1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
28 | #include <living.h> |
29 | #include <living.h> |
29 | #include <object.h> |
30 | #include <object.h> |
30 | #include <spells.h> |
31 | #include <spells.h> |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | #include <newclient.h> |
|
|
33 | |
33 | |
34 | #ifdef COZY_SERVER |
34 | #include <algorithm> |
35 | extern int same_party (partylist *a, partylist *b); |
35 | #include <functional> |
36 | #endif |
|
|
37 | |
36 | |
38 | player * |
37 | playervec players; |
39 | find_player (const char *plname) |
|
|
40 | { |
|
|
41 | player *pl; |
|
|
42 | |
|
|
43 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
44 | { |
|
|
45 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
46 | return pl; |
|
|
47 | }; |
|
|
48 | return NULL; |
|
|
49 | } |
|
|
50 | |
|
|
51 | player * |
|
|
52 | find_player_partial_name (const char *plname) |
|
|
53 | { |
|
|
54 | player *pl; |
|
|
55 | player *found = NULL; |
|
|
56 | size_t namelen = strlen (plname); |
|
|
57 | |
|
|
58 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
59 | { |
|
|
60 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
61 | continue; |
|
|
62 | |
|
|
63 | if (!strcmp (pl->ob->name, plname)) |
|
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64 | return pl; |
|
|
65 | |
|
|
66 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
67 | { |
|
|
68 | if (found) |
|
|
69 | return NULL; |
|
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70 | |
|
|
71 | found = pl; |
|
|
72 | } |
|
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73 | } |
|
|
74 | return found; |
|
|
75 | } |
|
|
76 | |
38 | |
77 | void |
39 | void |
78 | display_motd (const object *op) |
40 | display_motd (const object *op) |
79 | { |
41 | { |
80 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
83 | int comp; |
45 | int comp; |
84 | int size; |
46 | int size; |
85 | |
47 | |
86 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
48 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
87 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
49 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
88 | { |
|
|
89 | return; |
50 | return; |
90 | } |
51 | |
91 | motd[0] = '\0'; |
52 | motd[0] = '\0'; |
92 | size = 0; |
53 | size = 0; |
|
|
54 | |
93 | while (fgets (buf, MAX_BUF, fp) != NULL) |
55 | while (fgets (buf, MAX_BUF, fp)) |
94 | { |
56 | { |
95 | if (*buf == '#') |
57 | if (*buf == '#') |
96 | continue; |
58 | continue; |
|
|
59 | |
97 | strncat (motd + size, buf, HUGE_BUF - size); |
60 | strncat (motd + size, buf, HUGE_BUF - size); |
98 | size += strlen (buf); |
61 | size += strlen (buf); |
99 | } |
62 | } |
|
|
63 | |
100 | 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); |
101 | close_and_delete (fp, comp); |
65 | close_and_delete (fp, comp); |
102 | } |
66 | } |
103 | |
67 | |
104 | void |
68 | void |
… | |
… | |
110 | int comp; |
74 | int comp; |
111 | int size; |
75 | int size; |
112 | |
76 | |
113 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
77 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
78 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
115 | { |
|
|
116 | return; |
79 | return; |
117 | } |
80 | |
118 | rules[0] = '\0'; |
81 | rules[0] = '\0'; |
119 | size = 0; |
82 | size = 0; |
|
|
83 | |
120 | while (fgets (buf, MAX_BUF, fp) != NULL) |
84 | while (fgets (buf, MAX_BUF, fp)) |
121 | { |
85 | { |
122 | if (*buf == '#') |
86 | if (*buf == '#') |
123 | continue; |
87 | continue; |
|
|
88 | |
124 | if (size + strlen (buf) >= HUGE_BUF) |
89 | if (size + strlen (buf) >= HUGE_BUF) |
125 | { |
90 | { |
126 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
91 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
127 | break; |
92 | break; |
128 | } |
93 | } |
|
|
94 | |
129 | strncat (rules + size, buf, HUGE_BUF - size); |
95 | strncat (rules + size, buf, HUGE_BUF - size); |
130 | size += strlen (buf); |
96 | size += strlen (buf); |
131 | } |
97 | } |
|
|
98 | |
132 | 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); |
133 | close_and_delete (fp, comp); |
100 | close_and_delete (fp, comp); |
134 | } |
101 | } |
135 | |
102 | |
136 | void |
103 | void |
… | |
… | |
144 | int size; |
111 | int size; |
145 | |
112 | |
146 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
113 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
147 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
148 | return; |
115 | return; |
|
|
116 | |
149 | news[0] = '\0'; |
117 | news[0] = '\0'; |
150 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
151 | size = 0; |
119 | size = 0; |
|
|
120 | |
152 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
153 | { |
122 | { |
154 | if (*buf == '#') |
123 | if (*buf == '#') |
155 | continue; |
124 | continue; |
|
|
125 | |
156 | if (*buf == '%') |
126 | if (*buf == '%') |
157 | { /* send one news */ |
127 | { /* send one news */ |
158 | if (size > 0) |
128 | if (size > 0) |
159 | 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 | |
160 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
161 | strip_endline (subject); |
132 | strip_endline (subject); |
162 | size = 0; |
133 | size = 0; |
163 | news[0] = '\0'; |
134 | news[0] = '\0'; |
164 | } |
135 | } |
… | |
… | |
177 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
178 | 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); |
179 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
180 | } |
151 | } |
181 | |
152 | |
182 | int |
|
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183 | playername_ok (const char *cp) |
|
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184 | { |
|
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185 | /* Don't allow - or _ as first character in the name */ |
|
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186 | if (*cp == '-' || *cp == '_') |
|
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187 | return 0; |
|
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188 | |
|
|
189 | for (; *cp != '\0'; cp++) |
|
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190 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
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191 | return 0; |
|
|
192 | return 1; |
|
|
193 | } |
|
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194 | |
|
|
195 | /* This no longer sets the player map. Also, it now updates |
|
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196 | * all the pointers so the caller doesn't need to do that. |
|
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197 | * Caller is responsible for setting the correct map. |
|
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198 | */ |
|
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199 | |
|
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200 | /* Redo this to do both get_player_ob and get_player. |
|
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201 | * Hopefully this will be less bugfree and simpler. |
|
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202 | * Returns the player structure. If 'p' is null, |
|
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203 | * we create a new one. Otherwise, we recycle |
|
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204 | * the one that is passed. |
|
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205 | */ |
|
|
206 | static player * |
|
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207 | get_player (player *p) |
|
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208 | { |
|
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209 | object *op = arch_to_object (get_player_archetype (0)); |
|
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210 | int i; |
|
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211 | |
|
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212 | /* Clears basically the entire player structure except |
|
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213 | * for next and socket. |
|
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214 | */ |
|
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215 | p->clear (); |
|
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216 | |
|
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217 | /* There are some elements we want initialized to non zero value - |
|
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218 | * we deal with that below this point. |
|
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219 | */ |
|
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220 | p->party = NULL; |
|
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221 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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222 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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223 | p->unapply = unapply_nochoice; |
|
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224 | p->Swap_First = -1; |
|
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225 | |
|
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226 | #ifdef AUTOSAVE |
|
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227 | p->last_save_tick = 9999999; |
|
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228 | #endif |
|
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229 | |
|
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230 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
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231 | |
|
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232 | op->contr = p; /* this aren't yet in archetype */ |
|
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233 | p->ob = op; |
|
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234 | op->speed_left = 0.5; |
|
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235 | op->speed = 1.0; |
|
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236 | op->direction = 5; /* So player faces south */ |
|
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237 | op->stats.wc = 2; |
|
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238 | op->run_away = 25; /* Then we panick... */ |
|
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239 | |
|
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240 | { |
|
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241 | int oldmon = p->socket->monitor_spells; // what a hack |
|
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242 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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243 | roll_stats (op); |
|
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244 | p->socket->monitor_spells = oldmon; |
|
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245 | } |
|
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246 | p->state = ST_ROLL_STAT; |
|
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247 | clear_los (op); |
|
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248 | |
|
|
249 | p->gen_sp_armour = 10; |
|
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250 | p->last_speed = -1; |
|
|
251 | p->shoottype = range_none; |
|
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252 | p->bowtype = bow_normal; |
|
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253 | p->petmode = pet_normal; |
|
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254 | p->listening = 10; |
|
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255 | p->usekeys = containers; |
|
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256 | p->last_weapon_sp = -1; |
|
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257 | p->peaceful = 1; /* default peaceful */ |
|
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258 | p->do_los = 1; |
|
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259 | p->explore = 0; |
|
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260 | p->no_shout = 0; /* default can shout */ |
|
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261 | |
|
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262 | assign (p->title, op->arch->clone.name); |
|
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263 | op->race = op->arch->clone.race; |
|
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264 | |
|
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265 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
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266 | |
|
|
267 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
268 | * if a player quits and starts a new character, we wont |
|
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269 | * send new values to the client, as things like exp start |
|
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270 | * at zero. |
|
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271 | */ |
|
|
272 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
273 | { |
|
|
274 | p->last_skill_exp[i] = -1; |
|
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275 | p->last_skill_ob[i] = NULL; |
|
|
276 | } |
|
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277 | |
|
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278 | for (i = 0; i < NROFATTACKS; i++) |
|
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279 | p->last_resist[i] = -1; |
|
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280 | |
|
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281 | p->last_stats.exp = -1; |
|
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282 | p->last_weight = (uint32) - 1; |
|
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283 | |
|
|
284 | p->socket->update_look = 0; |
|
|
285 | p->socket->look_position = 0; |
|
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286 | |
|
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287 | return p; |
|
|
288 | } |
|
|
289 | |
|
|
290 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
291 | static void |
154 | static void |
292 | set_first_map (object *op) |
155 | set_first_map (object *op) |
293 | { |
156 | { |
294 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
295 | op->x = -1; |
158 | op->x = -1; |
296 | op->y = -1; |
159 | op->y = -1; |
297 | enter_exit (op, NULL); |
|
|
298 | } |
160 | } |
299 | |
161 | |
|
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162 | void |
|
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163 | player::enter_map () |
|
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164 | { |
|
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165 | object *tmp = object::create (); |
|
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166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
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168 | EXIT_X (tmp) = ob->x; |
|
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169 | EXIT_Y (tmp) = ob->y; |
|
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170 | ob->enter_exit (tmp); |
|
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171 | |
|
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172 | tmp->destroy (); |
|
|
173 | } |
|
|
174 | |
|
|
175 | void |
|
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176 | player::activate () |
|
|
177 | { |
|
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178 | if (active) |
|
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179 | return; |
|
|
180 | |
|
|
181 | players.insert (this); |
|
