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) |
|
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38 | { |
|
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39 | for_all_players (pl) |
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40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
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41 | return pl; |
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42 | |
|
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43 | return 0; |
|
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44 | } |
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45 | |
38 | |
46 | void |
39 | void |
47 | display_motd (const object *op) |
40 | display_motd (const object *op) |
48 | { |
41 | { |
49 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
132 | |
125 | |
133 | if (*buf == '%') |
126 | if (*buf == '%') |
134 | { /* send one news */ |
127 | { /* send one news */ |
135 | if (size > 0) |
128 | if (size > 0) |
136 | 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 | |
137 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
132 | strip_endline (subject); |
139 | size = 0; |
133 | size = 0; |
140 | news[0] = '\0'; |
134 | news[0] = '\0'; |
141 | } |
135 | } |
… | |
… | |
158 | |
152 | |
159 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
160 | static void |
154 | static void |
161 | set_first_map (object *op) |
155 | set_first_map (object *op) |
162 | { |
156 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
158 | op->x = -1; |
165 | 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; |
166 | 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); |
167 | } |
206 | } |
168 | |
207 | |
169 | // connect the player with a specific client |
208 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
209 | // also changed, rationalises, and fixes some incorrect settings |
171 | void |
210 | void |
172 | player::connect (client *ns) |
211 | player::connect (client *ns) |
173 | { |
212 | { |
174 | this->ns = ns; |
213 | this->ns = ns; |
175 | ns->pl = this; |
214 | ns->pl = this; |
176 | |
215 | |
177 | next = first_player; |
216 | run_on = 0; |
178 | first_player = this; |
217 | fire_on = 0; |
179 | |
218 | |
180 | ns->update_look = 0; |
219 | ns->update_look = 0; |
181 | ns->look_position = 0; |
220 | ns->look_position = 0; |
182 | |
221 | |
183 | clear_los (ob); |
222 | clear_los (ob); |
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223 | |
|
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224 | ns->reset_stats (); |
184 | |
225 | |
185 | /* make sure he's a player -- needed because of class change. */ |
226 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
227 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
228 | ob->race = ob->arch->clone.race; |
188 | |
229 | |
… | |
… | |
191 | |
232 | |
192 | ob->carrying = sum_weight (ob); |
233 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
234 | link_player_skills (ob); |
194 | |
235 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
236 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | ob->set_speed (ob->speed); |
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197 | |
237 | |
198 | assign (title, ob->arch->clone.name); |
238 | assign (title, ob->arch->clone.name); |
199 | |
239 | |
200 | /* 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 |
201 | * 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 |
… | |
… | |
223 | skin = tmp; |
263 | skin = tmp; |
224 | |
264 | |
225 | set_dragon_name (ob, abil, skin); |
265 | set_dragon_name (ob, abil, skin); |
226 | } |
266 | } |
227 | |
267 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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229 | add_friendly_object (ob); |
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230 | |
|
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231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
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233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
268 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
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235 | |
269 | |
236 | esrv_new_player (this, ob->weight + ob->carrying); |
270 | esrv_new_player (this, ob->weight + ob->carrying); |
237 | |
271 | |
238 | ob->update_stats (); |
272 | ob->update_stats (); |
239 | ns->floorbox_update (); |
273 | ns->floorbox_update (); |
240 | |
274 | |
241 | esrv_send_inventory (ob, ob); |
275 | esrv_send_inventory (ob, ob); |
242 | esrv_add_spells (this, 0); |
276 | esrv_add_spells (this, 0); |
243 | |
277 | |
244 | enter_exit (ob, 0); |
278 | activate (); |
245 | |
279 | |
246 | send_rules (ob); |
280 | send_rules (ob); |
247 | send_news (ob); |
281 | send_news (ob); |
248 | display_motd (ob); |
282 | display_motd (ob); |
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283 | |
