1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
… | |
… | |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #include <algorithm> |
34 | #include <algorithm> |
34 | #include <functional> |
35 | #include <functional> |
35 | |
36 | |
36 | player * |
37 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
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39 | player *pl; |
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40 | |
|
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41 | for (pl = first_player; pl; pl = pl->next) |
|
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42 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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43 | return pl; |
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44 | |
|
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45 | return 0; |
|
|
46 | } |
|
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47 | |
38 | |
48 | void |
39 | void |
49 | display_motd (const object *op) |
40 | display_motd (const object *op) |
50 | { |
41 | { |
51 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
134 | |
125 | |
135 | if (*buf == '%') |
126 | if (*buf == '%') |
136 | { /* send one news */ |
127 | { /* send one news */ |
137 | if (size > 0) |
128 | if (size > 0) |
138 | 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 | |
139 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
140 | strip_endline (subject); |
132 | strip_endline (subject); |
141 | size = 0; |
133 | size = 0; |
142 | news[0] = '\0'; |
134 | news[0] = '\0'; |
143 | } |
135 | } |
… | |
… | |
160 | |
152 | |
161 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
162 | static void |
154 | static void |
163 | set_first_map (object *op) |
155 | set_first_map (object *op) |
164 | { |
156 | { |
165 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
166 | op->x = -1; |
158 | op->x = -1; |
167 | op->y = -1; |
159 | op->y = -1; |
|
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160 | } |
|
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161 | |
|
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162 | void |
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163 | player::enter_map () |
|
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164 | { |
|
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165 | object *tmp = object::create (); |
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166 | |
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167 | EXIT_PATH (tmp) = maplevel; |
|
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168 | EXIT_X (tmp) = ob->x; |
|
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169 | EXIT_Y (tmp) = ob->y; |
168 | enter_exit (op, 0); |
170 | ob->enter_exit (tmp); |
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171 | |
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172 | tmp->destroy (); |
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173 | } |
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174 | |
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175 | void |
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176 | player::activate () |
|
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177 | { |
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178 | if (active) |
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179 | return; |
|
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180 | |
|
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181 | players.insert (this); |
|
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182 | ob->remove (); |
|
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183 | ob->map = 0; |
|
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184 | ob->activate_recursive (); |
|
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185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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186 | add_friendly_object (ob); |
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187 | enter_map (); |
|
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188 | } |
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189 | |
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190 | void |
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191 | player::deactivate () |
|
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192 | { |
|
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193 | if (!active) |
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194 | return; |
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195 | |
|
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196 | terminate_all_pets (ob); |
|
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197 | remove_friendly_object (ob); |
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198 | ob->deactivate_recursive (); |
|
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199 | ob->remove (); |
|
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200 | ob->map = 0; |
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201 | |
|
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202 | // for weird reasons, this is often "ob", keeping a circular reference |
|
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203 | ranges [range_skill] = 0; |
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204 | |
|
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205 | players.erase (this); |
169 | } |
206 | } |
170 | |
207 | |
171 | // connect the player with a specific client |
208 | // connect the player with a specific client |
172 | // also changed, rationalises, and fixes some incorrect settings |
209 | // also changed, rationalises, and fixes some incorrect settings |
173 | void |
210 | void |
174 | player::connect (client *ns) |
211 | player::connect (client *ns) |
175 | { |
212 | { |
176 | this->ns = ns; |
213 | this->ns = ns; |
177 | ns->pl = this; |
214 | ns->pl = this; |