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182 | ob->remove (); |
|
|
183 | ob->map = 0; |
|
|
184 | ob->activate_recursive (); |
|
|
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
186 | add_friendly_object (ob); |
|
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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 |
|
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211 | player::connect (client *ns) |
|
|
212 | { |
|
|
213 | this->ns = ns; |
|
|
214 | ns->pl = this; |
|
|
215 | |
|
|
216 | run_on = 0; |
|
|
217 | fire_on = 0; |
|
|
218 | |
|
|
219 | ns->update_look = 0; |
|
|
220 | ns->look_position = 0; |
|
|
221 | |
|
|
222 | clear_los (ob); |
|
|
223 | |
|
|
224 | ns->reset_stats (); |
|
|
225 | |
|
|
226 | /* make sure he's a player -- needed because of class change. */ |
|
|
227 | ob->type = PLAYER; // we are paranoid |
|
|
228 | ob->race = ob->arch->clone.race; |
|
|
229 | |
|
|
230 | if (!legal_range (ob, shoottype)) |
|
|
231 | shoottype = range_none; |
|
|
232 | |
|
|
233 | ob->carrying = sum_weight (ob); |
|
|
234 | link_player_skills (ob); |
|
|
235 | |
|
|
236 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
237 | |
|
|
238 | assign (title, ob->arch->clone.name); |
|
|
239 | |
|
|
240 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
241 | * from the class, and not race. I don't see any way to get the class information |
|
|
242 | * to then update this. I don't think this will actually break anything - anyone |
|
|
243 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
244 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
245 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
246 | */ |
|
|
247 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
248 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
249 | |
|
|
250 | /* if it's a dragon player, set the correct title here */ |
|
|
251 | if (is_dragon_pl (ob)) |
|
|
252 | { |
|
|
253 | object *tmp, *abil = 0, *skin = 0; |
|
|
254 | |
|
|
255 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
256 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
257 | |
|
|
258 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
259 | if (tmp->type == FORCE) |
|
|
260 | if (tmp->arch->name == dragon_ability_force) |
|
|
261 | abil = tmp; |
|
|
262 | else if (tmp->arch->name == dragon_skin_force) |
|
|
263 | skin = tmp; |
|
|
264 | |
|
|
265 | set_dragon_name (ob, abil, skin); |
|
|
266 | } |
|
|
267 | |
|
|
268 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
269 | |
|
|
270 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
271 | |
|
|
272 | ob->update_stats (); |
|
|
273 | ns->floorbox_update (); |
|
|
274 | |
|
|
275 | esrv_send_inventory (ob, ob); |
|
|
276 | esrv_add_spells (this, 0); |
|
|
277 | |
|
|
278 | activate (); |
|
|
279 | |
|
|
280 | send_rules (ob); |
|
|
281 | send_news (ob); |
|
|
282 | display_motd (ob); |
|
|
283 | |
|
|
284 | INVOKE_PLAYER (CONNECT, this); |
|
|
285 | INVOKE_PLAYER (LOGIN, this); |
|
|
286 | } |
|
|
287 | |
|
|
288 | void |
|
|
289 | player::disconnect () |
|
|
290 | { |
|
|
291 | if (ns) |
|
|
292 | { |
|
|
293 | if (active) |
|
|
294 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
295 | |
|
|
296 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
297 | |
|
|
298 | ns->pl = 0; |
|
|
299 | this->ns = 0; |
|
|
300 | } |
|
|
301 | |
|
|
302 | deactivate (); |
|
|
303 | } |
|
|
304 | |
|
|
305 | // the need for this function can be explained |
|
|
306 | // by load_object not returning the object |
|
|
307 | void |
|
|
308 | player::set_object (object *op) |
|
|
309 | { |
|
|
310 | ob = op; |
|
|
311 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
312 | |
|
|
313 | ob->speed_left = 0.5; |
|
|
314 | ob->speed = 1.0; |
|
|
315 | ob->direction = 5; /* So player faces south */ |
|
|
316 | ob->stats.wc = 2; |
|
|
317 | ob->run_away = 25; /* Then we panick... */ |
|
|
318 | |
|
|
319 | ob->roll_stats (); |
|
|
320 | } |
|
|
321 | |
|
|
322 | player::player () |
|
|
323 | { |
|
|
324 | /* There are some elements we want initialised to non zero value - |
|
|
325 | * we deal with that below this point. |
|
|
326 | */ |
|
|
327 | outputs_sync = 16; /* Every 2 seconds */ |
|
|
328 | outputs_count = 8; /* Keeps present behaviour */ |
|
|
329 | unapply = unapply_nochoice; |
|
|
330 | |
|
|
331 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
332 | |
|
|
333 | gen_sp_armour = 10; |
|
|
334 | shoottype = range_none; |
|
|
335 | bowtype = bow_normal; |
|
|
336 | petmode = pet_normal; |
|
|
337 | listening = 10; |
|
|
338 | usekeys = containers; |
|
|
339 | peaceful = 1; /* default peaceful */ |
|
|
340 | do_los = 1; |
|
|
341 | } |
|
|
342 | |
|
|
343 | void |
|
|
344 | player::do_destroy () |
|
|
345 | { |
|
|
346 | disconnect (); |
|
|
347 | |
|
|
348 | attachable::do_destroy (); |
|
|
349 | |
|
|
350 | if (ob) |
|
|
351 | { |
|
|
352 | ob->destroy_inv (false); |
|
|
353 | ob->destroy (); |
|
|
354 | } |
|
|
355 | } |
|
|
356 | |
|
|
357 | player::~player () |
|
|
358 | { |
|
|
359 | /* Clear item stack */ |
|
|
360 | free (stack_items); |
|
|
361 | } |
|
|
362 | |
300 | /* Tries to add player on the connection passwd in ns. |
363 | /* Tries to add player on the connection passed in ns. |
301 | * All we can really get in this is some settings like host and display |
364 | * All we can really get in this is some settings like host and display |
302 | * mode. |
365 | * mode. |
303 | */ |
366 | */ |
304 | |
367 | player * |
305 | int |
368 | player::create () |
306 | add_player (client_socket *ns) |
|
|
307 | { |
369 | { |
308 | player *p = new player; |
370 | player *pl = new player; |
309 | |
371 | |
310 | p->socket = ns; |
372 | pl->set_object (arch_to_object (get_player_archetype (0))); |
311 | ns->pl = p; |
|
|
312 | |
|
|
313 | p->next = first_player; |
|
|
314 | first_player = p; |
|
|
315 | |
|
|
316 | p = get_player (p); |
|
|
317 | |
|
|
318 | set_first_map (p->ob); |
373 | set_first_map (pl->ob); |
319 | |
374 | |
320 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
321 | add_friendly_object (p->ob); |
|
|
322 | send_rules (p->ob); |
|
|
323 | send_news (p->ob); |
|
|
324 | display_motd (p->ob); |
|
|
325 | get_name (p->ob); |
|
|
326 | |
|
|
327 | return 0; |
375 | return pl; |
328 | } |
376 | } |
329 | |
377 | |
330 | /* |
378 | /* |
331 | * get_player_archetype() return next player archetype from archetype |
379 | * get_player_archetype() return next player archetype from archetype |
332 | * list. Not very efficient routine, but used only creating new players. |
380 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
341 | { |
389 | { |
342 | if (at == NULL || at->next == NULL) |
390 | if (at == NULL || at->next == NULL) |
343 | at = first_archetype; |
391 | at = first_archetype; |
344 | else |
392 | else |
345 | at = at->next; |
393 | at = at->next; |
|
|
394 | |
346 | if (at->clone.type == PLAYER) |
395 | if (at->clone.type == PLAYER) |
347 | return at; |
396 | return at; |
|
|
397 | |
348 | if (at == start) |
398 | if (at == start) |
349 | { |
399 | { |
350 | LOG (llevError, "No Player archetypes\n"); |
400 | LOG (llevError, "No Player archetypes\n"); |
351 | exit (-1); |
401 | exit (-1); |
352 | } |
402 | } |
353 | } |
403 | } |
354 | } |
404 | } |
355 | |
405 | |
356 | |
|
|
357 | object * |
406 | object * |
358 | get_nearest_player (object *mon) |
407 | get_nearest_player (object *mon) |
359 | { |
408 | { |
360 | object *op = NULL; |
409 | object *op = NULL; |
361 | player *pl = NULL; |
|
|
362 | objectlink *ol; |
410 | objectlink *ol; |
363 | unsigned lastdist; |
411 | unsigned lastdist; |
364 | rv_vector rv; |
412 | rv_vector rv; |
365 | |
413 | |
366 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
414 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
367 | { |
415 | { |
368 | /* We should not find free objects on this friendly list, but it |
416 | /* We should not find free objects on this friendly list, but it |
369 | * does periodically happen. Given that, lets deal with it. |
417 | * does periodically happen. Given that, lets deal with it. |
370 | * While unlikely, it is possible the next object on the friendly |
418 | * While unlikely, it is possible the next object on the friendly |
371 | * list is also free, so encapsulate this in a while loop. |
419 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
375 | object *tmp = ol->ob; |
423 | object *tmp = ol->ob; |
376 | |
424 | |
377 | /* Can't do much more other than log the fact, because the object |
425 | /* Can't do much more other than log the fact, because the object |
378 | * itself will have been cleared. |
426 | * itself will have been cleared. |
379 | */ |
427 | */ |
380 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
428 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
429 | tmp->debug_desc ()); |
381 | ol = ol->next; |
430 | ol = ol->next; |
382 | remove_friendly_object (tmp); |
431 | remove_friendly_object (tmp); |
383 | if (!ol) |
432 | if (!ol) |
384 | return op; |
433 | return op; |
385 | } |
434 | } |
… | |
… | |
398 | { |
447 | { |
399 | op = ol->ob; |
448 | op = ol->ob; |
400 | lastdist = rv.distance; |
449 | lastdist = rv.distance; |
401 | } |
450 | } |
402 | } |
451 | } |
403 | for (pl = first_player; pl != NULL; pl = pl->next) |
452 | |
404 | { |
453 | for_all_players (pl) |
405 | if (can_detect_enemy (mon, pl->ob, &rv)) |
454 | if (can_detect_enemy (mon, pl->ob, &rv)) |
406 | { |
|
|
407 | |
|
|
408 | if (lastdist > rv.distance) |
455 | if (lastdist > rv.distance) |
409 | { |
456 | { |
410 | op = pl->ob; |
457 | op = pl->ob; |
411 | lastdist = rv.distance; |
458 | lastdist = rv.distance; |
412 | } |
459 | } |
413 | } |
460 | |
414 | } |
|
|
415 | #if 0 |
461 | #if 0 |
416 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
462 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
417 | #endif |
463 | #endif |
418 | return op; |
464 | return op; |
419 | } |
465 | } |
… | |
… | |
437 | * circling behaviour. Unfortunately, this function is also used to determined |
483 | * circling behaviour. Unfortunately, this function is also used to determined |
438 | * if the creature should cast a spell, so returning a direction in that case |
484 | * if the creature should cast a spell, so returning a direction in that case |
439 | * is probably not a good thing. |
485 | * is probably not a good thing. |
440 | */ |
486 | */ |
441 | #define MAX_SPACES 50 |
487 | #define MAX_SPACES 50 |
442 | |
|
|
443 | |
488 | |
444 | /* |
489 | /* |
445 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
490 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
446 | * modified to verify there is a path to the player. Does this by stepping towards |
491 | * modified to verify there is a path to the player. Does this by stepping towards |
447 | * player and if path is blocked then see if blockage is close enough to player that |
492 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
686 | /* Need to set up the skill pointers */ |
731 | /* Need to set up the skill pointers */ |
687 | link_player_skills (pl); |
732 | link_player_skills (pl); |
688 | } |
733 | } |
689 | |
734 | |
690 | void |
735 | void |
691 | get_name (object *op) |
|
|
692 | { |
|
|
693 | op->contr->write_buf[0] = '\0'; |
|
|
694 | op->contr->state = ST_GET_NAME; |
|
|
695 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
696 | } |
|
|
697 | |
|
|
698 | void |
|
|
699 | get_password (object *op) |
|
|
700 | { |
|
|
701 | op->contr->write_buf[0] = '\0'; |
|
|
702 | op->contr->state = ST_GET_PASSWORD; |
|
|
703 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
704 | } |
|
|
705 | |
|
|
706 | void |
|
|
707 | play_again (object *op) |
|
|
708 | { |
|
|
709 | op->contr->state = ST_PLAY_AGAIN; |
|
|
710 | op->chosen_skill = NULL; |
|
|
711 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
712 | /* a bit of a hack, but there are various places early in th |
|
|
713 | * player creation process that a user can quit (eg, roll |
|
|
714 | * stats) that isn't removing the player. Taking a quick |
|
|
715 | * look, there are many places that call play_again without |
|
|
716 | * removing the player - it probably makes more sense |
|
|
717 | * to leave it to play_again to remove the object in all |
|
|
718 | * cases. |
|
|
719 | */ |
|
|
720 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
721 | op->remove (); |
|
|
722 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
723 | * and draw() doesn't check to see if the player is removed, only if |
|
|
724 | * the map is null or not swapped out. |
|
|
725 | */ |
|
|
726 | op->map = NULL; |
|
|
727 | } |
|
|
728 | |
|
|
729 | int |
|
|
730 | receive_play_again (object *op, char key) |
|
|
731 | { |
|
|
732 | if (key == 'q' || key == 'Q') |
|
|
733 | { |
|
|
734 | remove_friendly_object (op); |
|
|
735 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
736 | return 2; |
|
|
737 | } |
|
|
738 | else if (key == 'a' || key == 'A') |
|
|
739 | { |
|
|
740 | player *pl = op->contr; |
|
|
741 | shstr name = op->name; |
|
|
742 | |
|
|
743 | op->contr = 0; |
|
|
744 | op->type = 0; |
|
|
745 | op->destroy (1); |
|
|
746 | pl = get_player (pl); |
|
|
747 | op = pl->ob; |
|
|
748 | add_friendly_object (op); |
|
|
749 | op->contr->password[0] = '~'; |
|
|
750 | op->name = op->name_pl = 0; |
|
|
751 | /* Lets put a space in here */ |
|
|
752 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
753 | get_name (op); |
|
|
754 | op->name = op->name_pl = name; |
|
|
755 | set_first_map (op); |
|
|
756 | } |
|
|
757 | else |
|
|
758 | /* user pressed something else so just ask again... */ |
|
|
759 | play_again (op); |
|
|
760 | |
|
|
761 | return 0; |
|
|
762 | } |
|
|
763 | |
|
|
764 | void |
|
|
765 | confirm_password (object *op) |
|
|
766 | { |
|
|
767 | |
|
|
768 | op->contr->write_buf[0] = '\0'; |
|
|
769 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
770 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
771 | } |
|
|
772 | |
|
|
773 | void |
|
|
774 | get_party_password (object *op, partylist *party) |
736 | get_party_password (object *op, partylist *party) |
775 | { |
737 | { |
776 | if (party == NULL) |
738 | if (party == NULL) |
777 | { |
739 | { |
778 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
740 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
779 | return; |
741 | return; |
780 | } |
742 | } |
|
|
743 | |
781 | op->contr->write_buf[0] = '\0'; |
744 | op->contr->write_buf[0] = '\0'; |
782 | op->contr->state = ST_GET_PARTY_PASSWORD; |
745 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
783 | op->contr->party_to_join = party; |
746 | op->contr->party_to_join = party; |
784 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
747 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
785 | } |
748 | } |
786 | |
|
|
787 | |
749 | |
788 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
750 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
789 | int |
751 | static int |
790 | roll_stat (void) |
752 | roll_stat (void) |
791 | { |
753 | { |
792 | int a[4], i, j, k; |
754 | int a[4], i, j, k; |
793 | |
755 | |
794 | for (i = 0; i < 4; i++) |
756 | for (i = 0; i < 4; i++) |
… | |
… | |
797 | for (i = 0, j = 0, k = 7; i < 4; i++) |
759 | for (i = 0, j = 0, k = 7; i < 4; i++) |
798 | if (a[i] < k) |
760 | if (a[i] < k) |
799 | k = a[i], j = i; |
761 | k = a[i], j = i; |
800 | |
762 | |
801 | for (i = 0, k = 0; i < 4; i++) |