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284 | INVOKE_PLAYER (CONNECT, this); |
249 | INVOKE_PLAYER (LOGIN, this); |
285 | INVOKE_PLAYER (LOGIN, this); |
250 | } |
286 | } |
251 | |
287 | |
252 | void |
288 | void |
253 | player::disconnect () |
289 | player::disconnect () |
254 | { |
290 | { |
255 | //TODO: don't be so harsh and destroy :) |
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256 | if (ns) |
291 | if (ns) |
257 | destroy (); |
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 (); |
258 | } |
303 | } |
259 | |
304 | |
260 | // the need for this function can be explained |
305 | // the need for this function can be explained |
261 | // by load_object not returning the object |
306 | // by load_object not returning the object |
262 | void |
307 | void |
… | |
… | |
269 | ob->speed = 1.0; |
314 | ob->speed = 1.0; |
270 | ob->direction = 5; /* So player faces south */ |
315 | ob->direction = 5; /* So player faces south */ |
271 | ob->stats.wc = 2; |
316 | ob->stats.wc = 2; |
272 | ob->run_away = 25; /* Then we panick... */ |
317 | ob->run_away = 25; /* Then we panick... */ |
273 | |
318 | |
274 | set_first_map (ob); |
|
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275 | |
|
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276 | ob->roll_stats (); |
319 | ob->roll_stats (); |
277 | } |
320 | } |
278 | |
321 | |
279 | player::player () |
322 | player::player () |
280 | { |
323 | { |
281 | /* There are some elements we want initialized to non zero value - |
324 | /* There are some elements we want initialised to non zero value - |
282 | * we deal with that below this point. |
325 | * we deal with that below this point. |
283 | */ |
326 | */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
327 | outputs_sync = 16; /* Every 2 seconds */ |
285 | outputs_count = 8; /* Keeps present behaviour */ |
328 | outputs_count = 8; /* Keeps present behaviour */ |
286 | unapply = unapply_nochoice; |
329 | unapply = unapply_nochoice; |
287 | |
330 | |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
331 | savebed_map = first_map_path; /* Init. respawn position */ |
289 | |
332 | |
290 | gen_sp_armour = 10; |
333 | gen_sp_armour = 10; |
291 | last_speed = -1; |
|
|
292 | shoottype = range_none; |
334 | shoottype = range_none; |
293 | bowtype = bow_normal; |
335 | bowtype = bow_normal; |
294 | petmode = pet_normal; |
336 | petmode = pet_normal; |
295 | listening = 10; |
337 | listening = 10; |
296 | usekeys = containers; |
338 | usekeys = containers; |
297 | last_weapon_sp = -1; |
|
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298 | peaceful = 1; /* default peaceful */ |
339 | peaceful = 1; /* default peaceful */ |
299 | do_los = 1; |
340 | do_los = 1; |
300 | |
|
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301 | /* we need to clear these to -1 and not zero - otherwise, |
|
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302 | * if a player quits and starts a new character, we wont |
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303 | * send new values to the client, as things like exp start |
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304 | * at zero. |
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305 | */ |
|
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306 | for (int i = 0; i < NUM_SKILLS; i++) |
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307 | last_skill_exp[i] = -1; |
|
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308 | |
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309 | for (int i = 0; i < NROFATTACKS; i++) |
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310 | last_resist[i] = -1; |
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311 | |
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312 | last_stats.exp = -1; |
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313 | last_weight = (uint32) - 1; |
|
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314 | } |
341 | } |
315 | |
342 | |
316 | void |
343 | void |
317 | player::do_destroy () |
344 | player::do_destroy () |
318 | { |
345 | { |
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346 | disconnect (); |
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347 | |
319 | attachable::do_destroy (); |
348 | attachable::do_destroy (); |
320 | |
349 | |
321 | save (false); |
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322 | enable_save = false; |
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323 | |
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324 | disconnect (); |
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325 | |
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326 | terminate_all_pets (ob); |
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327 | |
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328 | if (first_player != this) |