178 | |
215 | |
179 | next = first_player; |
216 | run_on = 0; |
180 | first_player = this; |
217 | fire_on = 0; |
181 | |
218 | |
182 | ns->update_look = 0; |
219 | ns->update_look = 0; |
183 | ns->look_position = 0; |
220 | ns->look_position = 0; |
184 | |
221 | |
185 | clear_los (ob); |
222 | clear_los (ob); |
|
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223 | |
|
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224 | ns->reset_stats (); |
186 | |
225 | |
187 | /* make sure he's a player -- needed because of class change. */ |
226 | /* make sure he's a player -- needed because of class change. */ |
188 | ob->type = PLAYER; // we are paranoid |
227 | ob->type = PLAYER; // we are paranoid |
189 | ob->race = ob->arch->clone.race; |
228 | ob->race = ob->arch->clone.race; |
190 | |
229 | |
… | |
… | |
193 | |
232 | |
194 | ob->carrying = sum_weight (ob); |
233 | ob->carrying = sum_weight (ob); |
195 | link_player_skills (ob); |
234 | link_player_skills (ob); |
196 | |
235 | |
197 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
236 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
198 | ob->update_stats (); |
|
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199 | update_ob_speed (ob); |
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200 | |
237 | |
201 | assign (title, ob->arch->clone.name); |
238 | assign (title, ob->arch->clone.name); |
202 | |
239 | |
203 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
240 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
204 | * from the class, and not race. I don't see any way to get the class information |
241 | * from the class, and not race. I don't see any way to get the class information |
… | |
… | |
226 | skin = tmp; |
263 | skin = tmp; |
227 | |
264 | |
228 | set_dragon_name (ob, abil, skin); |
265 | set_dragon_name (ob, abil, skin); |
229 | } |
266 | } |
230 | |
267 | |
231 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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232 | add_friendly_object (ob); |
|
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233 | |
|
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234 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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235 | |
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236 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
268 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
237 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
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238 | |
269 | |
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270 | esrv_new_player (this, ob->weight + ob->carrying); |
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271 | |
|
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272 | ob->update_stats (); |
239 | ns->floorbox_update (); |
273 | ns->floorbox_update (); |
240 | |
274 | |
241 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
242 | esrv_send_inventory (ob, ob); |
275 | esrv_send_inventory (ob, ob); |
243 | esrv_add_spells (this, 0); |
276 | esrv_add_spells (this, 0); |
244 | |
277 | |
245 | enter_exit (ob, 0); |
278 | activate (); |
246 | |
279 | |
247 | send_rules (ob); |
280 | send_rules (ob); |
248 | send_news (ob); |
281 | send_news (ob); |
249 | display_motd (ob); |
282 | display_motd (ob); |
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283 | |
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284 | INVOKE_PLAYER (CONNECT, this); |
250 | INVOKE_PLAYER (LOGIN, this); |
285 | INVOKE_PLAYER (LOGIN, this); |
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286 | } |
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287 | |
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288 | void |
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289 | player::disconnect () |
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290 | { |
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291 | if (ns) |
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292 | { |
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293 | if (active) |
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294 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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295 | |
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296 | INVOKE_PLAYER (DISCONNECT, this); |
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297 | |
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298 | ns->pl = 0; |
|
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299 | this->ns = 0; |
|
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300 | } |
|
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301 | |
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302 | deactivate (); |
251 | } |
303 | } |
252 | |
304 | |
253 | // the need for this function can be explained |
305 | // the need for this function can be explained |
254 | // by load_object not returning the object |
306 | // by load_object not returning the object |
255 | void |
307 | void |
… | |
… | |
262 | ob->speed = 1.0; |
314 | ob->speed = 1.0; |
263 | ob->direction = 5; /* So player faces south */ |
315 | ob->direction = 5; /* So player faces south */ |
264 | ob->stats.wc = 2; |
316 | ob->stats.wc = 2; |
265 | ob->run_away = 25; /* Then we panick... */ |
317 | ob->run_away = 25; /* Then we panick... */ |
266 | |
318 | |
267 | set_first_map (ob); |
|
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268 | |
|
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269 | ob->roll_stats (); |
319 | ob->roll_stats (); |
270 | } |
320 | } |
271 | |
321 | |
272 | player::player () |
322 | player::player () |
273 | { |
323 | { |
274 | /* There are some elements we want initialized to non zero value - |
324 | /* There are some elements we want initialised to non zero value - |
275 | * we deal with that below this point. |
