 | |
1068 | INVOKE_PLAYER (BIRTH, op->contr); |
905 | INVOKE_PLAYER (BIRTH, op->contr); |
1069 | INVOKE_PLAYER (LOGIN, op->contr); |
906 | INVOKE_PLAYER (LOGIN, op->contr); |
1070 | |
907 | |
1071 | op->contr->state = ST_PLAYING; |
908 | op->contr->ns->state = ST_PLAYING; |
1072 | |
909 | |
1073 | if (op->msg) |
910 | if (op->msg) |
1074 | op->msg = NULL; |
911 | op->msg = NULL; |
1075 | |
912 | |
1076 | /* We create this now because some of the unique maps will need it |
913 | /* We create this now because some of the unique maps will need it |
… | |
… | |
1085 | start_info (op); |
922 | start_info (op); |
1086 | CLEAR_FLAG (op, FLAG_WIZ); |
923 | CLEAR_FLAG (op, FLAG_WIZ); |
1087 | give_initial_items (op, op->randomitems); |
924 | give_initial_items (op, op->randomitems); |
1088 | link_player_skills (op); |
925 | link_player_skills (op); |
1089 | esrv_send_inventory (op, op); |
926 | esrv_send_inventory (op, op); |
1090 | fix_player (op); |
927 | op->update_stats (); |
1091 | |
928 | |
1092 | /* This moves the player to a different start map, if there |
929 | /* This moves the player to a different start map, if there |
1093 | * is one for this race |
930 | * is one for this race |
1094 | */ |
931 | */ |
1095 | if (*first_map_ext_path) |
932 | if (*first_map_ext_path) |
1096 | { |
933 | { |
1097 | object *tmp; |
934 | object *tmp; |
1098 | char mapname[MAX_BUF]; |
935 | char mapname[MAX_BUF]; |
1099 | |
936 | |
1100 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
937 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
1101 | tmp = object::create (); |
938 | tmp = object::create (); |
1102 | EXIT_PATH (tmp) = mapname; |
939 | EXIT_PATH (tmp) = mapname; |
1103 | EXIT_X (tmp) = op->x; |
940 | EXIT_X (tmp) = op->x; |
1104 | EXIT_Y (tmp) = op->y; |
941 | EXIT_Y (tmp) = op->y; |
1105 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
942 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
1106 | * if the map isn't there, then stay on the |
943 | * if the map isn't there, then stay on the |
1107 | * default initial map */ |
944 | * default initial map */ |
1108 | tmp->destroy (); |
945 | tmp->destroy (); |
1109 | } |
946 | } |
1110 | else |
947 | else |
1111 | { |
|
|
1112 | LOG (llevDebug, "first_map_ext_path not set\n"); |
948 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1113 | } |
949 | |
1114 | return 0; |
950 | return 0; |
1115 | } |
951 | } |
1116 | |
952 | |
1117 | /* Following actually changes the race - this is the default command |
953 | /* Following actually changes the race - this is the default command |
1118 | * if we don't match with one of the options above. |
954 | * if we don't match with one of the options above. |
… | |
… | |
1122 | while (!tmp_loop) |
958 | while (!tmp_loop) |
1123 | { |
959 | { |
1124 | shstr name = op->name; |
960 | shstr name = op->name; |
1125 | int x = op->x, y = op->y; |
961 | int x = op->x, y = op->y; |
1126 | |
962 | |
1127 | remove_statbonus (op); |
963 | op->remove_statbonus (); |
1128 | op->remove (); |
964 | op->remove (); |
1129 | op->arch = get_player_archetype (op->arch); |
965 | op->arch = get_player_archetype (op->arch); |
1130 | op->arch->clone.copy_to (op); |
966 | op->arch->clone.copy_to (op); |
1131 | op->instantiate (); |
967 | op->instantiate (); |
1132 | op->stats = op->contr->orig_stats; |
968 | op->stats = op->contr->orig_stats; |
… | |
… | |
1134 | op->x = x; |
970 | op->x = x; |
1135 | op->y = y; |
971 | op->y = y; |
1136 | SET_ANIMATION (op, 2); /* So player faces south */ |
972 | SET_ANIMATION (op, 2); /* So player faces south */ |
1137 | insert_ob_in_map (op, op->map, op, 0); |
973 | insert_ob_in_map (op, op->map, op, 0); |
1138 | assign (op->contr->title, op->arch->clone.name); |
974 | assign (op->contr->title, op->arch->clone.name); |
1139 | add_statbonus (op); |
975 | op->add_statbonus (); |
1140 | tmp_loop = allowed_class (op); |
976 | tmp_loop = allowed_class (op); |
1141 | } |
977 | } |
1142 | |
978 | |
1143 | update_object (op, UP_OBJ_FACE); |
979 | update_object (op, UP_OBJ_FACE); |
1144 | esrv_update_item (UPD_FACE, op, op); |
980 | esrv_update_item (UPD_FACE, op, op); |
1145 | fix_player (op); |
981 | op->update_stats (); |
1146 | op->stats.hp = op->stats.maxhp; |
982 | op->stats.hp = op->stats.maxhp; |
1147 | op->stats.sp = op->stats.maxsp; |
983 | op->stats.sp = op->stats.maxsp; |
1148 | op->stats.grace = 0; |
984 | op->stats.grace = 0; |
1149 | |
985 | |
1150 | if (op->msg) |
986 | if (op->msg) |
1151 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
987 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1152 | |
988 | |
1153 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
989 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1154 | return 0; |
990 | return 0; |
1155 | } |
|
|
1156 | |
|
|
1157 | int |
|
|
1158 | key_confirm_quit (object *op, char key) |
|
|
1159 | { |
|
|
1160 | char buf[MAX_BUF]; |
|
|
1161 | |
|
|
1162 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1163 | { |
|
|
1164 | op->contr->state = ST_PLAYING; |
|
|
1165 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1166 | return 1; |
|
|
1167 | } |
|
|
1168 | |
|
|
1169 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1170 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1171 | |
|
|
1172 | terminate_all_pets (op); |
|
|
1173 | leave_map (op); |
|
|
1174 | op->direction = 0; |
|
|
1175 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1176 | |
|
|
1177 | strcpy (op->contr->killer, "quit"); |
|
|
1178 | check_score (op); |
|
|
1179 | op->contr->party = NULL; |
|
|
1180 | if (settings.set_title == TRUE) |
|
|
1181 | op->contr->own_title[0] = '\0'; |
|
|
1182 | |
|
|
1183 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1184 | { |
|
|
1185 | maptile *mp, *next; |
|
|
1186 | |
|
|
1187 | /* We need to hunt for any per player unique maps in memory and |
|
|
1188 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1189 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1190 | */ |
|
|
1191 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1192 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1193 | { |
|
|
1194 | next = mp->next; |
|
|
1195 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1196 | delete_map (mp); |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | delete_character (op->name, 1); |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | play_again (op); |
|
|
1203 | return 1; |
|
|
1204 | } |
991 | } |
1205 | |
992 | |
1206 | void |
993 | void |
1207 | flee_player (object *op) |
994 | flee_player (object *op) |
1208 | { |
995 | { |
… | |
… | |
1238 | { |
1025 | { |
1239 | op->enemy = NULL; |
1026 | op->enemy = NULL; |
1240 | CLEAR_FLAG (op, FLAG_SCARED); |
1027 | CLEAR_FLAG (op, FLAG_SCARED); |
1241 | return; |
1028 | return; |
1242 | } |
1029 | } |
|
|
1030 | |
1243 | get_rangevector (op, op->enemy, &rv, 0); |
1031 | get_rangevector (op, op->enemy, &rv, 0); |
1244 | |
1032 | |
1245 | dir = absdir (4 + rv.direction); |
1033 | dir = absdir (4 + rv.direction); |
1246 | for (diff = 0; diff < 3; diff++) |
1034 | for (diff = 0; diff < 3; diff++) |
1247 | { |
1035 | { |
1248 | int m = 1 - (RANDOM () & 2); |
1036 | int m = 1 - (RANDOM () & 2); |
1249 | |
1037 | |
1250 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1038 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1251 | { |
|
|
1252 | return; |
1039 | return; |
1253 | } |
|
|
1254 | } |
1040 | } |
|
|
1041 | |
1255 | /* Cornered, get rid of scared */ |
1042 | /* Cornered, get rid of scared */ |
1256 | CLEAR_FLAG (op, FLAG_SCARED); |
1043 | CLEAR_FLAG (op, FLAG_SCARED); |
1257 | op->enemy = NULL; |
1044 | op->enemy = NULL; |
1258 | } |
1045 | } |
1259 | |
1046 | |
… | |
… | |
1345 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1132 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1346 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1133 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1347 | else |
1134 | else |
1348 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1135 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1349 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1136 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1137 | |
1350 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1138 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1351 | |
|
|
1352 | sprintf (putstring, "...flags: "); |
|
|
1353 | for (k = 0; k < 4; k++) |
|
|
1354 | { |
|
|
1355 | for (j = 0; j < 32; j++) |
|
|
1356 | { |
|
|
1357 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1358 | { |
|
|
1359 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1360 | strcat (putstring, tmpstr); |
|
|
1361 | } |
|
|
1362 | } |
|
|
1363 | } |
|
|
1364 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1365 | |
|
|
1366 | #if 0 |
|
|
1367 | /* print the flags too */ |
|
|
1368 | for (k = 0; k < 4; k++) |
|
|
1369 | { |
|
|
1370 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1371 | for (j = 0; j < 32; j++) |
|
|
1372 | { |
|
|
1373 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1374 | if (!((j + 1) % 4)) |
|
|
1375 | fprintf (stderr, " "); |
|
|
1376 | } |
|
|
1377 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1378 | } |
|
|
1379 | #endif |
|
|
1380 | } |
1139 | } |
|
|
1140 | |
1381 | /* philosophy: |
1141 | /* philosophy: |
1382 | * It's easy to grab an item type from a pile, as long as it's |
1142 | * It's easy to grab an item type from a pile, as long as it's |
1383 | * generic. This takes no game-time. For more detailed pickups |
1143 | * generic. This takes no game-time. For more detailed pickups |
1384 | * and selections, select-items shoul dbe used. This is a |
1144 | * and selections, select-items should be used. This is a |
1385 | * grab-as-you-run type mode that's really useful for arrows for |
1145 | * grab-as-you-run type mode that's really useful for arrows for |
1386 | * example. |
1146 | * example. |
1387 | * The drawback: right now it has no frontend, so you need to |
1147 | * The drawback: right now it has no frontend, so you need to |