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329 | { |
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330 | player *prev = first_player; |
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331 | |
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332 | while (prev && prev->next && prev->next != this) |
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333 | prev = prev->next; |
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334 | |
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335 | if (prev->next != this) |
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336 | { |
|
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337 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
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338 | abort (); |
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339 | } |
|
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340 | |
|
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341 | prev->next = next; |
|
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342 | } |
|
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343 | else |
|
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344 | first_player = next; |
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345 | |
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346 | if (ob) |
350 | if (ob) |
347 | { |
351 | { |
348 | ob->destroy_inv (false); |
352 | ob->destroy_inv (false); |
349 | ob->destroy (true); |
353 | ob->destroy (); |
350 | } |
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351 | |
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352 | if (ns) |
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353 | { |
|
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354 | client *ns = this->ns; |
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355 | ns->send_packet ("goodbye"); |
|
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356 | ns->flush (); |
|
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357 | ns->pl = 0; |
|
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358 | this->ns = 0; |
|
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359 | ns->destroy (); |
|
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360 | } |
354 | } |
361 | } |
355 | } |
362 | |
356 | |
363 | player::~player () |
357 | player::~player () |
364 | { |
358 | { |
… | |
… | |
374 | player::create () |
368 | player::create () |
375 | { |
369 | { |
376 | player *pl = new player; |
370 | player *pl = new player; |
377 | |
371 | |
378 | 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); |
379 | |
374 | |
380 | return pl; |
375 | return pl; |
381 | } |
376 | } |
382 | |
377 | |
383 | /* |
378 | /* |
… | |
… | |
414 | object *op = NULL; |
409 | object *op = NULL; |
415 | objectlink *ol; |
410 | objectlink *ol; |
416 | unsigned lastdist; |
411 | unsigned lastdist; |
417 | rv_vector rv; |
412 | rv_vector rv; |
418 | |
413 | |
419 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
414 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
420 | { |
415 | { |
421 | /* 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 |
422 | * does periodically happen. Given that, lets deal with it. |
417 | * does periodically happen. Given that, lets deal with it. |
423 | * While unlikely, it is possible the next object on the friendly |
418 | * While unlikely, it is possible the next object on the friendly |
424 | * list is also free, so encapsulate this in a while loop. |
419 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
428 | object *tmp = ol->ob; |
423 | object *tmp = ol->ob; |
429 | |
424 | |
430 | /* 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 |
431 | * itself will have been cleared. |
426 | * itself will have been cleared. |
432 | */ |
427 | */ |
433 | 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 ()); |
434 | ol = ol->next; |
430 | ol = ol->next; |
435 | remove_friendly_object (tmp); |
431 | remove_friendly_object (tmp); |
436 | if (!ol) |
432 | if (!ol) |
437 | return op; |
433 | return op; |
438 | } |
434 | } |
… | |
… | |
849 | |
845 | |
850 | contr->orig_stats = stats; |
846 | contr->orig_stats = stats; |
851 | } |
847 | } |
852 | } |
848 | } |
853 | |
849 | |
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850 | static void |
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851 | start_info (object *op) |
|
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852 | { |
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853 | char buf[MAX_BUF]; |
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854 | |
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855 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
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856 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