325 | * we deal with that below this point. |
276 | */ |
326 | */ |
277 | outputs_sync = 16; /* Every 2 seconds */ |
327 | outputs_sync = 16; /* Every 2 seconds */ |
278 | outputs_count = 8; /* Keeps present behaviour */ |
328 | outputs_count = 8; /* Keeps present behaviour */ |
279 | unapply = unapply_nochoice; |
329 | unapply = unapply_nochoice; |
280 | |
330 | |
281 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
331 | savebed_map = first_map_path; /* Init. respawn position */ |
282 | |
332 | |
283 | gen_sp_armour = 10; |
333 | gen_sp_armour = 10; |
284 | last_speed = -1; |
|
|
285 | shoottype = range_none; |
334 | shoottype = range_none; |
286 | bowtype = bow_normal; |
335 | bowtype = bow_normal; |
287 | petmode = pet_normal; |
336 | petmode = pet_normal; |
288 | listening = 10; |
337 | listening = 10; |
289 | usekeys = containers; |
338 | usekeys = containers; |
290 | last_weapon_sp = -1; |
|
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291 | peaceful = 1; /* default peaceful */ |
339 | peaceful = 1; /* default peaceful */ |
292 | do_los = 1; |
340 | do_los = 1; |
|
|
341 | } |
293 | |
342 | |
294 | /* we need to clear these to -1 and not zero - otherwise, |
343 | void |
295 | * if a player quits and starts a new character, we wont |
344 | player::do_destroy () |
296 | * send new values to the client, as things like exp start |
345 | { |
297 | * at zero. |
346 | disconnect (); |
298 | */ |
|
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299 | for (int i = 0; i < NUM_SKILLS; i++) |
|
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300 | last_skill_exp[i] = -1; |
|
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301 | |
347 | |
302 | for (int i = 0; i < NROFATTACKS; i++) |
348 | attachable::do_destroy (); |
303 | last_resist[i] = -1; |
|
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304 | |
349 | |
305 | last_stats.exp = -1; |
350 | if (ob) |
306 | last_weight = (uint32) - 1; |
351 | { |
|
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352 | ob->destroy_inv (false); |
|
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353 | ob->destroy (); |
|
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354 | } |
307 | } |
355 | } |
308 | |
356 | |
309 | player::~player () |
357 | player::~player () |
310 | { |
358 | { |
311 | terminate_all_pets (ob); |
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312 | |
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313 | if (first_player != this) |
|
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314 | { |
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315 | player *prev = first_player; |
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316 | |
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317 | while (prev && prev->next && prev->next != this) |
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318 | prev = prev->next; |
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319 | |
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320 | if (prev->next != this) |
|
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321 | { |
|
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322 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
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323 | abort (); |
|
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324 | } |
|
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325 | |
|
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326 | prev->next = next; |
|
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327 | } |
|
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328 | else |
|
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329 | first_player = next; |
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330 | |
|
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331 | if (ob) |
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332 | { |
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333 | ob->contr = 0; |
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334 | ob->destroy (1); |
|
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335 | } |
|
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336 | |
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337 | if (ns) |
|
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338 | { |
|
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339 | ns->send_packet ("goodbye"); |
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340 | ns->flush (); |
|
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341 | ns->pl = 0; |
|
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342 | ns->destroy (); |
|
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343 | } |
|
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344 | |
|
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345 | /* Clear item stack */ |
359 | /* Clear item stack */ |
346 | free (stack_items); |
360 | free (stack_items); |
347 | } |
361 | } |
348 | |
362 | |
349 | /* Tries to add player on the connection passed in ns. |
363 | /* Tries to add player on the connection passed in ns. |
… | |
… | |
354 | player::create () |
368 | player::create () |
355 | { |
369 | { |
356 | player *pl = new player; |
370 | player *pl = new player; |
357 | |
371 | |
358 | pl->set_object (arch_to_object (get_player_archetype (0))); |
372 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
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373 | set_first_map (pl->ob); |
359 | |
374 | |
360 | return pl; |
375 | return pl; |
361 | } |
376 | } |
362 | |
377 | |
363 | /* |
378 | /* |
… | |
… | |
390 | |
405 | |
391 | object * |
406 | object * |
392 | get_nearest_player (object *mon) |
407 | get_nearest_player (object *mon) |
393 | { |
408 | { |
394 | object *op = NULL; |
409 | object *op = NULL; |
395 | player *pl = NULL; |
|
|
396 | objectlink *ol; |
410 | objectlink *ol; |
397 | unsigned lastdist; |
411 | unsigned lastdist; |
