1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
28 | #include <living.h> |
29 | #include <living.h> |
29 | #include <object.h> |
30 | #include <object.h> |
30 | #include <spells.h> |
31 | #include <spells.h> |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #ifdef COZY_SERVER |
34 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
35 | #include <functional> |
35 | #endif |
|
|
36 | |
36 | |
37 | player * |
37 | playervec players; |
38 | find_player (const char *plname) |
|
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39 | { |
|
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40 | player *pl; |
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41 | |
|
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42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
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43 | { |
|
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44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
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45 | return pl; |
|
|
46 | }; |
|
|
47 | return NULL; |
|
|
48 | } |
|
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49 | |
|
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50 | player * |
|
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51 | find_player_partial_name (const char *plname) |
|
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52 | { |
|
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53 | player *pl; |
|
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54 | player *found = NULL; |
|
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55 | size_t namelen = strlen (plname); |
|
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56 | |
|
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57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
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58 | { |
|
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59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
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60 | continue; |
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61 | |
|
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62 | if (!strcmp (pl->ob->name, plname)) |
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63 | return pl; |
|
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64 | |
|
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65 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
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66 | { |
|
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67 | if (found) |
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68 | return NULL; |
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69 | |
|
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70 | found = pl; |
|
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71 | } |
|
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72 | } |
|
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73 | return found; |
|
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74 | } |
|
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75 | |
38 | |
76 | void |
39 | void |
77 | display_motd (const object *op) |
40 | display_motd (const object *op) |
78 | { |
41 | { |
79 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
87 | return; |
50 | return; |
88 | |
51 | |
89 | motd[0] = '\0'; |
52 | motd[0] = '\0'; |
90 | size = 0; |
53 | size = 0; |
91 | |
54 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
55 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
56 | { |
94 | if (*buf == '#') |
57 | if (*buf == '#') |
95 | continue; |
58 | continue; |
96 | |
59 | |
97 | strncat (motd + size, buf, HUGE_BUF - size); |
60 | strncat (motd + size, buf, HUGE_BUF - size); |
… | |
… | |
116 | return; |
79 | return; |
117 | |
80 | |
118 | rules[0] = '\0'; |
81 | rules[0] = '\0'; |
119 | size = 0; |
82 | size = 0; |
120 | |
83 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
84 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
85 | { |
123 | if (*buf == '#') |
86 | if (*buf == '#') |
124 | continue; |
87 | continue; |
125 | |
88 | |
126 | if (size + strlen (buf) >= HUGE_BUF) |
89 | if (size + strlen (buf) >= HUGE_BUF) |
… | |
… | |
162 | |
125 | |
163 | if (*buf == '%') |
126 | if (*buf == '%') |
164 | { /* send one news */ |
127 | { /* send one news */ |
165 | if (size > 0) |
128 | if (size > 0) |
166 | 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 | |
167 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
168 | strip_endline (subject); |
132 | strip_endline (subject); |
169 | size = 0; |
133 | size = 0; |
170 | news[0] = '\0'; |
134 | news[0] = '\0'; |
171 | } |
135 | } |
… | |
… | |
184 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
185 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
186 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
187 | } |
151 | } |
188 | |
152 | |
189 | int |
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190 | playername_ok (const char *cp) |
|
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191 | { |
|
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192 | /* Don't allow - or _ as first character in the name */ |
|
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193 | if (*cp == '-' || *cp == '_') |
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194 | return 0; |
|
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195 | |
|
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196 | for (; *cp != '\0'; cp++) |
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197 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
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198 | return 0; |
|
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199 | |
|
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200 | return 1; |
|
|
201 | } |
|
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202 | |
|
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203 | /* This no longer sets the player map. Also, it now updates |
|
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204 | * all the pointers so the caller doesn't need to do that. |
|
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205 | * Caller is responsible for setting the correct map. |
|
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206 | */ |
|
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207 | |
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208 | /* Redo this to do both get_player_ob and get_player. |
|
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209 | * Hopefully this will be less bugfree and simpler. |
|
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210 | * Returns the player structure. If 'p' is null, |
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211 | * we create a new one. Otherwise, we recycle |
|
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212 | * the one that is passed. |
|
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213 | */ |
|
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214 | static player * |
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215 | get_player (player *p) |
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216 | { |
|
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217 | object *op = arch_to_object (get_player_archetype (0)); |
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218 | int i; |
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219 | |
|
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220 | /* Clears basically the entire player structure except |
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221 | * for next and socket. |
|
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222 | */ |
|
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223 | p->clear (); |
|
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224 | |
|
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225 | /* There are some elements we want initialized to non zero value - |
|
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226 | * we deal with that below this point. |
|
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227 | */ |
|
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228 | p->party = NULL; |
|
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229 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
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230 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
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231 | p->unapply = unapply_nochoice; |
|
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232 | p->Swap_First = -1; |
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233 | |
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234 | #ifdef AUTOSAVE |
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235 | p->last_save_tick = 9999999; |
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236 | #endif |
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237 | |
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238 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
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239 | |
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240 | op->contr = p; /* this aren't yet in archetype */ |
|
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241 | p->ob = op; |
|
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242 | op->speed_left = 0.5; |
|
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243 | op->speed = 1.0; |
|
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244 | op->direction = 5; /* So player faces south */ |
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245 | op->stats.wc = 2; |
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246 | op->run_away = 25; /* Then we panick... */ |
|
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247 | |
|
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248 | { |
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249 | int oldmon = p->socket->monitor_spells; // what a hack |
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250 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
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251 | roll_stats (op); |
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252 | p->socket->monitor_spells = oldmon; |
|
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253 | } |
|
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254 | p->state = ST_ROLL_STAT; |
|
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255 | clear_los (op); |
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256 | |
|
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257 | p->gen_sp_armour = 10; |
|
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258 | p->last_speed = -1; |
|
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259 | p->shoottype = range_none; |
|
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260 | p->bowtype = bow_normal; |
|
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261 | p->petmode = pet_normal; |
|
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262 | p->listening = 10; |
|
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263 | p->usekeys = containers; |
|
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264 | p->last_weapon_sp = -1; |
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265 | p->peaceful = 1; /* default peaceful */ |
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266 | p->do_los = 1; |
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267 | p->explore = 0; |
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268 | |
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269 | assign (p->title, op->arch->clone.name); |
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270 | op->race = op->arch->clone.race; |
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271 | |
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272 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
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273 | |
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274 | /* we need to clear these to -1 and not zero - otherwise, |
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275 | * if a player quits and starts a new character, we wont |
|
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276 | * send new values to the client, as things like exp start |
|
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277 | * at zero. |
|
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278 | */ |
|
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279 | for (i = 0; i < NUM_SKILLS; i++) |
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280 | { |
|
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281 | p->last_skill_exp[i] = -1; |
|
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282 | p->last_skill_ob[i] = NULL; |
|
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283 | } |
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284 | |
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285 | for (i = 0; i < NROFATTACKS; i++) |
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286 | p->last_resist[i] = -1; |
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287 | |
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288 | p->last_stats.exp = -1; |
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289 | p->last_weight = (uint32) - 1; |
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290 | |
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291 | p->socket->update_look = 0; |
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292 | p->socket->look_position = 0; |
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293 | |