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857 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
858 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
859 | } |
|
|
860 | |
854 | /* This function takes the key that is passed, and does the |
861 | /* This function takes the key that is passed, and does the |
855 | * appropriate action with it (change race, or other things). |
862 | * appropriate action with it (change race, or other things). |
856 | * The function name is for historical reasons - now we have |
863 | * The function name is for historical reasons - now we have |
857 | * separate race and class; this actually changes the RACE, |
864 | * separate race and class; this actually changes the RACE, |
858 | * not the class. |
865 | * not the class. |
… | |
… | |
885 | * to save here. |
892 | * to save here. |
886 | */ |
893 | */ |
887 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
888 | make_path_to_file (buf); |
895 | make_path_to_file (buf); |
889 | |
896 | |
890 | #ifdef AUTOSAVE |
|
|
891 | op->contr->last_save_tick = pticks; |
|
|
892 | #endif |
|
|
893 | start_info (op); |
897 | start_info (op); |
894 | CLEAR_FLAG (op, FLAG_WIZ); |
898 | CLEAR_FLAG (op, FLAG_WIZ); |
895 | give_initial_items (op, op->randomitems); |
899 | give_initial_items (op, op->randomitems); |
896 | link_player_skills (op); |
900 | link_player_skills (op); |
897 | esrv_send_inventory (op, op); |
901 | esrv_send_inventory (op, op); |
… | |
… | |
903 | if (*first_map_ext_path) |
907 | if (*first_map_ext_path) |
904 | { |
908 | { |
905 | object *tmp; |
909 | object *tmp; |
906 | char mapname[MAX_BUF]; |
910 | char mapname[MAX_BUF]; |
907 | |
911 | |
908 | 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); |
909 | tmp = object::create (); |
913 | tmp = object::create (); |
910 | EXIT_PATH (tmp) = mapname; |
914 | EXIT_PATH (tmp) = mapname; |
911 | EXIT_X (tmp) = op->x; |
915 | EXIT_X (tmp) = op->x; |
912 | EXIT_Y (tmp) = op->y; |
916 | EXIT_Y (tmp) = op->y; |
913 | 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; |
914 | * if the map isn't there, then stay on the |
918 | * if the map isn't there, then stay on the |
915 | * default initial map */ |
919 | * default initial map */ |
916 | tmp->destroy (); |
920 | tmp->destroy (); |
917 | } |
921 | } |
918 | else |
922 | else |
… | |
… | |
957 | if (op->msg) |
961 | if (op->msg) |
958 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
962 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
959 | |
963 | |
960 | 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"); |
961 | return 0; |
965 | return 0; |
962 | } |
|
|
963 | |
|
|
964 | int |
|
|
965 | key_confirm_quit (object *op, char key) |
|
|
966 | { |
|
|
967 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
968 | { |
|
|
969 | op->contr->ns->state = ST_PLAYING; |
|
|
970 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
971 | return 1; |
|
|
972 | } |
|
|
973 | |
|
|
974 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
975 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
976 | |
|
|
977 | op->contr->enable_save = false; |
|
|
978 | |
|
|
979 | terminate_all_pets (op); |
|
|
980 | leave_map (op); |
|
|
981 | op->direction = 0; |
|
|
982 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
983 | |
|
|
984 | strcpy (op->contr->killer, "quit"); |
|
|
985 | check_score (op); |
|
|
986 | op->contr->party = 0; |
|
|
987 | op->contr->own_title[0] = '\0'; |
|
|
988 | |
|
|
989 | object_ptr ob = op; |
|
|
990 | |
|
|
991 | /* We need to hunt for any per player unique maps in memory and |
|
|
992 | * get rid of them. The trailing slash in the path is intentional, |
|
|
993 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
994 | */ |
|
|
995 | char buf[MAX_BUF]; |
|
|
996 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
997 | |
|
|
998 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
999 | { |
|
|
1000 | next = mp->next; |
|
|
1001 | |
|
|
1002 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1003 | delete_map (mp); |
|
|
1004 | } |
|
|
1005 | |
|
|
1006 | delete_character (ob->name, 1); |
|
|
1007 | ob->contr->destroy (); |
|
|
1008 | |
|
|
1009 | return 1; |
|
|
1010 | } |
966 | } |
1011 | |
967 | |
1012 | void |
968 | void |
1013 | flee_player (object *op) |
969 | flee_player (object *op) |
1014 | { |
970 | { |
… | |
… | |
1668 | return 0; |
1624 | return 0; |
1669 | } |
1625 | } |
1670 | |
1626 | |
1671 | arrow->set_owner (op); |
1627 | arrow->set_owner (op); |
1672 | arrow->skill = bow->skill; |
1628 | arrow->skill = bow->skill; |
1673 | |
|
|
1674 | arrow->direction = dir; |
1629 | arrow->direction = dir; |
1675 | arrow->x = sx; |
|
|
1676 | arrow->y = sy; |
|
|
1677 | |
1630 | |
1678 | if (op->type == PLAYER) |
1631 | if (op->type == PLAYER) |
1679 | { |
1632 | { |
1680 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1633 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1681 | op->update_stats (); |