398 | rv_vector rv; |
412 | rv_vector rv; |
399 | |
413 | |
400 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
414 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
401 | { |
415 | { |
402 | /* 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 |
403 | * does periodically happen. Given that, lets deal with it. |
417 | * does periodically happen. Given that, lets deal with it. |
404 | * While unlikely, it is possible the next object on the friendly |
418 | * While unlikely, it is possible the next object on the friendly |
405 | * list is also free, so encapsulate this in a while loop. |
419 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
409 | object *tmp = ol->ob; |
423 | object *tmp = ol->ob; |
410 | |
424 | |
411 | /* 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 |
412 | * itself will have been cleared. |
426 | * itself will have been cleared. |
413 | */ |
427 | */ |
414 | 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 ()); |
415 | ol = ol->next; |
430 | ol = ol->next; |
416 | remove_friendly_object (tmp); |
431 | remove_friendly_object (tmp); |
417 | if (!ol) |
432 | if (!ol) |
418 | return op; |
433 | return op; |
419 | } |
434 | } |
… | |
… | |
432 | { |
447 | { |
433 | op = ol->ob; |
448 | op = ol->ob; |
434 | lastdist = rv.distance; |
449 | lastdist = rv.distance; |
435 | } |
450 | } |
436 | } |
451 | } |
437 | for (pl = first_player; pl != NULL; pl = pl->next) |
452 | |
438 | { |
453 | for_all_players (pl) |
439 | if (can_detect_enemy (mon, pl->ob, &rv)) |
454 | if (can_detect_enemy (mon, pl->ob, &rv)) |
440 | { |
|
|
441 | |
|
|
442 | if (lastdist > rv.distance) |
455 | if (lastdist > rv.distance) |
443 | { |
456 | { |
444 | op = pl->ob; |
457 | op = pl->ob; |
445 | lastdist = rv.distance; |
458 | lastdist = rv.distance; |
446 | } |
459 | } |
447 | } |
460 | |
448 | } |
|
|
449 | #if 0 |
461 | #if 0 |
450 | 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)"); |
451 | #endif |
463 | #endif |
452 | return op; |
464 | return op; |
453 | } |
465 | } |
… | |
… | |
833 | |
845 | |
834 | contr->orig_stats = stats; |
846 | contr->orig_stats = stats; |
835 | } |
847 | } |
836 | } |
848 | } |
837 | |
849 | |
|
|
850 | static void |
|
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851 | start_info (object *op) |
|
|
852 | { |
|
|
853 | char buf[MAX_BUF]; |
|
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854 | |
|
|
855 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
856 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
857 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
858 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
859 | } |
|
|
860 | |
838 | /* This function takes the key that is passed, and does the |
861 | /* This function takes the key that is passed, and does the |
839 | * appropriate action with it (change race, or other things). |
862 | * appropriate action with it (change race, or other things). |
840 | * The function name is for historical reasons - now we have |
863 | * The function name is for historical reasons - now we have |
841 | * separate race and class; this actually changes the RACE, |
864 | * separate race and class; this actually changes the RACE, |
842 | * not the class. |
865 | * not the class. |
… | |
… | |
869 | * to save here. |
892 | * to save here. |
870 | */ |
893 | */ |
871 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
872 | make_path_to_file (buf); |
895 | make_path_to_file (buf); |
873 | |
896 | |
874 | #ifdef AUTOSAVE |
|
|
875 | op->contr->last_save_tick = pticks; |
|
|
876 | #endif |
|
|
877 | start_info (op); |
897 | start_info (op); |
878 | CLEAR_FLAG (op, FLAG_WIZ); |
898 | CLEAR_FLAG (op, FLAG_WIZ); |
879 | give_initial_items (op, op->randomitems); |
899 | give_initial_items (op, op->randomitems); |
880 | link_player_skills (op); |
900 | link_player_skills (op); |
881 | esrv_send_inventory (op, op); |
901 | esrv_send_inventory (op, op); |
… | |
… | |
887 | if (*first_map_ext_path) |
907 | if (*first_map_ext_path) |
888 | { |
908 | { |
889 | object *tmp; |
909 | object *tmp; |
890 | char mapname[MAX_BUF]; |
910 | char mapname[MAX_BUF]; |
891 | |
911 | |
892 | 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); |
893 | tmp = object::create (); |
913 | tmp = object::create (); |
894 | EXIT_PATH (tmp) = mapname; |
914 | EXIT_PATH (tmp) = mapname; |
895 | EXIT_X (tmp) = op->x; |
915 | EXIT_X (tmp) = op->x; |
896 | EXIT_Y (tmp) = op->y; |
916 | EXIT_Y (tmp) = op->y; |
897 | 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; |
898 | * if the map isn't there, then stay on the |
918 | * if the map isn't there, then stay on the |
899 | * default initial map */ |
919 | * default initial map */ |
900 | tmp->destroy (); |
920 | tmp->destroy (); |
901 | } |
921 | } |
902 | else |
922 | else |
… | |
… | |
941 | if (op->msg) |
961 | if (op->msg) |
942 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
962 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
943 | |
963 | |
944 | send_query (op->contr->ns, 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"); |
945 | return 0; |
965 | return 0; |
946 | } |
|
|
947 | |
|
|
948 | int |
|
|
949 | key_confirm_quit (object *op, char key) |
|
|
950 | { |
|
|
951 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
952 | { |
|
|
953 | op->contr->ns->state = ST_PLAYING; |
|
|
954 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
955 | return 1; |
|
|
956 | } |
|
|
957 | |
|
|
958 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
959 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
960 | |
|
|
961 | terminate_all_pets (op); |
|
|
962 | leave_map (op); |
|
|
963 | op->direction = 0; |
|
|
964 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
965 | |
|
|
966 | strcpy (op->contr->killer, "quit"); |
|
|
967 | check_score (op); |
|
|
968 | op->contr->party = 0; |
|
|
969 | op->contr->own_title[0] = '\0'; |
|
|
970 | |
|
|
971 | object_ptr ob = op; |