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294 | return p; |
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295 | } |
|
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296 | |
|
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297 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
298 | static void |
154 | static void |
299 | set_first_map (object *op) |
155 | set_first_map (object *op) |
300 | { |
156 | { |
301 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
302 | op->x = -1; |
158 | op->x = -1; |
303 | 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; |
304 | enter_exit (op, 0); |
170 | ob->enter_exit (tmp); |
305 | } |
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306 | |
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 | maplevel = ob->map->path; |
|
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200 | ob->remove (); |
|
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201 | ob->map = 0; |
|
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202 | |
|
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203 | // for weird reasons, this is often "ob", keeping a circular reference |
|
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204 | ranges [range_skill] = 0; |
|
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205 | |
|
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206 | players.erase (this); |
|
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207 | } |
|
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208 | |
|
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209 | // connect the player with a specific client |
|
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210 | // also changed, rationalises, and fixes some incorrect settings |
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211 | void |
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212 | player::connect (client *ns) |
|
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213 | { |
|
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214 | this->ns = ns; |
|
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215 | ns->pl = this; |
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216 | |
|
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217 | run_on = 0; |
|
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218 | fire_on = 0; |
|
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219 | ob->container = 0; //TODO: client-specific |
|
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220 | |
|
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221 | ns->update_look = 0; |
|
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222 | ns->look_position = 0; |
|
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223 | |
|
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224 | clear_los (ob); |
|
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225 | |
|
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226 | ns->reset_stats (); |
|
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227 | |
|
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228 | /* make sure he's a player -- needed because of class change. */ |
|
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229 | ob->type = PLAYER; // we are paranoid |
|
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230 | ob->race = ob->arch->clone.race; |
|
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231 | |
|
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232 | if (!legal_range (ob, shoottype)) |
|
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233 | shoottype = range_none; |
|
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234 | |
|
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235 | ob->carrying = sum_weight (ob); |
|
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236 | link_player_skills (ob); |
|
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237 | |
|
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238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
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239 | |
|
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240 | assign (title, ob->arch->clone.name); |
|
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241 | |
|
|
242 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
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243 | * from the class, and not race. I don't see any way to get the class information |
|
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244 | * to then update this. I don't think this will actually break anything - anyone |
|
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245 | * that can use armour should be able to use a shield. What this may 'break' |
|
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246 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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247 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
248 | */ |
|
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249 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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250 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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251 | |
|
|
252 | /* if it's a dragon player, set the correct title here */ |
|
|
253 | if (is_dragon_pl (ob)) |
|
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254 | { |
|
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255 | object *tmp, *abil = 0, *skin = 0; |
|
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256 | |
|
|
257 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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258 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
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259 | |
|
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260 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
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261 | if (tmp->type == FORCE) |
|
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262 | if (tmp->arch->name == dragon_ability_force) |
|
|
263 | abil = tmp; |
|
|
264 | else if (tmp->arch->name == dragon_skin_force) |
|
|
265 | skin = tmp; |
|
|
266 | |
|
|
267 | set_dragon_name (ob, abil, skin); |
|
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268 | } |
|
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269 | |
|
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270 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
271 | |
|
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272 | esrv_new_player (this, ob->weight + ob->carrying); |
|
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273 | |
|
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274 | ob->update_stats (); |
|
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275 | ns->floorbox_update (); |
|
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276 | |
|
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277 | esrv_send_inventory (ob, ob); |
|
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278 | esrv_add_spells (this, 0); |
|
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279 | |
|
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280 | activate (); |
|
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281 | |
|
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282 | send_rules (ob); |
|
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283 | send_news (ob); |
|
|
284 | display_motd (ob); |
|
|
285 | |
|
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286 | INVOKE_PLAYER (CONNECT, this); |
|
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287 | INVOKE_PLAYER (LOGIN, this); |
|
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288 | } |
|
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289 | |
|
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290 | void |
|
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291 | player::disconnect () |
|
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292 | { |
|
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293 | if (ns) |
|
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294 | { |
|
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295 | if (active) |
|
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296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
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297 | |
|
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298 | INVOKE_PLAYER (DISCONNECT, this); |
|
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299 | |
|
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300 | ns->reset_stats (); |
|
|
301 | ns->pl = 0; |
|
|
302 | this->ns = 0; |
|
|
303 | } |
|
|
304 | |
|
|
305 | ob->container = 0; //TODO: client-specific |
|
|
306 | deactivate (); |
|
|
307 | } |
|
|
308 | |
|
|
309 | // the need for this function can be explained |
|
|
310 | // by load_object not returning the object |
|
|
311 | void |
|
|
312 | player::set_object (object *op) |
|
|
313 | { |
|
|
314 | ob = op; |
|
|
315 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
316 | |
|
|
317 | ob->speed_left = 0.5; |
|
|
318 | ob->speed = 1.0; |
|
|
319 | ob->direction = 5; /* So player faces south */ |
|
|
320 | ob->stats.wc = 2; |
|
|
321 | ob->run_away = 25; /* Then we panick... */ |
|
|
322 | |
|
|
323 | ob->roll_stats (); |
|
|
324 | } |
|
|
325 | |
|
|
326 | player::player () |
|
|
327 | { |
|
|
328 | /* There are some elements we want initialised to non zero value - |
|
|
329 | * we deal with that below this point. |
|
|
330 | */ |
|
|
331 | outputs_sync = 16; /* Every 2 seconds */ |
|
|
332 | outputs_count = 8; /* Keeps present behaviour */ |
|
|
333 | unapply = unapply_nochoice; |
|
|
334 | |
|
|
335 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
336 | |
|
|
337 | gen_sp_armour = 10; |
|
|
338 | shoottype = range_none; |
|
|
339 | bowtype = bow_normal; |
|
|
340 | petmode = pet_normal; |
|
|
341 | listening = 10; |
|
|
342 | usekeys = containers; |
|
|
343 | peaceful = 1; /* default peaceful */ |
|
|
344 | do_los = 1; |
|
|
345 | } |
|
|
346 | |
|
|
347 | void |
|
|
348 | player::do_destroy () |
|
|
349 | { |
|
|
350 | disconnect (); |
|
|
351 | |
|
|
352 | attachable::do_destroy (); |
|
|
353 | |
|
|
354 | if (ob) |
|
|
355 | { |
|
|
356 | ob->destroy_inv (false); |
|
|
357 | ob->destroy (); |
|
|
358 | } |
|
|
359 | } |
|
|
360 | |
|
|
361 | player::~player () |
|
|
362 | { |
|
|
363 | /* Clear item stack */ |
|
|
364 | free (stack_items); |
|
|
365 | } |
|
|
366 | |
307 | /* Tries to add player on the connection passwd in ns. |
367 | /* Tries to add player on the connection passed in ns. |
308 | * All we can really get in this is some settings like host and display |
368 | * All we can really get in this is some settings like host and display |
309 | * mode. |
369 | * mode. |
310 | */ |
370 | */ |
311 | |
371 | player * |
312 | int |
372 | player::create () |
313 | add_player (client *ns) |
|
|
314 | { |
373 | { |
315 | player *p = new player; |
374 | player *pl = new player; |
316 | |
375 | |
317 | p->socket = ns; |
376 | pl->set_object (arch_to_object (get_player_archetype (0))); |
318 | ns->pl = p; |
|
|
319 | |
|
|
320 | p->next = first_player; |
|
|
321 | first_player = p; |
|
|
322 | |
|
|
323 | p = get_player (p); |
|
|
324 | |
|
|
325 | set_first_map (p->ob); |
377 | set_first_map (pl->ob); |
326 | |
378 | |
327 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
328 | add_friendly_object (p->ob); |
|
|
329 | send_rules (p->ob); |
|
|
330 | send_news (p->ob); |
|
|
331 | display_motd (p->ob); |
|
|
332 | get_name (p->ob); |
|
|
333 | |
|
|
334 | return 0; |
379 | return pl; |
335 | } |
380 | } |
336 | |
381 | |
337 | /* |
382 | /* |
338 | * get_player_archetype() return next player archetype from archetype |
383 | * get_player_archetype() return next player archetype from archetype |
339 | * list. Not very efficient routine, but used only creating new players. |
384 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
364 | |
409 | |
365 | object * |
410 | object * |
366 | get_nearest_player (object *mon) |
411 | get_nearest_player (object *mon) |
367 | { |
412 | { |
368 | object *op = NULL; |
413 | object *op = NULL; |
369 | player *pl = NULL; |
|
|
370 | objectlink *ol; |
414 | objectlink *ol; |
371 | unsigned lastdist; |
415 | unsigned lastdist; |
372 | rv_vector rv; |
416 | rv_vector rv; |
373 | |
417 | |
374 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
418 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
375 | { |
419 | { |
376 | /* We should not find free objects on this friendly list, but it |
420 | /* We should not find free objects on this friendly list, but it |
377 | * does periodically happen. Given that, lets deal with it. |
421 | * does periodically happen. Given that, lets deal with it. |
378 | * While unlikely, it is possible the next object on the friendly |
422 | * While unlikely, it is possible the next object on the friendly |
379 | * list is also free, so encapsulate this in a while loop. |
423 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
383 | object *tmp = ol->ob; |
427 | object *tmp = ol->ob; |
384 | |
428 | |
385 | /* Can't do much more other than log the fact, because the object |
429 | /* Can't do much more other than log the fact, because the object |
386 | * itself will have been cleared. |
430 | * itself will have been cleared. |
387 | */ |
431 | */ |
388 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
432 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
433 | tmp->debug_desc ()); |
389 | ol = ol->next; |
434 | ol = ol->next; |
390 | remove_friendly_object (tmp); |
435 | remove_friendly_object (tmp); |