1388 | * stick the bits you want into a calculator in hex mode and then |
1148 | * stick the bits you want into a calculator in hex mode and then |
1389 | * convert to decimal and then 'pickup <#> |
1149 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1815 | if (!dir) |
1575 | if (!dir) |
1816 | { |
1576 | { |
1817 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1577 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1818 | return 0; |
1578 | return 0; |
1819 | } |
1579 | } |
|
|
1580 | |
1820 | if (op->type == PLAYER) |
1581 | if (op->type == PLAYER) |
1821 | bow = op->contr->ranges[range_bow]; |
1582 | bow = op->contr->ranges[range_bow]; |
1822 | else |
1583 | else |
1823 | { |
1584 | { |
1824 | for (bow = op->inv; bow; bow = bow->below) |
1585 | for (bow = op->inv; bow; bow = bow->below) |
… | |
… | |
1832 | { |
1593 | { |
1833 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1594 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1834 | return 0; |
1595 | return 0; |
1835 | } |
1596 | } |
1836 | } |
1597 | } |
|
|
1598 | |
1837 | if (!bow->race || !bow->skill) |
1599 | if (!bow->race || !bow->skill) |
1838 | { |
1600 | { |
1839 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1601 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1840 | return 0; |
1602 | return 0; |
1841 | } |
1603 | } |
… | |
… | |
1843 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1605 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1844 | |
1606 | |
1845 | /* penalize ROF for bestarrow */ |
1607 | /* penalize ROF for bestarrow */ |
1846 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1608 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1847 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1609 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1610 | |
1848 | if (bowspeed < 1) |
1611 | if (bowspeed < 1) |
1849 | bowspeed = 1; |
1612 | bowspeed = 1; |
1850 | |
1613 | |
1851 | if (arrow == NULL) |
1614 | if (arrow == NULL) |
1852 | { |
1615 | { |
… | |
… | |
1858 | else |
1621 | else |
1859 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1622 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1860 | return 0; |
1623 | return 0; |
1861 | } |
1624 | } |
1862 | } |
1625 | } |
|
|
1626 | |
1863 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1627 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1864 | if (mflags & P_OUT_OF_MAP) |
1628 | if (mflags & P_OUT_OF_MAP) |
1865 | { |
|
|
1866 | return 0; |
1629 | return 0; |
1867 | } |
1630 | |
1868 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1631 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1869 | { |
1632 | { |
1870 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1633 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1871 | return 0; |
1634 | return 0; |
1872 | } |
1635 | } |
… | |
… | |
1878 | return 0; |
1641 | return 0; |
1879 | } |
1642 | } |
1880 | |
1643 | |
1881 | left = arrow; /* these are arrows left to the player */ |
1644 | left = arrow; /* these are arrows left to the player */ |
1882 | arrow = get_split_ob (arrow, 1); |
1645 | arrow = get_split_ob (arrow, 1); |
1883 | if (arrow == NULL) |
1646 | if (!arrow) |
1884 | { |
1647 | { |
1885 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1648 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1886 | return 0; |
1649 | return 0; |
1887 | } |
1650 | } |
|
|
1651 | |
1888 | arrow->set_owner (op); |
1652 | arrow->set_owner (op); |
1889 | arrow->skill = bow->skill; |
1653 | arrow->skill = bow->skill; |
1890 | |
|
|
1891 | arrow->direction = dir; |
1654 | arrow->direction = dir; |
1892 | arrow->x = sx; |
|
|
1893 | arrow->y = sy; |
|
|
1894 | |
1655 | |
1895 | if (op->type == PLAYER) |
1656 | if (op->type == PLAYER) |
1896 | { |
1657 | { |
1897 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1658 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1898 | fix_player (op); |
1659 | op->update_stats (); |
1899 | } |
1660 | } |
1900 | |
1661 | |
1901 | SET_ANIMATION (arrow, arrow->direction); |
1662 | SET_ANIMATION (arrow, arrow->direction); |
1902 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1663 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1903 | arrow->stats.hp = arrow->stats.dam; |
1664 | arrow->stats.hp = arrow->stats.dam; |
1904 | arrow->stats.grace = arrow->attacktype; |
1665 | arrow->stats.grace = arrow->attacktype; |
1905 | if (arrow->slaying != NULL) |
1666 | if (arrow->slaying != NULL) |
1906 | arrow->spellarg = strdup_local (arrow->slaying); |
1667 | arrow->spellarg = strdup (arrow->slaying); |
1907 | |
1668 | |
1908 | /* Note that this was different for monsters - they got their level |
1669 | /* Note that this was different for monsters - they got their level |
1909 | * added to the damage. I think the strength bonus is more proper. |
1670 | * added to the damage. I think the strength bonus is more proper. |
1910 | */ |
1671 | */ |
1911 | |
1672 | |
… | |
… | |
1913 | |
1674 | |
1914 | /* update the speed */ |
1675 | /* update the speed */ |
1915 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1676 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1916 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1677 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1917 | |
1678 | |
1918 | if (arrow->speed < 1.0) |
1679 | arrow->set_speed (max (arrow->speed, 1.0)); |
1919 | arrow->speed = 1.0; |
|
|
1920 | update_ob_speed (arrow); |
|
|
1921 | arrow->speed_left = 0; |
1680 | arrow->speed_left = 0; |
1922 | |
1681 | |
1923 | if (op->type == PLAYER) |
1682 | if (op->type == PLAYER) |
1924 | { |
1683 | { |
1925 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1684 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1935 | } |
1694 | } |
1936 | |
1695 | |
1937 | if (arrow->attacktype == AT_PHYSICAL) |
1696 | if (arrow->attacktype == AT_PHYSICAL) |
1938 | arrow->attacktype |= bow->attacktype; |
1697 | arrow->attacktype |= bow->attacktype; |
1939 | |
1698 | |
1940 | if (bow->slaying != NULL) |
1699 | if (bow->slaying) |
1941 | arrow->slaying = bow->slaying; |
1700 | arrow->slaying = bow->slaying; |
1942 | |
1701 | |
1943 | arrow->map = m; |
|
|
1944 | arrow->move_type = MOVE_FLY_LOW; |
1702 | arrow->move_type = MOVE_FLY_LOW; |
1945 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1703 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1946 | |
1704 | |
1947 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1705 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1948 | insert_ob_in_map (arrow, m, op, 0); |
1706 | m->insert (arrow, sx, sy, op); |
1949 | |
1707 | |
1950 | if (!arrow->destroyed ()) |
1708 | if (!arrow->destroyed ()) |
1951 | move_arrow (arrow); |
1709 | move_arrow (arrow); |
1952 | |
1710 | |
1953 | if (op->type == PLAYER) |
1711 | if (op->type == PLAYER) |
… | |
… | |
1979 | } |
1737 | } |
1980 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1738 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1981 | { |
1739 | { |
1982 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1740 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1983 | wcmod = -1; |
1741 | wcmod = -1; |
|
|
1742 | |
1984 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1743 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1985 | } |
1744 | } |
1986 | else if (op->contr->bowtype == bow_threewide) |
1745 | else if (op->contr->bowtype == bow_threewide) |
1987 | { |
1746 | { |
1988 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1747 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2058 | |
1817 | |
2059 | if (item->arch) |
1818 | if (item->arch) |
2060 | { |
1819 | { |
2061 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1820 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2062 | item->face = item->arch->clone.face; |
1821 | item->face = item->arch->clone.face; |
2063 | item->speed = 0; |
1822 | item->set_speed (0); |
2064 | update_ob_speed (item); |
|
|
2065 | } |
1823 | } |
|
|
1824 | |
2066 | if ((tmp = is_player_inv (item))) |
1825 | if ((tmp = item->in_player ())) |
2067 | esrv_update_item (UPD_ANIM, tmp, item); |
1826 | esrv_update_item (UPD_ANIM, tmp, item); |
2068 | } |
1827 | } |
2069 | } |
1828 | } |
2070 | else if (item->type == ROD || item->type == HORN) |
1829 | else if (item->type == ROD || item->type == HORN) |
2071 | { |
|
|
2072 | drain_rod_charge (item); |
1830 | drain_rod_charge (item); |
2073 | } |
|
|
2074 | } |
1831 | } |
2075 | } |
1832 | } |
2076 | |
1833 | |
2077 | /* Received a fire command for the player - go and do it. |
1834 | /* Received a fire command for the player - go and do it. |
2078 | */ |
1835 | */ |
… | |
… | |
2117 | { |
1874 | { |
2118 | if (op->type == PLAYER) |
1875 | if (op->type == PLAYER) |
2119 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1876 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
2120 | return; |
1877 | return; |
2121 | } |
1878 | } |
|
|
1879 | |
2122 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1880 | do_skill (op, op, op->chosen_skill, dir, NULL); |
2123 | return; |
1881 | return; |
2124 | case range_builder: |
1882 | case range_builder: |
2125 | apply_map_builder (op, dir); |
1883 | apply_map_builder (op, dir); |
2126 | return; |
1884 | return; |
2127 | default: |
1885 | default: |
… | |
… | |
2221 | * 0 otherwise |
1979 | * 0 otherwise |
2222 | */ |
1980 | */ |
2223 | static int |
1981 | static int |
2224 | player_attack_door (object *op, object *door) |
1982 | player_attack_door (object *op, object *door) |
2225 | { |
1983 | { |
2226 | |
|
|
2227 | /* If its a door, try to find a use a key. If we do destroy the door, |
1984 | /* If its a door, try to find a use a key. If we do destroy the door, |
2228 | * might as well return immediately as there is nothing more to do - |
1985 | * might as well return immediately as there is nothing more to do - |
2229 | * otherwise, we fall through to the rest of the code. |
1986 | * otherwise, we fall through to the rest of the code. |
2230 | */ |
1987 | */ |
2231 | object *key = find_key (op, op, door); |
1988 | object *key = find_key (op, op, door); |
… | |
… | |