763 | for (i = 0, k = 0; i < 4; i++) |
802 | { |
|
|
803 | if (i != j) |
764 | if (i != j) |
804 | k += a[i]; |
765 | k += a[i]; |
805 | } |
766 | |
806 | return k; |
767 | return k; |
807 | } |
768 | } |
808 | |
769 | |
809 | void |
770 | void |
810 | roll_stats (object *op) |
771 | object::roll_stats () |
811 | { |
772 | { |
812 | int sum = 0; |
|
|
813 | int i = 0, j = 0; |
|
|
814 | int statsort[7]; |
773 | int statsort [7]; |
815 | |
774 | |
816 | do |
775 | for (;;) |
817 | { |
|
|
818 | op->stats.Str = roll_stat (); |
|
|
819 | op->stats.Dex = roll_stat (); |
|
|
820 | op->stats.Int = roll_stat (); |
|
|
821 | op->stats.Con = roll_stat (); |
|
|
822 | op->stats.Wis = roll_stat (); |
|
|
823 | op->stats.Pow = roll_stat (); |
|
|
824 | op->stats.Cha = roll_stat (); |
|
|
825 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
826 | } |
776 | { |
827 | while (sum < 82 || sum > 116); |
777 | int sum = 0; |
|
|
778 | for (int i = 7; i--; ) |
|
|
779 | sum += statsort [i] = roll_stat (); |
828 | |
780 | |
|
|
781 | if (sum >= 82 && sum <= 116) |
|
|
782 | break; |
|
|
783 | } |
|
|
784 | |
829 | /* Sort the stats so that rerolling is easier... */ |
785 | // Sort the stats so that rerolling is easier... |
830 | statsort[0] = op->stats.Str; |
786 | std::sort (statsort, statsort + 7, std::greater<int>()); |
831 | statsort[1] = op->stats.Dex; |
|
|
832 | statsort[2] = op->stats.Int; |
|
|
833 | statsort[3] = op->stats.Con; |
|
|
834 | statsort[4] = op->stats.Wis; |
|
|
835 | statsort[5] = op->stats.Pow; |
|
|
836 | statsort[6] = op->stats.Cha; |
|
|
837 | |
787 | |
838 | /* a quick and dirty bubblesort? */ |
|
|
839 | do |
|
|
840 | { |
|
|
841 | if (statsort[i] < statsort[i + 1]) |
|
|
842 | { |
|
|
843 | j = statsort[i]; |
|
|
844 | statsort[i] = statsort[i + 1]; |
|
|
845 | statsort[i + 1] = j; |
|
|
846 | i = 0; |
|
|
847 | } |
|
|
848 | else |
|
|
849 | { |
|
|
850 | i++; |
|
|
851 | } |
|
|
852 | } |
|
|
853 | while (i < 6); |
|
|
854 | |
|
|
855 | op->stats.Str = statsort[0]; |
788 | stats.Str = statsort[0]; |
856 | op->stats.Dex = statsort[1]; |
789 | stats.Dex = statsort[1]; |
857 | op->stats.Con = statsort[2]; |
790 | stats.Con = statsort[2]; |
858 | op->stats.Int = statsort[3]; |
791 | stats.Int = statsort[3]; |
859 | op->stats.Wis = statsort[4]; |
792 | stats.Wis = statsort[4]; |
860 | op->stats.Pow = statsort[5]; |
793 | stats.Pow = statsort[5]; |
861 | op->stats.Cha = statsort[6]; |
794 | stats.Cha = statsort[6]; |
862 | |
795 | |
863 | |
|
|
864 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
865 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
866 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
867 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
868 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
869 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
870 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
871 | |
|
|
872 | op->level = 1; |
|
|
873 | op->stats.exp = 0; |
796 | stats.exp = 0; |
874 | op->stats.ac = 0; |
797 | stats.ac = 0; |
875 | |
798 | |
876 | op->contr->levhp[1] = 9; |
|
|
877 | op->contr->levsp[1] = 6; |
|
|
878 | op->contr->levgrace[1] = 3; |
|
|
879 | |
|
|
880 | fix_player (op); |
|
|
881 | op->stats.hp = op->stats.maxhp; |
799 | stats.hp = stats.maxhp; |
882 | op->stats.sp = op->stats.maxsp; |
800 | stats.sp = stats.maxsp; |
883 | op->stats.grace = op->stats.maxgrace; |
801 | stats.grace = stats.maxgrace; |
|
|
802 | |
|
|
803 | if (contr) |
|
|
804 | { |
|
|
805 | contr->levhp[1] = 9; |
|
|
806 | contr->levsp[1] = 6; |
|
|
807 | contr->levgrace[1] = 3; |
|
|
808 | |
884 | op->contr->orig_stats = op->stats; |
809 | contr->orig_stats = stats; |
|
|
810 | } |
885 | } |
811 | } |
886 | |
812 | |
887 | void |
813 | void |
888 | Roll_Again (object *op) |
814 | object::swap_stats (int a, int b) |
889 | { |
815 | { |
890 | esrv_new_player (op->contr, 0); |
816 | int tmp = get_attr_value (&contr->orig_stats, a); |
891 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
817 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
892 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
818 | set_attr_value (&contr->orig_stats, b, tmp); |
893 | } |
|
|
894 | |
819 | |
895 | void |
820 | stats.Str = contr->orig_stats.Str; |
896 | Swap_Stat (object *op, int Swap_Second) |
821 | stats.Dex = contr->orig_stats.Dex; |
|
|
822 | stats.Con = contr->orig_stats.Con; |
|
|
823 | stats.Int = contr->orig_stats.Int; |
|
|
824 | stats.Wis = contr->orig_stats.Wis; |
|
|
825 | stats.Pow = contr->orig_stats.Pow; |
|
|
826 | stats.Cha = contr->orig_stats.Cha; |
|
|
827 | |
|
|
828 | //TODO: the following code looks so borked and should, at the very least, |
|
|
829 | // be merged with the similar code in roll_stats |
|
|
830 | stats.ac = 0; |
|
|
831 | |
|
|
832 | level = 1; |
|
|
833 | stats.exp = 0; |
|
|
834 | stats.ac = 0; |
|
|
835 | |
|
|
836 | stats.hp = stats.maxhp; |
|
|
837 | stats.sp = stats.maxsp; |
|
|
838 | stats.grace = stats.maxgrace; |
|
|
839 | |
|
|
840 | if (contr) |
|
|
841 | { |
|
|
842 | contr->levhp[1] = 9; |
|
|
843 | contr->levsp[1] = 6; |
|
|
844 | contr->levgrace[1] = 3; |
|
|
845 | |
|
|
846 | contr->orig_stats = stats; |
|
|
847 | } |
|
|
848 | } |
|
|
849 | |
|
|
850 | static void |
|
|
851 | start_info (object *op) |
897 | { |
852 | { |
898 | signed char tmp; |
|
|
899 | char buf[MAX_BUF]; |
853 | char buf[MAX_BUF]; |
900 | |
854 | |
901 | if (op->contr->Swap_First == -1) |
855 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
902 | { |
|
|
903 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
904 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
905 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
906 | return; |
|
|
907 | } |
|
|
908 | |
|
|
909 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
910 | |
|
|
911 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
912 | |
|
|
913 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
914 | |
|
|
915 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
916 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
856 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
917 | op->stats.Str = op->contr->orig_stats.Str; |
857 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
918 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
919 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
920 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
921 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
922 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
923 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
924 | op->stats.ac = 0; |
|
|
925 | |
|
|
926 | op->level = 1; |
|
|
927 | op->stats.exp = 0; |
|
|
928 | op->stats.ac = 0; |
|
|
929 | |
|
|
930 | op->contr->levhp[1] = 9; |
|
|
931 | op->contr->levsp[1] = 6; |
|
|
932 | op->contr->levgrace[1] = 3; |
|
|
933 | |
|
|
934 | fix_player (op); |
|
|
935 | op->stats.hp = op->stats.maxhp; |
|
|
936 | op->stats.sp = op->stats.maxsp; |
|
|
937 | op->stats.grace = op->stats.maxgrace; |
|
|
938 | op->contr->orig_stats = op->stats; |
|
|
939 | op->contr->Swap_First = -1; |
|
|
940 | } |
|
|
941 | |
|
|
942 | |
|
|
943 | /* This code has been greatly reduced, because with set_attr_value |
|
|
944 | * and get_attr_value, the stats can be accessed just numeric |
|
|
945 | * ids. stat_trans is a table that translate the number entered |
|
|
946 | * into the actual stat. It is needed because the order the stats |
|
|
947 | * are displayed in the stat window is not the same as how |
|
|
948 | * the number's access that stat. The table does that translation. |
|
|
949 | */ |
|
|
950 | int |
|
|
951 | key_roll_stat (object *op, char key) |
|
|
952 | { |
|
|
953 | int keynum = key - '0'; |
|
|
954 | char buf[MAX_BUF]; |
|
|
955 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
956 | |
|
|
957 | if (keynum > 0 && keynum <= 7) |
|
|
958 | { |
|
|
959 | if (op->contr->Swap_First == -1) |
|
|
960 | { |
|
|
961 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
962 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
963 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
858 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
964 | } |
|
|
965 | else |
|
|
966 | Swap_Stat (op, stat_trans[keynum]); |
|
|
967 | |
|
|
968 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
969 | return 1; |
|
|
970 | } |
|
|
971 | switch (key) |
|
|
972 | { |
|
|
973 | case 'n': |
|
|
974 | case 'N': |
|
|
975 | { |
|
|
976 | SET_FLAG (op, FLAG_WIZ); |
|
|
977 | if (op->map == NULL) |
|
|
978 | { |
|
|
979 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
980 | break; |
|
|
981 | } |
|
|
982 | |
|
|
983 | #if 0 |
|
|
984 | /* So that enter_exit will put us at startx/starty */ |
|
|
985 | op->x = -1; |
|
|
986 | |
|
|
987 | enter_exit (op, NULL); |
|
|
988 | #endif |
|
|
989 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
990 | /* Enter exit adds a player otherwise */ |
|
|
991 | add_statbonus (op); |
|
|
992 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
993 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
994 | op->contr->state = ST_CHANGE_CLASS; |
|
|
995 | if (op->msg) |
|
|
996 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
997 | return 0; |
|
|
998 | } |
|
|
999 | case 'y': |
|
|
1000 | case 'Y': |
|
|
1001 | roll_stats (op); |
|
|
1002 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1003 | return 1; |
|
|
1004 | |
|
|
1005 | case 'q': |
|
|
1006 | case 'Q': |
|
|
1007 | play_again (op); |
|
|
1008 | return 1; |
|
|
1009 | |
|
|
1010 | default: |
|
|
1011 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1012 | return 0; |
|
|
1013 | } |
|
|
1014 | return 0; |
|
|
1015 | } |
859 | } |
1016 | |
860 | |
1017 | /* This function takes the key that is passed, and does the |
861 | /* This function takes the key that is passed, and does the |
1018 | * appropriate action with it (change race, or other things). |
862 | * appropriate action with it (change race, or other things). |
1019 | * The function name is for historical reasons - now we have |
863 | * The function name is for historical reasons - now we have |
1020 | * separate race and class; this actually changes the RACE, |
864 | * separate race and class; this actually changes the RACE, |
1021 | * not the class. |
865 | * not the class. |
1022 | */ |
866 | */ |
1023 | |
|
|
1024 | int |
867 | int |
1025 | key_change_class (object *op, char key) |
868 | key_change_class (object *op, char key) |
1026 | { |
869 | { |
1027 | int tmp_loop; |
870 | int tmp_loop; |
1028 | |
871 | |
1029 | if (key == 'q' || key == 'Q') |
|
|
1030 | { |
|
|
1031 | op->remove (); |
|
|
1032 | play_again (op); |
|
|
1033 | return 0; |
|
|
1034 | } |
|
|
1035 | if (key == 'd' || key == 'D') |
872 | if (key == 'd' || key == 'D') |
1036 | { |
873 | { |
1037 | char buf[MAX_BUF]; |
874 | char buf[MAX_BUF]; |
1038 | |
875 | |
1039 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
… | |
… | |
1044 | create_treasure (tl, op, 0, 0, 0); |
881 | create_treasure (tl, op, 0, 0, 0); |
1045 | |
882 | |
1046 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, op->contr); |
1047 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, op->contr); |
1048 | |
885 | |
1049 | op->contr->state = ST_PLAYING; |
886 | op->contr->ns->state = ST_PLAYING; |
1050 | |
887 | |
1051 | if (op->msg) |
888 | if (op->msg) |
1052 | op->msg = NULL; |
889 | op->msg = NULL; |
1053 | |
890 | |
1054 | /* We create this now because some of the unique maps will need it |
891 | /* We create this now because some of the unique maps will need it |
1055 | * to save here. |
892 | * to save here. |
1056 | */ |
893 | */ |
1057 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
1058 | make_path_to_file (buf); |
895 | make_path_to_file (buf); |
1059 | |
896 | |
1060 | #ifdef AUTOSAVE |
|
|
1061 | op->contr->last_save_tick = pticks; |
|
|
1062 | #endif |
|
|
1063 | start_info (op); |
897 | start_info (op); |
1064 | CLEAR_FLAG (op, FLAG_WIZ); |
898 | CLEAR_FLAG (op, FLAG_WIZ); |
1065 | give_initial_items (op, op->randomitems); |
899 | give_initial_items (op, op->randomitems); |
1066 | link_player_skills (op); |
900 | link_player_skills (op); |
1067 | esrv_send_inventory (op, op); |
901 | esrv_send_inventory (op, op); |
1068 | fix_player (op); |
902 | op->update_stats (); |
1069 | |
903 | |
1070 | /* This moves the player to a different start map, if there |
904 | /* This moves the player to a different start map, if there |
1071 | * is one for this race |
905 | * is one for this race |
1072 | */ |
906 | */ |
1073 | if (*first_map_ext_path) |
907 | if (*first_map_ext_path) |
1074 | { |
908 | { |
1075 | object *tmp; |
909 | object *tmp; |
1076 | char mapname[MAX_BUF]; |
910 | char mapname[MAX_BUF]; |
1077 | |
911 | |
1078 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
912 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
1079 | tmp = object::create (); |
913 | tmp = object::create (); |
1080 | EXIT_PATH (tmp) = mapname; |
914 | EXIT_PATH (tmp) = mapname; |
1081 | EXIT_X (tmp) = op->x; |
915 | EXIT_X (tmp) = op->x; |
1082 | EXIT_Y (tmp) = op->y; |
916 | EXIT_Y (tmp) = op->y; |
1083 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
917 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
1084 | * if the map isn't there, then stay on the |
918 | * if the map isn't there, then stay on the |
1085 | * default initial map */ |
919 | * default initial map */ |
1086 | tmp->destroy (); |
920 | tmp->destroy (); |
1087 | } |
921 | } |
1088 | else |
922 | else |
1089 | { |
|
|
1090 | LOG (llevDebug, "first_map_ext_path not set\n"); |
923 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1091 | } |
924 | |
1092 | return 0; |
925 | return 0; |
1093 | } |
926 | } |
1094 | |
927 | |
1095 | /* Following actually changes the race - this is the default command |
928 | /* Following actually changes the race - this is the default command |
1096 | * if we don't match with one of the options above. |
929 | * if we don't match with one of the options above. |
… | |
… | |
1100 | while (!tmp_loop) |
933 | while (!tmp_loop) |
1101 | { |
934 | { |
1102 | shstr name = op->name; |
935 | shstr name = op->name; |
1103 | int x = op->x, y = op->y; |
936 | int x = op->x, y = op->y; |
1104 | |
937 | |
1105 | remove_statbonus (op); |
938 | op->remove_statbonus (); |
1106 | op->remove (); |
939 | op->remove (); |
1107 | op->arch = get_player_archetype (op->arch); |
940 | op->arch = get_player_archetype (op->arch); |
1108 | op->arch->clone.copy_to (op); |
941 | op->arch->clone.copy_to (op); |
1109 | op->instantiate (); |
942 | op->instantiate (); |
1110 | op->stats = op->contr->orig_stats; |
943 | op->stats = op->contr->orig_stats; |
… | |
… | |
1112 | op->x = x; |
945 | op->x = x; |
1113 | op->y = y; |
946 | op->y = y; |
1114 | SET_ANIMATION (op, 2); /* So player faces south */ |
947 | SET_ANIMATION (op, 2); /* So player faces south */ |
1115 | insert_ob_in_map (op, op->map, op, 0); |
948 | insert_ob_in_map (op, op->map, op, 0); |
1116 | assign (op->contr->title, op->arch->clone.name); |
949 | assign (op->contr->title, op->arch->clone.name); |
1117 | add_statbonus (op); |
950 | op->add_statbonus (); |
1118 | tmp_loop = allowed_class (op); |
951 | tmp_loop = allowed_class (op); |
1119 | } |
952 | } |
1120 | |
953 | |
1121 | update_object (op, UP_OBJ_FACE); |
954 | update_object (op, UP_OBJ_FACE); |
1122 | esrv_update_item (UPD_FACE, op, op); |
955 | esrv_update_item (UPD_FACE, op, op); |