391 | if (!ol) |
436 | if (!ol) |
392 | return op; |
437 | return op; |
393 | } |
438 | } |
… | |
… | |
406 | { |
451 | { |
407 | op = ol->ob; |
452 | op = ol->ob; |
408 | lastdist = rv.distance; |
453 | lastdist = rv.distance; |
409 | } |
454 | } |
410 | } |
455 | } |
411 | for (pl = first_player; pl != NULL; pl = pl->next) |
456 | |
412 | { |
457 | for_all_players (pl) |
413 | if (can_detect_enemy (mon, pl->ob, &rv)) |
458 | if (can_detect_enemy (mon, pl->ob, &rv)) |
414 | { |
|
|
415 | |
|
|
416 | if (lastdist > rv.distance) |
459 | if (lastdist > rv.distance) |
417 | { |
460 | { |
418 | op = pl->ob; |
461 | op = pl->ob; |
419 | lastdist = rv.distance; |
462 | lastdist = rv.distance; |
420 | } |
463 | } |
421 | } |
464 | |
422 | } |
|
|
423 | #if 0 |
465 | #if 0 |
424 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
466 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
425 | #endif |
467 | #endif |
426 | return op; |
468 | return op; |
427 | } |
469 | } |
… | |
… | |
445 | * circling behaviour. Unfortunately, this function is also used to determined |
487 | * circling behaviour. Unfortunately, this function is also used to determined |
446 | * if the creature should cast a spell, so returning a direction in that case |
488 | * if the creature should cast a spell, so returning a direction in that case |
447 | * is probably not a good thing. |
489 | * is probably not a good thing. |
448 | */ |
490 | */ |
449 | #define MAX_SPACES 50 |
491 | #define MAX_SPACES 50 |
450 | |
|
|
451 | |
492 | |
452 | /* |
493 | /* |
453 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
494 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
454 | * modified to verify there is a path to the player. Does this by stepping towards |
495 | * modified to verify there is a path to the player. Does this by stepping towards |
455 | * player and if path is blocked then see if blockage is close enough to player that |
496 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
694 | /* Need to set up the skill pointers */ |
735 | /* Need to set up the skill pointers */ |
695 | link_player_skills (pl); |
736 | link_player_skills (pl); |
696 | } |
737 | } |
697 | |
738 | |
698 | void |
739 | void |
699 | get_name (object *op) |
|
|
700 | { |
|
|
701 | op->contr->write_buf[0] = '\0'; |
|
|
702 | op->contr->state = ST_GET_NAME; |
|
|
703 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
704 | } |
|
|
705 | |
|
|
706 | void |
|
|
707 | get_password (object *op) |
|
|
708 | { |
|
|
709 | op->contr->write_buf[0] = '\0'; |
|
|
710 | op->contr->state = ST_GET_PASSWORD; |
|
|
711 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
712 | } |
|
|
713 | |
|
|
714 | void |
|
|
715 | play_again (object *op) |
|
|
716 | { |
|
|
717 | op->contr->state = ST_PLAY_AGAIN; |
|
|
718 | op->chosen_skill = NULL; |
|
|
719 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
720 | /* a bit of a hack, but there are various places early in th |
|
|
721 | * player creation process that a user can quit (eg, roll |
|
|
722 | * stats) that isn't removing the player. Taking a quick |
|
|
723 | * look, there are many places that call play_again without |
|
|
724 | * removing the player - it probably makes more sense |
|
|
725 | * to leave it to play_again to remove the object in all |
|
|
726 | * cases. |
|
|
727 | */ |
|
|
728 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
729 | op->remove (); |
|
|
730 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
731 | * and draw() doesn't check to see if the player is removed, only if |
|
|
732 | * the map is null or not swapped out. |
|
|
733 | */ |
|
|
734 | op->map = NULL; |
|
|
735 | } |
|
|
736 | |
|
|
737 | int |
|
|
738 | receive_play_again (object *op, char key) |
|
|
739 | { |
|
|
740 | if (key == 'q' || key == 'Q') |
|
|
741 | { |
|
|
742 | remove_friendly_object (op); |
|
|
743 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
744 | return 2; |
|
|
745 | } |
|
|
746 | else if (key == 'a' || key == 'A') |
|
|
747 | { |
|
|
748 | player *pl = op->contr; |
|
|
749 | shstr name = op->name; |
|
|
750 | |
|
|
751 | op->contr = 0; |
|
|
752 | op->type = 0; |
|
|
753 | op->destroy (1); |
|
|
754 | pl = get_player (pl); |
|
|
755 | op = pl->ob; |
|
|
756 | add_friendly_object (op); |
|
|
757 | op->contr->password[0] = '~'; |
|
|
758 | op->name = op->name_pl = 0; |
|
|
759 | /* Lets put a space in here */ |
|
|
760 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
761 | get_name (op); |
|
|
762 | op->name = op->name_pl = name; |
|
|
763 | set_first_map (op); |
|
|
764 | } |
|
|
765 | else |
|
|
766 | /* user pressed something else so just ask again... */ |
|
|
767 | play_again (op); |
|
|
768 | |
|
|
769 | return 0; |
|
|
770 | } |
|
|
771 | |
|
|
772 | void |
|
|
773 | confirm_password (object *op) |
|
|
774 | { |
|
|
775 | |
|
|
776 | op->contr->write_buf[0] = '\0'; |
|
|
777 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
778 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
779 | } |
|
|
780 | |
|
|
781 | void |
|
|
782 | get_party_password (object *op, partylist *party) |
740 | get_party_password (object *op, partylist *party) |
783 | { |
741 | { |
784 | if (party == NULL) |
742 | if (party == NULL) |
785 | { |
743 | { |
786 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
744 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
787 | return; |
745 | return; |
788 | } |
746 | } |
|
|
747 | |
789 | op->contr->write_buf[0] = '\0'; |
748 | op->contr->write_buf[0] = '\0'; |
790 | op->contr->state = ST_GET_PARTY_PASSWORD; |
749 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
791 | op->contr->party_to_join = party; |
750 | op->contr->party_to_join = party; |
792 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
751 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
793 | } |
752 | } |
794 | |
|
|
795 | |
753 | |
796 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
754 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
797 | int |
755 | static int |
798 | roll_stat (void) |
756 | roll_stat (void) |
799 | { |
757 | { |
800 | int a[4], i, j, k; |
758 | int a[4], i, j, k; |
801 | |
759 | |
802 | for (i = 0; i < 4; i++) |
760 | for (i = 0; i < 4; i++) |
803 | a[i] = (int) RANDOM () % 6 + 1; |
761 | a[i] = (int) rndm (6) + 1; |
804 | |
762 | |
805 | for (i = 0, j = 0, k = 7; i < 4; i++) |
763 | for (i = 0, j = 0, k = 7; i < 4; i++) |
806 | if (a[i] < k) |
764 | if (a[i] < k) |
807 | k = a[i], j = i; |
765 | k = a[i], j = i; |
808 | |
766 | |
809 | for (i = 0, k = 0; i < 4; i++) |
767 | for (i = 0, k = 0; i < 4; i++) |
810 | { |
|
|
811 | if (i != j) |
768 | if (i != j) |
812 | k += a[i]; |
769 | k += a[i]; |
813 | } |
770 | |
814 | return k; |
771 | return k; |
815 | } |
772 | } |
816 | |
773 | |
817 | void |
774 | void |
818 | roll_stats (object *op) |
775 | object::roll_stats () |
819 | { |
776 | { |
820 | int sum = 0; |
|
|
821 | int i = 0, j = 0; |
|
|
822 | int statsort[7]; |
777 | int statsort [7]; |
823 | |
778 | |
824 | do |
779 | for (;;) |
825 | { |
|
|
826 | op->stats.Str = roll_stat (); |
|
|
827 | op->stats.Dex = roll_stat (); |
|
|
828 | op->stats.Int = roll_stat (); |
|
|
829 | op->stats.Con = roll_stat (); |
|
|
830 | op->stats.Wis = roll_stat (); |
|
|
831 | op->stats.Pow = roll_stat (); |
|
|
832 | op->stats.Cha = roll_stat (); |
|
|
833 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
834 | } |
780 | { |
835 | while (sum < 82 || sum > 116); |
781 | int sum = 0; |
|
|
782 | for (int i = 7; i--; ) |
|
|
783 | sum += statsort [i] = roll_stat (); |
836 | |
784 | |
|
|
785 | if (sum >= 82 && sum <= 116) |
|
|
786 | break; |
|
|
787 | } |
|
|
788 | |
837 | /* Sort the stats so that rerolling is easier... */ |
789 | // Sort the stats so that rerolling is easier... |
838 | statsort[0] = op->stats.Str; |
790 | std::sort (statsort, statsort + 7, std::greater<int>()); |
839 | statsort[1] = op->stats.Dex; |
|
|
840 | statsort[2] = op->stats.Int; |
|
|
841 | statsort[3] = op->stats.Con; |
|
|
842 | statsort[4] = op->stats.Wis; |
|
|
843 | statsort[5] = op->stats.Pow; |
|
|
844 | statsort[6] = op->stats.Cha; |
|
|
845 | |
791 | |
846 | /* a quick and dirty bubblesort? */ |
|
|
847 | do |
|
|
848 | { |
|
|
849 | if (statsort[i] < statsort[i + 1]) |
|
|
850 | { |
|
|
851 | j = statsort[i]; |
|
|
852 | statsort[i] = statsort[i + 1]; |
|
|
853 | statsort[i + 1] = j; |
|
|
854 | i = 0; |
|
|
855 | } |
|
|
856 | else |
|
|
857 | { |
|
|
858 | i++; |
|
|
859 | } |
|
|
860 | } |
|
|
861 | while (i < 6); |
|
|
862 | |
|
|
863 | op->stats.Str = statsort[0]; |
792 | stats.Str = statsort[0]; |
864 | op->stats.Dex = statsort[1]; |
793 | stats.Dex = statsort[1]; |
865 | op->stats.Con = statsort[2]; |
794 | stats.Con = statsort[2]; |
866 | op->stats.Int = statsort[3]; |
795 | stats.Int = statsort[3]; |
867 | op->stats.Wis = statsort[4]; |
796 | stats.Wis = statsort[4]; |
868 | op->stats.Pow = statsort[5]; |
797 | stats.Pow = statsort[5]; |
869 | op->stats.Cha = statsort[6]; |
798 | stats.Cha = statsort[6]; |
870 | |
799 | |
871 | |
|
|
872 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
873 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
874 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
875 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
876 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
877 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
878 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
879 | |
|
|
880 | op->level = 1; |
|
|
881 | op->stats.exp = 0; |
800 | stats.exp = 0; |
882 | op->stats.ac = 0; |
801 | stats.ac = 0; |
883 | |
802 | |
884 | op->contr->levhp[1] = 9; |
|
|
885 | op->contr->levsp[1] = 6; |
|
|
886 | op->contr->levgrace[1] = 3; |
|
|
887 | |
|
|
888 | fix_player (op); |
|
|
889 | op->stats.hp = op->stats.maxhp; |
803 | stats.hp = stats.maxhp; |
890 | op->stats.sp = op->stats.maxsp; |
804 | stats.sp = stats.maxsp; |
891 | op->stats.grace = op->stats.maxgrace; |
805 | stats.grace = stats.maxgrace; |
|
|
806 | |
|
|
807 | if (contr) |
|
|
808 | { |
|
|
809 | contr->levhp[1] = 9; |
|
|
810 | contr->levsp[1] = 6; |
|
|
811 | contr->levgrace[1] = 3; |
|
|
812 | |
892 | op->contr->orig_stats = op->stats; |
813 | contr->orig_stats = stats; |
|
|
814 | } |
893 | } |
815 | } |
894 | |
816 | |
895 | void |
817 | void |
896 | Roll_Again (object *op) |
818 | object::swap_stats (int a, int b) |
897 | { |
819 | { |
898 | esrv_new_player (op->contr, 0); |
820 | int tmp = get_attr_value (&contr->orig_stats, a); |
899 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
821 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
900 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
822 | set_attr_value (&contr->orig_stats, b, tmp); |
901 | } |
|
|
902 | |
823 | |
903 | void |
824 | stats.Str = contr->orig_stats.Str; |
904 | Swap_Stat (object *op, int Swap_Second) |
825 | stats.Dex = contr->orig_stats.Dex; |
|
|
826 | stats.Con = contr->orig_stats.Con; |
|
|
827 | stats.Int = contr->orig_stats.Int; |
|
|
828 | stats.Wis = contr->orig_stats.Wis; |
|
|
829 | stats.Pow = contr->orig_stats.Pow; |
|
|
830 | stats.Cha = contr->orig_stats.Cha; |
|
|
831 | |
|
|
832 | //TODO: the following code looks so borked and should, at the very least, |
|
|
833 | // be merged with the similar code in roll_stats |
|
|
834 | stats.ac = 0; |
|
|
835 | |
|
|
836 | level = 1; |
|
|
837 | stats.exp = 0; |
|
|
838 | stats.ac = 0; |
|
|
839 | |
|
|
840 | stats.hp = stats.maxhp; |
|
|
841 | stats.sp = stats.maxsp; |
|
|
842 | stats.grace = stats.maxgrace; |
|
|
843 | |
|
|
844 | if (contr) |
|
|
845 | { |
|
|
846 | contr->levhp[1] = 9; |
|
|
847 | contr->levsp[1] = 6; |
|
|
848 | contr->levgrace[1] = 3; |
|
|
849 | |
|
|
850 | contr->orig_stats = stats; |
|
|
851 | } |
|
|
852 | } |
|
|
853 | |
|
|
854 | static void |
|
|
855 | start_info (object *op) |
905 | { |
856 | { |
906 | signed char tmp; |
|
|
907 | char buf[MAX_BUF]; |
857 | char buf[MAX_BUF]; |
908 | |
858 | |
909 | if (op->contr->Swap_First == -1) |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
910 | { |
|
|
911 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
912 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
913 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
914 | return; |
|
|
915 | } |
|
|
916 | |
|
|
917 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
918 | |
|
|
919 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
920 | |
|
|
921 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
922 | |
|
|
923 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
924 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
925 | op->stats.Str = op->contr->orig_stats.Str; |
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
926 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
927 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
928 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
929 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
930 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
931 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
932 | op->stats.ac = 0; |
|
|
933 | |
|
|
934 | op->level = 1; |
|
|
935 | op->stats.exp = 0; |
|
|
936 | op->stats.ac = 0; |
|
|
937 | |
|
|
938 | op->contr->levhp[1] = 9; |
|
|
939 | op->contr->levsp[1] = 6; |
|
|
940 | op->contr->levgrace[1] = 3; |
|
|
941 | |
|
|
942 | fix_player (op); |
|
|
943 | op->stats.hp = op->stats.maxhp; |
|
|
944 | op->stats.sp = op->stats.maxsp; |
|
|
945 | op->stats.grace = op->stats.maxgrace; |
|
|
946 | op->contr->orig_stats = op->stats; |
|
|
947 | op->contr->Swap_First = -1; |
|
|
948 | } |
|
|
949 | |
|
|
950 | |
|
|
951 | /* This code has been greatly reduced, because with set_attr_value |
|
|
952 | * and get_attr_value, the stats can be accessed just numeric |