1634 | op->update_stats (); |
… | |
… | |
1719 | arrow->attacktype |= bow->attacktype; |
1672 | arrow->attacktype |= bow->attacktype; |
1720 | |
1673 | |
1721 | if (bow->slaying) |
1674 | if (bow->slaying) |
1722 | arrow->slaying = bow->slaying; |
1675 | arrow->slaying = bow->slaying; |
1723 | |
1676 | |
1724 | arrow->map = m; |
|
|
1725 | arrow->move_type = MOVE_FLY_LOW; |
1677 | arrow->move_type = MOVE_FLY_LOW; |
1726 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1678 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1727 | |
1679 | |
1728 | 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); |
1729 | insert_ob_in_map (arrow, m, op, 0); |
1681 | m->insert (arrow, sx, sy, op); |
1730 | |
1682 | |
1731 | if (!arrow->destroyed ()) |
1683 | if (!arrow->destroyed ()) |
1732 | move_arrow (arrow); |
1684 | move_arrow (arrow); |
1733 | |
1685 | |
1734 | if (op->type == PLAYER) |
1686 | if (op->type == PLAYER) |
… | |
… | |
1760 | } |
1712 | } |
1761 | 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) |
1762 | { |
1714 | { |
1763 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1715 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1764 | wcmod = -1; |
1716 | wcmod = -1; |
|
|
1717 | |
1765 | 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); |
1766 | } |
1719 | } |
1767 | else if (op->contr->bowtype == bow_threewide) |
1720 | else if (op->contr->bowtype == bow_threewide) |
1768 | { |
1721 | { |
1769 | 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); |
… | |
… | |
1896 | { |
1849 | { |
1897 | if (op->type == PLAYER) |
1850 | if (op->type == PLAYER) |
1898 | 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."); |
1899 | return; |
1852 | return; |
1900 | } |
1853 | } |
|
|
1854 | |
1901 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1855 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1902 | return; |
1856 | return; |
1903 | case range_builder: |
1857 | case range_builder: |
1904 | apply_map_builder (op, dir); |
1858 | apply_map_builder (op, dir); |
1905 | return; |
1859 | return; |
1906 | default: |
1860 | default: |
… | |
… | |
2073 | */ |
2027 | */ |
2074 | 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)) |
2075 | { |
2029 | { |
2076 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2030 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2077 | { |
2031 | { |
2078 | m = get_map_from_coord (op->map, &nx, &ny); |
2032 | m = op->map->xy_find (nx, ny); |
2079 | if (!m) |
2033 | if (!m) |
2080 | return; /* Don't think this should happen */ |
2034 | return; /* Don't think this should happen */ |
2081 | } |
2035 | } |
2082 | else |
2036 | else |
2083 | m = op->map; |
2037 | m = op->map; |
2084 | |
2038 | |
2085 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2039 | if (!(tmp = m->at (nx, ny).bot)) |
2086 | { |
|
|
2087 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2088 | return; |
2040 | return; |
2089 | } |
|
|
2090 | |
2041 | |
2091 | mon = 0; |
2042 | mon = 0; |
2092 | /* 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 |
2093 | * 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. |
2094 | * 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 |
… | |
… | |
2147 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2148 | { |
2099 | { |
2149 | /* 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 */ |
2150 | if (op->contr->braced) |
2101 | if (op->contr->braced) |
2151 | return; |
2102 | return; |
|
|
2103 | |
2152 | 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); |
2153 | (void) push_ob (mon, dir, op); |
2105 | (void) push_ob (mon, dir, op); |
2154 | if (op->contr->tmp_invis || op->hide) |
2106 | if (op->contr->tmp_invis || op->hide) |
2155 | make_visible (op); |
2107 | make_visible (op); |
|
|
2108 | |
2156 | return; |
2109 | return; |
2157 | } |
2110 | } |
2158 | |
2111 | |
2159 | /* in certain circumstances, you shouldn't attack friendly |
2112 | /* in certain circumstances, you shouldn't attack friendly |
2160 | * creatures. Note that if you are braced, you can't push |
2113 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2174 | !on_battleground)) |
2127 | !on_battleground)) |
2175 | { |
2128 | { |
2176 | if (!op->contr->braced) |
2129 | if (!op->contr->braced) |
2177 | { |
2130 | { |
2178 | 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); |
2179 | (void) push_ob (mon, dir, op); |
2132 | push_ob (mon, dir, op); |
2180 | } |
2133 | } |
2181 | else |
2134 | else |
2182 | new_draw_info (0, 0, op, "You withhold your attack"); |
2135 | new_draw_info (0, 0, op, "You withhold your attack"); |
2183 | |
2136 | |
2184 | if (op->contr->tmp_invis || op->hide) |
2137 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2199 | * 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 |
2200 | * and be living. Then, it must be one of the following: |