1123 | fix_player (op); |
956 | op->update_stats (); |
1124 | op->stats.hp = op->stats.maxhp; |
957 | op->stats.hp = op->stats.maxhp; |
1125 | op->stats.sp = op->stats.maxsp; |
958 | op->stats.sp = op->stats.maxsp; |
1126 | op->stats.grace = 0; |
959 | op->stats.grace = 0; |
1127 | |
960 | |
1128 | if (op->msg) |
961 | if (op->msg) |
1129 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
962 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1130 | |
963 | |
1131 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
964 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1132 | return 0; |
965 | return 0; |
1133 | } |
|
|
1134 | |
|
|
1135 | int |
|
|
1136 | key_confirm_quit (object *op, char key) |
|
|
1137 | { |
|
|
1138 | char buf[MAX_BUF]; |
|
|
1139 | |
|
|
1140 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1141 | { |
|
|
1142 | op->contr->state = ST_PLAYING; |
|
|
1143 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1144 | return 1; |
|
|
1145 | } |
|
|
1146 | |
|
|
1147 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1148 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1149 | |
|
|
1150 | terminate_all_pets (op); |
|
|
1151 | leave_map (op); |
|
|
1152 | op->direction = 0; |
|
|
1153 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1154 | |
|
|
1155 | strcpy (op->contr->killer, "quit"); |
|
|
1156 | check_score (op); |
|
|
1157 | op->contr->party = NULL; |
|
|
1158 | if (settings.set_title == TRUE) |
|
|
1159 | op->contr->own_title[0] = '\0'; |
|
|
1160 | |
|
|
1161 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1162 | { |
|
|
1163 | maptile *mp, *next; |
|
|
1164 | |
|
|
1165 | /* We need to hunt for any per player unique maps in memory and |
|
|
1166 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1167 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1168 | */ |
|
|
1169 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1170 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1171 | { |
|
|
1172 | next = mp->next; |
|
|
1173 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1174 | delete_map (mp); |
|
|
1175 | } |
|
|
1176 | |
|
|
1177 | delete_character (op->name, 1); |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | play_again (op); |
|
|
1181 | return 1; |
|
|
1182 | } |
966 | } |
1183 | |
967 | |
1184 | void |
968 | void |
1185 | flee_player (object *op) |
969 | flee_player (object *op) |
1186 | { |
970 | { |
… | |
… | |
1216 | { |
1000 | { |
1217 | op->enemy = NULL; |
1001 | op->enemy = NULL; |
1218 | CLEAR_FLAG (op, FLAG_SCARED); |
1002 | CLEAR_FLAG (op, FLAG_SCARED); |
1219 | return; |
1003 | return; |
1220 | } |
1004 | } |
|
|
1005 | |
1221 | get_rangevector (op, op->enemy, &rv, 0); |
1006 | get_rangevector (op, op->enemy, &rv, 0); |
1222 | |
1007 | |
1223 | dir = absdir (4 + rv.direction); |
1008 | dir = absdir (4 + rv.direction); |
1224 | for (diff = 0; diff < 3; diff++) |
1009 | for (diff = 0; diff < 3; diff++) |
1225 | { |
1010 | { |
1226 | int m = 1 - (RANDOM () & 2); |
1011 | int m = 1 - (RANDOM () & 2); |
1227 | |
1012 | |
1228 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1013 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1229 | { |
|
|
1230 | return; |
1014 | return; |
1231 | } |
|
|
1232 | } |
1015 | } |
|
|
1016 | |
1233 | /* Cornered, get rid of scared */ |
1017 | /* Cornered, get rid of scared */ |
1234 | CLEAR_FLAG (op, FLAG_SCARED); |
1018 | CLEAR_FLAG (op, FLAG_SCARED); |
1235 | op->enemy = NULL; |
1019 | op->enemy = NULL; |
1236 | } |
1020 | } |
1237 | |
1021 | |
… | |
… | |
1323 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1324 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1108 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1325 | else |
1109 | else |
1326 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1327 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1111 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1112 | |
1328 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1113 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1329 | |
|
|
1330 | sprintf (putstring, "...flags: "); |
|
|
1331 | for (k = 0; k < 4; k++) |
|
|
1332 | { |
|
|
1333 | for (j = 0; j < 32; j++) |
|
|
1334 | { |
|
|
1335 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1336 | { |
|
|
1337 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1338 | strcat (putstring, tmpstr); |
|
|
1339 | } |
|
|
1340 | } |
|
|
1341 | } |
|
|
1342 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1343 | |
|
|
1344 | #if 0 |
|
|
1345 | /* print the flags too */ |
|
|
1346 | for (k = 0; k < 4; k++) |
|
|
1347 | { |
|
|
1348 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1349 | for (j = 0; j < 32; j++) |
|
|
1350 | { |
|
|
1351 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1352 | if (!((j + 1) % 4)) |
|
|
1353 | fprintf (stderr, " "); |
|
|
1354 | } |
|
|
1355 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1356 | } |
|
|
1357 | #endif |
|
|
1358 | } |
1114 | } |
|
|
1115 | |
1359 | /* philosophy: |
1116 | /* philosophy: |
1360 | * It's easy to grab an item type from a pile, as long as it's |
1117 | * It's easy to grab an item type from a pile, as long as it's |
1361 | * generic. This takes no game-time. For more detailed pickups |
1118 | * generic. This takes no game-time. For more detailed pickups |
1362 | * and selections, select-items shoul dbe used. This is a |
1119 | * and selections, select-items should be used. This is a |
1363 | * grab-as-you-run type mode that's really useful for arrows for |
1120 | * grab-as-you-run type mode that's really useful for arrows for |
1364 | * example. |
1121 | * example. |
1365 | * The drawback: right now it has no frontend, so you need to |
1122 | * The drawback: right now it has no frontend, so you need to |
1366 | * stick the bits you want into a calculator in hex mode and then |
1123 | * stick the bits you want into a calculator in hex mode and then |
1367 | * convert to decimal and then 'pickup <#> |
1124 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1793 | if (!dir) |
1550 | if (!dir) |
1794 | { |
1551 | { |
1795 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1552 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1796 | return 0; |
1553 | return 0; |
1797 | } |
1554 | } |
|
|
1555 | |
1798 | if (op->type == PLAYER) |
1556 | if (op->type == PLAYER) |
1799 | bow = op->contr->ranges[range_bow]; |
1557 | bow = op->contr->ranges[range_bow]; |
1800 | else |
1558 | else |
1801 | { |
1559 | { |
1802 | for (bow = op->inv; bow; bow = bow->below) |
1560 | for (bow = op->inv; bow; bow = bow->below) |
… | |
… | |
1810 | { |
1568 | { |
1811 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1569 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1812 | return 0; |
1570 | return 0; |
1813 | } |
1571 | } |
1814 | } |
1572 | } |
|
|
1573 | |
1815 | if (!bow->race || !bow->skill) |
1574 | if (!bow->race || !bow->skill) |
1816 | { |
1575 | { |
1817 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1576 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1818 | return 0; |
1577 | return 0; |
1819 | } |
1578 | } |
… | |
… | |
1821 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1580 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1822 | |
1581 | |
1823 | /* penalize ROF for bestarrow */ |
1582 | /* penalize ROF for bestarrow */ |
1824 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1583 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1825 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1584 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1585 | |
1826 | if (bowspeed < 1) |
1586 | if (bowspeed < 1) |
1827 | bowspeed = 1; |
1587 | bowspeed = 1; |
1828 | |
1588 | |
1829 | if (arrow == NULL) |
1589 | if (arrow == NULL) |
1830 | { |
1590 | { |
… | |
… | |
1836 | else |
1596 | else |
1837 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1597 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1838 | return 0; |
1598 | return 0; |
1839 | } |
1599 | } |
1840 | } |
1600 | } |
|
|
1601 | |
1841 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1602 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1842 | if (mflags & P_OUT_OF_MAP) |
1603 | if (mflags & P_OUT_OF_MAP) |
1843 | { |
|
|
1844 | return 0; |
1604 | return 0; |
1845 | } |
1605 | |
1846 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1606 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1847 | { |
1607 | { |
1848 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1608 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1849 | return 0; |
1609 | return 0; |
1850 | } |
1610 | } |
… | |
… | |
1856 | return 0; |
1616 | return 0; |
1857 | } |
1617 | } |
1858 | |
1618 | |
1859 | left = arrow; /* these are arrows left to the player */ |
1619 | left = arrow; /* these are arrows left to the player */ |
1860 | arrow = get_split_ob (arrow, 1); |
1620 | arrow = get_split_ob (arrow, 1); |
1861 | if (arrow == NULL) |
1621 | if (!arrow) |
1862 | { |
1622 | { |
1863 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1623 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1864 | return 0; |
1624 | return 0; |
1865 | } |
1625 | } |
|
|
1626 | |
1866 | arrow->set_owner (op); |
1627 | arrow->set_owner (op); |
1867 | arrow->skill = bow->skill; |
1628 | arrow->skill = bow->skill; |
1868 | |
|
|
1869 | arrow->direction = dir; |
1629 | arrow->direction = dir; |
1870 | arrow->x = sx; |
|
|
1871 | arrow->y = sy; |
|
|
1872 | |
1630 | |
1873 | if (op->type == PLAYER) |
1631 | if (op->type == PLAYER) |
1874 | { |
1632 | { |
1875 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1633 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1876 | fix_player (op); |
1634 | op->update_stats (); |
1877 | } |
1635 | } |
1878 | |
1636 | |
1879 | SET_ANIMATION (arrow, arrow->direction); |
1637 | SET_ANIMATION (arrow, arrow->direction); |
1880 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1638 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1881 | arrow->stats.hp = arrow->stats.dam; |
1639 | arrow->stats.hp = arrow->stats.dam; |
1882 | arrow->stats.grace = arrow->attacktype; |
1640 | arrow->stats.grace = arrow->attacktype; |
1883 | if (arrow->slaying != NULL) |
1641 | if (arrow->slaying != NULL) |
1884 | arrow->spellarg = strdup_local (arrow->slaying); |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1885 | |
1643 | |
1886 | /* Note that this was different for monsters - they got their level |
1644 | /* Note that this was different for monsters - they got their level |
1887 | * added to the damage. I think the strength bonus is more proper. |
1645 | * added to the damage. I think the strength bonus is more proper. |
1888 | */ |
1646 | */ |
1889 | |
1647 | |
… | |
… | |
1891 | |
1649 | |
1892 | /* update the speed */ |
1650 | /* update the speed */ |
1893 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1651 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1894 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1652 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1895 | |
1653 | |
1896 | if (arrow->speed < 1.0) |
1654 | arrow->set_speed (max (arrow->speed, 1.0)); |
1897 | arrow->speed = 1.0; |
|
|
1898 | update_ob_speed (arrow); |
|
|
1899 | arrow->speed_left = 0; |
1655 | arrow->speed_left = 0; |
1900 | |
1656 | |
1901 | if (op->type == PLAYER) |
1657 | if (op->type == PLAYER) |
1902 | { |
1658 | { |
1903 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1659 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1913 | } |
1669 | } |
1914 | |
1670 | |
1915 | if (arrow->attacktype == AT_PHYSICAL) |
1671 | if (arrow->attacktype == AT_PHYSICAL) |
1916 | arrow->attacktype |= bow->attacktype; |
1672 | arrow->attacktype |= bow->attacktype; |
1917 | |
1673 | |
1918 | if (bow->slaying != NULL) |
1674 | if (bow->slaying) |
1919 | arrow->slaying = bow->slaying; |
1675 | arrow->slaying = bow->slaying; |
1920 | |
1676 | |
1921 | arrow->map = m; |
|
|
1922 | arrow->move_type = MOVE_FLY_LOW; |
1677 | arrow->move_type = MOVE_FLY_LOW; |
1923 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1678 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1924 | |
1679 | |
1925 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1680 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1926 | insert_ob_in_map (arrow, m, op, 0); |
1681 | m->insert (arrow, sx, sy, op); |
1927 | |
1682 | |
1928 | if (!arrow->destroyed ()) |
1683 | if (!arrow->destroyed ()) |
1929 | move_arrow (arrow); |
1684 | move_arrow (arrow); |
1930 | |
1685 | |
1931 | if (op->type == PLAYER) |
1686 | if (op->type == PLAYER) |
… | |
… | |
1957 | } |
1712 | } |
1958 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1713 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1959 | { |
1714 | { |
1960 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1715 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1961 | wcmod = -1; |
1716 | wcmod = -1; |
|
|
1717 | |
1962 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1718 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1963 | } |
1719 | } |
1964 | else if (op->contr->bowtype == bow_threewide) |
1720 | else if (op->contr->bowtype == bow_threewide) |
1965 | { |
1721 | { |
1966 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1722 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2036 | |
1792 | |
2037 | if (item->arch) |
1793 | if (item->arch) |
2038 | { |
1794 | { |
2039 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1795 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2040 | item->face = item->arch->clone.face; |
1796 | item->face = item->arch->clone.face; |
2041 | item->speed = 0; |
1797 | item->set_speed (0); |
2042 | update_ob_speed (item); |
|
|
2043 | } |
1798 | } |
|
|
1799 | |
2044 | if ((tmp = is_player_inv (item))) |
1800 | if ((tmp = item->in_player ())) |
2045 | esrv_update_item (UPD_ANIM, tmp, item); |
1801 | esrv_update_item (UPD_ANIM, tmp, item); |
2046 | } |
1802 | } |
2047 | } |
1803 | } |
2048 | else if (item->type == ROD || item->type == HORN) |
1804 | else if (item->type == ROD || item->type == HORN) |
2049 | { |
|
|
2050 | drain_rod_charge (item); |
1805 | drain_rod_charge (item); |
2051 | } |
|
|
2052 | } |
1806 | } |
2053 | } |
1807 | } |
2054 | |
1808 | |
2055 | /* Received a fire command for the player - go and do it. |
1809 | /* Received a fire command for the player - go and do it. |
2056 | */ |
1810 | */ |
… | |
… | |
2095 | { |
1849 | { |
2096 | if (op->type == PLAYER) |
1850 | if (op->type == PLAYER) |
2097 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1851 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
2098 | return; |
1852 | return; |
2099 | } |
1853 | } |
|
|
1854 | |
2100 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1855 | do_skill (op, op, op->chosen_skill, dir, NULL); |
2101 | return; |
1856 | return; |
2102 | case range_builder: |
1857 | case range_builder: |
2103 | apply_map_builder (op, dir); |
1858 | apply_map_builder (op, dir); |
2104 | return; |
1859 | return; |
2105 | default: |
1860 | default: |
… | |
… | |
2199 | * 0 otherwise |
1954 | * 0 otherwise |
2200 | */ |
1955 | */ |
2201 | static int |
1956 | static int |
2202 | player_attack_door (object *op, object *door) |
1957 | player_attack_door (object *op, object *door) |
2203 | { |
1958 | { |
2204 | |
|
|
2205 | /* If its a door, try to find a use a key. If we do destroy the door, |