|
|
953 | * ids. stat_trans is a table that translate the number entered |
|
|
954 | * into the actual stat. It is needed because the order the stats |
|
|
955 | * are displayed in the stat window is not the same as how |
|
|
956 | * the number's access that stat. The table does that translation. |
|
|
957 | */ |
|
|
958 | int |
|
|
959 | key_roll_stat (object *op, char key) |
|
|
960 | { |
|
|
961 | int keynum = key - '0'; |
|
|
962 | char buf[MAX_BUF]; |
|
|
963 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
964 | |
|
|
965 | if (keynum > 0 && keynum <= 7) |
|
|
966 | { |
|
|
967 | if (op->contr->Swap_First == -1) |
|
|
968 | { |
|
|
969 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
970 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
971 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
972 | } |
|
|
973 | else |
|
|
974 | Swap_Stat (op, stat_trans[keynum]); |
|
|
975 | |
|
|
976 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
977 | return 1; |
|
|
978 | } |
|
|
979 | switch (key) |
|
|
980 | { |
|
|
981 | case 'n': |
|
|
982 | case 'N': |
|
|
983 | { |
|
|
984 | SET_FLAG (op, FLAG_WIZ); |
|
|
985 | if (op->map == NULL) |
|
|
986 | { |
|
|
987 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
988 | break; |
|
|
989 | } |
|
|
990 | |
|
|
991 | #if 0 |
|
|
992 | /* So that enter_exit will put us at startx/starty */ |
|
|
993 | op->x = -1; |
|
|
994 | |
|
|
995 | enter_exit (op, NULL); |
|
|
996 | #endif |
|
|
997 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
998 | /* Enter exit adds a player otherwise */ |
|
|
999 | add_statbonus (op); |
|
|
1000 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1001 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1002 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1003 | if (op->msg) |
|
|
1004 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1005 | return 0; |
|
|
1006 | } |
|
|
1007 | case 'y': |
|
|
1008 | case 'Y': |
|
|
1009 | roll_stats (op); |
|
|
1010 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1011 | return 1; |
|
|
1012 | |
|
|
1013 | case 'q': |
|
|
1014 | case 'Q': |
|
|
1015 | play_again (op); |
|
|
1016 | return 1; |
|
|
1017 | |
|
|
1018 | default: |
|
|
1019 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1020 | return 0; |
|
|
1021 | } |
|
|
1022 | return 0; |
|
|
1023 | } |
863 | } |
1024 | |
864 | |
1025 | /* This function takes the key that is passed, and does the |
865 | /* This function takes the key that is passed, and does the |
1026 | * appropriate action with it (change race, or other things). |
866 | * appropriate action with it (change race, or other things). |
1027 | * The function name is for historical reasons - now we have |
867 | * The function name is for historical reasons - now we have |
1028 | * separate race and class; this actually changes the RACE, |
868 | * separate race and class; this actually changes the RACE, |
1029 | * not the class. |
869 | * not the class. |
1030 | */ |
870 | */ |
1031 | |
|
|
1032 | int |
871 | int |
1033 | key_change_class (object *op, char key) |
872 | key_change_class (object *op, char key) |
1034 | { |
873 | { |
1035 | int tmp_loop; |
874 | int tmp_loop; |
1036 | |
875 | |
1037 | if (key == 'q' || key == 'Q') |
|
|
1038 | { |
|
|
1039 | op->remove (); |
|
|
1040 | play_again (op); |
|
|
1041 | return 0; |
|
|
1042 | } |
|
|
1043 | if (key == 'd' || key == 'D') |
876 | if (key == 'd' || key == 'D') |
1044 | { |
877 | { |
1045 | char buf[MAX_BUF]; |
878 | char buf[MAX_BUF]; |
1046 | |
879 | |
1047 | /* this must before then initial items are given */ |
880 | /* this must before then initial items are given */ |
… | |
… | |
1052 | create_treasure (tl, op, 0, 0, 0); |
885 | create_treasure (tl, op, 0, 0, 0); |
1053 | |
886 | |
1054 | INVOKE_PLAYER (BIRTH, op->contr); |
887 | INVOKE_PLAYER (BIRTH, op->contr); |
1055 | INVOKE_PLAYER (LOGIN, op->contr); |
888 | INVOKE_PLAYER (LOGIN, op->contr); |
1056 | |
889 | |
1057 | op->contr->state = ST_PLAYING; |
890 | op->contr->ns->state = ST_PLAYING; |
1058 | |
891 | |
1059 | if (op->msg) |
892 | if (op->msg) |
1060 | op->msg = NULL; |
893 | op->msg = NULL; |
1061 | |
894 | |
1062 | /* We create this now because some of the unique maps will need it |
895 | /* We create this now because some of the unique maps will need it |
1063 | * to save here. |
896 | * to save here. |
1064 | */ |
897 | */ |
1065 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
898 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
1066 | make_path_to_file (buf); |
899 | make_path_to_file (buf); |
1067 | |
900 | |
1068 | #ifdef AUTOSAVE |
|
|
1069 | op->contr->last_save_tick = pticks; |
|
|
1070 | #endif |
|
|
1071 | start_info (op); |
901 | start_info (op); |
1072 | CLEAR_FLAG (op, FLAG_WIZ); |
902 | CLEAR_FLAG (op, FLAG_WIZ); |
1073 | give_initial_items (op, op->randomitems); |
903 | give_initial_items (op, op->randomitems); |
1074 | link_player_skills (op); |
904 | link_player_skills (op); |
1075 | esrv_send_inventory (op, op); |
905 | esrv_send_inventory (op, op); |
1076 | fix_player (op); |
906 | op->update_stats (); |
1077 | |
907 | |
1078 | /* This moves the player to a different start map, if there |
908 | /* This moves the player to a different start map, if there |
1079 | * is one for this race |
909 | * is one for this race |
1080 | */ |
910 | */ |
1081 | if (*first_map_ext_path) |
911 | if (*first_map_ext_path) |
1082 | { |
912 | { |
1083 | object *tmp; |
913 | object *tmp; |
1084 | char mapname[MAX_BUF]; |
914 | char mapname[MAX_BUF]; |
1085 | |
915 | |
1086 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
916 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
1087 | tmp = object::create (); |
917 | tmp = object::create (); |
1088 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_PATH (tmp) = mapname; |
1089 | EXIT_X (tmp) = op->x; |
919 | EXIT_X (tmp) = op->x; |
1090 | EXIT_Y (tmp) = op->y; |
920 | EXIT_Y (tmp) = op->y; |
1091 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
921 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
1092 | * if the map isn't there, then stay on the |
922 | * if the map isn't there, then stay on the |
1093 | * default initial map */ |
923 | * default initial map */ |
1094 | tmp->destroy (); |
924 | tmp->destroy (); |
1095 | } |
925 | } |
1096 | else |
926 | else |
… | |
… | |
1107 | while (!tmp_loop) |
937 | while (!tmp_loop) |
1108 | { |
938 | { |
1109 | shstr name = op->name; |
939 | shstr name = op->name; |
1110 | int x = op->x, y = op->y; |
940 | int x = op->x, y = op->y; |
1111 | |
941 | |
1112 | remove_statbonus (op); |
942 | op->remove_statbonus (); |
1113 | op->remove (); |
943 | op->remove (); |
1114 | op->arch = get_player_archetype (op->arch); |
944 | op->arch = get_player_archetype (op->arch); |
1115 | op->arch->clone.copy_to (op); |
945 | op->arch->clone.copy_to (op); |
1116 | op->instantiate (); |
946 | op->instantiate (); |
1117 | op->stats = op->contr->orig_stats; |
947 | op->stats = op->contr->orig_stats; |
… | |
… | |
1119 | op->x = x; |
949 | op->x = x; |
1120 | op->y = y; |
950 | op->y = y; |
1121 | SET_ANIMATION (op, 2); /* So player faces south */ |
951 | SET_ANIMATION (op, 2); /* So player faces south */ |
1122 | insert_ob_in_map (op, op->map, op, 0); |
952 | insert_ob_in_map (op, op->map, op, 0); |
1123 | assign (op->contr->title, op->arch->clone.name); |
953 | assign (op->contr->title, op->arch->clone.name); |
1124 | add_statbonus (op); |
954 | op->add_statbonus (); |
1125 | tmp_loop = allowed_class (op); |
955 | tmp_loop = allowed_class (op); |
1126 | } |
956 | } |
1127 | |
957 | |
1128 | update_object (op, UP_OBJ_FACE); |
958 | update_object (op, UP_OBJ_FACE); |
1129 | esrv_update_item (UPD_FACE, op, op); |
959 | esrv_update_item (UPD_FACE, op, op); |
1130 | fix_player (op); |
960 | op->update_stats (); |
1131 | op->stats.hp = op->stats.maxhp; |
961 | op->stats.hp = op->stats.maxhp; |
1132 | op->stats.sp = op->stats.maxsp; |
962 | op->stats.sp = op->stats.maxsp; |
1133 | op->stats.grace = 0; |
963 | op->stats.grace = 0; |
1134 | |
964 | |
1135 | if (op->msg) |
965 | if (op->msg) |
1136 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
966 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1137 | |
967 | |
1138 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
968 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1139 | return 0; |
969 | return 0; |
1140 | } |
|
|
1141 | |
|
|
1142 | int |
|
|
1143 | key_confirm_quit (object *op, char key) |
|
|
1144 | { |
|
|
1145 | char buf[MAX_BUF]; |
|
|
1146 | |
|
|
1147 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1148 | { |
|
|
1149 | op->contr->state = ST_PLAYING; |
|
|
1150 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1151 | return 1; |
|
|
1152 | } |
|
|
1153 | |
|
|
1154 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1155 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1156 | |
|
|
1157 | terminate_all_pets (op); |
|
|
1158 | leave_map (op); |
|
|
1159 | op->direction = 0; |
|
|
1160 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1161 | |
|
|
1162 | strcpy (op->contr->killer, "quit"); |
|
|
1163 | check_score (op); |
|
|
1164 | op->contr->party = NULL; |
|
|
1165 | if (settings.set_title == TRUE) |
|
|
1166 | op->contr->own_title[0] = '\0'; |
|
|
1167 | |
|
|
1168 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1169 | { |
|
|
1170 | maptile *mp, *next; |
|
|
1171 | |
|
|
1172 | /* We need to hunt for any per player unique maps in memory and |
|
|
1173 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1174 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1175 | */ |
|
|
1176 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1177 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1178 | { |
|
|
1179 | next = mp->next; |
|
|
1180 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1181 | delete_map (mp); |
|
|
1182 | } |
|
|
1183 | |
|
|
1184 | delete_character (op->name, 1); |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | play_again (op); |
|
|
1188 | return 1; |
|
|
1189 | } |
970 | } |
1190 | |
971 | |
1191 | void |
972 | void |
1192 | flee_player (object *op) |
973 | flee_player (object *op) |
1193 | { |
974 | { |
… | |
… | |
1330 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1111 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1331 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1112 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1332 | else |
1113 | else |
1333 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1114 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1334 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1115 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1116 | |
1335 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1117 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1336 | |
|
|
1337 | sprintf (putstring, "...flags: "); |
|
|
1338 | for (k = 0; k < 4; k++) |
|
|
1339 | { |
|
|
1340 | for (j = 0; j < 32; j++) |
|
|
1341 | { |
|
|
1342 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1343 | { |
|
|
1344 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1345 | strcat (putstring, tmpstr); |
|
|
1346 | } |
|
|
1347 | } |
|
|
1348 | } |
|
|
1349 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1350 | |
|
|
1351 | #if 0 |
|
|
1352 | /* print the flags too */ |
|
|
1353 | for (k = 0; k < 4; k++) |
|
|
1354 | { |
|
|
1355 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1356 | for (j = 0; j < 32; j++) |
|
|
1357 | { |
|
|
1358 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1359 | if (!((j + 1) % 4)) |
|
|
1360 | fprintf (stderr, " "); |
|
|
1361 | } |
|
|
1362 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1363 | } |
|
|
1364 | #endif |
|
|
1365 | } |
1118 | } |
|
|
1119 | |
1366 | /* philosophy: |
1120 | /* philosophy: |
1367 | * It's easy to grab an item type from a pile, as long as it's |
1121 | * It's easy to grab an item type from a pile, as long as it's |
1368 | * generic. This takes no game-time. For more detailed pickups |
1122 | * generic. This takes no game-time. For more detailed pickups |
1369 | * and selections, select-items shoul dbe used. This is a |
1123 | * and selections, select-items should be used. This is a |
1370 | * grab-as-you-run type mode that's really useful for arrows for |
1124 | * grab-as-you-run type mode that's really useful for arrows for |
1371 | * example. |
1125 | * example. |
1372 | * The drawback: right now it has no frontend, so you need to |
1126 | * The drawback: right now it has no frontend, so you need to |
1373 | * stick the bits you want into a calculator in hex mode and then |
1127 | * stick the bits you want into a calculator in hex mode and then |
1374 | * convert to decimal and then 'pickup <#> |
1128 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1874 | return 0; |
1628 | return 0; |
1875 | } |
1629 | } |
1876 | |
1630 | |
1877 | arrow->set_owner (op); |
1631 | arrow->set_owner (op); |
1878 | arrow->skill = bow->skill; |
1632 | arrow->skill = bow->skill; |
1879 | |
|
|
1880 | arrow->direction = dir; |
1633 | arrow->direction = dir; |
1881 | arrow->x = sx; |
|
|
1882 | arrow->y = sy; |
|
|
1883 | |
1634 | |
1884 | if (op->type == PLAYER) |
1635 | if (op->type == PLAYER) |
1885 | { |
1636 | { |
1886 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1637 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1887 | fix_player (op); |
1638 | op->update_stats (); |
1888 | } |
1639 | } |
1889 | |
1640 | |
1890 | SET_ANIMATION (arrow, arrow->direction); |
1641 | SET_ANIMATION (arrow, arrow->direction); |
1891 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1642 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1892 | arrow->stats.hp = arrow->stats.dam; |
1643 | arrow->stats.hp = arrow->stats.dam; |