2153 | * and be living. Then, it must be one of the following: |
2201 | * 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 |
2202 | * 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. |
2203 | */ |
2156 | */ |
2204 | |
|
|
2205 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2157 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2206 | ((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))) |
2207 | { |
2159 | { |
2208 | |
2160 | |
2209 | /* If the player hasn't hit something this tick, and does |
2161 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2243 | int |
2195 | int |
2244 | move_player (object *op, int dir) |
2196 | move_player (object *op, int dir) |
2245 | { |
2197 | { |
2246 | int pick; |
2198 | int pick; |
2247 | |
2199 | |
2248 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2200 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2249 | return 0; |
2201 | return 0; |
2250 | |
2202 | |
2251 | /* Sanity check: make sure dir is valid */ |
2203 | /* Sanity check: make sure dir is valid */ |
2252 | if ((dir < 0) || (dir >= 9)) |
2204 | if ((dir < 0) || (dir >= 9)) |
2253 | { |
2205 | { |
2254 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2206 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2255 | return 0; |
2207 | return 0; |
2256 | } |
2208 | } |
2257 | |
2209 | |
2258 | /* peterm: added following line */ |
2210 | /* peterm: added following line */ |
2259 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2211 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2260 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2212 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2261 | |
2213 | |
2262 | op->facing = dir; |
2214 | op->facing = dir; |
2263 | |
2215 | |
… | |
… | |
2341 | |
2293 | |
2342 | /* 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 |
2343 | * the players time has been increased when doericserver has been |
2295 | * the players time has been increased when doericserver has been |
2344 | * called, so we recheck it here. |
2296 | * called, so we recheck it here. |
2345 | */ |
2297 | */ |
2346 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2298 | if (op->contr->ns->handle_command ()) |
2347 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2299 | return 1; |
2348 | ; |
|
|
2349 | |
2300 | |
2350 | if (op->speed_left < 0) |
2301 | if (op->speed_left > 0) |
2351 | return 0; |
2302 | { |
2352 | |
|
|
2353 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2303 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2354 | { |
2304 | { |
2355 | /* All move commands take 1 tick, at least for now */ |
2305 | /* All move commands take 1 tick, at least for now */ |
2356 | op->speed_left--; |
2306 | op->speed_left--; |
2357 | |
2307 | |
2358 | /* Instead of all the stuff below, let move_player take care |
2308 | /* Instead of all the stuff below, let move_player take care |
2359 | * 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 |
2360 | * there, as well as the confusion stuff. |
2310 | * there, as well as the confusion stuff. |
2361 | */ |
2311 | */ |
2362 | move_player (op, op->direction); |
2312 | move_player (op, op->direction); |
2363 | if (op->speed_left > 0) |
2313 | |
2364 | return 1; |
2314 | return op->speed_left > 0; |
2365 | else |
2315 | } |
2366 | return 0; |
|
|
2367 | } |
2316 | } |
2368 | |
2317 | |
2369 | return 0; |
2318 | return 0; |
2370 | } |
2319 | } |
2371 | |
2320 | |
… | |
… | |
2413 | { |
2362 | { |
2414 | object *next; |
2363 | object *next; |
2415 | |
2364 | |
2416 | while (op) |
2365 | while (op) |
2417 | { |
2366 | { |
2418 | 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' */ |
2419 | * we remove object 'op' |
2368 | |
2420 | */ |
|
|
2421 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2369 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2422 | { |
2370 | { |
2423 | op->remove (); |
|
|
2424 | op->x = env->x; |
|
|
2425 | op->y = env->y; |
|
|
2426 | if (env->type == PLAYER) |
2371 | if (env->type == PLAYER) |
2427 | esrv_del_item (env->contr, op->count); |
2372 | esrv_del_item (env->contr, op->count); |
2428 | insert_ob_in_map (op, env->map, NULL, 0); |
2373 | |
|
|
2374 | op->insert_at (env); |
2429 | } |
2375 | } |
2430 | else if (op->inv) |
2376 | else if (op->inv) |
2431 | remove_unpaid_objects (op->inv, env); |
2377 | remove_unpaid_objects (op->inv, env); |
2432 | |
2378 | |
2433 | op = next; |
2379 | op = next; |
… | |
… | |
2726 | 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!"); |
2727 | 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..."); |
2728 | |
2674 | |
2729 | /* restore player */ |
2675 | /* restore player */ |
2730 | at = archetype::find ("poisoning"); |
2676 | at = archetype::find ("poisoning"); |
2731 | tmp = present_arch_in_ob (at, op); |
2677 | if (object *tmp = present_arch_in_ob (at, op)) |