1959 | /* If its a door, try to find a use a key. If we do destroy the door, |
2206 | * might as well return immediately as there is nothing more to do - |
1960 | * might as well return immediately as there is nothing more to do - |
2207 | * otherwise, we fall through to the rest of the code. |
1961 | * otherwise, we fall through to the rest of the code. |
2208 | */ |
1962 | */ |
2209 | object *key = find_key (op, op, door); |
1963 | object *key = find_key (op, op, door); |
… | |
… | |
2247 | * It should keep the code cleaner. |
2001 | * It should keep the code cleaner. |
2248 | * When this is called, the players direction has been updated |
2002 | * When this is called, the players direction has been updated |
2249 | * (taking into account confusion.) The player is also actually |
2003 | * (taking into account confusion.) The player is also actually |
2250 | * going to try and move (not fire weapons). |
2004 | * going to try and move (not fire weapons). |
2251 | */ |
2005 | */ |
2252 | |
|
|
2253 | void |
2006 | void |
2254 | move_player_attack (object *op, int dir) |
2007 | move_player_attack (object *op, int dir) |
2255 | { |
2008 | { |
2256 | object *tmp, *mon; |
2009 | object *tmp, *mon; |
2257 | sint16 nx, ny; |
2010 | sint16 nx, ny; |
… | |
… | |
2259 | maptile *m; |
2012 | maptile *m; |
2260 | |
2013 | |
2261 | nx = freearr_x[dir] + op->x; |
2014 | nx = freearr_x[dir] + op->x; |
2262 | ny = freearr_y[dir] + op->y; |
2015 | ny = freearr_y[dir] + op->y; |
2263 | |
2016 | |
2264 | on_battleground = op_on_battleground (op, NULL, NULL); |
2017 | on_battleground = op_on_battleground (op, 0, 0); |
2265 | |
2018 | |
2266 | /* If braced, or can't move to the square, and it is not out of the |
2019 | /* If braced, or can't move to the square, and it is not out of the |
2267 | * map, attack it. Note order of if statement is important - don't |
2020 | * map, attack it. Note order of if statement is important - don't |
2268 | * want to be calling move_ob if braced, because move_ob will move the |
2021 | * want to be calling move_ob if braced, because move_ob will move the |
2269 | * player. This is a pretty nasty hack, because if we could |
2022 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2274 | */ |
2027 | */ |
2275 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2028 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2276 | { |
2029 | { |
2277 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2030 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2278 | { |
2031 | { |
2279 | m = get_map_from_coord (op->map, &nx, &ny); |
2032 | m = op->map->xy_find (nx, ny); |
2280 | if (!m) |
2033 | if (!m) |
2281 | return; /* Don't think this should happen */ |
2034 | return; /* Don't think this should happen */ |
2282 | } |
2035 | } |
2283 | else |
2036 | else |
2284 | m = op->map; |
2037 | m = op->map; |
2285 | |
2038 | |
2286 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2039 | if (!(tmp = m->at (nx, ny).bot)) |
2287 | { |
|
|
2288 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2289 | return; |
2040 | return; |
2290 | } |
|
|
2291 | |
2041 | |
2292 | mon = NULL; |
2042 | mon = 0; |
2293 | /* Go through all the objects, and find ones of interest. Only stop if |
2043 | /* Go through all the objects, and find ones of interest. Only stop if |
2294 | * we find a monster - that is something we know we want to attack. |
2044 | * we find a monster - that is something we know we want to attack. |
2295 | * if its a door or barrel (can roll) see if there may be monsters |
2045 | * if its a door or barrel (can roll) see if there may be monsters |
2296 | * on the space |
2046 | * on the space |
2297 | */ |
2047 | */ |
2298 | while (tmp != NULL) |
2048 | while (tmp) |
2299 | { |
2049 | { |
2300 | if (tmp == op) |
2050 | if (tmp == op) |
2301 | { |
2051 | { |
2302 | tmp = tmp->above; |
2052 | tmp = tmp->above; |
2303 | continue; |
2053 | continue; |
… | |
… | |
2313 | mon = tmp; |
2063 | mon = tmp; |
2314 | |
2064 | |
2315 | tmp = tmp->above; |
2065 | tmp = tmp->above; |
2316 | } |
2066 | } |
2317 | |
2067 | |
2318 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2068 | if (!mon) /* This happens anytime the player tries to move */ |
2319 | return; /* into a wall */ |
2069 | return; /* into a wall */ |
2320 | |
2070 | |
2321 | if (mon->head != NULL) |
2071 | if (mon->head) |
2322 | mon = mon->head; |
2072 | mon = mon->head; |
2323 | |
2073 | |
2324 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2074 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2325 | if (player_attack_door (op, mon)) |
2075 | if (player_attack_door (op, mon)) |
2326 | return; |
2076 | return; |
… | |
… | |
2348 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2349 | { |
2099 | { |
2350 | /* If we're braced, we don't want to switch places with it */ |
2100 | /* If we're braced, we don't want to switch places with it */ |
2351 | if (op->contr->braced) |
2101 | if (op->contr->braced) |
2352 | return; |
2102 | return; |
|
|
2103 | |
2353 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2104 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2354 | (void) push_ob (mon, dir, op); |
2105 | (void) push_ob (mon, dir, op); |
2355 | if (op->contr->tmp_invis || op->hide) |
2106 | if (op->contr->tmp_invis || op->hide) |
2356 | make_visible (op); |
2107 | make_visible (op); |
|
|
2108 | |
2357 | return; |
2109 | return; |
2358 | } |
2110 | } |
2359 | |
2111 | |
2360 | /* in certain circumstances, you shouldn't attack friendly |
2112 | /* in certain circumstances, you shouldn't attack friendly |
2361 | * creatures. Note that if you are braced, you can't push |
2113 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2363 | * attack them either. |
2115 | * attack them either. |
2364 | */ |
2116 | */ |
2365 | if ((mon->type == PLAYER || mon->enemy != op) && |
2117 | if ((mon->type == PLAYER || mon->enemy != op) && |
2366 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2118 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2367 | #ifdef PROHIBIT_PLAYERKILL |
2119 | #ifdef PROHIBIT_PLAYERKILL |
2368 | (op->contr->peaceful |
2120 | (op->contr->peaceful |
2369 | || (mon->type == PLAYER |
2121 | || (mon->type == PLAYER |
2370 | && mon->contr-> |
2122 | && mon->contr-> |
2371 | peaceful)) && |
2123 | peaceful)) && |
2372 | #else |
2124 | #else |
2373 | op->contr->peaceful && |
2125 | op->contr->peaceful && |
2374 | #endif |
2126 | #endif |
2375 | !on_battleground)) |
2127 | !on_battleground)) |
2376 | { |
2128 | { |
2377 | if (!op->contr->braced) |
2129 | if (!op->contr->braced) |
2378 | { |
2130 | { |
2379 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2131 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2380 | (void) push_ob (mon, dir, op); |
2132 | push_ob (mon, dir, op); |
2381 | } |
2133 | } |
2382 | else |
2134 | else |
2383 | { |
|
|
2384 | new_draw_info (0, 0, op, "You withhold your attack"); |
2135 | new_draw_info (0, 0, op, "You withhold your attack"); |
2385 | } |
2136 | |
2386 | if (op->contr->tmp_invis || op->hide) |
2137 | if (op->contr->tmp_invis || op->hide) |
2387 | make_visible (op); |
2138 | make_visible (op); |
2388 | } |
2139 | } |
2389 | |
2140 | |
2390 | /* If the object is a boulder or other rollable object, then |
2141 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2401 | * Way it works is like this: First, it must have some hit points |
2152 | * Way it works is like this: First, it must have some hit points |
2402 | * and be living. Then, it must be one of the following: |
2153 | * and be living. Then, it must be one of the following: |
2403 | * 1) Not a player, 2) A player, but of a different party. Note |
2154 | * 1) Not a player, 2) A player, but of a different party. Note |
2404 | * that party_number -1 is no party, so attacks can still happen. |
2155 | * that party_number -1 is no party, so attacks can still happen. |
2405 | */ |
2156 | */ |
2406 | |
|
|
2407 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2157 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2408 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2158 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2409 | { |
2159 | { |
2410 | |
2160 | |
2411 | /* If the player hasn't hit something this tick, and does |
2161 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2418 | op->speed_left += op->speed / op->contr->weapon_sp; |
2168 | op->speed_left += op->speed / op->contr->weapon_sp; |
2419 | |
2169 | |
2420 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2170 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2421 | } |
2171 | } |
2422 | |
2172 | |
2423 | skill_attack (mon, op, 0, NULL, NULL); |
2173 | skill_attack (mon, op, 0, 0, 0); |
2424 | |
2174 | |
2425 | /* If attacking another player, that player gets automatic |
2175 | /* If attacking another player, that player gets automatic |
2426 | * hitback, and doesn't loose luck either. |
2176 | * hitback, and doesn't loose luck either. |
2427 | * Disable hitback on the battleground or if the target is |
2177 | * Disable hitback on the battleground or if the target is |
2428 | * the wiz. |
2178 | * the wiz. |
… | |
… | |
2430 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2180 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2431 | { |
2181 | { |
2432 | short luck = mon->stats.luck; |
2182 | short luck = mon->stats.luck; |
2433 | |
2183 | |
2434 | mon->contr->has_hit = 1; |
2184 | mon->contr->has_hit = 1; |
2435 | skill_attack (op, mon, 0, NULL, NULL); |
2185 | skill_attack (op, mon, 0, 0, 0); |
2436 | mon->stats.luck = luck; |
2186 | mon->stats.luck = luck; |
2437 | } |
2187 | } |
|
|
2188 | |
2438 | if (action_makes_visible (op)) |
2189 | if (action_makes_visible (op)) |
2439 | make_visible (op); |
2190 | make_visible (op); |
2440 | } |
2191 | } |
2441 | } /* if player should attack something */ |
2192 | } /* if player should attack something */ |
2442 | } |
2193 | } |
… | |
… | |
2444 | int |
2195 | int |
2445 | move_player (object *op, int dir) |
2196 | move_player (object *op, int dir) |
2446 | { |
2197 | { |
2447 | int pick; |
2198 | int pick; |
2448 | |
2199 | |
2449 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2200 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2450 | return 0; |
2201 | return 0; |
2451 | |
2202 | |
2452 | /* Sanity check: make sure dir is valid */ |
2203 | /* Sanity check: make sure dir is valid */ |
2453 | if ((dir < 0) || (dir >= 9)) |
2204 | if ((dir < 0) || (dir >= 9)) |
2454 | { |
2205 | { |
2455 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2206 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2456 | return 0; |
2207 | return 0; |
2457 | } |
2208 | } |
2458 | |
2209 | |
2459 | /* peterm: added following line */ |
2210 | /* peterm: added following line */ |
2460 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2211 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2461 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2212 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2462 | |
2213 | |
2463 | op->facing = dir; |
2214 | op->facing = dir; |
2464 | |
2215 | |
… | |
… | |
2477 | |
2228 | |
2478 | /* Add special check for newcs players and fire on - this way, the |
2229 | /* Add special check for newcs players and fire on - this way, the |
2479 | * server can handle repeat firing. |
2230 | * server can handle repeat firing. |
2480 | */ |
2231 | */ |
2481 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2232 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2482 | { |
|
|
2483 | op->direction = dir; |
2233 | op->direction = dir; |
2484 | } |
|
|
2485 | else |
2234 | else |
2486 | { |
|
|
2487 | op->direction = 0; |
2235 | op->direction = 0; |
2488 | } |
2236 | |
2489 | /* Update how the player looks. Use the facing, so direction may |
2237 | /* Update how the player looks. Use the facing, so direction may |
2490 | * get reset to zero. This allows for full animation capabilities |
2238 | * get reset to zero. This allows for full animation capabilities |
2491 | * for players. |
2239 | * for players. |
2492 | */ |
2240 | */ |
2493 | animate_object (op, op->facing); |
2241 | animate_object (op, op->facing); |
… | |
… | |
2545 | |
2293 | |
2546 | /* call this here - we also will call this in do_ericserver, but |
2294 | /* call this here - we also will call this in do_ericserver, but |
2547 | * the players time has been increased when doericserver has been |
2295 | * the players time has been increased when doericserver has been |
2548 | * called, so we recheck it here. |
2296 | * called, so we recheck it here. |
2549 | */ |
2297 | */ |
2550 | HandleClient (op->contr->socket, op->contr); |
2298 | if (op->contr->ns->handle_command ()) |
|
|
2299 | return 1; |
|
|
2300 | |
2551 | if (op->speed_left < 0) |
2301 | if (op->speed_left > 0) |
2552 | return 0; |
2302 | { |
2553 | |
|
|
2554 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2303 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2555 | { |
2304 | { |
2556 | /* All move commands take 1 tick, at least for now */ |
2305 | /* All move commands take 1 tick, at least for now */ |
2557 | op->speed_left--; |
2306 | op->speed_left--; |
2558 | |
2307 | |
2559 | /* Instead of all the stuff below, let move_player take care |
2308 | /* Instead of all the stuff below, let move_player take care |
2560 | * of it. Also, some of the skill stuff is only put in |
2309 | * of it. Also, some of the skill stuff is only put in |
2561 | * there, as well as the confusion stuff. |
2310 | * there, as well as the confusion stuff. |
2562 | */ |
2311 | */ |
2563 | move_player (op, op->direction); |
2312 | move_player (op, op->direction); |
2564 | if (op->speed_left > 0) |
2313 | |
2565 | return 1; |
2314 | return op->speed_left > 0; |
2566 | else |
2315 | } |
2567 | return 0; |
|
|
2568 | } |
2316 | } |
|
|
2317 | |
2569 | return 0; |
2318 | return 0; |
2570 | } |
2319 | } |
2571 | |
2320 | |
2572 | int |
2321 | int |
2573 | save_life (object *op) |
2322 | save_life (object *op) |
2574 | { |
2323 | { |
2575 | object *tmp; |
|
|
2576 | |
|
|
2577 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2324 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2578 | return 0; |
2325 | return 0; |
2579 | |
2326 | |
2580 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2327 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2581 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2328 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2582 | { |
2329 | { |
2583 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2330 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2584 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2331 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2585 | |
2332 | |
… | |
… | |
2593 | op->stats.hp = op->stats.maxhp; |
2340 | op->stats.hp = op->stats.maxhp; |
2594 | |
2341 | |
2595 | if (op->stats.food < 0) |
2342 | if (op->stats.food < 0) |
2596 | op->stats.food = 999; |
2343 | op->stats.food = 999; |
2597 | |
2344 | |
2598 | fix_player (op); |
2345 | op->update_stats (); |
2599 | return 1; |
2346 | return 1; |
2600 | } |
2347 | } |
|
|
2348 | |
2601 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2349 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2602 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2350 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2603 | enter_player_savebed (op); /* bring him home. */ |