… | |
… | |
1902 | |
1653 | |
1903 | /* update the speed */ |
1654 | /* update the speed */ |
1904 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1655 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1905 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1656 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1906 | |
1657 | |
1907 | if (arrow->speed < 1.0) |
1658 | arrow->set_speed (max (arrow->speed, 1.0)); |
1908 | arrow->speed = 1.0; |
|
|
1909 | update_ob_speed (arrow); |
|
|
1910 | arrow->speed_left = 0; |
1659 | arrow->speed_left = 0; |
1911 | |
1660 | |
1912 | if (op->type == PLAYER) |
1661 | if (op->type == PLAYER) |
1913 | { |
1662 | { |
1914 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1663 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1927 | arrow->attacktype |= bow->attacktype; |
1676 | arrow->attacktype |= bow->attacktype; |
1928 | |
1677 | |
1929 | if (bow->slaying) |
1678 | if (bow->slaying) |
1930 | arrow->slaying = bow->slaying; |
1679 | arrow->slaying = bow->slaying; |
1931 | |
1680 | |
1932 | arrow->map = m; |
|
|
1933 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1934 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1935 | |
1683 | |
1936 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1684 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1937 | insert_ob_in_map (arrow, m, op, 0); |
1685 | m->insert (arrow, sx, sy, op); |
1938 | |
1686 | |
1939 | if (!arrow->destroyed ()) |
1687 | if (!arrow->destroyed ()) |
1940 | move_arrow (arrow); |
1688 | move_arrow (arrow); |
1941 | |
1689 | |
1942 | if (op->type == PLAYER) |
1690 | if (op->type == PLAYER) |
… | |
… | |
1968 | } |
1716 | } |
1969 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1970 | { |
1718 | { |
1971 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1972 | wcmod = -1; |
1720 | wcmod = -1; |
|
|
1721 | |
1973 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1722 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1974 | } |
1723 | } |
1975 | else if (op->contr->bowtype == bow_threewide) |
1724 | else if (op->contr->bowtype == bow_threewide) |
1976 | { |
1725 | { |
1977 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1726 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2047 | |
1796 | |
2048 | if (item->arch) |
1797 | if (item->arch) |
2049 | { |
1798 | { |
2050 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1799 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2051 | item->face = item->arch->clone.face; |
1800 | item->face = item->arch->clone.face; |
2052 | item->speed = 0; |
1801 | item->set_speed (0); |
2053 | update_ob_speed (item); |
|
|
2054 | } |
1802 | } |
|
|
1803 | |
2055 | if ((tmp = item->in_player ())) |
1804 | if ((tmp = item->in_player ())) |
2056 | esrv_update_item (UPD_ANIM, tmp, item); |
1805 | esrv_update_item (UPD_ANIM, tmp, item); |
2057 | } |
1806 | } |
2058 | } |
1807 | } |
2059 | else if (item->type == ROD || item->type == HORN) |
1808 | else if (item->type == ROD || item->type == HORN) |
2060 | { |
|
|
2061 | drain_rod_charge (item); |
1809 | drain_rod_charge (item); |
2062 | } |
|
|
2063 | } |
1810 | } |
2064 | } |
1811 | } |
2065 | |
1812 | |
2066 | /* Received a fire command for the player - go and do it. |
1813 | /* Received a fire command for the player - go and do it. |
2067 | */ |
1814 | */ |
… | |
… | |
2106 | { |
1853 | { |
2107 | if (op->type == PLAYER) |
1854 | if (op->type == PLAYER) |
2108 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1855 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
2109 | return; |
1856 | return; |
2110 | } |
1857 | } |
|
|
1858 | |
2111 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1859 | do_skill (op, op, op->chosen_skill, dir, NULL); |
2112 | return; |
1860 | return; |
2113 | case range_builder: |
1861 | case range_builder: |
2114 | apply_map_builder (op, dir); |
1862 | apply_map_builder (op, dir); |
2115 | return; |
1863 | return; |
2116 | default: |
1864 | default: |
… | |
… | |
2283 | */ |
2031 | */ |
2284 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2032 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2285 | { |
2033 | { |
2286 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2034 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2287 | { |
2035 | { |
2288 | m = get_map_from_coord (op->map, &nx, &ny); |
2036 | m = op->map->xy_find (nx, ny); |
2289 | if (!m) |
2037 | if (!m) |
2290 | return; /* Don't think this should happen */ |
2038 | return; /* Don't think this should happen */ |
2291 | } |
2039 | } |
2292 | else |
2040 | else |
2293 | m = op->map; |
2041 | m = op->map; |
2294 | |
2042 | |
2295 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2043 | if (!(tmp = m->at (nx, ny).bot)) |
2296 | { |
|
|
2297 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2298 | return; |
2044 | return; |
2299 | } |
|
|
2300 | |
2045 | |
2301 | mon = 0; |
2046 | mon = 0; |
2302 | /* Go through all the objects, and find ones of interest. Only stop if |
2047 | /* Go through all the objects, and find ones of interest. Only stop if |
2303 | * we find a monster - that is something we know we want to attack. |
2048 | * we find a monster - that is something we know we want to attack. |
2304 | * if its a door or barrel (can roll) see if there may be monsters |
2049 | * if its a door or barrel (can roll) see if there may be monsters |
… | |
… | |
2357 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2102 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2358 | { |
2103 | { |
2359 | /* If we're braced, we don't want to switch places with it */ |
2104 | /* If we're braced, we don't want to switch places with it */ |
2360 | if (op->contr->braced) |
2105 | if (op->contr->braced) |
2361 | return; |
2106 | return; |
|
|
2107 | |
2362 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2108 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2363 | (void) push_ob (mon, dir, op); |
2109 | (void) push_ob (mon, dir, op); |
2364 | if (op->contr->tmp_invis || op->hide) |
2110 | if (op->contr->tmp_invis || op->hide) |
2365 | make_visible (op); |
2111 | make_visible (op); |
|
|
2112 | |
2366 | return; |
2113 | return; |
2367 | } |
2114 | } |
2368 | |
2115 | |
2369 | /* in certain circumstances, you shouldn't attack friendly |
2116 | /* in certain circumstances, you shouldn't attack friendly |
2370 | * creatures. Note that if you are braced, you can't push |
2117 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2384 | !on_battleground)) |
2131 | !on_battleground)) |
2385 | { |
2132 | { |
2386 | if (!op->contr->braced) |
2133 | if (!op->contr->braced) |
2387 | { |
2134 | { |
2388 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2135 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2389 | (void) push_ob (mon, dir, op); |
2136 | push_ob (mon, dir, op); |
2390 | } |
2137 | } |
2391 | else |
2138 | else |
2392 | new_draw_info (0, 0, op, "You withhold your attack"); |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2393 | |
2140 | |
2394 | if (op->contr->tmp_invis || op->hide) |
2141 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2409 | * Way it works is like this: First, it must have some hit points |
2156 | * Way it works is like this: First, it must have some hit points |
2410 | * and be living. Then, it must be one of the following: |
2157 | * and be living. Then, it must be one of the following: |
2411 | * 1) Not a player, 2) A player, but of a different party. Note |
2158 | * 1) Not a player, 2) A player, but of a different party. Note |
2412 | * that party_number -1 is no party, so attacks can still happen. |
2159 | * that party_number -1 is no party, so attacks can still happen. |
2413 | */ |
2160 | */ |
2414 | |
|
|
2415 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2161 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2416 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2162 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2417 | { |
2163 | { |
2418 | |
2164 | |
2419 | /* If the player hasn't hit something this tick, and does |
2165 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2453 | int |
2199 | int |
2454 | move_player (object *op, int dir) |
2200 | move_player (object *op, int dir) |
2455 | { |
2201 | { |
2456 | int pick; |
2202 | int pick; |
2457 | |
2203 | |
2458 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2204 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2459 | return 0; |
2205 | return 0; |
2460 | |
2206 | |
2461 | /* Sanity check: make sure dir is valid */ |
2207 | /* Sanity check: make sure dir is valid */ |
2462 | if ((dir < 0) || (dir >= 9)) |
2208 | if ((dir < 0) || (dir >= 9)) |
2463 | { |
2209 | { |
2464 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2210 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2465 | return 0; |
2211 | return 0; |
2466 | } |
2212 | } |
2467 | |
2213 | |
2468 | /* peterm: added following line */ |
2214 | /* peterm: added following line */ |
2469 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2470 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2216 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2471 | |
2217 | |
2472 | op->facing = dir; |
2218 | op->facing = dir; |
2473 | |
2219 | |
2474 | if (op->hide) |
2220 | if (op->hide) |
2475 | do_hidden_move (op); |
2221 | do_hidden_move (op); |
… | |
… | |
2551 | |
2297 | |
2552 | /* call this here - we also will call this in do_ericserver, but |
2298 | /* call this here - we also will call this in do_ericserver, but |
2553 | * the players time has been increased when doericserver has been |
2299 | * the players time has been increased when doericserver has been |
2554 | * called, so we recheck it here. |
2300 | * called, so we recheck it here. |
2555 | */ |
2301 | */ |
2556 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2302 | if (op->contr->ns->handle_command ()) |
2557 | for (int rep = 8; --rep && op->contr->socket->handle_command (); ) |
2303 | return 1; |
2558 | ; |
|
|
2559 | |
2304 | |
2560 | if (op->speed_left < 0) |
2305 | if (op->speed_left > 0) |
2561 | return 0; |
2306 | { |
2562 | |
|
|
2563 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2307 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2564 | { |
2308 | { |
2565 | /* All move commands take 1 tick, at least for now */ |
2309 | /* All move commands take 1 tick, at least for now */ |
2566 | op->speed_left--; |
2310 | op->speed_left--; |
2567 | |
2311 | |
2568 | /* Instead of all the stuff below, let move_player take care |
2312 | /* Instead of all the stuff below, let move_player take care |
2569 | * of it. Also, some of the skill stuff is only put in |
2313 | * of it. Also, some of the skill stuff is only put in |
2570 | * there, as well as the confusion stuff. |
2314 | * there, as well as the confusion stuff. |
2571 | */ |
2315 | */ |
2572 | move_player (op, op->direction); |
2316 | move_player (op, op->direction); |
2573 | if (op->speed_left > 0) |
2317 | |
2574 | return 1; |
2318 | return op->speed_left > 0; |
2575 | else |
2319 | } |
2576 | return 0; |
|
|
2577 | } |
2320 | } |
2578 | |
2321 | |
2579 | return 0; |
2322 | return 0; |
2580 | } |
2323 | } |
2581 | |
2324 | |
… | |
… | |
2601 | op->stats.hp = op->stats.maxhp; |
2344 | op->stats.hp = op->stats.maxhp; |
2602 | |
2345 | |
2603 | if (op->stats.food < 0) |
2346 | if (op->stats.food < 0) |
2604 | op->stats.food = 999; |
2347 | op->stats.food = 999; |
2605 | |
2348 | |
2606 | fix_player (op); |
2349 | op->update_stats (); |
2607 | return 1; |
2350 | return 1; |
2608 | } |
2351 | } |
2609 | |
2352 | |
2610 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2353 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2611 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2354 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2623 | { |
2366 | { |
2624 | object *next; |
2367 | object *next; |
2625 | |
2368 | |
2626 | while (op) |
2369 | while (op) |
2627 | { |
2370 | { |
2628 | next = op->below; /* Make sure we have a good value, in case |
2371 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2629 | * we remove object 'op' |
2372 | |
2630 | */ |
|
|
2631 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2373 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2632 | { |
2374 | { |
2633 | op->remove (); |
|
|
2634 | op->x = env->x; |
|
|
2635 | op->y = env->y; |
|
|
2636 | if (env->type == PLAYER) |
2375 | if (env->type == PLAYER) |
2637 | esrv_del_item (env->contr, op->count); |
2376 | esrv_del_item (env->contr, op->count); |
2638 | insert_ob_in_map (op, env->map, NULL, 0); |
2377 | |
|
|
2378 | op->insert_at (env); |
2639 | } |
2379 | } |
2640 | else if (op->inv) |
2380 | else if (op->inv) |
2641 | remove_unpaid_objects (op->inv, env); |
2381 | remove_unpaid_objects (op->inv, env); |
2642 | |
2382 | |
2643 | op = next; |
2383 | op = next; |
2644 | } |
2384 | } |
2645 | } |
2385 | } |
2646 | |
|
|
2647 | |
2386 | |
2648 | /* |
2387 | /* |
2649 | * Returns pointer a static string containing gravestone text |
2388 | * Returns pointer a static string containing gravestone text |
2650 | * Moved from apply.c to player.c - player.c is what |
2389 | * Moved from apply.c to player.c - player.c is what |
2651 | * actually uses this function. player.c may not be quite the |
2390 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2685 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2424 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2686 | strcat (buf2, buf); |
2425 | strcat (buf2, buf); |
2687 | |
2426 | |
2688 | return buf2; |
2427 | return buf2; |
2689 | } |
2428 | } |
2690 | |
|
|
2691 | |
|
|
2692 | |
2429 | |
2693 | void |
2430 | void |
2694 | do_some_living (object *op) |
2431 | do_some_living (object *op) |
2695 | { |