2269 | * It should keep the code cleaner. |
2026 | * It should keep the code cleaner. |
2270 | * When this is called, the players direction has been updated |
2027 | * When this is called, the players direction has been updated |
2271 | * (taking into account confusion.) The player is also actually |
2028 | * (taking into account confusion.) The player is also actually |
2272 | * going to try and move (not fire weapons). |
2029 | * going to try and move (not fire weapons). |
2273 | */ |
2030 | */ |
2274 | |
|
|
2275 | void |
2031 | void |
2276 | move_player_attack (object *op, int dir) |
2032 | move_player_attack (object *op, int dir) |
2277 | { |
2033 | { |
2278 | object *tmp, *mon; |
2034 | object *tmp, *mon; |
2279 | sint16 nx, ny; |
2035 | sint16 nx, ny; |
… | |
… | |
2281 | maptile *m; |
2037 | maptile *m; |
2282 | |
2038 | |
2283 | nx = freearr_x[dir] + op->x; |
2039 | nx = freearr_x[dir] + op->x; |
2284 | ny = freearr_y[dir] + op->y; |
2040 | ny = freearr_y[dir] + op->y; |
2285 | |
2041 | |
2286 | on_battleground = op_on_battleground (op, NULL, NULL); |
2042 | on_battleground = op_on_battleground (op, 0, 0); |
2287 | |
2043 | |
2288 | /* If braced, or can't move to the square, and it is not out of the |
2044 | /* If braced, or can't move to the square, and it is not out of the |
2289 | * map, attack it. Note order of if statement is important - don't |
2045 | * map, attack it. Note order of if statement is important - don't |
2290 | * want to be calling move_ob if braced, because move_ob will move the |
2046 | * want to be calling move_ob if braced, because move_ob will move the |
2291 | * player. This is a pretty nasty hack, because if we could |
2047 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2296 | */ |
2052 | */ |
2297 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2053 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2298 | { |
2054 | { |
2299 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2055 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2300 | { |
2056 | { |
2301 | m = get_map_from_coord (op->map, &nx, &ny); |
2057 | m = op->map->xy_find (nx, ny); |
2302 | if (!m) |
2058 | if (!m) |
2303 | return; /* Don't think this should happen */ |
2059 | return; /* Don't think this should happen */ |
2304 | } |
2060 | } |
2305 | else |
2061 | else |
2306 | m = op->map; |
2062 | m = op->map; |
2307 | |
2063 | |
2308 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2064 | if (!(tmp = m->at (nx, ny).bot)) |
2309 | { |
|
|
2310 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2311 | return; |
2065 | return; |
2312 | } |
|
|
2313 | |
2066 | |
2314 | mon = NULL; |
2067 | mon = 0; |
2315 | /* Go through all the objects, and find ones of interest. Only stop if |
2068 | /* Go through all the objects, and find ones of interest. Only stop if |
2316 | * we find a monster - that is something we know we want to attack. |
2069 | * we find a monster - that is something we know we want to attack. |
2317 | * if its a door or barrel (can roll) see if there may be monsters |
2070 | * if its a door or barrel (can roll) see if there may be monsters |
2318 | * on the space |
2071 | * on the space |
2319 | */ |
2072 | */ |
2320 | while (tmp != NULL) |
2073 | while (tmp) |
2321 | { |
2074 | { |
2322 | if (tmp == op) |
2075 | if (tmp == op) |
2323 | { |
2076 | { |
2324 | tmp = tmp->above; |
2077 | tmp = tmp->above; |
2325 | continue; |
2078 | continue; |
… | |
… | |
2335 | mon = tmp; |
2088 | mon = tmp; |
2336 | |
2089 | |
2337 | tmp = tmp->above; |
2090 | tmp = tmp->above; |
2338 | } |
2091 | } |
2339 | |
2092 | |
2340 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2093 | if (!mon) /* This happens anytime the player tries to move */ |
2341 | return; /* into a wall */ |
2094 | return; /* into a wall */ |
2342 | |
2095 | |
2343 | if (mon->head != NULL) |
2096 | if (mon->head) |
2344 | mon = mon->head; |
2097 | mon = mon->head; |
2345 | |
2098 | |
2346 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2099 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2347 | if (player_attack_door (op, mon)) |
2100 | if (player_attack_door (op, mon)) |
2348 | return; |
2101 | return; |
… | |
… | |
2370 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2123 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2371 | { |
2124 | { |
2372 | /* If we're braced, we don't want to switch places with it */ |
2125 | /* If we're braced, we don't want to switch places with it */ |
2373 | if (op->contr->braced) |
2126 | if (op->contr->braced) |
2374 | return; |
2127 | return; |
|
|
2128 | |
2375 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2129 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2376 | (void) push_ob (mon, dir, op); |
2130 | (void) push_ob (mon, dir, op); |
2377 | if (op->contr->tmp_invis || op->hide) |
2131 | if (op->contr->tmp_invis || op->hide) |
2378 | make_visible (op); |
2132 | make_visible (op); |
|
|
2133 | |
2379 | return; |
2134 | return; |
2380 | } |
2135 | } |
2381 | |
2136 | |
2382 | /* in certain circumstances, you shouldn't attack friendly |
2137 | /* in certain circumstances, you shouldn't attack friendly |
2383 | * creatures. Note that if you are braced, you can't push |
2138 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2385 | * attack them either. |
2140 | * attack them either. |
2386 | */ |
2141 | */ |
2387 | if ((mon->type == PLAYER || mon->enemy != op) && |
2142 | if ((mon->type == PLAYER || mon->enemy != op) && |
2388 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2143 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2389 | #ifdef PROHIBIT_PLAYERKILL |
2144 | #ifdef PROHIBIT_PLAYERKILL |
2390 | (op->contr->peaceful |
2145 | (op->contr->peaceful |
2391 | || (mon->type == PLAYER |
2146 | || (mon->type == PLAYER |
2392 | && mon->contr-> |
2147 | && mon->contr-> |
2393 | peaceful)) && |
2148 | peaceful)) && |
2394 | #else |
2149 | #else |
2395 | op->contr->peaceful && |
2150 | op->contr->peaceful && |
2396 | #endif |
2151 | #endif |
2397 | !on_battleground)) |
2152 | !on_battleground)) |
2398 | { |
2153 | { |
2399 | if (!op->contr->braced) |
2154 | if (!op->contr->braced) |
2400 | { |
2155 | { |
2401 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2156 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2402 | (void) push_ob (mon, dir, op); |
2157 | push_ob (mon, dir, op); |
2403 | } |
2158 | } |
2404 | else |
2159 | else |
2405 | { |
|
|
2406 | new_draw_info (0, 0, op, "You withhold your attack"); |
2160 | new_draw_info (0, 0, op, "You withhold your attack"); |
2407 | } |
2161 | |
2408 | if (op->contr->tmp_invis || op->hide) |
2162 | if (op->contr->tmp_invis || op->hide) |
2409 | make_visible (op); |
2163 | make_visible (op); |
2410 | } |
2164 | } |
2411 | |
2165 | |
2412 | /* If the object is a boulder or other rollable object, then |
2166 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2423 | * Way it works is like this: First, it must have some hit points |
2177 | * Way it works is like this: First, it must have some hit points |
2424 | * and be living. Then, it must be one of the following: |
2178 | * and be living. Then, it must be one of the following: |
2425 | * 1) Not a player, 2) A player, but of a different party. Note |
2179 | * 1) Not a player, 2) A player, but of a different party. Note |
2426 | * that party_number -1 is no party, so attacks can still happen. |
2180 | * that party_number -1 is no party, so attacks can still happen. |
2427 | */ |
2181 | */ |
2428 | |
|
|
2429 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2182 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2430 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2183 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2431 | { |
2184 | { |
2432 | |
2185 | |
2433 | /* If the player hasn't hit something this tick, and does |
2186 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2440 | op->speed_left += op->speed / op->contr->weapon_sp; |
2193 | op->speed_left += op->speed / op->contr->weapon_sp; |
2441 | |
2194 | |
2442 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2195 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2443 | } |
2196 | } |
2444 | |
2197 | |
2445 | skill_attack (mon, op, 0, NULL, NULL); |
2198 | skill_attack (mon, op, 0, 0, 0); |
2446 | |
2199 | |
2447 | /* If attacking another player, that player gets automatic |
2200 | /* If attacking another player, that player gets automatic |
2448 | * hitback, and doesn't loose luck either. |
2201 | * hitback, and doesn't loose luck either. |
2449 | * Disable hitback on the battleground or if the target is |
2202 | * Disable hitback on the battleground or if the target is |
2450 | * the wiz. |
2203 | * the wiz. |
… | |
… | |
2452 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2205 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2453 | { |
2206 | { |
2454 | short luck = mon->stats.luck; |
2207 | short luck = mon->stats.luck; |
2455 | |
2208 | |
2456 | mon->contr->has_hit = 1; |
2209 | mon->contr->has_hit = 1; |
2457 | skill_attack (op, mon, 0, NULL, NULL); |
2210 | skill_attack (op, mon, 0, 0, 0); |
2458 | mon->stats.luck = luck; |
2211 | mon->stats.luck = luck; |
2459 | } |
2212 | } |
|
|
2213 | |
2460 | if (action_makes_visible (op)) |
2214 | if (action_makes_visible (op)) |
2461 | make_visible (op); |
2215 | make_visible (op); |
2462 | } |
2216 | } |
2463 | } /* if player should attack something */ |
2217 | } /* if player should attack something */ |
2464 | } |
2218 | } |
… | |
… | |
2466 | int |
2220 | int |
2467 | move_player (object *op, int dir) |
2221 | move_player (object *op, int dir) |
2468 | { |
2222 | { |
2469 | int pick; |
2223 | int pick; |
2470 | |
2224 | |
2471 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2225 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2472 | return 0; |
2226 | return 0; |
2473 | |
2227 | |
2474 | /* Sanity check: make sure dir is valid */ |
2228 | /* Sanity check: make sure dir is valid */ |
2475 | if ((dir < 0) || (dir >= 9)) |
2229 | if ((dir < 0) || (dir >= 9)) |
2476 | { |
2230 | { |