|
|
972 | |
|
|
973 | delete ob->contr; |
|
|
974 | |
|
|
975 | /* We need to hunt for any per player unique maps in memory and |
|
|
976 | * get rid of them. The trailing slash in the path is intentional, |
|
|
977 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
978 | */ |
|
|
979 | char buf[MAX_BUF]; |
|
|
980 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
981 | |
|
|
982 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
983 | { |
|
|
984 | next = mp->next; |
|
|
985 | |
|
|
986 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
987 | delete_map (mp); |
|
|
988 | } |
|
|
989 | |
|
|
990 | delete_character (ob->name, 1); |
|
|
991 | |
|
|
992 | return 1; |
|
|
993 | } |
966 | } |
994 | |
967 | |
995 | void |
968 | void |
996 | flee_player (object *op) |
969 | flee_player (object *op) |
997 | { |
970 | { |
… | |
… | |
1651 | return 0; |
1624 | return 0; |
1652 | } |
1625 | } |
1653 | |
1626 | |
1654 | arrow->set_owner (op); |
1627 | arrow->set_owner (op); |
1655 | arrow->skill = bow->skill; |
1628 | arrow->skill = bow->skill; |
1656 | |
|
|
1657 | arrow->direction = dir; |
1629 | arrow->direction = dir; |
1658 | arrow->x = sx; |
|
|
1659 | arrow->y = sy; |
|
|
1660 | |
1630 | |
1661 | if (op->type == PLAYER) |
1631 | if (op->type == PLAYER) |
1662 | { |
1632 | { |
1663 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1633 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1664 | op->update_stats (); |
1634 | op->update_stats (); |
… | |
… | |
1679 | |
1649 | |
1680 | /* update the speed */ |
1650 | /* update the speed */ |
1681 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1651 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1682 | 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; |
1683 | |
1653 | |
1684 | if (arrow->speed < 1.0) |
1654 | arrow->set_speed (max (arrow->speed, 1.0)); |
1685 | arrow->speed = 1.0; |
|
|
1686 | update_ob_speed (arrow); |
|
|
1687 | arrow->speed_left = 0; |
1655 | arrow->speed_left = 0; |
1688 | |
1656 | |
1689 | if (op->type == PLAYER) |
1657 | if (op->type == PLAYER) |
1690 | { |
1658 | { |
1691 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1659 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1704 | arrow->attacktype |= bow->attacktype; |
1672 | arrow->attacktype |= bow->attacktype; |
1705 | |
1673 | |
1706 | if (bow->slaying) |
1674 | if (bow->slaying) |
1707 | arrow->slaying = bow->slaying; |
1675 | arrow->slaying = bow->slaying; |
1708 | |
1676 | |
1709 | arrow->map = m; |
|
|
1710 | arrow->move_type = MOVE_FLY_LOW; |
1677 | arrow->move_type = MOVE_FLY_LOW; |
1711 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1678 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1712 | |
1679 | |
1713 | 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); |
1714 | insert_ob_in_map (arrow, m, op, 0); |
1681 | m->insert (arrow, sx, sy, op); |
1715 | |
1682 | |
1716 | if (!arrow->destroyed ()) |
1683 | if (!arrow->destroyed ()) |
1717 | move_arrow (arrow); |
1684 | move_arrow (arrow); |
1718 | |
1685 | |
1719 | if (op->type == PLAYER) |
1686 | if (op->type == PLAYER) |
… | |
… | |
1745 | } |
1712 | } |
1746 | 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) |
1747 | { |
1714 | { |
1748 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1715 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1749 | wcmod = -1; |
1716 | wcmod = -1; |
|
|
1717 | |
1750 | 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); |
1751 | } |
1719 | } |
1752 | else if (op->contr->bowtype == bow_threewide) |
1720 | else if (op->contr->bowtype == bow_threewide) |
1753 | { |
1721 | { |
1754 | 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); |
… | |
… | |
1824 | |
1792 | |
1825 | if (item->arch) |
1793 | if (item->arch) |
1826 | { |
1794 | { |
1827 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1795 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1828 | item->face = item->arch->clone.face; |
1796 | item->face = item->arch->clone.face; |
1829 | item->speed = 0; |
1797 | item->set_speed (0); |
1830 | update_ob_speed (item); |
|
|
1831 | } |
1798 | } |
|
|
1799 | |
1832 | if ((tmp = item->in_player ())) |
1800 | if ((tmp = item->in_player ())) |
1833 | esrv_update_item (UPD_ANIM, tmp, item); |
1801 | esrv_update_item (UPD_ANIM, tmp, item); |
1834 | } |
1802 | } |
1835 | } |
1803 | } |
1836 | else if (item->type == ROD || item->type == HORN) |
1804 | else if (item->type == ROD || item->type == HORN) |
1837 | { |
|
|
1838 | drain_rod_charge (item); |
1805 | drain_rod_charge (item); |
1839 | } |
|
|
1840 | } |
1806 | } |
1841 | } |
1807 | } |
1842 | |
1808 | |
1843 | /* Received a fire command for the player - go and do it. |
1809 | /* Received a fire command for the player - go and do it. |
1844 | */ |
1810 | */ |
… | |
… | |
1883 | { |
1849 | { |
1884 | if (op->type == PLAYER) |
1850 | if (op->type == PLAYER) |
1885 | 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."); |
1886 | return; |
1852 | return; |
1887 | } |
1853 | } |
|
|
1854 | |
1888 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1855 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1889 | return; |
1856 | return; |
1890 | case range_builder: |
1857 | case range_builder: |
1891 | apply_map_builder (op, dir); |
1858 | apply_map_builder (op, dir); |
1892 | return; |
1859 | return; |
1893 | default: |
1860 | default: |
… | |
… | |
2060 | */ |
2027 | */ |
2061 | 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)) |
2062 | { |
2029 | { |
2063 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2030 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2064 | { |
2031 | { |
2065 | m = get_map_from_coord (op->map, &nx, &ny); |
2032 | m = op->map->xy_find (nx, ny); |
2066 | if (!m) |
2033 | if (!m) |
2067 | return; /* Don't think this should happen */ |
2034 | return; /* Don't think this should happen */ |
2068 | } |
2035 | } |
2069 | else |
2036 | else |