2432 | { |
2696 | int last_food = op->stats.food; |
2433 | int last_food = op->stats.food; |
… | |
… | |
2705 | const int max_grace = 1; |
2442 | const int max_grace = 1; |
2706 | |
2443 | |
2707 | if (op->contr->outputs_sync) |
2444 | if (op->contr->outputs_sync) |
2708 | { |
2445 | { |
2709 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2446 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2710 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2447 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2711 | flush_output_element (op, &op->contr->outputs[i]); |
2448 | flush_output_element (op, &op->contr->outputs[i]); |
2712 | } |
2449 | } |
2713 | |
2450 | |
2714 | if (op->contr->state == ST_PLAYING) |
2451 | if (op->contr->ns->state == ST_PLAYING) |
2715 | { |
2452 | { |
2716 | |
|
|
2717 | /* these next three if clauses make it possible to SLOW DOWN |
2453 | /* these next three if clauses make it possible to SLOW DOWN |
2718 | hp/grace/spellpoint regeneration. */ |
2454 | hp/grace/spellpoint regeneration. */ |
2719 | if (op->contr->gen_hp >= 0) |
2455 | if (op->contr->gen_hp >= 0) |
2720 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2456 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2721 | else |
2457 | else |
2722 | { |
2458 | { |
2723 | gen_hp = op->stats.maxhp; |
2459 | gen_hp = op->stats.maxhp; |
2724 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2460 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2725 | } |
2461 | } |
|
|
2462 | |
2726 | if (op->contr->gen_sp >= 0) |
2463 | if (op->contr->gen_sp >= 0) |
2727 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2464 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2728 | else |
2465 | else |
2729 | { |
2466 | { |
2730 | gen_sp = op->stats.maxsp; |
2467 | gen_sp = op->stats.maxsp; |
2731 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2468 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2732 | } |
2469 | } |
|
|
2470 | |
2733 | if (op->contr->gen_grace >= 0) |
2471 | if (op->contr->gen_grace >= 0) |
2734 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2472 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2735 | else |
2473 | else |
2736 | { |
2474 | { |
2737 | gen_grace = op->stats.maxgrace; |
2475 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2753 | op->stats.food += op->contr->digestion; |
2491 | op->stats.food += op->contr->digestion; |
2754 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2492 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2755 | op->stats.food = last_food; |
2493 | op->stats.food = last_food; |
2756 | } |
2494 | } |
2757 | } |
2495 | } |
|
|
2496 | |
2758 | if (max_sp > 1) |
2497 | if (max_sp > 1) |
2759 | { |
2498 | { |
2760 | over_sp = (gen_sp + 10) / rate_sp; |
2499 | over_sp = (gen_sp + 10) / rate_sp; |
2761 | if (over_sp > 0) |
2500 | if (over_sp > 0) |
2762 | { |
2501 | { |
2763 | if (op->stats.sp < op->stats.maxsp) |
2502 | if (op->stats.sp < op->stats.maxsp) |
2764 | { |
2503 | { |
2765 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2504 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2505 | |
2766 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2506 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2767 | op->stats.sp--; |
2507 | op->stats.sp--; |
|
|
2508 | |
2768 | if (op->stats.sp > op->stats.maxsp) |
2509 | if (op->stats.sp > op->stats.maxsp) |
2769 | op->stats.sp = op->stats.maxsp; |
2510 | op->stats.sp = op->stats.maxsp; |
2770 | } |
2511 | } |
2771 | op->last_sp = 0; |
2512 | op->last_sp = 0; |
2772 | } |
2513 | } |
2773 | else |
2514 | else |
2774 | { |
|
|
2775 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2515 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2776 | } |
|
|
2777 | } |
2516 | } |
2778 | else |
2517 | else |
2779 | { |
|
|
2780 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2518 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2781 | } |
|
|
2782 | } |
2519 | } |
2783 | |
2520 | |
2784 | /* Regenerate Grace */ |
2521 | /* Regenerate Grace */ |
2785 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2522 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2786 | if (--op->last_grace < 0) |
2523 | if (--op->last_grace < 0) |
2787 | { |
2524 | { |
2788 | if (op->stats.grace < op->stats.maxgrace / 2) |
2525 | if (op->stats.grace < op->stats.maxgrace / 2) |
2789 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2526 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2527 | |
2790 | if (max_grace > 1) |
2528 | if (max_grace > 1) |
2791 | { |
2529 | { |
2792 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2530 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2793 | if (over_grace > 0) |
2531 | if (over_grace > 0) |
2794 | { |
2532 | { |
… | |
… | |
2822 | op->stats.food += op->contr->digestion; |
2560 | op->stats.food += op->contr->digestion; |
2823 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2561 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2824 | op->stats.food = last_food; |
2562 | op->stats.food = last_food; |
2825 | } |
2563 | } |
2826 | } |
2564 | } |
|
|
2565 | |
2827 | if (max_hp > 1) |
2566 | if (max_hp > 1) |
2828 | { |
2567 | { |
2829 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2568 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2830 | if (over_hp > 0) |
2569 | if (over_hp > 0) |
2831 | { |
2570 | { |
… | |
… | |
2855 | |
2594 | |
2856 | if (op->contr->gen_hp > 0) |
2595 | if (op->contr->gen_hp > 0) |
2857 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2596 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2858 | else |
2597 | else |
2859 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2598 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2599 | |
2860 | /* dms do not consume food */ |
2600 | /* dms do not consume food */ |
2861 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2601 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2862 | op->stats.food--; |
2602 | op->stats.food--; |
2863 | } |
2603 | } |
2864 | } |
|
|
2865 | |
2604 | |
2866 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2605 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2867 | { |
2606 | { |
2868 | object *tmp, *flesh = NULL; |
2607 | object *tmp, *flesh = 0; |
2869 | |
2608 | |
2870 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2609 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2871 | { |
2610 | { |
2872 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2611 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2873 | { |
|
|
2874 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2875 | { |
2612 | { |
|
|
2613 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2614 | { |
2876 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2615 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2877 | manual_apply (op, tmp, 0); |
2616 | manual_apply (op, tmp, 0); |
2878 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2617 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2879 | break; |
2618 | break; |
2880 | } |
2619 | } |
2881 | else if (tmp->type == FLESH) |
2620 | else if (tmp->type == FLESH) |
2882 | flesh = tmp; |
2621 | flesh = tmp; |
2883 | } /* End if paid for object */ |
2622 | } /* End if paid for object */ |
2884 | } /* end of for loop */ |
2623 | } /* end of for loop */ |
|
|
2624 | |
2885 | /* If player is still starving, it means they don't have any food, so |
2625 | /* If player is still starving, it means they don't have any food, so |
2886 | * eat flesh instead. |
2626 | * eat flesh instead. |
2887 | */ |
2627 | */ |
2888 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2628 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2889 | { |
2629 | { |
2890 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2630 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2891 | manual_apply (op, flesh, 0); |
2631 | manual_apply (op, flesh, 0); |
2892 | } |
2632 | } |
2893 | } /* end if player is starving */ |
2633 | } |
2894 | |
2634 | |
2895 | while (op->stats.food < 0 && op->stats.hp > 0) |
2635 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2896 | op->stats.food++, op->stats.hp--; |
2636 | op->stats.food++, op->stats.hp--; |
2897 | |
2637 | |
2898 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2638 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2899 | kill_player (op); |
2639 | kill_player (op); |
|
|
2640 | } |
2900 | } |
2641 | } |
2901 | |
|
|
2902 | |
|
|
2903 | |
2642 | |
2904 | /* If the player should die (lack of hp, food, etc), we call this. |
2643 | /* If the player should die (lack of hp, food, etc), we call this. |
2905 | * op is the player in jeopardy. If the player can not be saved (not |
2644 | * op is the player in jeopardy. If the player can not be saved (not |
2906 | * permadeath, no lifesave), this will take care of removing the player |
2645 | * permadeath, no lifesave), this will take care of removing the player |
2907 | * file. |
2646 | * file. |
… | |
… | |
2937 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2676 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2938 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2677 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2939 | |
2678 | |
2940 | /* restore player */ |
2679 | /* restore player */ |
2941 | at = archetype::find ("poisoning"); |
2680 | at = archetype::find ("poisoning"); |
2942 | tmp = present_arch_in_ob (at, op); |
2681 | if (object *tmp = present_arch_in_ob (at, op)) |
2943 | if (tmp) |
|
|
2944 | { |
2682 | { |
2945 | tmp->destroy (); |
2683 | tmp->destroy (); |
2946 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2684 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2947 | } |
2685 | } |
2948 | |
2686 | |
2949 | at = archetype::find ("confusion"); |
2687 | at = archetype::find ("confusion"); |
2950 | tmp = present_arch_in_ob (at, op); |
2688 | if (object *tmp = present_arch_in_ob (at, op)) |
2951 | if (tmp) |
|
|
2952 | { |
2689 | { |
2953 | tmp->destroy (); |
2690 | tmp->destroy (); |
2954 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2691 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2955 | } |
2692 | } |
2956 | |
2693 | |
… | |
… | |
2958 | op->stats.hp = op->stats.maxhp; |
2695 | op->stats.hp = op->stats.maxhp; |
2959 | if (op->stats.food <= 0) |
2696 | if (op->stats.food <= 0) |
2960 | op->stats.food = 999; |
2697 | op->stats.food = 999; |
2961 | |
2698 | |
2962 | /* create a bodypart-trophy to make the winner happy */ |
2699 | /* create a bodypart-trophy to make the winner happy */ |
2963 | tmp = arch_to_object (archetype::find ("finger")); |
2700 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2964 | if (tmp != NULL) |
|
|
2965 | { |
2701 | { |
2966 | sprintf (buf, "%s's finger", &op->name); |
2702 | sprintf (buf, "%s's finger", &op->name); |
2967 | tmp->name = buf; |
2703 | tmp->name = buf; |
2968 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2969 | " the %s, when he was defeated at\n level %d by %s.\n", |
2705 | " the %s, when he was defeated at\n level %d by %s.\n", |
2970 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2971 | tmp->msg = buf; |
2707 | tmp->msg = buf; |
2972 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2708 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2973 | tmp->materialname = NULL; |
2709 | tmp->materialname = NULL; |
2974 | tmp->x = op->x, tmp->y = op->y; |
2710 | tmp->insert_at (op, tmp); |
2975 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2976 | } |
2711 | } |
2977 | |
2712 | |
2978 | /* teleport defeated player to new destination */ |
2713 | /* teleport defeated player to new destination */ |
2979 | transfer_ob (op, x, y, 0, NULL); |
2714 | transfer_ob (op, x, y, 0, NULL); |
2980 | op->contr->braced = 0; |
2715 | op->contr->braced = 0; |
… | |
… | |
2985 | |
2720 | |
2986 | command_kill_pets (op, 0); |
2721 | command_kill_pets (op, 0); |
2987 | |
2722 | |
2988 | if (op->stats.food < 0) |
2723 | if (op->stats.food < 0) |
2989 | { |
2724 | { |
2990 | if (op->contr->explore) |
|
|
2991 | { |
|
|
2992 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2993 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2994 | op->stats.food = 999; |
|
|
2995 | return; |
|
|
2996 | } |
|
|
2997 | sprintf (buf, "%s starved to death.", &op->name); |
2725 | sprintf (buf, "%s starved to death.", &op->name); |
2998 | strcpy (op->contr->killer, "starvation"); |
2726 | strcpy (op->contr->killer, "starvation"); |
2999 | } |
2727 | } |
3000 | else |
2728 | else |
3001 | { |
|
|
3002 | if (op->contr->explore) |
|
|
3003 | { |
|
|
3004 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
3005 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
3006 | op->stats.hp = op->stats.maxhp; |
|
|
3007 | return; |
|
|
3008 | } |
|
|
3009 | sprintf (buf, "%s died.", &op->name); |
2729 | sprintf (buf, "%s died.", &op->name); |
3010 | } |
2730 | |
3011 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2731 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
3012 | |
2732 | |
3013 | /* save the map location for corpse, gravestone */ |
2733 | /* save the map location for corpse, gravestone */ |
3014 | x = op->x; |
2734 | x = op->x; |
3015 | y = op->y; |
2735 | y = op->y; |
3016 | map = op->map; |
2736 | map = op->map; |
3017 | |
2737 | |
3018 | |
|
|
3019 | if (settings.not_permadeth == TRUE) |
|
|
3020 | { |
|
|
3021 | /* NOT_PERMADEATH code. This basically brings the character back to |
2738 | /* NOT_PERMADEATH code. This basically brings the character back to |
3022 | * life if they are dead - it takes some exp and a random stat. |
2739 | * life if they are dead - it takes some exp and a random stat. |
3023 | * See the config.h file for a little more in depth detail about this. |
