1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
… | |
… | |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #include <algorithm> |
34 | #include <algorithm> |
34 | #include <functional> |
35 | #include <functional> |
35 | |
36 | |
36 | player * |
37 | playervec players; |
37 | find_player (const char *plname) |
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38 | { |
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39 | player *pl; |
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40 | |
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41 | for (pl = first_player; pl; pl = pl->next) |
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42 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
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43 | return pl; |
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44 | |
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45 | return 0; |
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46 | } |
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47 | |
38 | |
48 | void |
39 | void |
49 | display_motd (const object *op) |
40 | display_motd (const object *op) |
50 | { |
41 | { |
51 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
134 | |
125 | |
135 | if (*buf == '%') |
126 | if (*buf == '%') |
136 | { /* send one news */ |
127 | { /* send one news */ |
137 | if (size > 0) |
128 | if (size > 0) |
138 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
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130 | |
139 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
140 | strip_endline (subject); |
132 | strip_endline (subject); |
141 | size = 0; |
133 | size = 0; |
142 | news[0] = '\0'; |
134 | news[0] = '\0'; |
143 | } |
135 | } |
… | |
… | |
160 | |
152 | |
161 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
162 | static void |
154 | static void |
163 | set_first_map (object *op) |
155 | set_first_map (object *op) |
164 | { |
156 | { |
165 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
166 | op->x = -1; |
158 | op->x = -1; |
167 | op->y = -1; |
159 | op->y = -1; |
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160 | } |
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161 | |
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162 | void |
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163 | player::enter_map () |
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164 | { |
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165 | object *tmp = object::create (); |
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166 | |
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167 | EXIT_PATH (tmp) = maplevel; |
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168 | EXIT_X (tmp) = ob->x; |
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169 | EXIT_Y (tmp) = ob->y; |
168 | enter_exit (op, 0); |
170 | ob->enter_exit (tmp); |
169 | } |
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170 | |
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 |
171 | void |
211 | void |
172 | player::connect (client *ns) |
212 | player::connect (client *ns) |
173 | { |
213 | { |
174 | this->ns = ns; |
214 | this->ns = ns; |
175 | ns->pl = this; |
215 | ns->pl = this; |
176 | |
216 | |
177 | next = first_player; |
217 | run_on = 0; |
178 | first_player = this; |
218 | fire_on = 0; |
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219 | ob->container = 0; //TODO: client-specific |
179 | |
220 | |
180 | ns->update_look = 0; |
221 | ns->update_look = 0; |
181 | ns->look_position = 0; |
222 | ns->look_position = 0; |
182 | |
223 | |
183 | clear_los (ob); |
224 | clear_los (ob); |
184 | |
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. */ |
185 | ob->type = PLAYER; // we are paranoid |
229 | ob->type = PLAYER; // we are paranoid |
186 | ob->race = ob->arch->clone.race; |
230 | ob->race = ob->arch->clone.race; |
187 | |
231 | |
188 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
232 | if (!legal_range (ob, shoottype)) |
189 | ob->update_stats (); |
233 | shoottype = range_none; |
190 | update_ob_speed (ob); |
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191 | |
234 | |
192 | ob->carrying = sum_weight (ob); |
235 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
236 | link_player_skills (ob); |
194 | |
237 | |
195 | if (!legal_range (ob, shoottype)) |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | shoottype = range_none; |
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197 | |
239 | |
198 | assign (title, ob->arch->clone.name); |
240 | assign (title, ob->arch->clone.name); |
199 | |
241 | |
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
242 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
201 | * from the class, and not race. I don't see any way to get the class information |
243 | * from the class, and not race. I don't see any way to get the class information |
… | |
… | |
223 | skin = tmp; |
265 | skin = tmp; |
224 | |
266 | |
225 | set_dragon_name (ob, abil, skin); |
267 | set_dragon_name (ob, abil, skin); |
226 | } |
268 | } |
227 | |
269 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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229 | add_friendly_object (ob); |
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230 | |
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231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
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233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
270 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
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235 | |
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 (); |
236 | ns->floorbox_update (); |
275 | ns->floorbox_update (); |
237 | |
276 | |
238 | esrv_new_player (this, ob->weight + ob->carrying); |
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239 | esrv_send_inventory (ob, ob); |
277 | esrv_send_inventory (ob, ob); |
240 | esrv_add_spells (this, 0); |
278 | esrv_add_spells (this, 0); |
241 | |
279 | |
242 | enter_exit (ob, 0); |
280 | activate (); |
243 | |
281 | |
244 | // send_rules (ob);//TODO |
282 | send_rules (ob); |
245 | // send_news (ob);//TODO |
283 | send_news (ob); |
246 | // display_motd (ob);//TODO |
284 | display_motd (ob); |
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285 | |
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286 | INVOKE_PLAYER (CONNECT, this); |
247 | INVOKE_PLAYER (LOGIN, this); |
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 (); |
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301 | ns->pl = 0; |
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302 | this->ns = 0; |
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303 | } |
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304 | |