2070 | m = op->map; |
2037 | m = op->map; |
2071 | |
2038 | |
2072 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2039 | if (!(tmp = m->at (nx, ny).bot)) |
2073 | { |
|
|
2074 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2075 | return; |
2040 | return; |
2076 | } |
|
|
2077 | |
2041 | |
2078 | mon = 0; |
2042 | mon = 0; |
2079 | /* 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 |
2080 | * 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. |
2081 | * 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 |
… | |
… | |
2134 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2135 | { |
2099 | { |
2136 | /* 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 */ |
2137 | if (op->contr->braced) |
2101 | if (op->contr->braced) |
2138 | return; |
2102 | return; |
|
|
2103 | |
2139 | 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); |
2140 | (void) push_ob (mon, dir, op); |
2105 | (void) push_ob (mon, dir, op); |
2141 | if (op->contr->tmp_invis || op->hide) |
2106 | if (op->contr->tmp_invis || op->hide) |
2142 | make_visible (op); |
2107 | make_visible (op); |
|
|
2108 | |
2143 | return; |
2109 | return; |
2144 | } |
2110 | } |
2145 | |
2111 | |
2146 | /* in certain circumstances, you shouldn't attack friendly |
2112 | /* in certain circumstances, you shouldn't attack friendly |
2147 | * creatures. Note that if you are braced, you can't push |
2113 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2161 | !on_battleground)) |
2127 | !on_battleground)) |
2162 | { |
2128 | { |
2163 | if (!op->contr->braced) |
2129 | if (!op->contr->braced) |
2164 | { |
2130 | { |
2165 | 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); |
2166 | (void) push_ob (mon, dir, op); |
2132 | push_ob (mon, dir, op); |
2167 | } |
2133 | } |
2168 | else |
2134 | else |
2169 | new_draw_info (0, 0, op, "You withhold your attack"); |
2135 | new_draw_info (0, 0, op, "You withhold your attack"); |
2170 | |
2136 | |
2171 | if (op->contr->tmp_invis || op->hide) |
2137 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2186 | * 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 |
2187 | * and be living. Then, it must be one of the following: |
2153 | * and be living. Then, it must be one of the following: |
2188 | * 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 |
2189 | * 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. |
2190 | */ |
2156 | */ |
2191 | |
|
|
2192 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2157 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2193 | ((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))) |
2194 | { |
2159 | { |
2195 | |
2160 | |
2196 | /* If the player hasn't hit something this tick, and does |
2161 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2230 | int |
2195 | int |
2231 | move_player (object *op, int dir) |
2196 | move_player (object *op, int dir) |
2232 | { |
2197 | { |
2233 | int pick; |
2198 | int pick; |
2234 | |
2199 | |
2235 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2200 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2236 | return 0; |
2201 | return 0; |
2237 | |
2202 | |
2238 | /* Sanity check: make sure dir is valid */ |
2203 | /* Sanity check: make sure dir is valid */ |
2239 | if ((dir < 0) || (dir >= 9)) |
2204 | if ((dir < 0) || (dir >= 9)) |
2240 | { |
2205 | { |
2241 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2206 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2242 | return 0; |
2207 | return 0; |
2243 | } |
2208 | } |
2244 | |
2209 | |
2245 | /* peterm: added following line */ |
2210 | /* peterm: added following line */ |
2246 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2211 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2247 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2212 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2248 | |
2213 | |
2249 | op->facing = dir; |
2214 | op->facing = dir; |
2250 | |
2215 | |
… | |
… | |
2328 | |
2293 | |
2329 | /* 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 |
2330 | * the players time has been increased when doericserver has been |
2295 | * the players time has been increased when doericserver has been |
2331 | * called, so we recheck it here. |
2296 | * called, so we recheck it here. |
2332 | */ |
2297 | */ |
2333 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2298 | if (op->contr->ns->handle_command ()) |
2334 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2299 | return 1; |
2335 | ; |
|
|
2336 | |
2300 | |
2337 | if (op->speed_left < 0) |
2301 | if (op->speed_left > 0) |
2338 | return 0; |
2302 | { |
2339 | |
|
|
2340 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2303 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2341 | { |
2304 | { |
2342 | /* All move commands take 1 tick, at least for now */ |
2305 | /* All move commands take 1 tick, at least for now */ |
2343 | op->speed_left--; |
2306 | op->speed_left--; |
2344 | |
2307 | |
2345 | /* Instead of all the stuff below, let move_player take care |
2308 | /* Instead of all the stuff below, let move_player take care |
2346 | * 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 |
2347 | * there, as well as the confusion stuff. |
2310 | * there, as well as the confusion stuff. |
2348 | */ |
2311 | */ |
2349 | move_player (op, op->direction); |
2312 | move_player (op, op->direction); |
2350 | if (op->speed_left > 0) |
2313 | |
2351 | return 1; |
2314 | return op->speed_left > 0; |
2352 | else |
2315 | } |
2353 | return 0; |
|
|
2354 | } |
2316 | } |
2355 | |
2317 | |
2356 | return 0; |
2318 | return 0; |
2357 | } |
2319 | } |
2358 | |
2320 | |
… | |
… | |
2400 | { |
2362 | { |
2401 | object *next; |
2363 | object *next; |
2402 | |
2364 | |
2403 | while (op) |
2365 | while (op) |
2404 | { |
2366 | { |
2405 | 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' */ |
2406 | * we remove object 'op' |
2368 | |
2407 | */ |
|
|