2740 | * See the config.h file for a little more in depth detail about this. |
3024 | */ |
2741 | */ |
3025 | |
2742 | |
3026 | /* Basically two ways to go - remove a stat permanently, or just |
2743 | /* Basically two ways to go - remove a stat permanently, or just |
3027 | * make it depletion. This bunch of code deals with that aspect |
2744 | * make it depletion. This bunch of code deals with that aspect |
3028 | * of death. |
2745 | * of death. |
3029 | */ |
2746 | */ |
3030 | #ifndef COZY_SERVER |
2747 | #ifndef COZY_SERVER |
3031 | if (settings.balanced_stat_loss) |
2748 | if (settings.balanced_stat_loss) |
3032 | { |
2749 | { |
3033 | /* If stat loss is permanent, lose one stat only. */ |
2750 | /* If stat loss is permanent, lose one stat only. */ |
3034 | /* Lower level chars don't lose as many stats because they suffer |
2751 | /* Lower level chars don't lose as many stats because they suffer |
3035 | more if they do. */ |
2752 | more if they do. */ |
3036 | /* Higher level characters can afford things such as potions of |
2753 | /* Higher level characters can afford things such as potions of |
3037 | restoration, or better, stat potions. So we slug them that |
2754 | restoration, or better, stat potions. So we slug them that |
3038 | little bit harder. */ |
2755 | little bit harder. */ |
3039 | /* GD */ |
2756 | /* GD */ |
3040 | if (settings.stat_loss_on_death) |
2757 | if (settings.stat_loss_on_death) |
3041 | num_stats_lose = 1; |
2758 | num_stats_lose = 1; |
3042 | else |
|
|
3043 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3044 | } |
|
|
3045 | else |
2759 | else |
3046 | { |
2760 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2761 | } |
|
|
2762 | else |
3047 | num_stats_lose = 1; |
2763 | num_stats_lose = 1; |
3048 | } |
2764 | |
3049 | lost_a_stat = 0; |
2765 | lost_a_stat = 0; |
3050 | |
2766 | |
3051 | for (z = 0; z < num_stats_lose; z++) |
2767 | for (z = 0; z < num_stats_lose; z++) |
3052 | { |
2768 | { |
3053 | i = RANDOM () % NUM_STATS; |
2769 | i = RANDOM () % NUM_STATS; |
3054 | |
2770 | |
3055 | if (settings.stat_loss_on_death) |
2771 | if (settings.stat_loss_on_death) |
3056 | { |
2772 | { |
3057 | /* Pick a random stat and take a point off it. Tell the player |
2773 | /* Pick a random stat and take a point off it. Tell the player |
3058 | * what he lost. |
2774 | * what he lost. |
3059 | */ |
2775 | */ |
3060 | change_attr_value (&(op->stats), i, -1); |
2776 | change_attr_value (&(op->stats), i, -1); |
3061 | check_stat_bounds (&(op->stats)); |
2777 | check_stat_bounds (&(op->stats)); |
3062 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2778 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3063 | check_stat_bounds (&(op->contr->orig_stats)); |
2779 | check_stat_bounds (&(op->contr->orig_stats)); |
3064 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2780 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3065 | lost_a_stat = 1; |
2781 | lost_a_stat = 1; |
|
|
2782 | } |
|
|
2783 | else |
|
|
2784 | { |
|
|
2785 | /* deplete a stat */ |
|
|
2786 | archetype *deparch = archetype::find ("depletion"); |
|
|
2787 | object *dep; |
|
|
2788 | |
|
|
2789 | dep = present_arch_in_ob (deparch, op); |
|
|
2790 | if (!dep) |
|
|
2791 | { |
|
|
2792 | dep = arch_to_object (deparch); |
|
|
2793 | insert_ob_in_ob (dep, op); |
3066 | } |
2794 | } |
3067 | else |
2795 | lose_this_stat = 1; |
|
|
2796 | if (settings.balanced_stat_loss) |
3068 | { |
2797 | { |
3069 | /* deplete a stat */ |
2798 | /* GD */ |
3070 | archetype *deparch = archetype::find ("depletion"); |
2799 | /* Get the stat that we're about to deplete. */ |
3071 | object *dep; |
2800 | this_stat = get_attr_value (&(dep->stats), i); |
3072 | |
2801 | if (this_stat < 0) |
3073 | dep = present_arch_in_ob (deparch, op); |
|
|
3074 | if (!dep) |
|
|
3075 | { |
2802 | { |
3076 | dep = arch_to_object (deparch); |
2803 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3077 | insert_ob_in_ob (dep, op); |
2804 | int keep_chance = this_stat * this_stat; |
3078 | } |
2805 | |
3079 | lose_this_stat = 1; |
2806 | /* Yes, I am paranoid. Sue me. */ |
3080 | if (settings.balanced_stat_loss) |
|
|
3081 | { |
|
|
3082 | /* GD */ |
|
|
3083 | /* Get the stat that we're about to deplete. */ |
|
|
3084 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3085 | if (this_stat < 0) |
2807 | if (keep_chance < 1) |
|
|
2808 | keep_chance = 1; |
|
|
2809 | |
|
|
2810 | /* There is a maximum depletion total per level. */ |
|
|
2811 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3086 | { |
2812 | { |
3087 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3088 | int keep_chance = this_stat * this_stat; |
|
|
3089 | |
|
|
3090 | /* Yes, I am paranoid. Sue me. */ |
|
|
3091 | if (keep_chance < 1) |
|
|
3092 | keep_chance = 1; |
|
|
3093 | |
|
|
3094 | /* There is a maximum depletion total per level. */ |
|
|
3095 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3096 | { |
|
|
3097 | lose_this_stat = 0; |
2813 | lose_this_stat = 0; |
3098 | /* Take loss chance vs keep chance to see if we |
2814 | /* Take loss chance vs keep chance to see if we |
3099 | retain the stat. */ |
2815 | retain the stat. */ |
3100 | } |
|
|
3101 | else |
|
|
3102 | { |
|
|
3103 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3104 | lose_this_stat = 0; |
|
|
3105 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3106 | this_stat, keep_chance, loss_chance, |
|
|
3107 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3108 | } |
|
|
3109 | } |
2816 | } |
3110 | } |
|
|
3111 | |
|
|
3112 | if (lose_this_stat) |
|
|
3113 | { |
|
|
3114 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3115 | /* We could try to do something clever like find another |
|
|
3116 | * stat to reduce if this fails. But chances are, if |
|
|
3117 | * stats have been depleted to -50, all are pretty low |
|
|
3118 | * and should be roughly the same, so it shouldn't make a |
|
|
3119 | * difference. |
|
|
3120 | */ |
2817 | else |
3121 | if (this_stat >= -50) |
|
|
3122 | { |
2818 | { |
3123 | change_attr_value (&(dep->stats), i, -1); |
2819 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3124 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3125 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3126 | fix_player (op); |
|
|
3127 | lost_a_stat = 1; |
2820 | lose_this_stat = 0; |
|
|
2821 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2822 | this_stat, keep_chance, loss_chance, |
|
|
2823 | lose_this_stat?"LOSE":"KEEP"); */ |
3128 | } |
2824 | } |
3129 | } |
2825 | } |
3130 | } |
2826 | } |
|
|
2827 | |
|
|
2828 | if (lose_this_stat) |
|
|
2829 | { |
|
|
2830 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2831 | /* We could try to do something clever like find another |
|
|
2832 | * stat to reduce if this fails. But chances are, if |
|
|
2833 | * stats have been depleted to -50, all are pretty low |
|
|
2834 | * and should be roughly the same, so it shouldn't make a |
|
|
2835 | * difference. |
|
|
2836 | */ |
|
|
2837 | if (this_stat >= -50) |
|
|
2838 | { |
|
|
2839 | change_attr_value (&(dep->stats), i, -1); |
|
|
2840 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2841 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2842 | op->update_stats (); |
|
|
2843 | lost_a_stat = 1; |
|
|
2844 | } |
3131 | } |
2845 | } |
|
|
2846 | } |
|
|
2847 | } |
3132 | /* If no stat lost, tell the player. */ |
2848 | /* If no stat lost, tell the player. */ |
3133 | if (!lost_a_stat) |
2849 | if (!lost_a_stat) |
3134 | { |
2850 | { |
3135 | /* determine_god() seems to not work sometimes... why is this? |
2851 | /* determine_god() seems to not work sometimes... why is this? |
3136 | Should I be using something else? GD */ |
2852 | Should I be using something else? GD */ |
3137 | const char *god = determine_god (op); |
2853 | const char *god = determine_god (op); |
3138 | |
2854 | |
3139 | if (god && (strcmp (god, "none"))) |
2855 | if (god && (strcmp (god, "none"))) |
3140 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2856 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3141 | else |
2857 | else |
3142 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2858 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3143 | } |
2859 | } |
3144 | #else |
2860 | #else |
3145 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2861 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3146 | #endif |
2862 | #endif |
3147 | |
2863 | |
3148 | /* Put a gravestone up where the character 'almost' died. List the |
2864 | /* Put a gravestone up where the character 'almost' died. List the |
3149 | * exp loss on the stone. |
2865 | * exp loss on the stone. |
3150 | */ |
2866 | */ |
3151 | tmp = arch_to_object (archetype::find ("gravestone")); |
2867 | tmp = arch_to_object (archetype::find ("gravestone")); |
3152 | sprintf (buf, "%s's gravestone", &op->name); |
2868 | sprintf (buf, "%s's gravestone", &op->name); |
3153 | tmp->name = buf; |
2869 | tmp->name = buf; |
3154 | sprintf (buf, "%s's gravestones", &op->name); |
2870 | sprintf (buf, "%s's gravestones", &op->name); |
3155 | tmp->name_pl = buf; |
2871 | tmp->name_pl = buf; |
3156 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
2872 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
3157 | tmp->msg = buf; |
2873 | tmp->msg = buf; |
3158 | tmp->x = op->x, tmp->y = op->y; |
2874 | tmp->x = op->x, tmp->y = op->y; |
3159 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2875 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3160 | |
2876 | |
3161 | /**************************************/ |
2877 | /**************************************/ |
3162 | /* */ |
2878 | /* */ |
3163 | /* Subtract the experience points, */ |
2879 | /* Subtract the experience points, */ |
3164 | /* if we died cause of food, give us */ |
2880 | /* if we died cause of food, give us */ |
3165 | /* food, and reset HP's... */ |
2881 | /* food, and reset HP's... */ |
3166 | /* */ |
2882 | /* */ |
3167 | /**************************************/ |
2883 | /**************************************/ |
3168 | |
2884 | |
3169 | /* remove any poisoning and confusion the character may be suffering. */ |
2885 | /* remove any poisoning and confusion the character may be suffering. */ |
3170 | /* restore player */ |
2886 | /* restore player */ |
3171 | at = archetype::find ("poisoning"); |
2887 | at = archetype::find ("poisoning"); |
3172 | tmp = present_arch_in_ob (at, op); |
2888 | tmp = present_arch_in_ob (at, op); |
3173 | |
2889 | |
3174 | if (tmp) |
2890 | if (tmp) |
3175 | { |
2891 | { |
3176 | tmp->destroy (); |
2892 | tmp->destroy (); |
3177 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2893 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3178 | } |
2894 | } |
3179 | |
2895 | |
3180 | at = archetype::find ("confusion"); |
2896 | at = archetype::find ("confusion"); |
3181 | tmp = present_arch_in_ob (at, op); |
2897 | tmp = present_arch_in_ob (at, op); |
3182 | if (tmp) |
2898 | if (tmp) |
3183 | { |
2899 | { |
3184 | tmp->destroy (); |
2900 | tmp->destroy (); |
3185 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2901 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3186 | } |
2902 | } |
3187 | |
2903 | |
3188 | cure_disease (op, 0); /* remove any disease */ |
2904 | cure_disease (op, 0); /* remove any disease */ |
3189 | |
2905 | |
3190 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2906 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3191 | apply_death_exp_penalty (op); |
2907 | apply_death_exp_penalty (op); |
3192 | if (op->stats.food < 100) |
2908 | if (op->stats.food < 100) |
3193 | op->stats.food = 900; |
2909 | op->stats.food = 900; |
3194 | op->stats.hp = op->stats.maxhp; |
2910 | op->stats.hp = op->stats.maxhp; |
3195 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2911 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3196 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2912 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3197 | |
2913 | |
3198 | /* |
2914 | /* |
3199 | * Check to see if the player is in a shop. IF so, then check to see if |
2915 | * Check to see if the player is in a shop. IF so, then check to see if |
3200 | * the player has any unpaid items. If so, remove them and put them back |
2916 | * the player has any unpaid items. If so, remove them and put them back |
3201 | * in the map. |
2917 | * in the map. |
3202 | */ |
2918 | */ |
3203 | |
2919 | |
3204 | if (is_in_shop (op)) |
2920 | if (is_in_shop (op)) |
3205 | remove_unpaid_objects (op->inv, op); |
2921 | remove_unpaid_objects (op->inv, op); |
3206 | |
2922 | |
3207 | /****************************************/ |
2923 | /****************************************/ |
3208 | /* */ |
2924 | /* */ |
3209 | /* Move player to his current respawn- */ |
2925 | /* Move player to his current respawn- */ |
3210 | /* position (usually last savebed) */ |
2926 | /* position (usually last savebed) */ |
3211 | /* */ |
2927 | /* */ |
3212 | /****************************************/ |
2928 | /****************************************/ |
3213 | |
2929 | |
3214 | enter_player_savebed (op); |
2930 | enter_player_savebed (op); |
3215 | |
2931 | |
3216 | /* Save the player before inserting the force to reduce |
|
|
3217 | * chance of abuse. |
|
|
3218 | */ |
|
|
3219 | op->contr->braced = 0; |
2932 | op->contr->braced = 0; |
3220 | save_player (op, 1); |
|
|
3221 | |
2933 | |
3222 | /* it is possible that the player has blown something up |
2934 | /* it is possible that the player has blown something up |
3223 | * at his savebed location, and that can have long lasting |
2935 | * at his savebed location, and that can have long lasting |
3224 | * spell effects. So first see if there is a spell effect |
2936 | * spell effects. So first see if there is a spell effect |