2732 | if (tmp) |
|
|
2733 | { |
2678 | { |
2734 | tmp->destroy (); |
2679 | tmp->destroy (); |
2735 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2680 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2736 | } |
2681 | } |
2737 | |
2682 | |
2738 | at = archetype::find ("confusion"); |
2683 | at = archetype::find ("confusion"); |
2739 | tmp = present_arch_in_ob (at, op); |
2684 | if (object *tmp = present_arch_in_ob (at, op)) |
2740 | if (tmp) |
|
|
2741 | { |
2685 | { |
2742 | tmp->destroy (); |
2686 | tmp->destroy (); |
2743 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2687 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2744 | } |
2688 | } |
2745 | |
2689 | |
… | |
… | |
2747 | op->stats.hp = op->stats.maxhp; |
2691 | op->stats.hp = op->stats.maxhp; |
2748 | if (op->stats.food <= 0) |
2692 | if (op->stats.food <= 0) |
2749 | op->stats.food = 999; |
2693 | op->stats.food = 999; |
2750 | |
2694 | |
2751 | /* create a bodypart-trophy to make the winner happy */ |
2695 | /* create a bodypart-trophy to make the winner happy */ |
2752 | tmp = arch_to_object (archetype::find ("finger")); |
2696 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2753 | if (tmp != NULL) |
|
|
2754 | { |
2697 | { |
2755 | sprintf (buf, "%s's finger", &op->name); |
2698 | sprintf (buf, "%s's finger", &op->name); |
2756 | tmp->name = buf; |
2699 | tmp->name = buf; |
2757 | sprintf (buf, " This finger has been cut off %s\n" |
2700 | sprintf (buf, " This finger has been cut off %s\n" |
2758 | " 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", |
2759 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2702 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2760 | tmp->msg = buf; |
2703 | tmp->msg = buf; |
2761 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2704 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2762 | tmp->materialname = NULL; |
2705 | tmp->materialname = NULL; |
2763 | tmp->x = op->x, tmp->y = op->y; |
2706 | tmp->insert_at (op, tmp); |
2764 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2765 | } |
2707 | } |
2766 | |
2708 | |
2767 | /* teleport defeated player to new destination */ |
2709 | /* teleport defeated player to new destination */ |
2768 | transfer_ob (op, x, y, 0, NULL); |
2710 | transfer_ob (op, x, y, 0, NULL); |
2769 | op->contr->braced = 0; |
2711 | op->contr->braced = 0; |
… | |
… | |
2774 | |
2716 | |
2775 | command_kill_pets (op, 0); |
2717 | command_kill_pets (op, 0); |
2776 | |
2718 | |
2777 | if (op->stats.food < 0) |
2719 | if (op->stats.food < 0) |
2778 | { |
2720 | { |
2779 | if (op->contr->explore) |
|
|
2780 | { |
|
|
2781 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2782 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2783 | op->stats.food = 999; |
|
|
2784 | return; |
|
|
2785 | } |
|
|
2786 | sprintf (buf, "%s starved to death.", &op->name); |
2721 | sprintf (buf, "%s starved to death.", &op->name); |
2787 | strcpy (op->contr->killer, "starvation"); |
2722 | strcpy (op->contr->killer, "starvation"); |
2788 | } |
2723 | } |
2789 | else |
2724 | else |
2790 | { |
|
|
2791 | if (op->contr->explore) |
|
|
2792 | { |
|
|
2793 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2794 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2795 | op->stats.hp = op->stats.maxhp; |
|
|
2796 | return; |
|
|
2797 | } |
|
|
2798 | sprintf (buf, "%s died.", &op->name); |
2725 | sprintf (buf, "%s died.", &op->name); |
2799 | } |
2726 | |
2800 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2727 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2801 | |
2728 | |
2802 | /* save the map location for corpse, gravestone */ |
2729 | /* save the map location for corpse, gravestone */ |
2803 | x = op->x; |
2730 | x = op->x; |
2804 | y = op->y; |
2731 | y = op->y; |
2805 | map = op->map; |
2732 | map = op->map; |
2806 | |
|
|
2807 | |
2733 | |
2808 | /* NOT_PERMADEATH code. This basically brings the character back to |
2734 | /* NOT_PERMADEATH code. This basically brings the character back to |
2809 | * 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. |
2810 | * 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. |
2811 | */ |
2737 | */ |
… | |
… | |
2828 | num_stats_lose = 1; |
2754 | num_stats_lose = 1; |
2829 | else |
2755 | else |
2830 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2756 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2831 | } |
2757 | } |
2832 | else |
2758 | else |
2833 | { |
|
|
2834 | num_stats_lose = 1; |
2759 | num_stats_lose = 1; |
2835 | } |
2760 | |
2836 | lost_a_stat = 0; |
2761 | lost_a_stat = 0; |
2837 | |
2762 | |
2838 | for (z = 0; z < num_stats_lose; z++) |
2763 | for (z = 0; z < num_stats_lose; z++) |
2839 | { |
2764 | { |
2840 | i = RANDOM () % NUM_STATS; |
2765 | i = RANDOM () % NUM_STATS; |
… | |
… | |
2998 | /* */ |
2923 | /* */ |