2351 | enter_player_savebed (op); /* bring him home. */ |
2604 | return 0; |
2352 | return 0; |
2605 | } |
2353 | } |
… | |
… | |
2614 | { |
2362 | { |
2615 | object *next; |
2363 | object *next; |
2616 | |
2364 | |
2617 | while (op) |
2365 | while (op) |
2618 | { |
2366 | { |
2619 | next = op->below; /* Make sure we have a good value, in case |
2367 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2620 | * we remove object 'op' |
2368 | |
2621 | */ |
|
|
2622 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2369 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2623 | { |
2370 | { |
2624 | op->remove (); |
|
|
2625 | op->x = env->x; |
|
|
2626 | op->y = env->y; |
|
|
2627 | if (env->type == PLAYER) |
2371 | if (env->type == PLAYER) |
2628 | esrv_del_item (env->contr, op->count); |
2372 | esrv_del_item (env->contr, op->count); |
2629 | insert_ob_in_map (op, env->map, NULL, 0); |
2373 | |
|
|
2374 | op->insert_at (env); |
2630 | } |
2375 | } |
2631 | else if (op->inv) |
2376 | else if (op->inv) |
2632 | remove_unpaid_objects (op->inv, env); |
2377 | remove_unpaid_objects (op->inv, env); |
|
|
2378 | |
2633 | op = next; |
2379 | op = next; |
2634 | } |
2380 | } |
2635 | } |
2381 | } |
2636 | |
|
|
2637 | |
2382 | |
2638 | /* |
2383 | /* |
2639 | * Returns pointer a static string containing gravestone text |
2384 | * Returns pointer a static string containing gravestone text |
2640 | * Moved from apply.c to player.c - player.c is what |
2385 | * Moved from apply.c to player.c - player.c is what |
2641 | * actually uses this function. player.c may not be quite the |
2386 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2652 | strcpy (buf2, " R.I.P.\n\n"); |
2397 | strcpy (buf2, " R.I.P.\n\n"); |
2653 | if (op->type == PLAYER) |
2398 | if (op->type == PLAYER) |
2654 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2399 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2655 | else |
2400 | else |
2656 | sprintf (buf, "%s\n", &op->name); |
2401 | sprintf (buf, "%s\n", &op->name); |
|
|
2402 | |
2657 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2403 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2658 | strcat (buf2, buf); |
2404 | strcat (buf2, buf); |
2659 | if (op->type == PLAYER) |
2405 | if (op->type == PLAYER) |
2660 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2406 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2661 | else |
2407 | else |
2662 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2408 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2409 | |
2663 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2410 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2664 | strcat (buf2, buf); |
2411 | strcat (buf2, buf); |
2665 | if (op->type == PLAYER) |
2412 | if (op->type == PLAYER) |
2666 | { |
2413 | { |
2667 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2414 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2668 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2415 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2669 | strcat (buf2, buf); |
2416 | strcat (buf2, buf); |
2670 | } |
2417 | } |
|
|
2418 | |
2671 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2419 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2672 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2420 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2673 | strcat (buf2, buf); |
2421 | strcat (buf2, buf); |
|
|
2422 | |
2674 | return buf2; |
2423 | return buf2; |
2675 | } |
2424 | } |
2676 | |
|
|
2677 | |
|
|
2678 | |
2425 | |
2679 | void |
2426 | void |
2680 | do_some_living (object *op) |
2427 | do_some_living (object *op) |
2681 | { |
2428 | { |
2682 | int last_food = op->stats.food; |
2429 | int last_food = op->stats.food; |
… | |
… | |
2691 | const int max_grace = 1; |
2438 | const int max_grace = 1; |
2692 | |
2439 | |
2693 | if (op->contr->outputs_sync) |
2440 | if (op->contr->outputs_sync) |
2694 | { |
2441 | { |
2695 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2442 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2696 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2443 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2697 | flush_output_element (op, &op->contr->outputs[i]); |
2444 | flush_output_element (op, &op->contr->outputs[i]); |
2698 | } |
2445 | } |
2699 | |
2446 | |
2700 | if (op->contr->state == ST_PLAYING) |
2447 | if (op->contr->ns->state == ST_PLAYING) |
2701 | { |
2448 | { |
2702 | |
|
|
2703 | /* these next three if clauses make it possible to SLOW DOWN |
2449 | /* these next three if clauses make it possible to SLOW DOWN |
2704 | hp/grace/spellpoint regeneration. */ |
2450 | hp/grace/spellpoint regeneration. */ |
2705 | if (op->contr->gen_hp >= 0) |
2451 | if (op->contr->gen_hp >= 0) |
2706 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2452 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2707 | else |
2453 | else |
2708 | { |
2454 | { |
2709 | gen_hp = op->stats.maxhp; |
2455 | gen_hp = op->stats.maxhp; |
2710 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2456 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2711 | } |
2457 | } |
|
|
2458 | |
2712 | if (op->contr->gen_sp >= 0) |
2459 | if (op->contr->gen_sp >= 0) |
2713 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2460 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2714 | else |
2461 | else |
2715 | { |
2462 | { |
2716 | gen_sp = op->stats.maxsp; |
2463 | gen_sp = op->stats.maxsp; |
2717 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2464 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2718 | } |
2465 | } |
|
|
2466 | |
2719 | if (op->contr->gen_grace >= 0) |
2467 | if (op->contr->gen_grace >= 0) |
2720 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2468 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2721 | else |
2469 | else |
2722 | { |
2470 | { |
2723 | gen_grace = op->stats.maxgrace; |
2471 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2739 | op->stats.food += op->contr->digestion; |
2487 | op->stats.food += op->contr->digestion; |
2740 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2488 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2741 | op->stats.food = last_food; |
2489 | op->stats.food = last_food; |
2742 | } |
2490 | } |
2743 | } |
2491 | } |
|
|
2492 | |
2744 | if (max_sp > 1) |
2493 | if (max_sp > 1) |
2745 | { |
2494 | { |
2746 | over_sp = (gen_sp + 10) / rate_sp; |
2495 | over_sp = (gen_sp + 10) / rate_sp; |
2747 | if (over_sp > 0) |
2496 | if (over_sp > 0) |
2748 | { |
2497 | { |
2749 | if (op->stats.sp < op->stats.maxsp) |
2498 | if (op->stats.sp < op->stats.maxsp) |
2750 | { |
2499 | { |
2751 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2500 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2501 | |
2752 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2502 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2753 | op->stats.sp--; |
2503 | op->stats.sp--; |
|
|
2504 | |
2754 | if (op->stats.sp > op->stats.maxsp) |
2505 | if (op->stats.sp > op->stats.maxsp) |
2755 | op->stats.sp = op->stats.maxsp; |
2506 | op->stats.sp = op->stats.maxsp; |
2756 | } |
2507 | } |
2757 | op->last_sp = 0; |
2508 | op->last_sp = 0; |
2758 | } |
2509 | } |
2759 | else |
2510 | else |
2760 | { |
|
|
2761 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2511 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2762 | } |
|
|
2763 | } |
2512 | } |
2764 | else |
2513 | else |
2765 | { |
|
|
2766 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2514 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2767 | } |
|
|
2768 | } |
2515 | } |
2769 | |
2516 | |
2770 | /* Regenerate Grace */ |
2517 | /* Regenerate Grace */ |
2771 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2518 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2772 | if (--op->last_grace < 0) |
2519 | if (--op->last_grace < 0) |
2773 | { |
2520 | { |
2774 | if (op->stats.grace < op->stats.maxgrace / 2) |
2521 | if (op->stats.grace < op->stats.maxgrace / 2) |
2775 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2522 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2523 | |
2776 | if (max_grace > 1) |
2524 | if (max_grace > 1) |
2777 | { |
2525 | { |
2778 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2526 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2779 | if (over_grace > 0) |
2527 | if (over_grace > 0) |
2780 | { |
2528 | { |
… | |
… | |
2808 | op->stats.food += op->contr->digestion; |
2556 | op->stats.food += op->contr->digestion; |
2809 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2557 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2810 | op->stats.food = last_food; |
2558 | op->stats.food = last_food; |
2811 | } |
2559 | } |
2812 | } |
2560 | } |
|
|
2561 | |
2813 | if (max_hp > 1) |
2562 | if (max_hp > 1) |
2814 | { |
2563 | { |
2815 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2564 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2816 | if (over_hp > 0) |
2565 | if (over_hp > 0) |
2817 | { |
2566 | { |
… | |
… | |
2841 | |
2590 | |
2842 | if (op->contr->gen_hp > 0) |
2591 | if (op->contr->gen_hp > 0) |
2843 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2592 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2844 | else |
2593 | else |
2845 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2594 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2595 | |
2846 | /* dms do not consume food */ |
2596 | /* dms do not consume food */ |
2847 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2597 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2848 | op->stats.food--; |
2598 | op->stats.food--; |
2849 | } |
2599 | } |
2850 | } |
|
|
2851 | |
2600 | |
2852 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2601 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2853 | { |
2602 | { |
2854 | object *tmp, *flesh = NULL; |
2603 | object *tmp, *flesh = 0; |
2855 | |
2604 | |
2856 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2605 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2857 | { |
2606 | { |
2858 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2607 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2859 | { |
|
|
2860 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2861 | { |
2608 | { |
|
|
2609 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2610 | { |
2862 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2611 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2863 | manual_apply (op, tmp, 0); |
2612 | manual_apply (op, tmp, 0); |
2864 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2613 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2865 | break; |
2614 | break; |
2866 | } |
2615 | } |
2867 | else if (tmp->type == FLESH) |
2616 | else if (tmp->type == FLESH) |
2868 | flesh = tmp; |
2617 | flesh = tmp; |
2869 | } /* End if paid for object */ |
2618 | } /* End if paid for object */ |
2870 | } /* end of for loop */ |
2619 | } /* end of for loop */ |
|
|
2620 | |
2871 | /* If player is still starving, it means they don't have any food, so |
2621 | /* If player is still starving, it means they don't have any food, so |
2872 | * eat flesh instead. |
2622 | * eat flesh instead. |
2873 | */ |
2623 | */ |
2874 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2624 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2875 | { |
2625 | { |
2876 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2626 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2877 | manual_apply (op, flesh, 0); |
2627 | manual_apply (op, flesh, 0); |
2878 | } |
2628 | } |
2879 | } /* end if player is starving */ |
2629 | } |
2880 | |
2630 | |
2881 | while (op->stats.food < 0 && op->stats.hp > 0) |
2631 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2882 | op->stats.food++, op->stats.hp--; |
2632 | op->stats.food++, op->stats.hp--; |
2883 | |
2633 | |
2884 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2634 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2885 | kill_player (op); |
2635 | kill_player (op); |
|
|
2636 | } |
2886 | } |
2637 | } |
2887 | |
|
|
2888 | |
|
|
2889 | |
2638 | |
2890 | /* If the player should die (lack of hp, food, etc), we call this. |
2639 | /* If the player should die (lack of hp, food, etc), we call this. |
2891 | * op is the player in jeopardy. If the player can not be saved (not |
2640 | * op is the player in jeopardy. If the player can not be saved (not |
2892 | * permadeath, no lifesave), this will take care of removing the player |
2641 | * permadeath, no lifesave), this will take care of removing the player |
2893 | * file. |
2642 | * file. |
… | |
… | |
2923 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2672 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2924 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2673 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2925 | |
2674 | |
2926 | /* restore player */ |
2675 | /* restore player */ |
2927 | at = archetype::find ("poisoning"); |
2676 | at = archetype::find ("poisoning"); |
2928 | tmp = present_arch_in_ob (at, op); |
2677 | if (object *tmp = present_arch_in_ob (at, op)) |
2929 | if (tmp) |
|
|
2930 | { |
2678 | { |
2931 | tmp->destroy (); |
2679 | tmp->destroy (); |
2932 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2680 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2933 | } |
2681 | } |
2934 | |
2682 | |
2935 | at = archetype::find ("confusion"); |
2683 | at = archetype::find ("confusion"); |
2936 | tmp = present_arch_in_ob (at, op); |
2684 | if (object *tmp = present_arch_in_ob (at, op)) |
2937 | if (tmp) |
|
|
2938 | { |
2685 | { |
2939 | tmp->destroy (); |
2686 | tmp->destroy (); |
2940 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2687 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2941 | } |
2688 | } |
2942 | |
2689 | |
… | |
… | |
2944 | op->stats.hp = op->stats.maxhp; |
2691 | op->stats.hp = op->stats.maxhp; |
2945 | if (op->stats.food <= 0) |
2692 | if (op->stats.food <= 0) |
2946 | op->stats.food = 999; |
2693 | op->stats.food = 999; |
2947 | |
2694 | |
2948 | /* create a bodypart-trophy to make the winner happy */ |
2695 | /* create a bodypart-trophy to make the winner happy */ |
2949 | tmp = arch_to_object (archetype::find ("finger")); |
2696 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2950 | if (tmp != NULL) |
|
|
2951 | { |
2697 | { |
2952 | sprintf (buf, "%s's finger", &op->name); |
2698 | sprintf (buf, "%s's finger", &op->name); |
2953 | tmp->name = buf; |
2699 | tmp->name = buf; |
2954 | sprintf (buf, " This finger has been cut off %s\n" |
2700 | sprintf (buf, " This finger has been cut off %s\n" |
2955 | " the %s, when he was defeated at\n level %d by %s.\n", |
2701 | " the %s, when he was defeated at\n level %d by %s.\n", |
2956 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2702 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2957 | tmp->msg = buf; |
2703 | tmp->msg = buf; |
2958 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2704 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2959 | tmp->materialname = NULL; |
2705 | tmp->materialname = NULL; |
2960 | tmp->x = op->x, tmp->y = op->y; |
2706 | tmp->insert_at (op, tmp); |
2961 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2962 | } |
2707 | } |
2963 | |
2708 | |
2964 | /* teleport defeated player to new destination */ |