3225 | * on the space that might harm the player. |
2937 | * on the space that might harm the player. |
3226 | */ |
2938 | */ |
3227 | will_kill_again = 0; |
2939 | will_kill_again = 0; |
3228 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2940 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3229 | if (tmp->type == SPELL_EFFECT) |
2941 | if (tmp->type == SPELL_EFFECT) |
3230 | will_kill_again |= tmp->attacktype; |
2942 | will_kill_again |= tmp->attacktype; |
3231 | |
2943 | |
3232 | if (will_kill_again) |
2944 | if (will_kill_again) |
3233 | { |
2945 | { |
3234 | object *force; |
2946 | object *force; |
3235 | int at; |
2947 | int at; |
3236 | |
2948 | |
3237 | force = get_archetype (FORCE_NAME); |
2949 | force = get_archetype (FORCE_NAME); |
3238 | /* 50 ticks should be enough time for the spell to abate */ |
2950 | /* 50 ticks should be enough time for the spell to abate */ |
3239 | force->speed = 0.1; |
2951 | force->speed = 0.1; |
3240 | force->speed_left = -5.0; |
2952 | force->speed_left = -5.0; |
3241 | SET_FLAG (force, FLAG_APPLIED); |
2953 | SET_FLAG (force, FLAG_APPLIED); |
3242 | for (at = 0; at < NROFATTACKS; at++) |
2954 | for (at = 0; at < NROFATTACKS; at++) |
3243 | if (will_kill_again & (1 << at)) |
2955 | if (will_kill_again & (1 << at)) |
3244 | force->resist[at] = 100; |
2956 | force->resist[at] = 100; |
3245 | |
2957 | |
3246 | insert_ob_in_ob (force, op); |
2958 | insert_ob_in_ob (force, op); |
3247 | fix_player (op); |
2959 | op->update_stats (); |
3248 | |
2960 | |
3249 | } |
2961 | } |
3250 | |
2962 | |
3251 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2963 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3252 | return; |
|
|
3253 | } /* NOT_PERMADETH */ |
|
|
3254 | else |
|
|
3255 | { |
|
|
3256 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3257 | * should probably be embedded in an else statement. |
|
|
3258 | */ |
|
|
3259 | |
|
|
3260 | op->contr->party = NULL; |
|
|
3261 | if (settings.set_title == TRUE) |
|
|
3262 | op->contr->own_title[0] = '\0'; |
|
|
3263 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3264 | check_score (op); |
|
|
3265 | |
|
|
3266 | if (op->contr->ranges[range_golem]) |
|
|
3267 | { |
|
|
3268 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3269 | op->contr->ranges[range_golem]->destroy (); |
|
|
3270 | op->contr->ranges[range_golem] = 0; |
|
|
3271 | } |
|
|
3272 | |
|
|
3273 | loot_object (op); /* Remove some of the items for good */ |
|
|
3274 | op->remove (); |
|
|
3275 | op->direction = 0; |
|
|
3276 | |
|
|
3277 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3278 | { |
|
|
3279 | delete_character (op->name, 0); |
|
|
3280 | if (settings.resurrection == TRUE) |
|
|
3281 | { |
|
|
3282 | /* save playerfile sans equipment when player dies |
|
|
3283 | ** then save it as player.pl.dead so that future resurrection |
|
|
3284 | ** type spells will work on them nicely |
|
|
3285 | */ |
|
|
3286 | delete_character (op->name, 0); |
|
|
3287 | op->stats.hp = op->stats.maxhp; |
|
|
3288 | op->stats.food = 999; |
|
|
3289 | |
|
|
3290 | /* set the location of where the person will reappear when */ |
|
|
3291 | /* maybe resurrection code should fix map also */ |
|
|
3292 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3293 | if (op->map != NULL) |
|
|
3294 | op->map = NULL; |
|
|
3295 | op->x = settings.emergency_x; |
|
|
3296 | op->y = settings.emergency_y; |
|
|
3297 | save_player (op, 0); |
|
|
3298 | op->map = map; |
|
|
3299 | /* please see resurrection.c: peterm */ |
|
|
3300 | dead_player (op); |
|
|
3301 | } |
|
|
3302 | else |
|
|
3303 | delete_character (op->name, 1); |
|
|
3304 | } |
|
|
3305 | |
|
|
3306 | play_again (op); |
|
|
3307 | |
|
|
3308 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3309 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3310 | sprintf (buf, "%s", &op->name); |
|
|
3311 | tmp->name = tmp->name_pl = buf; |
|
|
3312 | tmp->level = op->level; |
|
|
3313 | tmp->x = x; |
|
|
3314 | tmp->y = y; |
|
|
3315 | tmp->msg = gravestone_text (op); |
|
|
3316 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3317 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3318 | } |
|
|
3319 | } |
2964 | } |
3320 | |
|
|
3321 | |
2965 | |
3322 | void |
2966 | void |
3323 | loot_object (object *op) |
2967 | loot_object (object *op) |
3324 | { /* Grab and destroy some treasure */ |
2968 | { /* Grab and destroy some treasure */ |
3325 | object *tmp, *tmp2, *next; |
2969 | object *tmp, *tmp2, *next; |
3326 | |
2970 | |
3327 | if (op->container) |
2971 | if (op->container) |
3328 | { /* close open sack first */ |
|
|
3329 | esrv_apply_container (op, op->container); |
2972 | esrv_apply_container (op, op->container); /* close open sack first */ |
3330 | } |
|
|
3331 | |
2973 | |
3332 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2974 | for (tmp = op->inv; tmp; tmp = next) |
3333 | { |
2975 | { |
3334 | next = tmp->below; |
2976 | next = tmp->below; |
|
|
2977 | |
3335 | if (tmp->invisible) |
2978 | if (tmp->invisible) |
3336 | continue; |
2979 | continue; |
|
|
2980 | |
3337 | tmp->remove (); |
2981 | tmp->remove (); |
3338 | tmp->x = op->x, tmp->y = op->y; |
2982 | tmp->x = op->x, tmp->y = op->y; |
3339 | if (tmp->type == CONTAINER) |
2983 | if (tmp->type == CONTAINER) |
3340 | { /* empty container to ground */ |
2984 | { /* empty container to ground */ |
3341 | loot_object (tmp); |
2985 | loot_object (tmp); |
3342 | } |
2986 | } |
3343 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2987 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3344 | { |
2988 | { |
3345 | if (tmp->nrof > 1) |
2989 | if (tmp->nrof > 1) |
3346 | { |
2990 | { |
3347 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2991 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3348 | tmp2->destroy (); |
2992 | tmp2->destroy (); |
… | |
… | |
3363 | */ |
3007 | */ |
3364 | |
3008 | |
3365 | void |
3009 | void |
3366 | fix_weight (void) |
3010 | fix_weight (void) |
3367 | { |
3011 | { |
3368 | player *pl; |
3012 | for_all_players (pl) |
3369 | |
|
|
3370 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3371 | { |
3013 | { |
3372 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3014 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3373 | |
3015 | |
3374 | if (old == sum) |
3016 | if (old == sum) |
3375 | continue; |
3017 | continue; |
3376 | fix_player (pl->ob); |
3018 | pl->ob->update_stats (); |
3377 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3019 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3378 | } |
3020 | } |
3379 | } |
3021 | } |
3380 | |
3022 | |
3381 | void |
3023 | void |
3382 | fix_luck (void) |
3024 | fix_luck (void) |
3383 | { |
3025 | { |
3384 | player *pl; |
3026 | for_all_players (pl) |
3385 | |
|
|
3386 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3387 | if (!pl->ob->contr->state) |
3027 | if (!pl->ob->contr->ns->state) |
3388 | change_luck (pl->ob, 0); |
3028 | pl->ob->change_luck (0); |
3389 | } |
3029 | } |
3390 | |
|
|
3391 | |
3030 | |
3392 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3031 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3393 | * This is much simpler in the new spell code - we basically |
3032 | * This is much simpler in the new spell code - we basically |
3394 | * just treat this as any other spell casting object. |
3033 | * just treat this as any other spell casting object. |
3395 | */ |
3034 | */ |
3396 | |
|
|
3397 | void |
3035 | void |
3398 | cast_dust (object *op, object *throw_ob, int dir) |
3036 | cast_dust (object *op, object *throw_ob, int dir) |
3399 | { |
3037 | { |
3400 | object *skop, *spob; |
3038 | object *skop, *spob; |
3401 | |
3039 | |
… | |
… | |
3511 | |
3149 | |
3512 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3150 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3513 | |
3151 | |
3514 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3152 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3515 | if (op->type == PLAYER && op->contr->run_on) |
3153 | if (op->type == PLAYER && op->contr->run_on) |
3516 | { |
|
|
3517 | if (!skop || num >= skop->level) |
3154 | if (!skop || num >= skop->level) |
3518 | { |
3155 | { |
3519 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3156 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3520 | make_visible (op); |
3157 | make_visible (op); |
3521 | return; |
3158 | return; |
3522 | } |
3159 | } |
3523 | else |
3160 | else |
3524 | num += 20; |
3161 | num += 20; |
3525 | } |
3162 | |
3526 | num += op->map->difficulty; |
3163 | num += op->map->difficulty; |
3527 | hide = hideability (op); /* modify by terrain hidden level */ |
3164 | hide = hideability (op); /* modify by terrain hidden level */ |
3528 | num -= hide; |
3165 | num -= hide; |
|
|
3166 | |
3529 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3167 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3530 | { |
3168 | { |
3531 | make_visible (op); |
3169 | make_visible (op); |
3532 | if (op->type == PLAYER) |
3170 | if (op->type == PLAYER) |
3533 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3171 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3534 | } |
3172 | } |
3535 | else if (op->type == PLAYER && skop) |
3173 | else if (op->type == PLAYER && skop) |
3536 | { |
|
|
3537 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3174 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3538 | } |
|
|
3539 | } |
3175 | } |
3540 | |
3176 | |
3541 | /* determine if who is standing near a hostile creature. */ |
3177 | /* determine if who is standing near a hostile creature. */ |
3542 | |
3178 | |
3543 | int |
3179 | int |
… | |
… | |
3610 | if (pl->type != PLAYER) |
3246 | if (pl->type != PLAYER) |
3611 | { |
3247 | { |
3612 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3248 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3613 | return -1; |
3249 | return -1; |
3614 | } |
3250 | } |
|
|
3251 | |
3615 | if (!pl || !op) |
3252 | if (!pl || !op) |
3616 | return 0; |
3253 | return 0; |
3617 | |
3254 | |
3618 | if (op->head) |
|
|
3619 | { |
|
|
3620 | op = op->head; |
3255 | op = op->head_ (); |
3621 | } |
3256 | |
3622 | get_rangevector (pl, op, &rv, 0x1); |
3257 | get_rangevector (pl, op, &rv, 0x1); |
3623 | |
3258 | |
3624 | /* starting with the 'head' part, lets loop |
3259 | /* starting with the 'head' part, lets loop |
3625 | * through the object and find if it has any |
3260 | * through the object and find if it has any |
3626 | * part that is in the los array but isnt on |
3261 | * part that is in the los array but isnt on |
… | |
… | |
3634 | |
3269 | |
3635 | /* only the viewable area the player sees is updated by LOS |
3270 | /* only the viewable area the player sees is updated by LOS |
3636 | * code, so we need to restrict ourselves to that range of values |
3271 | * code, so we need to restrict ourselves to that range of values |
3637 | * for any meaningful values. |
3272 | * for any meaningful values. |
3638 | */ |
3273 | */ |
3639 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
3274 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3640 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
3275 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3641 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
3276 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3642 | return 1; |
3277 | return 1; |
3643 | op = op->more; |
3278 | op = op->more; |
3644 | } |
3279 | } |
3645 | return 0; |
3280 | return 0; |
3646 | } |
3281 | } |
… | |
… | |
3756 | if (trlist == NULL || who->type != PLAYER) |
3391 | if (trlist == NULL || who->type != PLAYER) |
3757 | return; |
3392 | return; |
3758 | |
3393 | |
3759 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3394 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3760 | |
3395 | |
3761 | if (tr == NULL || tr->item == NULL) |
3396 | if (!tr || !tr->item) |
3762 | { |
3397 | { |
3763 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3398 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3764 | return; |
3399 | return; |
3765 | } |
3400 | } |
3766 | |
3401 | |
… | |
… | |
3832 | { |
3467 | { |
3833 | /* forces in the treasurelist can alter the player's stats */ |
3468 | /* forces in the treasurelist can alter the player's stats */ |
3834 | object *skin; |
3469 | object *skin; |
3835 | |
3470 | |
3836 | /* first get the dragon skin force */ |
3471 | /* first get the dragon skin force */ |
|
|
3472 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3837 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3473 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3474 | ; |
|
|
3475 | |
3838 | if (skin == NULL) |
3476 | if (!skin) |
3839 | return; |
3477 | return; |
3840 | |
3478 | |
3841 | /* adding new spellpath attunements */ |
3479 | /* adding new spellpath attunements */ |
3842 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3480 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3843 | { |
3481 | { |
… | |
… | |
3888 | * not readied. |
3526 | * not readied. |
3889 | */ |
3527 | */ |
3890 | void |
3528 | void |
3891 | player_unready_range_ob (player *pl, object *ob) |
3529 | player_unready_range_ob (player *pl, object *ob) |
3892 | { |
3530 | { |
3893 | rangetype i; |
|
|
3894 | |
|
|
3895 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3531 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3896 | { |
|
|
3897 | if (pl->ranges[i] == ob) |
3532 | if (pl->ranges[i] == ob) |
3898 | { |
3533 | { |
3899 | pl->ranges[i] = NULL; |
3534 | pl->ranges[i] = 0; |
3900 | if (pl->shoottype == i) |
3535 | if (pl->shoottype == i) |
3901 | { |
|
|
3902 | pl->shoottype = range_none; |
3536 | pl->shoottype = range_none; |
3903 | } |
|
|
3904 | } |
3537 | } |
3905 | } |
|
|
3906 | } |
3538 | } |