2477 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2231 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2478 | return 0; |
2232 | return 0; |
2479 | } |
2233 | } |
2480 | |
2234 | |
2481 | /* peterm: added following line */ |
2235 | /* peterm: added following line */ |
2482 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2236 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2483 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2237 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2484 | |
2238 | |
2485 | op->facing = dir; |
2239 | op->facing = dir; |
2486 | |
2240 | |
… | |
… | |
2499 | |
2253 | |
2500 | /* Add special check for newcs players and fire on - this way, the |
2254 | /* Add special check for newcs players and fire on - this way, the |
2501 | * server can handle repeat firing. |
2255 | * server can handle repeat firing. |
2502 | */ |
2256 | */ |
2503 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2257 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2504 | { |
|
|
2505 | op->direction = dir; |
2258 | op->direction = dir; |
2506 | } |
|
|
2507 | else |
2259 | else |
2508 | { |
|
|
2509 | op->direction = 0; |
2260 | op->direction = 0; |
2510 | } |
2261 | |
2511 | /* Update how the player looks. Use the facing, so direction may |
2262 | /* Update how the player looks. Use the facing, so direction may |
2512 | * get reset to zero. This allows for full animation capabilities |
2263 | * get reset to zero. This allows for full animation capabilities |
2513 | * for players. |
2264 | * for players. |
2514 | */ |
2265 | */ |
2515 | animate_object (op, op->facing); |
2266 | animate_object (op, op->facing); |
… | |
… | |
2567 | |
2318 | |
2568 | /* call this here - we also will call this in do_ericserver, but |
2319 | /* call this here - we also will call this in do_ericserver, but |
2569 | * the players time has been increased when doericserver has been |
2320 | * the players time has been increased when doericserver has been |
2570 | * called, so we recheck it here. |
2321 | * called, so we recheck it here. |
2571 | */ |
2322 | */ |
2572 | HandleClient (&op->contr->socket, op->contr); |
2323 | if (op->contr->ns->handle_command ()) |
|
|
2324 | return 1; |
|
|
2325 | |
2573 | if (op->speed_left < 0) |
2326 | if (op->speed_left > 0) |
2574 | return 0; |
2327 | { |
2575 | |
|
|
2576 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2328 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2577 | { |
2329 | { |
2578 | /* All move commands take 1 tick, at least for now */ |
2330 | /* All move commands take 1 tick, at least for now */ |
2579 | op->speed_left--; |
2331 | op->speed_left--; |
2580 | |
2332 | |
2581 | /* Instead of all the stuff below, let move_player take care |
2333 | /* Instead of all the stuff below, let move_player take care |
2582 | * of it. Also, some of the skill stuff is only put in |
2334 | * of it. Also, some of the skill stuff is only put in |
2583 | * there, as well as the confusion stuff. |
2335 | * there, as well as the confusion stuff. |
2584 | */ |
2336 | */ |
2585 | move_player (op, op->direction); |
2337 | move_player (op, op->direction); |
2586 | if (op->speed_left > 0) |
2338 | |
2587 | return 1; |
2339 | return op->speed_left > 0; |
2588 | else |
2340 | } |
2589 | return 0; |
|
|
2590 | } |
2341 | } |
|
|
2342 | |
2591 | return 0; |
2343 | return 0; |
2592 | } |
2344 | } |
2593 | |
2345 | |
2594 | int |
2346 | int |
2595 | save_life (object *op) |
2347 | save_life (object *op) |
2596 | { |
2348 | { |
2597 | object *tmp; |
|
|
2598 | |
|
|
2599 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2349 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2600 | return 0; |
2350 | return 0; |
2601 | |
2351 | |
2602 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2352 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2603 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2353 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2604 | { |
2354 | { |
2605 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2355 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2606 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2356 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2607 | |
2357 | |
… | |
… | |
2615 | op->stats.hp = op->stats.maxhp; |
2365 | op->stats.hp = op->stats.maxhp; |
2616 | |
2366 | |
2617 | if (op->stats.food < 0) |
2367 | if (op->stats.food < 0) |
2618 | op->stats.food = 999; |
2368 | op->stats.food = 999; |
2619 | |
2369 | |
2620 | fix_player (op); |
2370 | op->update_stats (); |
2621 | return 1; |
2371 | return 1; |
2622 | } |
2372 | } |
|
|
2373 | |
2623 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2374 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2624 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2375 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2625 | enter_player_savebed (op); /* bring him home. */ |
2376 | enter_player_savebed (op); /* bring him home. */ |
2626 | return 0; |
2377 | return 0; |
2627 | } |
2378 | } |
… | |
… | |
2636 | { |
2387 | { |
2637 | object *next; |
2388 | object *next; |
2638 | |
2389 | |
2639 | while (op) |
2390 | while (op) |
2640 | { |
2391 | { |
2641 | next = op->below; /* Make sure we have a good value, in case |
2392 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2642 | * we remove object 'op' |
2393 | |
2643 | */ |
|
|
2644 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2394 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2645 | { |
2395 | { |
2646 | op->remove (); |
|
|
2647 | op->x = env->x; |
|
|
2648 | op->y = env->y; |
|
|
2649 | if (env->type == PLAYER) |
2396 | if (env->type == PLAYER) |
2650 | esrv_del_item (env->contr, op->count); |
2397 | esrv_del_item (env->contr, op->count); |
2651 | insert_ob_in_map (op, env->map, NULL, 0); |
2398 | |
|
|
2399 | op->insert_at (env); |
2652 | } |
2400 | } |
2653 | else if (op->inv) |
2401 | else if (op->inv) |
2654 | remove_unpaid_objects (op->inv, env); |
2402 | remove_unpaid_objects (op->inv, env); |
|
|
2403 | |
2655 | op = next; |
2404 | op = next; |
2656 | } |
2405 | } |
2657 | } |
2406 | } |
2658 | |
|
|
2659 | |
2407 | |
2660 | /* |
2408 | /* |
2661 | * Returns pointer a static string containing gravestone text |
2409 | * Returns pointer a static string containing gravestone text |
2662 | * Moved from apply.c to player.c - player.c is what |
2410 | * Moved from apply.c to player.c - player.c is what |
2663 | * actually uses this function. player.c may not be quite the |
2411 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2674 | strcpy (buf2, " R.I.P.\n\n"); |
2422 | strcpy (buf2, " R.I.P.\n\n"); |
2675 | if (op->type == PLAYER) |
2423 | if (op->type == PLAYER) |
2676 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2424 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2677 | else |
2425 | else |
2678 | sprintf (buf, "%s\n", &op->name); |
2426 | sprintf (buf, "%s\n", &op->name); |
|
|
2427 | |
2679 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2428 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2680 | strcat (buf2, buf); |
2429 | strcat (buf2, buf); |
2681 | if (op->type == PLAYER) |
2430 | if (op->type == PLAYER) |
2682 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2431 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2683 | else |
2432 | else |
2684 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2433 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2434 | |
2685 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2435 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2686 | strcat (buf2, buf); |
2436 | strcat (buf2, buf); |
2687 | if (op->type == PLAYER) |
2437 | if (op->type == PLAYER) |
2688 | { |
2438 | { |
2689 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2439 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2690 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2440 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2691 | strcat (buf2, buf); |
2441 | strcat (buf2, buf); |
2692 | } |
2442 | } |
|
|
2443 | |
2693 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2444 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2694 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2445 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2695 | strcat (buf2, buf); |
2446 | strcat (buf2, buf); |
|
|
2447 | |
2696 | return buf2; |
2448 | return buf2; |
2697 | } |
2449 | } |
2698 | |
|
|
2699 | |
|
|
2700 | |
2450 | |
2701 | void |
2451 | void |
2702 | do_some_living (object *op) |
2452 | do_some_living (object *op) |
2703 | { |
2453 | { |
2704 | int last_food = op->stats.food; |
2454 | int last_food = op->stats.food; |
… | |
… | |
2713 | const int max_grace = 1; |
2463 | const int max_grace = 1; |
2714 | |
2464 | |
2715 | if (op->contr->outputs_sync) |
2465 | if (op->contr->outputs_sync) |
2716 | { |
2466 | { |
2717 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2467 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2718 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2468 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2719 | flush_output_element (op, &op->contr->outputs[i]); |
2469 | flush_output_element (op, &op->contr->outputs[i]); |
2720 | } |
2470 | } |
2721 | |
2471 | |
2722 | if (op->contr->state == ST_PLAYING) |
2472 | if (op->contr->ns->state == ST_PLAYING) |
2723 | { |
2473 | { |
2724 | |
|
|
2725 | /* these next three if clauses make it possible to SLOW DOWN |
2474 | /* these next three if clauses make it possible to SLOW DOWN |
2726 | hp/grace/spellpoint regeneration. */ |
2475 | hp/grace/spellpoint regeneration. */ |
2727 | if (op->contr->gen_hp >= 0) |
2476 | if (op->contr->gen_hp >= 0) |
2728 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2477 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2729 | else |
2478 | else |
2730 | { |
2479 | { |
2731 | gen_hp = op->stats.maxhp; |
2480 | gen_hp = op->stats.maxhp; |
2732 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2481 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2733 | } |