2709 | /* teleport defeated player to new destination */ |
2965 | transfer_ob (op, x, y, 0, NULL); |
2710 | transfer_ob (op, x, y, 0, NULL); |
2966 | op->contr->braced = 0; |
2711 | op->contr->braced = 0; |
… | |
… | |
2971 | |
2716 | |
2972 | command_kill_pets (op, 0); |
2717 | command_kill_pets (op, 0); |
2973 | |
2718 | |
2974 | if (op->stats.food < 0) |
2719 | if (op->stats.food < 0) |
2975 | { |
2720 | { |
2976 | if (op->contr->explore) |
|
|
2977 | { |
|
|
2978 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2979 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2980 | op->stats.food = 999; |
|
|
2981 | return; |
|
|
2982 | } |
|
|
2983 | sprintf (buf, "%s starved to death.", &op->name); |
2721 | sprintf (buf, "%s starved to death.", &op->name); |
2984 | strcpy (op->contr->killer, "starvation"); |
2722 | strcpy (op->contr->killer, "starvation"); |
2985 | } |
2723 | } |
2986 | else |
2724 | else |
2987 | { |
|
|
2988 | if (op->contr->explore) |
|
|
2989 | { |
|
|
2990 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2991 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2992 | op->stats.hp = op->stats.maxhp; |
|
|
2993 | return; |
|
|
2994 | } |
|
|
2995 | sprintf (buf, "%s died.", &op->name); |
2725 | sprintf (buf, "%s died.", &op->name); |
2996 | } |
2726 | |
2997 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2727 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2998 | |
2728 | |
2999 | /* save the map location for corpse, gravestone */ |
2729 | /* save the map location for corpse, gravestone */ |
3000 | x = op->x; |
2730 | x = op->x; |
3001 | y = op->y; |
2731 | y = op->y; |
3002 | map = op->map; |
2732 | map = op->map; |
3003 | |
2733 | |
3004 | |
|
|
3005 | if (settings.not_permadeth == TRUE) |
|
|
3006 | { |
|
|
3007 | /* NOT_PERMADEATH code. This basically brings the character back to |
2734 | /* NOT_PERMADEATH code. This basically brings the character back to |
3008 | * life if they are dead - it takes some exp and a random stat. |
2735 | * life if they are dead - it takes some exp and a random stat. |
3009 | * See the config.h file for a little more in depth detail about this. |
2736 | * See the config.h file for a little more in depth detail about this. |
3010 | */ |
2737 | */ |
3011 | |
2738 | |
3012 | /* Basically two ways to go - remove a stat permanently, or just |
2739 | /* Basically two ways to go - remove a stat permanently, or just |
3013 | * make it depletion. This bunch of code deals with that aspect |
2740 | * make it depletion. This bunch of code deals with that aspect |
3014 | * of death. |
2741 | * of death. |
3015 | */ |
2742 | */ |
3016 | #ifndef COZY_SERVER |
2743 | #ifndef COZY_SERVER |
3017 | if (settings.balanced_stat_loss) |
2744 | if (settings.balanced_stat_loss) |
3018 | { |
2745 | { |
3019 | /* If stat loss is permanent, lose one stat only. */ |
2746 | /* If stat loss is permanent, lose one stat only. */ |
3020 | /* Lower level chars don't lose as many stats because they suffer |
2747 | /* Lower level chars don't lose as many stats because they suffer |
3021 | more if they do. */ |
2748 | more if they do. */ |
3022 | /* Higher level characters can afford things such as potions of |
2749 | /* Higher level characters can afford things such as potions of |
3023 | restoration, or better, stat potions. So we slug them that |
2750 | restoration, or better, stat potions. So we slug them that |
3024 | little bit harder. */ |
2751 | little bit harder. */ |
3025 | /* GD */ |
2752 | /* GD */ |
3026 | if (settings.stat_loss_on_death) |
2753 | if (settings.stat_loss_on_death) |
3027 | num_stats_lose = 1; |
2754 | num_stats_lose = 1; |
3028 | else |
|
|
3029 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3030 | } |
|
|
3031 | else |
2755 | else |
3032 | { |
2756 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2757 | } |
|
|
2758 | else |
3033 | num_stats_lose = 1; |
2759 | num_stats_lose = 1; |
3034 | } |
2760 | |
3035 | lost_a_stat = 0; |
2761 | lost_a_stat = 0; |
3036 | |
2762 | |
3037 | for (z = 0; z < num_stats_lose; z++) |
2763 | for (z = 0; z < num_stats_lose; z++) |
3038 | { |
2764 | { |
3039 | i = RANDOM () % NUM_STATS; |
2765 | i = RANDOM () % NUM_STATS; |
3040 | |
2766 | |
3041 | if (settings.stat_loss_on_death) |
2767 | if (settings.stat_loss_on_death) |
3042 | { |
2768 | { |
3043 | /* Pick a random stat and take a point off it. Tell the player |
2769 | /* Pick a random stat and take a point off it. Tell the player |
3044 | * what he lost. |
2770 | * what he lost. |
3045 | */ |
2771 | */ |
3046 | change_attr_value (&(op->stats), i, -1); |
2772 | change_attr_value (&(op->stats), i, -1); |
3047 | check_stat_bounds (&(op->stats)); |
2773 | check_stat_bounds (&(op->stats)); |
3048 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2774 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3049 | check_stat_bounds (&(op->contr->orig_stats)); |
2775 | check_stat_bounds (&(op->contr->orig_stats)); |
3050 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2776 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3051 | lost_a_stat = 1; |
2777 | lost_a_stat = 1; |
|
|
2778 | } |
|
|
2779 | else |
|
|
2780 | { |
|
|
2781 | /* deplete a stat */ |
|
|
2782 | archetype *deparch = archetype::find ("depletion"); |
|
|
2783 | object *dep; |
|
|
2784 | |
|
|
2785 | dep = present_arch_in_ob (deparch, op); |
|
|
2786 | if (!dep) |
|
|
2787 | { |
|
|
2788 | dep = arch_to_object (deparch); |
|
|
2789 | insert_ob_in_ob (dep, op); |
3052 | } |
2790 | } |
3053 | else |
2791 | lose_this_stat = 1; |
|
|
2792 | if (settings.balanced_stat_loss) |
3054 | { |
2793 | { |
3055 | /* deplete a stat */ |
2794 | /* GD */ |
3056 | archetype *deparch = archetype::find ("depletion"); |
2795 | /* Get the stat that we're about to deplete. */ |
3057 | object *dep; |
2796 | this_stat = get_attr_value (&(dep->stats), i); |
3058 | |
2797 | if (this_stat < 0) |
3059 | dep = present_arch_in_ob (deparch, op); |
|
|
3060 | if (!dep) |
|
|
3061 | { |
2798 | { |
3062 | dep = arch_to_object (deparch); |
2799 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3063 | insert_ob_in_ob (dep, op); |
2800 | int keep_chance = this_stat * this_stat; |
3064 | } |
2801 | |
3065 | lose_this_stat = 1; |
2802 | /* Yes, I am paranoid. Sue me. */ |
3066 | if (settings.balanced_stat_loss) |
|
|
3067 | { |
|
|
3068 | /* GD */ |
|
|
3069 | /* Get the stat that we're about to deplete. */ |
|
|
3070 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3071 | if (this_stat < 0) |
2803 | if (keep_chance < 1) |
|
|
2804 | keep_chance = 1; |
|
|
2805 | |
|
|
2806 | /* There is a maximum depletion total per level. */ |
|
|
2807 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3072 | { |
2808 | { |
3073 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3074 | int keep_chance = this_stat * this_stat; |
|
|
3075 | |
|
|
3076 | /* Yes, I am paranoid. Sue me. */ |
|
|
3077 | if (keep_chance < 1) |
|
|
3078 | keep_chance = 1; |
|
|
3079 | |
|
|
3080 | /* There is a maximum depletion total per level. */ |
|
|
3081 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3082 | { |
|
|
3083 | lose_this_stat = 0; |
2809 | lose_this_stat = 0; |
3084 | /* Take loss chance vs keep chance to see if we |
2810 | /* Take loss chance vs keep chance to see if we |
3085 | retain the stat. */ |
2811 | retain the stat. */ |
3086 | } |
|
|
3087 | else |
|
|
3088 | { |
|
|
3089 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3090 | lose_this_stat = 0; |
|
|
3091 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3092 | this_stat, keep_chance, loss_chance, |
|
|
3093 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3094 | } |
|
|
3095 | } |
2812 | } |
3096 | } |
|
|
3097 | |
|
|
3098 | if (lose_this_stat) |
|
|
3099 | { |
|
|
3100 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3101 | /* We could try to do something clever like find another |
|
|
3102 | * stat to reduce if this fails. But chances are, if |
|
|
3103 | * stats have been depleted to -50, all are pretty low |
|
|
3104 | * and should be roughly the same, so it shouldn't make a |
|
|
3105 | * difference. |
|
|
3106 | */ |
2813 | else |
3107 | if (this_stat >= -50) |
|
|
3108 | { |
2814 | { |
3109 | change_attr_value (&(dep->stats), i, -1); |
2815 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3110 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3111 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3112 | fix_player (op); |
|
|
3113 | lost_a_stat = 1; |
2816 | lose_this_stat = 0; |
|
|
2817 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2818 | this_stat, keep_chance, loss_chance, |
|
|
2819 | lose_this_stat?"LOSE":"KEEP"); */ |
3114 | } |
2820 | } |
3115 | } |
2821 | } |
3116 | } |
2822 | } |
|
|
2823 | |
|
|
2824 | if (lose_this_stat) |
|
|
2825 | { |
|
|
2826 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2827 | /* We could try to do something clever like find another |
|
|
2828 | * stat to reduce if this fails. But chances are, if |
|
|
2829 | * stats have been depleted to -50, all are pretty low |
|
|
2830 | * and should be roughly the same, so it shouldn't make a |
|
|
2831 | * difference. |
|
|
2832 | */ |
|
|
2833 | if (this_stat >= -50) |
|
|
2834 | { |
|
|
2835 | change_attr_value (&(dep->stats), i, -1); |
|
|
2836 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2837 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2838 | op->update_stats (); |
|
|
2839 | lost_a_stat = 1; |
|
|
2840 | } |
3117 | } |
2841 | } |
|
|
2842 | } |
|
|
2843 | } |
3118 | /* If no stat lost, tell the player. */ |
2844 | /* If no stat lost, tell the player. */ |
3119 | if (!lost_a_stat) |
2845 | if (!lost_a_stat) |
3120 | { |
2846 | { |
3121 | /* determine_god() seems to not work sometimes... why is this? |
2847 | /* determine_god() seems to not work sometimes... why is this? |
3122 | Should I be using something else? GD */ |
2848 | Should I be using something else? GD */ |
3123 | const char *god = determine_god (op); |
2849 | const char *god = determine_god (op); |
3124 | |
2850 | |
3125 | if (god && (strcmp (god, "none"))) |
2851 | if (god && (strcmp (god, "none"))) |
3126 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2852 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3127 | else |
2853 | else |
3128 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2854 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3129 | } |
2855 | } |
3130 | #else |
2856 | #else |
3131 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2857 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3132 | #endif |
2858 | #endif |
3133 | |
2859 | |
3134 | /* Put a gravestone up where the character 'almost' died. List the |
2860 | /* Put a gravestone up where the character 'almost' died. List the |
3135 | * exp loss on the stone. |
2861 | * exp loss on the stone. |
3136 | */ |
2862 | */ |
3137 | tmp = arch_to_object (archetype::find ("gravestone")); |
2863 | tmp = arch_to_object (archetype::find ("gravestone")); |
3138 | sprintf (buf, "%s's gravestone", &op->name); |
2864 | sprintf (buf, "%s's gravestone", &op->name); |
3139 | tmp->name = buf; |
2865 | tmp->name = buf; |
3140 | sprintf (buf, "%s's gravestones", &op->name); |
2866 | sprintf (buf, "%s's gravestones", &op->name); |
3141 | tmp->name_pl = buf; |
2867 | tmp->name_pl = buf; |
3142 | 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); |
2868 | 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); |
3143 | tmp->msg = buf; |
2869 | tmp->msg = buf; |
3144 | tmp->x = op->x, tmp->y = op->y; |
2870 | tmp->x = op->x, tmp->y = op->y; |
3145 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2871 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3146 | |
2872 | |
3147 | /**************************************/ |
2873 | /**************************************/ |
3148 | /* */ |
2874 | /* */ |
3149 | /* Subtract the experience points, */ |
2875 | /* Subtract the experience points, */ |
3150 | /* if we died cause of food, give us */ |
2876 | /* if we died cause of food, give us */ |
3151 | /* food, and reset HP's... */ |
2877 | /* food, and reset HP's... */ |
3152 | /* */ |
2878 | /* */ |
3153 | /**************************************/ |
2879 | /**************************************/ |
3154 | |
2880 | |
3155 | /* remove any poisoning and confusion the character may be suffering. */ |
2881 | /* remove any poisoning and confusion the character may be suffering. */ |
3156 | /* restore player */ |
2882 | /* restore player */ |
3157 | at = archetype::find ("poisoning"); |
2883 | at = archetype::find ("poisoning"); |
3158 | tmp = present_arch_in_ob (at, op); |
2884 | tmp = present_arch_in_ob (at, op); |
3159 | |
2885 | |
3160 | if (tmp) |
2886 | if (tmp) |
3161 | { |
2887 | { |
3162 | tmp->destroy (); |
2888 | tmp->destroy (); |
3163 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2889 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3164 | } |
2890 | } |
3165 | |
2891 | |
3166 | at = archetype::find ("confusion"); |
2892 | at = archetype::find ("confusion"); |
3167 | tmp = present_arch_in_ob (at, op); |
2893 | tmp = present_arch_in_ob (at, op); |
3168 | if (tmp) |
2894 | if (tmp) |
3169 | { |
2895 | { |
3170 | tmp->destroy (); |
2896 | tmp->destroy (); |
3171 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2897 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3172 | } |
2898 | } |
3173 | |
2899 | |
3174 | cure_disease (op, 0); /* remove any disease */ |
2900 | cure_disease (op, 0); /* remove any disease */ |
3175 | |
2901 | |
3176 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2902 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3177 | apply_death_exp_penalty (op); |
2903 | apply_death_exp_penalty (op); |
3178 | if (op->stats.food < 100) |
2904 | if (op->stats.food < 100) |
3179 | op->stats.food = 900; |
2905 | op->stats.food = 900; |
3180 | op->stats.hp = op->stats.maxhp; |
2906 | op->stats.hp = op->stats.maxhp; |
3181 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2907 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3182 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2908 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3183 | |
2909 | |
3184 | /* |
2910 | /* |
3185 | * Check to see if the player is in a shop. IF so, then check to see if |
2911 | * Check to see if the player is in a shop. IF so, then check to see if |
3186 | * the player has any unpaid items. If so, remove them and put them back |
2912 | * the player has any unpaid items. If so, remove them and put them back |
3187 | * in the map. |
2913 | * in the map. |
3188 | */ |
2914 | */ |
3189 | |
2915 | |
3190 | if (is_in_shop (op)) |
2916 | if (is_in_shop (op)) |
3191 | remove_unpaid_objects (op->inv, op); |
2917 | remove_unpaid_objects (op->inv, op); |
3192 | |
2918 | |
3193 | /****************************************/ |
2919 | /****************************************/ |
3194 | /* */ |
2920 | /* */ |
3195 | /* Move player to his current respawn- */ |
2921 | /* Move player to his current respawn- */ |
3196 | /* position (usually last savebed) */ |
2922 | /* position (usually last savebed) */ |
3197 | /* */ |
2923 | /* */ |
3198 | /****************************************/ |
2924 | /****************************************/ |
3199 | |
2925 | |
3200 | enter_player_savebed (op); |
2926 | enter_player_savebed (op); |
3201 | |
2927 | |
3202 | /* Save the player before inserting the force to reduce |
|
|
3203 | * chance of abuse. |