2999 | /****************************************/ |
2924 | /****************************************/ |
3000 | |
2925 | |
3001 | enter_player_savebed (op); |
2926 | enter_player_savebed (op); |
3002 | |
2927 | |
3003 | /* Save the player before inserting the force to reduce |
|
|
3004 | * chance of abuse. |
|
|
3005 | */ |
|
|
3006 | op->contr->braced = 0; |
2928 | op->contr->braced = 0; |
3007 | op->contr->save (); |
|
|
3008 | |
2929 | |
3009 | /* it is possible that the player has blown something up |
2930 | /* it is possible that the player has blown something up |
3010 | * at his savebed location, and that can have long lasting |
2931 | * at his savebed location, and that can have long lasting |
3011 | * spell effects. So first see if there is a spell effect |
2932 | * spell effects. So first see if there is a spell effect |
3012 | * on the space that might harm the player. |
2933 | * on the space that might harm the player. |
… | |
… | |
3224 | |
3145 | |
3225 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3146 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3226 | |
3147 | |
3227 | /* 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! */ |
3228 | if (op->type == PLAYER && op->contr->run_on) |
3149 | if (op->type == PLAYER && op->contr->run_on) |
3229 | { |
|
|
3230 | if (!skop || num >= skop->level) |
3150 | if (!skop || num >= skop->level) |
3231 | { |
3151 | { |
3232 | 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!"); |
3233 | make_visible (op); |
3153 | make_visible (op); |
3234 | return; |
3154 | return; |
3235 | } |
3155 | } |
3236 | else |
3156 | else |
3237 | num += 20; |
3157 | num += 20; |
3238 | } |
3158 | |
3239 | num += op->map->difficulty; |
3159 | num += op->map->difficulty; |
3240 | hide = hideability (op); /* modify by terrain hidden level */ |
3160 | hide = hideability (op); /* modify by terrain hidden level */ |
3241 | num -= hide; |
3161 | num -= hide; |
|
|
3162 | |
3242 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3163 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3243 | { |
3164 | { |
3244 | make_visible (op); |
3165 | make_visible (op); |
3245 | if (op->type == PLAYER) |
3166 | if (op->type == PLAYER) |
3246 | 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!"); |
3247 | } |
3168 | } |
3248 | else if (op->type == PLAYER && skop) |
3169 | else if (op->type == PLAYER && skop) |
3249 | { |
|
|
3250 | 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); |
3251 | } |
|
|
3252 | } |
3171 | } |
3253 | |
3172 | |
3254 | /* determine if who is standing near a hostile creature. */ |
3173 | /* determine if who is standing near a hostile creature. */ |
3255 | |
3174 | |
3256 | int |
3175 | int |
… | |
… | |
3323 | if (pl->type != PLAYER) |
3242 | if (pl->type != PLAYER) |
3324 | { |
3243 | { |
3325 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3244 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3326 | return -1; |
3245 | return -1; |
3327 | } |
3246 | } |
|
|
3247 | |
3328 | if (!pl || !op) |
3248 | if (!pl || !op) |
3329 | return 0; |
3249 | return 0; |
3330 | |
3250 | |
3331 | if (op->head) |
|
|
3332 | { |
|
|
3333 | op = op->head; |
3251 | op = op->head_ (); |
3334 | } |
3252 | |
3335 | get_rangevector (pl, op, &rv, 0x1); |
3253 | get_rangevector (pl, op, &rv, 0x1); |
3336 | |
3254 | |
3337 | /* starting with the 'head' part, lets loop |
3255 | /* starting with the 'head' part, lets loop |
3338 | * through the object and find if it has any |
3256 | * through the object and find if it has any |
3339 | * part that is in the los array but isnt on |
3257 | * part that is in the los array but isnt on |
… | |
… | |
3469 | if (trlist == NULL || who->type != PLAYER) |
3387 | if (trlist == NULL || who->type != PLAYER) |
3470 | return; |
3388 | return; |
3471 | |
3389 | |
3472 | 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++); |
3473 | |
3391 | |
3474 | if (tr == NULL || tr->item == NULL) |
3392 | if (!tr || !tr->item) |
3475 | { |
3393 | { |
3476 | /* 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]); */ |
3477 | return; |
3395 | return; |
3478 | } |
3396 | } |
3479 | |
3397 | |
… | |
… | |
3604 | * not readied. |
3522 | * not readied. |
3605 | */ |
3523 | */ |
3606 | void |
3524 | void |
3607 | player_unready_range_ob (player *pl, object *ob) |
3525 | player_unready_range_ob (player *pl, object *ob) |
3608 | { |
3526 | { |
3609 | rangetype i; |
|
|
3610 | |
|
|
3611 | 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)) |
3612 | { |
|
|
3613 | if (pl->ranges[i] == ob) |
3528 | if (pl->ranges[i] == ob) |
3614 | { |
3529 | { |
3615 | pl->ranges[i] = NULL; |
3530 | pl->ranges[i] = 0; |
3616 | if (pl->shoottype == i) |
3531 | if (pl->shoottype == i) |
3617 | { |
|
|
3618 | pl->shoottype = range_none; |
3532 | pl->shoottype = range_none; |
3619 | } |
|
|
3620 | } |
3533 | } |
3621 | } |
|
|
3622 | } |
3534 | } |