2482 | } |
|
|
2483 | |
2734 | if (op->contr->gen_sp >= 0) |
2484 | if (op->contr->gen_sp >= 0) |
2735 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2485 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2736 | else |
2486 | else |
2737 | { |
2487 | { |
2738 | gen_sp = op->stats.maxsp; |
2488 | gen_sp = op->stats.maxsp; |
2739 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2489 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2740 | } |
2490 | } |
|
|
2491 | |
2741 | if (op->contr->gen_grace >= 0) |
2492 | if (op->contr->gen_grace >= 0) |
2742 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2493 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2743 | else |
2494 | else |
2744 | { |
2495 | { |
2745 | gen_grace = op->stats.maxgrace; |
2496 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2761 | op->stats.food += op->contr->digestion; |
2512 | op->stats.food += op->contr->digestion; |
2762 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2513 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2763 | op->stats.food = last_food; |
2514 | op->stats.food = last_food; |
2764 | } |
2515 | } |
2765 | } |
2516 | } |
|
|
2517 | |
2766 | if (max_sp > 1) |
2518 | if (max_sp > 1) |
2767 | { |
2519 | { |
2768 | over_sp = (gen_sp + 10) / rate_sp; |
2520 | over_sp = (gen_sp + 10) / rate_sp; |
2769 | if (over_sp > 0) |
2521 | if (over_sp > 0) |
2770 | { |
2522 | { |
2771 | if (op->stats.sp < op->stats.maxsp) |
2523 | if (op->stats.sp < op->stats.maxsp) |
2772 | { |
2524 | { |
2773 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2525 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2526 | |
2774 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2527 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2775 | op->stats.sp--; |
2528 | op->stats.sp--; |
|
|
2529 | |
2776 | if (op->stats.sp > op->stats.maxsp) |
2530 | if (op->stats.sp > op->stats.maxsp) |
2777 | op->stats.sp = op->stats.maxsp; |
2531 | op->stats.sp = op->stats.maxsp; |
2778 | } |
2532 | } |
2779 | op->last_sp = 0; |
2533 | op->last_sp = 0; |
2780 | } |
2534 | } |
2781 | else |
2535 | else |
2782 | { |
|
|
2783 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2536 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2784 | } |
|
|
2785 | } |
2537 | } |
2786 | else |
2538 | else |
2787 | { |
|
|
2788 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2539 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2789 | } |
|
|
2790 | } |
2540 | } |
2791 | |
2541 | |
2792 | /* Regenerate Grace */ |
2542 | /* Regenerate Grace */ |
2793 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2543 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2794 | if (--op->last_grace < 0) |
2544 | if (--op->last_grace < 0) |
2795 | { |
2545 | { |
2796 | if (op->stats.grace < op->stats.maxgrace / 2) |
2546 | if (op->stats.grace < op->stats.maxgrace / 2) |
2797 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2547 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2548 | |
2798 | if (max_grace > 1) |
2549 | if (max_grace > 1) |
2799 | { |
2550 | { |
2800 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2551 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2801 | if (over_grace > 0) |
2552 | if (over_grace > 0) |
2802 | { |
2553 | { |
… | |
… | |
2830 | op->stats.food += op->contr->digestion; |
2581 | op->stats.food += op->contr->digestion; |
2831 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2582 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2832 | op->stats.food = last_food; |
2583 | op->stats.food = last_food; |
2833 | } |
2584 | } |
2834 | } |
2585 | } |
|
|
2586 | |
2835 | if (max_hp > 1) |
2587 | if (max_hp > 1) |
2836 | { |
2588 | { |
2837 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2589 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2838 | if (over_hp > 0) |
2590 | if (over_hp > 0) |
2839 | { |
2591 | { |
… | |
… | |
2863 | |
2615 | |
2864 | if (op->contr->gen_hp > 0) |
2616 | if (op->contr->gen_hp > 0) |
2865 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2617 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2866 | else |
2618 | else |
2867 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2619 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2620 | |
2868 | /* dms do not consume food */ |
2621 | /* dms do not consume food */ |
2869 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2622 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2870 | op->stats.food--; |
2623 | op->stats.food--; |
2871 | } |
2624 | } |
2872 | } |
|
|
2873 | |
2625 | |
2874 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2626 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2875 | { |
2627 | { |
2876 | object *tmp, *flesh = NULL; |
2628 | object *tmp, *flesh = 0; |
2877 | |
2629 | |
2878 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2630 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2879 | { |
2631 | { |
2880 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2632 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2881 | { |
|
|
2882 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2883 | { |
2633 | { |
|
|
2634 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2635 | { |
2884 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2636 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2885 | manual_apply (op, tmp, 0); |
2637 | manual_apply (op, tmp, 0); |
2886 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2638 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2887 | break; |
2639 | break; |
2888 | } |
2640 | } |
2889 | else if (tmp->type == FLESH) |
2641 | else if (tmp->type == FLESH) |
2890 | flesh = tmp; |
2642 | flesh = tmp; |
2891 | } /* End if paid for object */ |
2643 | } /* End if paid for object */ |
2892 | } /* end of for loop */ |
2644 | } /* end of for loop */ |
|
|
2645 | |
2893 | /* If player is still starving, it means they don't have any food, so |
2646 | /* If player is still starving, it means they don't have any food, so |
2894 | * eat flesh instead. |
2647 | * eat flesh instead. |
2895 | */ |
2648 | */ |
2896 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2649 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2897 | { |
2650 | { |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2651 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2899 | manual_apply (op, flesh, 0); |
2652 | manual_apply (op, flesh, 0); |
2900 | } |
2653 | } |
2901 | } /* end if player is starving */ |
2654 | } |
2902 | |
2655 | |
2903 | while (op->stats.food < 0 && op->stats.hp > 0) |
2656 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2904 | op->stats.food++, op->stats.hp--; |
2657 | op->stats.food++, op->stats.hp--; |
2905 | |
2658 | |
2906 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2659 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2907 | kill_player (op); |
2660 | kill_player (op); |
|
|
2661 | } |
2908 | } |
2662 | } |
2909 | |
|
|
2910 | |
|
|
2911 | |
2663 | |
2912 | /* If the player should die (lack of hp, food, etc), we call this. |
2664 | /* If the player should die (lack of hp, food, etc), we call this. |
2913 | * op is the player in jeopardy. If the player can not be saved (not |
2665 | * op is the player in jeopardy. If the player can not be saved (not |
2914 | * permadeath, no lifesave), this will take care of removing the player |
2666 | * permadeath, no lifesave), this will take care of removing the player |
2915 | * file. |
2667 | * file. |
… | |
… | |
2945 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2697 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2946 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2698 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2947 | |
2699 | |
2948 | /* restore player */ |
2700 | /* restore player */ |
2949 | at = archetype::find ("poisoning"); |
2701 | at = archetype::find ("poisoning"); |
2950 | tmp = present_arch_in_ob (at, op); |
2702 | if (object *tmp = present_arch_in_ob (at, op)) |
2951 | if (tmp) |
|
|
2952 | { |
2703 | { |
2953 | tmp->destroy (); |
2704 | tmp->destroy (); |
2954 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2705 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2955 | } |
2706 | } |
2956 | |
2707 | |
2957 | at = archetype::find ("confusion"); |
2708 | at = archetype::find ("confusion"); |
2958 | tmp = present_arch_in_ob (at, op); |
2709 | if (object *tmp = present_arch_in_ob (at, op)) |
2959 | if (tmp) |
|
|
2960 | { |
2710 | { |
2961 | tmp->destroy (); |
2711 | tmp->destroy (); |
2962 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2712 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2963 | } |
2713 | } |
2964 | |
2714 | |
… | |
… | |
2966 | op->stats.hp = op->stats.maxhp; |
2716 | op->stats.hp = op->stats.maxhp; |
2967 | if (op->stats.food <= 0) |
2717 | if (op->stats.food <= 0) |
2968 | op->stats.food = 999; |
2718 | op->stats.food = 999; |
2969 | |
2719 | |
2970 | /* create a bodypart-trophy to make the winner happy */ |
2720 | /* create a bodypart-trophy to make the winner happy */ |
2971 | tmp = arch_to_object (archetype::find ("finger")); |
2721 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2972 | if (tmp != NULL) |
|
|
2973 | { |
2722 | { |
2974 | sprintf (buf, "%s's finger", &op->name); |
2723 | sprintf (buf, "%s's finger", &op->name); |
2975 | tmp->name = buf; |
2724 | tmp->name = buf; |
2976 | sprintf (buf, " This finger has been cut off %s\n" |
2725 | sprintf (buf, " This finger has been cut off %s\n" |
2977 | " the %s, when he was defeated at\n level %d by %s.\n", |
2726 | " the %s, when he was defeated at\n level %d by %s.\n", |
2978 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2727 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2979 | tmp->msg = buf; |
2728 | tmp->msg = buf; |
2980 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2729 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2981 | tmp->materialname = NULL; |
2730 | tmp->materialname = NULL; |
2982 | tmp->x = op->x, tmp->y = op->y; |
2731 | tmp->insert_at (op, tmp); |