2408 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2369 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2409 | { |
2370 | { |
2410 | op->remove (); |
|
|
2411 | op->x = env->x; |
|
|
2412 | op->y = env->y; |
|
|
2413 | if (env->type == PLAYER) |
2371 | if (env->type == PLAYER) |
2414 | esrv_del_item (env->contr, op->count); |
2372 | esrv_del_item (env->contr, op->count); |
2415 | insert_ob_in_map (op, env->map, NULL, 0); |
2373 | |
|
|
2374 | op->insert_at (env); |
2416 | } |
2375 | } |
2417 | else if (op->inv) |
2376 | else if (op->inv) |
2418 | remove_unpaid_objects (op->inv, env); |
2377 | remove_unpaid_objects (op->inv, env); |
2419 | |
2378 | |
2420 | op = next; |
2379 | op = next; |
… | |
… | |
2713 | 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!"); |
2714 | 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..."); |
2715 | |
2674 | |
2716 | /* restore player */ |
2675 | /* restore player */ |
2717 | at = archetype::find ("poisoning"); |
2676 | at = archetype::find ("poisoning"); |
2718 | tmp = present_arch_in_ob (at, op); |
2677 | if (object *tmp = present_arch_in_ob (at, op)) |
2719 | if (tmp) |
|
|
2720 | { |
2678 | { |
2721 | tmp->destroy (); |
2679 | tmp->destroy (); |
2722 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2680 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2723 | } |
2681 | } |
2724 | |
2682 | |
2725 | at = archetype::find ("confusion"); |
2683 | at = archetype::find ("confusion"); |
2726 | tmp = present_arch_in_ob (at, op); |
2684 | if (object *tmp = present_arch_in_ob (at, op)) |
2727 | if (tmp) |
|
|
2728 | { |
2685 | { |
2729 | tmp->destroy (); |
2686 | tmp->destroy (); |
2730 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2687 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2731 | } |
2688 | } |
2732 | |
2689 | |
… | |
… | |
2734 | op->stats.hp = op->stats.maxhp; |
2691 | op->stats.hp = op->stats.maxhp; |
2735 | if (op->stats.food <= 0) |
2692 | if (op->stats.food <= 0) |
2736 | op->stats.food = 999; |
2693 | op->stats.food = 999; |
2737 | |
2694 | |
2738 | /* create a bodypart-trophy to make the winner happy */ |
2695 | /* create a bodypart-trophy to make the winner happy */ |
2739 | tmp = arch_to_object (archetype::find ("finger")); |
2696 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2740 | if (tmp != NULL) |
|
|
2741 | { |
2697 | { |
2742 | sprintf (buf, "%s's finger", &op->name); |
2698 | sprintf (buf, "%s's finger", &op->name); |
2743 | tmp->name = buf; |
2699 | tmp->name = buf; |
2744 | sprintf (buf, " This finger has been cut off %s\n" |
2700 | sprintf (buf, " This finger has been cut off %s\n" |
2745 | " 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", |
2746 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2702 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2747 | tmp->msg = buf; |
2703 | tmp->msg = buf; |
2748 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2704 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2749 | tmp->materialname = NULL; |
2705 | tmp->materialname = NULL; |
2750 | tmp->x = op->x, tmp->y = op->y; |
2706 | tmp->insert_at (op, tmp); |
2751 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2752 | } |
2707 | } |
2753 | |
2708 | |
2754 | /* teleport defeated player to new destination */ |
2709 | /* teleport defeated player to new destination */ |
2755 | transfer_ob (op, x, y, 0, NULL); |
2710 | transfer_ob (op, x, y, 0, NULL); |
2756 | op->contr->braced = 0; |
2711 | op->contr->braced = 0; |
… | |
… | |
2761 | |
2716 | |
2762 | command_kill_pets (op, 0); |
2717 | command_kill_pets (op, 0); |
2763 | |
2718 | |
2764 | if (op->stats.food < 0) |
2719 | if (op->stats.food < 0) |
2765 | { |
2720 | { |
2766 | if (op->contr->explore) |
|
|
2767 | { |
|
|
2768 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2769 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2770 | op->stats.food = 999; |
|
|
2771 | return; |
|
|
2772 | } |
|
|
2773 | sprintf (buf, "%s starved to death.", &op->name); |
2721 | sprintf (buf, "%s starved to death.", &op->name); |
2774 | strcpy (op->contr->killer, "starvation"); |
2722 | strcpy (op->contr->killer, "starvation"); |
2775 | } |
2723 | } |
2776 | else |
2724 | else |
2777 | { |
|
|
2778 | if (op->contr->explore) |
|
|
2779 | { |
|
|
2780 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2781 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2782 | op->stats.hp = op->stats.maxhp; |
|
|
2783 | return; |
|
|
2784 | } |
|
|
2785 | sprintf (buf, "%s died.", &op->name); |
2725 | sprintf (buf, "%s died.", &op->name); |
2786 | } |
2726 | |
2787 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2727 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2788 | |
2728 | |
2789 | /* save the map location for corpse, gravestone */ |
2729 | /* save the map location for corpse, gravestone */ |
2790 | x = op->x; |
2730 | x = op->x; |
2791 | y = op->y; |
2731 | y = op->y; |
2792 | map = op->map; |
2732 | map = op->map; |
2793 | |
|
|
2794 | |
2733 | |
2795 | /* NOT_PERMADEATH code. This basically brings the character back to |
2734 | /* NOT_PERMADEATH code. This basically brings the character back to |
2796 | * 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. |
2797 | * 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. |
2798 | */ |
2737 | */ |
… | |
… | |
2815 | num_stats_lose = 1; |
2754 | num_stats_lose = 1; |
2816 | else |
2755 | else |
2817 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2756 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2818 | } |
2757 | } |
2819 | else |
2758 | else |
2820 | { |
|
|
2821 | num_stats_lose = 1; |
2759 | num_stats_lose = 1; |
2822 | } |
2760 | |
2823 | lost_a_stat = 0; |
2761 | lost_a_stat = 0; |
2824 | |
2762 | |
2825 | for (z = 0; z < num_stats_lose; z++) |
2763 | for (z = 0; z < num_stats_lose; z++) |
2826 | { |
2764 | { |
2827 | i = RANDOM () % NUM_STATS; |
2765 | i = RANDOM () % NUM_STATS; |
… | |
… | |
2985 | /* */ |
2923 | /* */ |