|
|
3204 | */ |
|
|
3205 | op->contr->braced = 0; |
2928 | op->contr->braced = 0; |
3206 | save_player (op, 1); |
|
|
3207 | |
2929 | |
3208 | /* it is possible that the player has blown something up |
2930 | /* it is possible that the player has blown something up |
3209 | * at his savebed location, and that can have long lasting |
2931 | * at his savebed location, and that can have long lasting |
3210 | * spell effects. So first see if there is a spell effect |
2932 | * spell effects. So first see if there is a spell effect |
3211 | * on the space that might harm the player. |
2933 | * on the space that might harm the player. |
3212 | */ |
2934 | */ |
3213 | will_kill_again = 0; |
2935 | will_kill_again = 0; |
3214 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2936 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3215 | if (tmp->type == SPELL_EFFECT) |
2937 | if (tmp->type == SPELL_EFFECT) |
3216 | will_kill_again |= tmp->attacktype; |
2938 | will_kill_again |= tmp->attacktype; |
3217 | |
2939 | |
3218 | if (will_kill_again) |
2940 | if (will_kill_again) |
3219 | { |
2941 | { |
3220 | object *force; |
2942 | object *force; |
3221 | int at; |
2943 | int at; |
3222 | |
2944 | |
3223 | force = get_archetype (FORCE_NAME); |
2945 | force = get_archetype (FORCE_NAME); |
3224 | /* 50 ticks should be enough time for the spell to abate */ |
2946 | /* 50 ticks should be enough time for the spell to abate */ |
3225 | force->speed = 0.1; |
2947 | force->speed = 0.1; |
3226 | force->speed_left = -5.0; |
2948 | force->speed_left = -5.0; |
3227 | SET_FLAG (force, FLAG_APPLIED); |
2949 | SET_FLAG (force, FLAG_APPLIED); |
3228 | for (at = 0; at < NROFATTACKS; at++) |
2950 | for (at = 0; at < NROFATTACKS; at++) |
3229 | if (will_kill_again & (1 << at)) |
2951 | if (will_kill_again & (1 << at)) |
3230 | force->resist[at] = 100; |
2952 | force->resist[at] = 100; |
3231 | |
2953 | |
3232 | insert_ob_in_ob (force, op); |
2954 | insert_ob_in_ob (force, op); |
3233 | fix_player (op); |
2955 | op->update_stats (); |
3234 | |
2956 | |
3235 | } |
2957 | } |
3236 | |
2958 | |
3237 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2959 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3238 | return; |
|
|
3239 | } /* NOT_PERMADETH */ |
|
|
3240 | else |
|
|
3241 | { |
|
|
3242 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3243 | * should probably be embedded in an else statement. |
|
|
3244 | */ |
|
|
3245 | |
|
|
3246 | op->contr->party = NULL; |
|
|
3247 | if (settings.set_title == TRUE) |
|
|
3248 | op->contr->own_title[0] = '\0'; |
|
|
3249 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3250 | check_score (op); |
|
|
3251 | |
|
|
3252 | if (op->contr->ranges[range_golem]) |
|
|
3253 | { |
|
|
3254 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3255 | op->contr->ranges[range_golem]->destroy (); |
|
|
3256 | op->contr->ranges[range_golem] = 0; |
|
|
3257 | } |
|
|
3258 | |
|
|
3259 | loot_object (op); /* Remove some of the items for good */ |
|
|
3260 | op->remove (); |
|
|
3261 | op->direction = 0; |
|
|
3262 | |
|
|
3263 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3264 | { |
|
|
3265 | delete_character (op->name, 0); |
|
|
3266 | if (settings.resurrection == TRUE) |
|
|
3267 | { |
|
|
3268 | /* save playerfile sans equipment when player dies |
|
|
3269 | ** then save it as player.pl.dead so that future resurrection |
|
|
3270 | ** type spells will work on them nicely |
|
|
3271 | */ |
|
|
3272 | delete_character (op->name, 0); |
|
|
3273 | op->stats.hp = op->stats.maxhp; |
|
|
3274 | op->stats.food = 999; |
|
|
3275 | |
|
|
3276 | /* set the location of where the person will reappear when */ |
|
|
3277 | /* maybe resurrection code should fix map also */ |
|
|
3278 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3279 | if (op->map != NULL) |
|
|
3280 | op->map = NULL; |
|
|
3281 | op->x = settings.emergency_x; |
|
|
3282 | op->y = settings.emergency_y; |
|
|
3283 | save_player (op, 0); |
|
|
3284 | op->map = map; |
|
|
3285 | /* please see resurrection.c: peterm */ |
|
|
3286 | dead_player (op); |
|
|
3287 | } |
|
|
3288 | else |
|
|
3289 | delete_character (op->name, 1); |
|
|
3290 | } |
|
|
3291 | |
|
|
3292 | play_again (op); |
|
|
3293 | |
|
|
3294 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3295 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3296 | sprintf (buf, "%s", &op->name); |
|
|
3297 | tmp->name = tmp->name_pl = buf; |
|
|
3298 | tmp->level = op->level; |
|
|
3299 | tmp->x = x; |
|
|
3300 | tmp->y = y; |
|
|
3301 | tmp->msg = gravestone_text (op); |
|
|
3302 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3303 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3304 | } |
|
|
3305 | } |
2960 | } |
3306 | |
|
|
3307 | |
2961 | |
3308 | void |
2962 | void |
3309 | loot_object (object *op) |
2963 | loot_object (object *op) |
3310 | { /* Grab and destroy some treasure */ |
2964 | { /* Grab and destroy some treasure */ |
3311 | object *tmp, *tmp2, *next; |
2965 | object *tmp, *tmp2, *next; |
3312 | |
2966 | |
3313 | if (op->container) |
2967 | if (op->container) |
3314 | { /* close open sack first */ |
|
|
3315 | esrv_apply_container (op, op->container); |
2968 | esrv_apply_container (op, op->container); /* close open sack first */ |
3316 | } |
|
|
3317 | |
2969 | |
3318 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2970 | for (tmp = op->inv; tmp; tmp = next) |
3319 | { |
2971 | { |
3320 | next = tmp->below; |
2972 | next = tmp->below; |
3321 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2973 | |
|
|
2974 | if (tmp->invisible) |
3322 | continue; |
2975 | continue; |
|
|
2976 | |
3323 | tmp->remove (); |
2977 | tmp->remove (); |
3324 | tmp->x = op->x, tmp->y = op->y; |
2978 | tmp->x = op->x, tmp->y = op->y; |
3325 | if (tmp->type == CONTAINER) |
2979 | if (tmp->type == CONTAINER) |
3326 | { /* empty container to ground */ |
2980 | { /* empty container to ground */ |
3327 | loot_object (tmp); |
2981 | loot_object (tmp); |
… | |
… | |
3349 | */ |
3003 | */ |
3350 | |
3004 | |
3351 | void |
3005 | void |
3352 | fix_weight (void) |
3006 | fix_weight (void) |
3353 | { |
3007 | { |
3354 | player *pl; |
3008 | for_all_players (pl) |
3355 | |
|
|
3356 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3357 | { |
3009 | { |
3358 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3010 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3359 | |
3011 | |
3360 | if (old == sum) |
3012 | if (old == sum) |
3361 | continue; |
3013 | continue; |
3362 | fix_player (pl->ob); |
3014 | pl->ob->update_stats (); |
3363 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3015 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3364 | } |
3016 | } |
3365 | } |
3017 | } |
3366 | |
3018 | |
3367 | void |
3019 | void |
3368 | fix_luck (void) |
3020 | fix_luck (void) |
3369 | { |
3021 | { |
3370 | player *pl; |
3022 | for_all_players (pl) |
3371 | |
|
|
3372 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3373 | if (!pl->ob->contr->state) |
3023 | if (!pl->ob->contr->ns->state) |
3374 | change_luck (pl->ob, 0); |
3024 | pl->ob->change_luck (0); |
3375 | } |
3025 | } |
3376 | |
|
|
3377 | |
3026 | |
3378 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3027 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3379 | * This is much simpler in the new spell code - we basically |
3028 | * This is much simpler in the new spell code - we basically |
3380 | * just treat this as any other spell casting object. |
3029 | * just treat this as any other spell casting object. |
3381 | */ |
3030 | */ |
3382 | |
|
|
3383 | void |
3031 | void |
3384 | cast_dust (object *op, object *throw_ob, int dir) |
3032 | cast_dust (object *op, object *throw_ob, int dir) |
3385 | { |
3033 | { |
3386 | object *skop, *spob; |
3034 | object *skop, *spob; |
3387 | |
3035 | |
… | |
… | |
3432 | object *tmp = NULL; |
3080 | object *tmp = NULL; |
3433 | |
3081 | |
3434 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3082 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3435 | return 1; |
3083 | return 1; |
3436 | |
3084 | |
3437 | if (op->type == PLAYER) |
|
|
3438 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3439 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3440 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3441 | return 1; |
|
|
3442 | return 0; |
3085 | return 0; |
3443 | } |
3086 | } |
3444 | |
3087 | |
3445 | /* look at the surrounding terrain to determine |
3088 | /* look at the surrounding terrain to determine |
3446 | * the hideability of this object. Positive levels |
3089 | * the hideability of this object. Positive levels |
… | |
… | |
3502 | |
3145 | |
3503 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3146 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3504 | |
3147 | |
3505 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3148 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3506 | if (op->type == PLAYER && op->contr->run_on) |
3149 | if (op->type == PLAYER && op->contr->run_on) |
3507 | { |
|
|
3508 | if (!skop || num >= skop->level) |
3150 | if (!skop || num >= skop->level) |
3509 | { |
3151 | { |
3510 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3152 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3511 | make_visible (op); |
3153 | make_visible (op); |
3512 | return; |
3154 | return; |
3513 | } |
3155 | } |
3514 | else |
3156 | else |
3515 | num += 20; |
3157 | num += 20; |
3516 | } |
3158 | |
3517 | num += op->map->difficulty; |
3159 | num += op->map->difficulty; |
3518 | hide = hideability (op); /* modify by terrain hidden level */ |
3160 | hide = hideability (op); /* modify by terrain hidden level */ |
3519 | num -= hide; |
3161 | num -= hide; |
|
|
3162 | |
3520 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3163 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3521 | { |
3164 | { |
3522 | make_visible (op); |
3165 | make_visible (op); |
3523 | if (op->type == PLAYER) |
3166 | if (op->type == PLAYER) |
3524 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3167 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3525 | } |
3168 | } |
3526 | else if (op->type == PLAYER && skop) |
3169 | else if (op->type == PLAYER && skop) |
3527 | { |
|
|
3528 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3170 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3529 | } |
|
|
3530 | } |
3171 | } |
3531 | |
3172 | |
3532 | /* determine if who is standing near a hostile creature. */ |
3173 | /* determine if who is standing near a hostile creature. */ |
3533 | |
3174 | |
3534 | int |
3175 | int |
… | |
… | |
3561 | if (mflags & P_OUT_OF_MAP) |
3202 | if (mflags & P_OUT_OF_MAP) |
3562 | continue; |
3203 | continue; |
3563 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3204 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3564 | continue; |
3205 | continue; |
3565 | |
3206 | |
3566 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3207 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3567 | { |
3208 | { |
3568 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3209 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3569 | return 1; |
3210 | return 1; |
3570 | else if (tmp->type == PLAYER) |
3211 | else if (tmp->type == PLAYER) |
3571 | { |
3212 | { |
… | |
… | |
3601 | if (pl->type != PLAYER) |
3242 | if (pl->type != PLAYER) |
3602 | { |
3243 | { |
3603 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3244 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3604 | return -1; |
3245 | return -1; |
3605 | } |
3246 | } |
|
|
3247 | |
3606 | if (!pl || !op) |
3248 | if (!pl || !op) |
3607 | return 0; |
3249 | return 0; |
3608 | |
3250 | |
3609 | if (op->head) |
|
|
3610 | { |
|
|
3611 | op = op->head; |
3251 | op = op->head_ (); |
3612 | } |
3252 | |
3613 | get_rangevector (pl, op, &rv, 0x1); |
3253 | get_rangevector (pl, op, &rv, 0x1); |
3614 | |
3254 | |
3615 | /* starting with the 'head' part, lets loop |
3255 | /* starting with the 'head' part, lets loop |
3616 | * through the object and find if it has any |
3256 | * through the object and find if it has any |
3617 | * part that is in the los array but isnt on |
3257 | * part that is in the los array but isnt on |
… | |
… | |
3625 | |
3265 | |
3626 | /* only the viewable area the player sees is updated by LOS |
3266 | /* only the viewable area the player sees is updated by LOS |
3627 | * code, so we need to restrict ourselves to that range of values |
3267 | * code, so we need to restrict ourselves to that range of values |
3628 | * for any meaningful values. |
3268 | * for any meaningful values. |
3629 | */ |
3269 | */ |
3630 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3270 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3631 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3271 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3632 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
3272 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3633 | return 1; |
3273 | return 1; |
3634 | op = op->more; |
3274 | op = op->more; |
3635 | } |
3275 | } |
3636 | return 0; |
3276 | return 0; |
3637 | } |
3277 | } |
… | |
… | |
3747 | if (trlist == NULL || who->type != PLAYER) |
3387 | if (trlist == NULL || who->type != PLAYER) |
3748 | return; |
3388 | return; |
3749 | |
3389 | |
3750 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3390 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3751 | |
3391 | |
3752 | if (tr == NULL || tr->item == NULL) |
3392 | if (!tr || !tr->item) |
3753 | { |
3393 | { |
3754 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3394 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3755 | return; |
3395 | return; |
3756 | } |
3396 | } |
3757 | |
3397 | |
… | |
… | |
3823 | { |
3463 | { |
3824 | /* forces in the treasurelist can alter the player's stats */ |
3464 | /* forces in the treasurelist can alter the player's stats */ |
3825 | object *skin; |
3465 | object *skin; |
3826 | |
3466 | |
3827 | /* first get the dragon skin force */ |
3467 | /* first get the dragon skin force */ |
|
|
3468 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3828 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3469 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3470 | ; |
|
|
3471 | |
3829 | if (skin == NULL) |
3472 | if (!skin) |
3830 | return; |
3473 | return; |
3831 | |
3474 | |
3832 | /* adding new spellpath attunements */ |
3475 | /* adding new spellpath attunements */ |
3833 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3476 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3834 | { |
3477 | { |
… | |
… | |
3879 | * not readied. |
3522 | * not readied. |
3880 | */ |
3523 | */ |
3881 | void |
3524 | void |
3882 | player_unready_range_ob (player *pl, object *ob) |
3525 | player_unready_range_ob (player *pl, object *ob) |
3883 | { |
3526 | { |
3884 | rangetype i; |
|
|
3885 | |
|
|
3886 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3527 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3887 | { |
|
|
3888 | if (pl->ranges[i] == ob) |
3528 | if (pl->ranges[i] == ob) |
3889 | { |
3529 | { |
3890 | pl->ranges[i] = NULL; |
3530 | pl->ranges[i] = 0; |
3891 | if (pl->shoottype == i) |
3531 | if (pl->shoottype == i) |
3892 | { |
|
|
3893 | pl->shoottype = range_none; |
3532 | pl->shoottype = range_none; |
3894 | } |
|
|
3895 | } |
3533 | } |
3896 | } |
|
|
3897 | } |
3534 | } |