2983 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2984 | } |
2732 | } |
2985 | |
2733 | |
2986 | /* teleport defeated player to new destination */ |
2734 | /* teleport defeated player to new destination */ |
2987 | transfer_ob (op, x, y, 0, NULL); |
2735 | transfer_ob (op, x, y, 0, NULL); |
2988 | op->contr->braced = 0; |
2736 | op->contr->braced = 0; |
… | |
… | |
2993 | |
2741 | |
2994 | command_kill_pets (op, 0); |
2742 | command_kill_pets (op, 0); |
2995 | |
2743 | |
2996 | if (op->stats.food < 0) |
2744 | if (op->stats.food < 0) |
2997 | { |
2745 | { |
2998 | if (op->contr->explore) |
|
|
2999 | { |
|
|
3000 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
3001 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3002 | op->stats.food = 999; |
|
|
3003 | return; |
|
|
3004 | } |
|
|
3005 | sprintf (buf, "%s starved to death.", &op->name); |
2746 | sprintf (buf, "%s starved to death.", &op->name); |
3006 | strcpy (op->contr->killer, "starvation"); |
2747 | strcpy (op->contr->killer, "starvation"); |
3007 | } |
2748 | } |
3008 | else |
2749 | else |
3009 | { |
|
|
3010 | if (op->contr->explore) |
|
|
3011 | { |
|
|
3012 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3013 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3014 | op->stats.hp = op->stats.maxhp; |
|
|
3015 | return; |
|
|
3016 | } |
|
|
3017 | sprintf (buf, "%s died.", &op->name); |
2750 | sprintf (buf, "%s died.", &op->name); |
3018 | } |
2751 | |
3019 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2752 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3020 | |
2753 | |
3021 | /* save the map location for corpse, gravestone */ |
2754 | /* save the map location for corpse, gravestone */ |
3022 | x = op->x; |
2755 | x = op->x; |
3023 | y = op->y; |
2756 | y = op->y; |
3024 | map = op->map; |
2757 | map = op->map; |
3025 | |
2758 | |
3026 | |
|
|
3027 | if (settings.not_permadeth == TRUE) |
|
|
3028 | { |
|
|
3029 | /* NOT_PERMADEATH code. This basically brings the character back to |
2759 | /* NOT_PERMADEATH code. This basically brings the character back to |
3030 | * life if they are dead - it takes some exp and a random stat. |
2760 | * life if they are dead - it takes some exp and a random stat. |
3031 | * See the config.h file for a little more in depth detail about this. |
2761 | * See the config.h file for a little more in depth detail about this. |
3032 | */ |
2762 | */ |
3033 | |
2763 | |
3034 | /* Basically two ways to go - remove a stat permanently, or just |
2764 | /* Basically two ways to go - remove a stat permanently, or just |
3035 | * make it depletion. This bunch of code deals with that aspect |
2765 | * make it depletion. This bunch of code deals with that aspect |
3036 | * of death. |
2766 | * of death. |
3037 | */ |
2767 | */ |
3038 | #ifndef COZY_SERVER |
2768 | #ifndef COZY_SERVER |
3039 | if (settings.balanced_stat_loss) |
2769 | if (settings.balanced_stat_loss) |
3040 | { |
2770 | { |
3041 | /* If stat loss is permanent, lose one stat only. */ |
2771 | /* If stat loss is permanent, lose one stat only. */ |
3042 | /* Lower level chars don't lose as many stats because they suffer |
2772 | /* Lower level chars don't lose as many stats because they suffer |
3043 | more if they do. */ |
2773 | more if they do. */ |
3044 | /* Higher level characters can afford things such as potions of |
2774 | /* Higher level characters can afford things such as potions of |
3045 | restoration, or better, stat potions. So we slug them that |
2775 | restoration, or better, stat potions. So we slug them that |
3046 | little bit harder. */ |
2776 | little bit harder. */ |
3047 | /* GD */ |
2777 | /* GD */ |
3048 | if (settings.stat_loss_on_death) |
2778 | if (settings.stat_loss_on_death) |
3049 | num_stats_lose = 1; |
2779 | num_stats_lose = 1; |
3050 | else |
|
|
3051 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3052 | } |
|
|
3053 | else |
2780 | else |
3054 | { |
2781 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2782 | } |
|
|
2783 | else |
3055 | num_stats_lose = 1; |
2784 | num_stats_lose = 1; |
3056 | } |
2785 | |
3057 | lost_a_stat = 0; |
2786 | lost_a_stat = 0; |
3058 | |
2787 | |
3059 | for (z = 0; z < num_stats_lose; z++) |
2788 | for (z = 0; z < num_stats_lose; z++) |
3060 | { |
2789 | { |
3061 | i = RANDOM () % NUM_STATS; |
2790 | i = RANDOM () % NUM_STATS; |
3062 | |
2791 | |
3063 | if (settings.stat_loss_on_death) |
2792 | if (settings.stat_loss_on_death) |
3064 | { |
2793 | { |
3065 | /* Pick a random stat and take a point off it. Tell the player |
2794 | /* Pick a random stat and take a point off it. Tell the player |
3066 | * what he lost. |
2795 | * what he lost. |
3067 | */ |
2796 | */ |
3068 | change_attr_value (&(op->stats), i, -1); |
2797 | change_attr_value (&(op->stats), i, -1); |
3069 | check_stat_bounds (&(op->stats)); |
2798 | check_stat_bounds (&(op->stats)); |
3070 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2799 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3071 | check_stat_bounds (&(op->contr->orig_stats)); |
2800 | check_stat_bounds (&(op->contr->orig_stats)); |
3072 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2801 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3073 | lost_a_stat = 1; |
2802 | lost_a_stat = 1; |
|
|
2803 | } |
|
|
2804 | else |
|
|
2805 | { |
|
|
2806 | /* deplete a stat */ |
|
|
2807 | archetype *deparch = archetype::find ("depletion"); |
|
|
2808 | object *dep; |
|
|
2809 | |
|
|
2810 | dep = present_arch_in_ob (deparch, op); |
|
|
2811 | if (!dep) |
|
|
2812 | { |
|
|
2813 | dep = arch_to_object (deparch); |
|
|
2814 | insert_ob_in_ob (dep, op); |
3074 | } |
2815 | } |
3075 | else |
2816 | lose_this_stat = 1; |
|
|
2817 | if (settings.balanced_stat_loss) |
3076 | { |
2818 | { |
3077 | /* deplete a stat */ |
2819 | /* GD */ |
3078 | archetype *deparch = archetype::find ("depletion"); |
2820 | /* Get the stat that we're about to deplete. */ |
3079 | object *dep; |
2821 | this_stat = get_attr_value (&(dep->stats), i); |
3080 | |
2822 | if (this_stat < 0) |
3081 | dep = present_arch_in_ob (deparch, op); |
|
|
3082 | if (!dep) |
|
|
3083 | { |
2823 | { |
3084 | dep = arch_to_object (deparch); |
2824 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3085 | insert_ob_in_ob (dep, op); |
2825 | int keep_chance = this_stat * this_stat; |
3086 | } |
2826 | |
3087 | lose_this_stat = 1; |
2827 | /* Yes, I am paranoid. Sue me. */ |
3088 | if (settings.balanced_stat_loss) |
|
|
3089 | { |
|
|
3090 | /* GD */ |
|
|
3091 | /* Get the stat that we're about to deplete. */ |
|
|
3092 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3093 | if (this_stat < 0) |
2828 | if (keep_chance < 1) |
|
|
2829 | keep_chance = 1; |
|
|
2830 | |
|
|
2831 | /* There is a maximum depletion total per level. */ |
|
|
2832 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3094 | { |
2833 | { |
3095 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3096 | int keep_chance = this_stat * this_stat; |
|
|
3097 | |
|
|
3098 | /* Yes, I am paranoid. Sue me. */ |
|
|
3099 | if (keep_chance < 1) |
|
|
3100 | keep_chance = 1; |
|
|
3101 | |
|
|
3102 | /* There is a maximum depletion total per level. */ |
|
|
3103 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3104 | { |
|
|
3105 | lose_this_stat = 0; |
2834 | lose_this_stat = 0; |
3106 | /* Take loss chance vs keep chance to see if we |
2835 | /* Take loss chance vs keep chance to see if we |
3107 | retain the stat. */ |
2836 | retain the stat. */ |
3108 | } |
|
|
3109 | else |
|
|
3110 | { |
|
|
3111 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3112 | lose_this_stat = 0; |
|
|
3113 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3114 | this_stat, keep_chance, loss_chance, |
|
|
3115 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3116 | } |
|
|
3117 | } |
2837 | } |
3118 | } |
|
|
3119 | |
|
|
3120 | if (lose_this_stat) |
|
|
3121 | { |
|
|
3122 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3123 | /* We could try to do something clever like find another |
|
|
3124 | * stat to reduce if this fails. But chances are, if |
|
|
3125 | * stats have been depleted to -50, all are pretty low |
|
|
3126 | * and should be roughly the same, so it shouldn't make a |
|
|
3127 | * difference. |
|
|
3128 | */ |
2838 | else |
3129 | if (this_stat >= -50) |
|
|
3130 | { |
2839 | { |
3131 | change_attr_value (&(dep->stats), i, -1); |
2840 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3132 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3133 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3134 | fix_player (op); |
|
|
3135 | lost_a_stat = 1; |
2841 | lose_this_stat = 0; |
|
|
2842 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2843 | this_stat, keep_chance, loss_chance, |
|
|
2844 | lose_this_stat?"LOSE":"KEEP"); */ |
3136 | } |
2845 | } |
3137 | } |
2846 | } |
3138 | } |
2847 | } |
|
|
2848 | |
|
|
2849 | if (lose_this_stat) |
|
|
2850 | { |
|
|
2851 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2852 | /* We could try to do something clever like find another |
|
|
2853 | * stat to reduce if this fails. But chances are, if |
|
|
2854 | * stats have been depleted to -50, all are pretty low |
|
|
2855 | * and should be roughly the same, so it shouldn't make a |
|
|
2856 | * difference. |
|
|
2857 | */ |
|
|
2858 | if (this_stat >= -50) |
|
|
2859 | { |
|
|
2860 | change_attr_value (&(dep->stats), i, -1); |
|
|
2861 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2862 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2863 | op->update_stats (); |
|
|
2864 | lost_a_stat = 1; |
|
|
2865 | } |
3139 | } |
2866 | } |
|
|
2867 | } |
|
|
2868 | } |
3140 | /* If no stat lost, tell the player. */ |
2869 | /* If no stat lost, tell the player. */ |
3141 | if (!lost_a_stat) |
2870 | if (!lost_a_stat) |
3142 | { |
2871 | { |
3143 | /* determine_god() seems to not work sometimes... why is this? |
2872 | /* determine_god() seems to not work sometimes... why is this? |
3144 | Should I be using something else? GD */ |
2873 | Should I be using something else? GD */ |