2986 | /****************************************/ |
2924 | /****************************************/ |
2987 | |
2925 | |
2988 | enter_player_savebed (op); |
2926 | enter_player_savebed (op); |
2989 | |
2927 | |
2990 | /* Save the player before inserting the force to reduce |
|
|
2991 | * chance of abuse. |
|
|
2992 | */ |
|
|
2993 | op->contr->braced = 0; |
2928 | op->contr->braced = 0; |
2994 | op->contr->save (); |
|
|
2995 | |
2929 | |
2996 | /* it is possible that the player has blown something up |
2930 | /* it is possible that the player has blown something up |
2997 | * at his savebed location, and that can have long lasting |
2931 | * at his savebed location, and that can have long lasting |
2998 | * spell effects. So first see if there is a spell effect |
2932 | * spell effects. So first see if there is a spell effect |
2999 | * on the space that might harm the player. |
2933 | * on the space that might harm the player. |
… | |
… | |
3069 | */ |
3003 | */ |
3070 | |
3004 | |
3071 | void |
3005 | void |
3072 | fix_weight (void) |
3006 | fix_weight (void) |
3073 | { |
3007 | { |
3074 | for (player *pl = first_player; pl; pl = pl->next) |
3008 | for_all_players (pl) |
3075 | { |
3009 | { |
3076 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3010 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3077 | |
3011 | |
3078 | if (old == sum) |
3012 | if (old == sum) |
3079 | continue; |
3013 | continue; |
… | |
… | |
3083 | } |
3017 | } |
3084 | |
3018 | |
3085 | void |
3019 | void |
3086 | fix_luck (void) |
3020 | fix_luck (void) |
3087 | { |
3021 | { |
3088 | for (player *pl = first_player; pl; pl = pl->next) |
3022 | for_all_players (pl) |
3089 | if (!pl->ob->contr->ns->state) |
3023 | if (!pl->ob->contr->ns->state) |
3090 | pl->ob->change_luck (0); |
3024 | pl->ob->change_luck (0); |
3091 | } |
3025 | } |
3092 | |
3026 | |
3093 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3027 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
… | |
… | |
3211 | |
3145 | |
3212 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3146 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3213 | |
3147 | |
3214 | /* 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! */ |
3215 | if (op->type == PLAYER && op->contr->run_on) |
3149 | if (op->type == PLAYER && op->contr->run_on) |
3216 | { |
|
|
3217 | if (!skop || num >= skop->level) |
3150 | if (!skop || num >= skop->level) |
3218 | { |
3151 | { |
3219 | 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!"); |
3220 | make_visible (op); |
3153 | make_visible (op); |
3221 | return; |
3154 | return; |
3222 | } |
3155 | } |
3223 | else |
3156 | else |
3224 | num += 20; |
3157 | num += 20; |
3225 | } |
3158 | |
3226 | num += op->map->difficulty; |
3159 | num += op->map->difficulty; |
3227 | hide = hideability (op); /* modify by terrain hidden level */ |
3160 | hide = hideability (op); /* modify by terrain hidden level */ |
3228 | num -= hide; |
3161 | num -= hide; |
|
|
3162 | |
3229 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3163 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3230 | { |
3164 | { |
3231 | make_visible (op); |
3165 | make_visible (op); |
3232 | if (op->type == PLAYER) |
3166 | if (op->type == PLAYER) |
3233 | 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!"); |
3234 | } |
3168 | } |
3235 | else if (op->type == PLAYER && skop) |
3169 | else if (op->type == PLAYER && skop) |
3236 | { |
|
|
3237 | 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); |
3238 | } |
|
|
3239 | } |
3171 | } |
3240 | |
3172 | |
3241 | /* determine if who is standing near a hostile creature. */ |
3173 | /* determine if who is standing near a hostile creature. */ |
3242 | |
3174 | |
3243 | int |
3175 | int |
… | |
… | |
3310 | if (pl->type != PLAYER) |
3242 | if (pl->type != PLAYER) |
3311 | { |
3243 | { |
3312 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3244 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3313 | return -1; |
3245 | return -1; |
3314 | } |
3246 | } |
|
|
3247 | |
3315 | if (!pl || !op) |
3248 | if (!pl || !op) |
3316 | return 0; |
3249 | return 0; |
3317 | |
3250 | |
3318 | if (op->head) |
|
|
3319 | { |
|
|
3320 | op = op->head; |
3251 | op = op->head_ (); |
3321 | } |
3252 | |
3322 | get_rangevector (pl, op, &rv, 0x1); |
3253 | get_rangevector (pl, op, &rv, 0x1); |
3323 | |
3254 | |
3324 | /* starting with the 'head' part, lets loop |
3255 | /* starting with the 'head' part, lets loop |
3325 | * through the object and find if it has any |
3256 | * through the object and find if it has any |
3326 | * part that is in the los array but isnt on |
3257 | * part that is in the los array but isnt on |
… | |
… | |
3456 | if (trlist == NULL || who->type != PLAYER) |
3387 | if (trlist == NULL || who->type != PLAYER) |
3457 | return; |
3388 | return; |
3458 | |
3389 | |
3459 | 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++); |
3460 | |
3391 | |
3461 | if (tr == NULL || tr->item == NULL) |
3392 | if (!tr || !tr->item) |
3462 | { |
3393 | { |
3463 | /* 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]); */ |
3464 | return; |
3395 | return; |
3465 | } |
3396 | } |
3466 | |
3397 | |
… | |
… | |
3591 | * not readied. |
3522 | * not readied. |
3592 | */ |
3523 | */ |
3593 | void |
3524 | void |
3594 | player_unready_range_ob (player *pl, object *ob) |
3525 | player_unready_range_ob (player *pl, object *ob) |
3595 | { |
3526 | { |
3596 | rangetype i; |
|
|
3597 | |
|
|
3598 | 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)) |
3599 | { |
|
|
3600 | if (pl->ranges[i] == ob) |
3528 | if (pl->ranges[i] == ob) |
3601 | { |
3529 | { |
3602 | pl->ranges[i] = NULL; |
3530 | pl->ranges[i] = 0; |
3603 | if (pl->shoottype == i) |
3531 | if (pl->shoottype == i) |
3604 | { |
|
|
3605 | pl->shoottype = range_none; |
3532 | pl->shoottype = range_none; |
3606 | } |
|
|
3607 | } |
3533 | } |
3608 | } |
|
|
3609 | } |
3534 | } |