3145 | const char *god = determine_god (op); |
2874 | const char *god = determine_god (op); |
3146 | |
2875 | |
3147 | if (god && (strcmp (god, "none"))) |
2876 | if (god && (strcmp (god, "none"))) |
3148 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2877 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3149 | else |
2878 | else |
3150 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2879 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3151 | } |
2880 | } |
3152 | #else |
2881 | #else |
3153 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2882 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3154 | #endif |
2883 | #endif |
3155 | |
2884 | |
3156 | /* Put a gravestone up where the character 'almost' died. List the |
2885 | /* Put a gravestone up where the character 'almost' died. List the |
3157 | * exp loss on the stone. |
2886 | * exp loss on the stone. |
3158 | */ |
2887 | */ |
3159 | tmp = arch_to_object (archetype::find ("gravestone")); |
2888 | tmp = arch_to_object (archetype::find ("gravestone")); |
3160 | sprintf (buf, "%s's gravestone", &op->name); |
2889 | sprintf (buf, "%s's gravestone", &op->name); |
3161 | tmp->name = buf; |
2890 | tmp->name = buf; |
3162 | sprintf (buf, "%s's gravestones", &op->name); |
2891 | sprintf (buf, "%s's gravestones", &op->name); |
3163 | tmp->name_pl = buf; |
2892 | tmp->name_pl = buf; |
3164 | 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); |
2893 | 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); |
3165 | tmp->msg = buf; |
2894 | tmp->msg = buf; |
3166 | tmp->x = op->x, tmp->y = op->y; |
2895 | tmp->x = op->x, tmp->y = op->y; |
3167 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2896 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3168 | |
2897 | |
3169 | /**************************************/ |
2898 | /**************************************/ |
3170 | /* */ |
2899 | /* */ |
3171 | /* Subtract the experience points, */ |
2900 | /* Subtract the experience points, */ |
3172 | /* if we died cause of food, give us */ |
2901 | /* if we died cause of food, give us */ |
3173 | /* food, and reset HP's... */ |
2902 | /* food, and reset HP's... */ |
3174 | /* */ |
2903 | /* */ |
3175 | /**************************************/ |
2904 | /**************************************/ |
3176 | |
2905 | |
3177 | /* remove any poisoning and confusion the character may be suffering. */ |
2906 | /* remove any poisoning and confusion the character may be suffering. */ |
3178 | /* restore player */ |
2907 | /* restore player */ |
3179 | at = archetype::find ("poisoning"); |
2908 | at = archetype::find ("poisoning"); |
3180 | tmp = present_arch_in_ob (at, op); |
2909 | tmp = present_arch_in_ob (at, op); |
3181 | |
2910 | |
3182 | if (tmp) |
2911 | if (tmp) |
3183 | { |
2912 | { |
3184 | tmp->destroy (); |
2913 | tmp->destroy (); |
3185 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2914 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3186 | } |
2915 | } |
3187 | |
2916 | |
3188 | at = archetype::find ("confusion"); |
2917 | at = archetype::find ("confusion"); |
3189 | tmp = present_arch_in_ob (at, op); |
2918 | tmp = present_arch_in_ob (at, op); |
3190 | if (tmp) |
2919 | if (tmp) |
3191 | { |
2920 | { |
3192 | tmp->destroy (); |
2921 | tmp->destroy (); |
3193 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2922 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3194 | } |
2923 | } |
3195 | |
2924 | |
3196 | cure_disease (op, 0); /* remove any disease */ |
2925 | cure_disease (op, 0); /* remove any disease */ |
3197 | |
2926 | |
3198 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2927 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3199 | apply_death_exp_penalty (op); |
2928 | apply_death_exp_penalty (op); |
3200 | if (op->stats.food < 100) |
2929 | if (op->stats.food < 100) |
3201 | op->stats.food = 900; |
2930 | op->stats.food = 900; |
3202 | op->stats.hp = op->stats.maxhp; |
2931 | op->stats.hp = op->stats.maxhp; |
3203 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2932 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3204 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2933 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3205 | |
2934 | |
3206 | /* |
2935 | /* |
3207 | * Check to see if the player is in a shop. IF so, then check to see if |
2936 | * Check to see if the player is in a shop. IF so, then check to see if |
3208 | * the player has any unpaid items. If so, remove them and put them back |
2937 | * the player has any unpaid items. If so, remove them and put them back |
3209 | * in the map. |
2938 | * in the map. |
3210 | */ |
2939 | */ |
3211 | |
2940 | |
3212 | if (is_in_shop (op)) |
2941 | if (is_in_shop (op)) |
3213 | remove_unpaid_objects (op->inv, op); |
2942 | remove_unpaid_objects (op->inv, op); |
3214 | |
2943 | |
3215 | /****************************************/ |
2944 | /****************************************/ |
3216 | /* */ |
2945 | /* */ |
3217 | /* Move player to his current respawn- */ |
2946 | /* Move player to his current respawn- */ |
3218 | /* position (usually last savebed) */ |
2947 | /* position (usually last savebed) */ |
3219 | /* */ |
2948 | /* */ |
3220 | /****************************************/ |
2949 | /****************************************/ |
3221 | |
2950 | |
3222 | enter_player_savebed (op); |
2951 | enter_player_savebed (op); |
3223 | |
2952 | |
3224 | /* Save the player before inserting the force to reduce |
|
|
3225 | * chance of abuse. |
|
|
3226 | */ |
|
|
3227 | op->contr->braced = 0; |
2953 | op->contr->braced = 0; |
3228 | save_player (op, 1); |
|
|
3229 | |
2954 | |
3230 | /* it is possible that the player has blown something up |
2955 | /* it is possible that the player has blown something up |
3231 | * at his savebed location, and that can have long lasting |
2956 | * at his savebed location, and that can have long lasting |
3232 | * spell effects. So first see if there is a spell effect |
2957 | * spell effects. So first see if there is a spell effect |
3233 | * on the space that might harm the player. |
2958 | * on the space that might harm the player. |
3234 | */ |
2959 | */ |
3235 | will_kill_again = 0; |
2960 | will_kill_again = 0; |
3236 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2961 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3237 | if (tmp->type == SPELL_EFFECT) |
2962 | if (tmp->type == SPELL_EFFECT) |
3238 | will_kill_again |= tmp->attacktype; |
2963 | will_kill_again |= tmp->attacktype; |
3239 | |
2964 | |
3240 | if (will_kill_again) |
2965 | if (will_kill_again) |
3241 | { |
2966 | { |
3242 | object *force; |
2967 | object *force; |
3243 | int at; |
2968 | int at; |
3244 | |
2969 | |
3245 | force = get_archetype (FORCE_NAME); |
2970 | force = get_archetype (FORCE_NAME); |
3246 | /* 50 ticks should be enough time for the spell to abate */ |
2971 | /* 50 ticks should be enough time for the spell to abate */ |
3247 | force->speed = 0.1; |
2972 | force->speed = 0.1; |
3248 | force->speed_left = -5.0; |
2973 | force->speed_left = -5.0; |
3249 | SET_FLAG (force, FLAG_APPLIED); |
2974 | SET_FLAG (force, FLAG_APPLIED); |
3250 | for (at = 0; at < NROFATTACKS; at++) |
2975 | for (at = 0; at < NROFATTACKS; at++) |
3251 | if (will_kill_again & (1 << at)) |
2976 | if (will_kill_again & (1 << at)) |
3252 | force->resist[at] = 100; |
2977 | force->resist[at] = 100; |
3253 | |
2978 | |
3254 | insert_ob_in_ob (force, op); |
2979 | insert_ob_in_ob (force, op); |
3255 | fix_player (op); |
2980 | op->update_stats (); |
3256 | |
2981 | |
3257 | } |
2982 | } |
3258 | |
2983 | |
3259 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2984 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3260 | return; |
|
|
3261 | } /* NOT_PERMADETH */ |
|
|
3262 | else |
|
|
3263 | { |
|
|
3264 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3265 | * should probably be embedded in an else statement. |
|
|
3266 | */ |
|
|
3267 | |
|
|
3268 | op->contr->party = NULL; |
|
|
3269 | if (settings.set_title == TRUE) |
|
|
3270 | op->contr->own_title[0] = '\0'; |
|
|
3271 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3272 | check_score (op); |
|
|
3273 | |
|
|
3274 | if (op->contr->ranges[range_golem]) |
|
|
3275 | { |
|
|
3276 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3277 | op->contr->ranges[range_golem]->destroy (); |
|
|
3278 | op->contr->ranges[range_golem] = 0; |
|
|
3279 | } |
|
|
3280 | |
|
|
3281 | loot_object (op); /* Remove some of the items for good */ |
|
|
3282 | op->remove (); |
|
|
3283 | op->direction = 0; |
|
|
3284 | |
|
|
3285 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3286 | { |
|
|
3287 | delete_character (op->name, 0); |
|
|
3288 | if (settings.resurrection == TRUE) |
|
|
3289 | { |
|
|
3290 | /* save playerfile sans equipment when player dies |
|
|
3291 | ** then save it as player.pl.dead so that future resurrection |
|
|
3292 | ** type spells will work on them nicely |
|
|
3293 | */ |
|
|
3294 | delete_character (op->name, 0); |
|
|
3295 | op->stats.hp = op->stats.maxhp; |
|
|
3296 | op->stats.food = 999; |
|
|
3297 | |
|
|
3298 | /* set the location of where the person will reappear when */ |
|
|
3299 | /* maybe resurrection code should fix map also */ |
|
|
3300 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3301 | if (op->map != NULL) |
|
|
3302 | op->map = NULL; |
|
|
3303 | op->x = settings.emergency_x; |
|
|
3304 | op->y = settings.emergency_y; |
|
|
3305 | save_player (op, 0); |
|
|
3306 | op->map = map; |
|
|
3307 | /* please see resurrection.c: peterm */ |
|
|
3308 | dead_player (op); |
|
|
3309 | } |
|
|
3310 | else |
|
|
3311 | delete_character (op->name, 1); |
|
|
3312 | } |
|
|
3313 | |
|
|
3314 | play_again (op); |
|
|
3315 | |
|
|
3316 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3317 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3318 | sprintf (buf, "%s", &op->name); |
|
|
3319 | tmp->name = tmp->name_pl = buf; |
|
|
3320 | tmp->level = op->level; |
|
|
3321 | tmp->x = x; |
|
|
3322 | tmp->y = y; |
|
|
3323 | tmp->msg = gravestone_text (op); |
|
|
3324 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3325 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3326 | } |
|
|
3327 | } |
2985 | } |
3328 | |
|
|
3329 | |
2986 | |
3330 | void |
2987 | void |
3331 | loot_object (object *op) |
2988 | loot_object (object *op) |
3332 | { /* Grab and destroy some treasure */ |
2989 | { /* Grab and destroy some treasure */ |
3333 | object *tmp, *tmp2, *next; |
2990 | object *tmp, *tmp2, *next; |
3334 | |
2991 | |
3335 | if (op->container) |
2992 | if (op->container) |
3336 | { /* close open sack first */ |
|
|
3337 | esrv_apply_container (op, op->container); |
2993 | esrv_apply_container (op, op->container); /* close open sack first */ |
3338 | } |
|
|
3339 | |
2994 | |
3340 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2995 | for (tmp = op->inv; tmp; tmp = next) |
3341 | { |
2996 | { |
3342 | next = tmp->below; |
2997 | next = tmp->below; |
3343 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2998 | |
|
|
2999 | if (tmp->invisible) |
3344 | continue; |
3000 | continue; |
|
|
3001 | |
3345 | tmp->remove (); |
3002 | tmp->remove (); |
3346 | tmp->x = op->x, tmp->y = op->y; |
3003 | tmp->x = op->x, tmp->y = op->y; |
3347 | if (tmp->type == CONTAINER) |
3004 | if (tmp->type == CONTAINER) |
3348 | { /* empty container to ground */ |
3005 | { /* empty container to ground */ |
3349 | loot_object (tmp); |
3006 | loot_object (tmp); |
… | |
… | |
3371 | */ |
3028 | */ |
3372 | |
3029 | |
3373 | void |
3030 | void |
3374 | fix_weight (void) |
3031 | fix_weight (void) |
3375 | { |
3032 | { |
3376 | player *pl; |
3033 | for_all_players (pl) |
3377 | |
|
|
3378 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3379 | { |
3034 | { |
3380 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3035 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3381 | |
3036 | |
3382 | if (old == sum) |
3037 | if (old == sum) |
3383 | continue; |
3038 | continue; |
3384 | fix_player (pl->ob); |
3039 | pl->ob->update_stats (); |
3385 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3040 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3386 | } |
3041 | } |
3387 | } |
3042 | } |
3388 | |
3043 | |
3389 | void |
3044 | void |
3390 | fix_luck (void) |
3045 | fix_luck (void) |
3391 | { |
3046 | { |
3392 | player *pl; |
3047 | for_all_players (pl) |
3393 | |
|
|
3394 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3395 | if (!pl->ob->contr->state) |
3048 | if (!pl->ob->contr->ns->state) |
3396 | change_luck (pl->ob, 0); |
3049 | pl->ob->change_luck (0); |
3397 | } |
3050 | } |
3398 | |
|
|
3399 | |
3051 | |
3400 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3052 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3401 | * This is much simpler in the new spell code - we basically |
3053 | * This is much simpler in the new spell code - we basically |
3402 | * just treat this as any other spell casting object. |
3054 | * just treat this as any other spell casting object. |
3403 | */ |
3055 | */ |
3404 | |
|
|
3405 | void |
3056 | void |
3406 | cast_dust (object *op, object *throw_ob, int dir) |
3057 | cast_dust (object *op, object *throw_ob, int dir) |
3407 | { |
3058 | { |
3408 | object *skop, *spob; |
3059 | object *skop, *spob; |
3409 | |
3060 | |
… | |
… | |
3454 | object *tmp = NULL; |
3105 | object *tmp = NULL; |
3455 | |
3106 | |
3456 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3107 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3457 | return 1; |
3108 | return 1; |
3458 | |
3109 | |
3459 | if (op->type == PLAYER) |
|
|
3460 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3461 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3462 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3463 | return 1; |
|
|
3464 | return 0; |
3110 | return 0; |
3465 | } |
3111 | } |
3466 | |
3112 | |
3467 | /* look at the surrounding terrain to determine |
3113 | /* look at the surrounding terrain to determine |
3468 | * the hideability of this object. Positive levels |
3114 | * the hideability of this object. Positive levels |
… | |
… | |
3524 | |
3170 | |
3525 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3171 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3526 | |
3172 | |
3527 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3173 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3528 | if (op->type == PLAYER && op->contr->run_on) |
3174 | if (op->type == PLAYER && op->contr->run_on) |
3529 | { |
|
|
3530 | if (!skop || num >= skop->level) |
3175 | if (!skop || num >= skop->level) |
3531 | { |
3176 | { |
3532 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3177 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3533 | make_visible (op); |
3178 | make_visible (op); |
3534 | return; |
3179 | return; |
3535 | } |
3180 | } |
3536 | else |
3181 | else |
3537 | num += 20; |
3182 | num += 20; |
3538 | } |
3183 | |
3539 | num += op->map->difficulty; |
3184 | num += op->map->difficulty; |
3540 | hide = hideability (op); /* modify by terrain hidden level */ |
3185 | hide = hideability (op); /* modify by terrain hidden level */ |
3541 | num -= hide; |
3186 | num -= hide; |
|
|
3187 | |
3542 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3188 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3543 | { |
3189 | { |
3544 | make_visible (op); |
3190 | make_visible (op); |
3545 | if (op->type == PLAYER) |
3191 | if (op->type == PLAYER) |
3546 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3192 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3547 | } |
3193 | } |
3548 | else if (op->type == PLAYER && skop) |
3194 | else if (op->type == PLAYER && skop) |
3549 | { |
|
|
3550 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3195 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3551 | } |
|
|
3552 | } |
3196 | } |
3553 | |
3197 | |
3554 | /* determine if who is standing near a hostile creature. */ |
3198 | /* determine if who is standing near a hostile creature. */ |
3555 | |
3199 | |
3556 | int |
3200 | int |
… | |
… | |
3583 | if (mflags & P_OUT_OF_MAP) |
3227 | if (mflags & P_OUT_OF_MAP) |
3584 | continue; |
3228 | continue; |
3585 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3229 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3586 | continue; |
3230 | continue; |
3587 | |
3231 | |
3588 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3232 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3589 | { |
3233 | { |
3590 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3234 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3591 | return 1; |
3235 | return 1; |
3592 | else if (tmp->type == PLAYER) |
3236 | else if (tmp->type == PLAYER) |
3593 | { |
3237 | { |
… | |
… | |
3623 | if (pl->type != PLAYER) |
3267 | if (pl->type != PLAYER) |
3624 | { |
3268 | { |
3625 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3269 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3626 | return -1; |
3270 | return -1; |
3627 | } |
3271 | } |
|
|
3272 | |
3628 | if (!pl || !op) |
3273 | if (!pl || !op) |
3629 | return 0; |
3274 | return 0; |
3630 | |
3275 | |
3631 | if (op->head) |
|
|
3632 | { |
|
|
3633 | op = op->head; |
3276 | op = op->head_ (); |
3634 | } |
3277 | |
3635 | get_rangevector (pl, op, &rv, 0x1); |
3278 | get_rangevector (pl, op, &rv, 0x1); |
3636 | |
3279 | |
3637 | /* starting with the 'head' part, lets loop |
3280 | /* starting with the 'head' part, lets loop |
3638 | * through the object and find if it has any |
3281 | * through the object and find if it has any |
3639 | * part that is in the los array but isnt on |
3282 | * part that is in the los array but isnt on |
… | |
… | |
3647 | |
3290 | |
3648 | /* only the viewable area the player sees is updated by LOS |
3291 | /* only the viewable area the player sees is updated by LOS |
3649 | * code, so we need to restrict ourselves to that range of values |
3292 | * code, so we need to restrict ourselves to that range of values |
3650 | * for any meaningful values. |
3293 | * for any meaningful values. |
3651 | */ |
3294 | */ |
3652 | if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3295 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3653 | FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3296 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3654 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3297 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3655 | return 1; |
3298 | return 1; |
3656 | op = op->more; |
3299 | op = op->more; |
3657 | } |
3300 | } |
3658 | return 0; |
3301 | return 0; |
3659 | } |
3302 | } |
… | |
… | |
3769 | if (trlist == NULL || who->type != PLAYER) |
3412 | if (trlist == NULL || who->type != PLAYER) |
3770 | return; |
3413 | return; |
3771 | |
3414 | |
3772 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3415 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3773 | |
3416 | |
3774 | if (tr == NULL || tr->item == NULL) |
3417 | if (!tr || !tr->item) |
3775 | { |
3418 | { |
3776 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3419 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3777 | return; |
3420 | return; |
3778 | } |
3421 | } |
3779 | |
3422 | |
… | |
… | |
3845 | { |
3488 | { |
3846 | /* forces in the treasurelist can alter the player's stats */ |
3489 | /* forces in the treasurelist can alter the player's stats */ |
3847 | object *skin; |
3490 | object *skin; |
3848 | |
3491 | |
3849 | /* first get the dragon skin force */ |
3492 | /* first get the dragon skin force */ |
|
|
3493 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3850 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3494 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3495 | ; |
|
|
3496 | |
3851 | if (skin == NULL) |
3497 | if (!skin) |
3852 | return; |
3498 | return; |
3853 | |
3499 | |
3854 | /* adding new spellpath attunements */ |
3500 | /* adding new spellpath attunements */ |
3855 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3501 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3856 | { |
3502 | { |