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305 | ob->container = 0; //TODO: client-specific |
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306 | deactivate (); |
248 | } |
307 | } |
249 | |
308 | |
250 | // the need for this function can be explained |
309 | // the need for this function can be explained |
251 | // by load_object not returning the object |
310 | // by load_object not returning the object |
252 | void |
311 | void |
… | |
… | |
259 | ob->speed = 1.0; |
318 | ob->speed = 1.0; |
260 | ob->direction = 5; /* So player faces south */ |
319 | ob->direction = 5; /* So player faces south */ |
261 | ob->stats.wc = 2; |
320 | ob->stats.wc = 2; |
262 | ob->run_away = 25; /* Then we panick... */ |
321 | ob->run_away = 25; /* Then we panick... */ |
263 | |
322 | |
264 | set_first_map (ob); |
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265 | |
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266 | ob->roll_stats (); |
323 | ob->roll_stats (); |
267 | } |
324 | } |
268 | |
325 | |
269 | player::player () |
326 | player::player () |
270 | { |
327 | { |
271 | /* There are some elements we want initialized to non zero value - |
328 | /* There are some elements we want initialised to non zero value - |
272 | * we deal with that below this point. |
329 | * we deal with that below this point. |
273 | */ |
330 | */ |
274 | outputs_sync = 16; /* Every 2 seconds */ |
331 | outputs_sync = 16; /* Every 2 seconds */ |
275 | outputs_count = 8; /* Keeps present behaviour */ |
332 | outputs_count = 8; /* Keeps present behaviour */ |
276 | unapply = unapply_nochoice; |
333 | unapply = unapply_nochoice; |
277 | |
334 | |
278 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
335 | savebed_map = first_map_path; /* Init. respawn position */ |
279 | |
336 | |
280 | gen_sp_armour = 10; |
337 | gen_sp_armour = 10; |
281 | last_speed = -1; |
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282 | shoottype = range_none; |
338 | shoottype = range_none; |
283 | bowtype = bow_normal; |
339 | bowtype = bow_normal; |
284 | petmode = pet_normal; |
340 | petmode = pet_normal; |
285 | listening = 10; |
341 | listening = 10; |
286 | usekeys = containers; |
342 | usekeys = containers; |
287 | last_weapon_sp = -1; |
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288 | peaceful = 1; /* default peaceful */ |
343 | peaceful = 1; /* default peaceful */ |
289 | do_los = 1; |
344 | do_los = 1; |
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345 | } |
290 | |
346 | |
291 | /* we need to clear these to -1 and not zero - otherwise, |
347 | void |
292 | * if a player quits and starts a new character, we wont |
348 | player::do_destroy () |
293 | * send new values to the client, as things like exp start |
349 | { |
294 | * at zero. |
350 | disconnect (); |
295 | */ |
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296 | for (int i = 0; i < NUM_SKILLS; i++) |
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297 | last_skill_exp[i] = -1; |
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298 | |
351 | |
299 | for (int i = 0; i < NROFATTACKS; i++) |
352 | attachable::do_destroy (); |
300 | last_resist[i] = -1; |
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301 | |
353 | |
302 | last_stats.exp = -1; |
354 | if (ob) |
303 | last_weight = (uint32) - 1; |
355 | { |
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356 | ob->destroy_inv (false); |
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357 | ob->destroy (); |
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358 | } |
304 | } |
359 | } |
305 | |
360 | |
306 | player::~player () |
361 | player::~player () |
307 | { |
362 | { |
308 | terminate_all_pets (ob); |
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309 | |
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310 | if (first_player != this) |
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311 | { |
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312 | player *prev = first_player; |
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313 | |
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314 | while (prev && prev->next && prev->next != this) |
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315 | prev = prev->next; |
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316 | |
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317 | if (prev->next != this) |
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318 | { |
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319 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
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320 | abort (); |
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321 | } |
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322 | |
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323 | prev->next = next; |
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324 | } |
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325 | else |
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326 | first_player = next; |
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327 | |
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328 | if (ob) |
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329 | { |
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330 | ob->contr = 0; |
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331 | ob->destroy (1); |
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332 | } |
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333 | |
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334 | if (ns) |
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335 | { |
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336 | ns->send_packet ("goodbye"); |
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337 | ns->flush (); |
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338 | ns->pl = 0; |
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339 | ns->destroy (); |
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340 | } |
|
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341 | |
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342 | /* Clear item stack */ |
363 | /* Clear item stack */ |
343 | free (stack_items); |
364 | free (stack_items); |
344 | } |
365 | } |
345 | |
366 | |
346 | /* Tries to add player on the connection passed in ns. |
367 | /* Tries to add player on the connection passed in ns. |
… | |
… | |
351 | player::create () |
372 | player::create () |
352 | { |
373 | { |
353 | player *pl = new player; |
374 | player *pl = new player; |
354 | |
375 | |
355 | pl->set_object (arch_to_object (get_player_archetype (0))); |
376 | pl->set_object (arch_to_object (get_player_archetype (0))); |
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377 | set_first_map (pl->ob); |
356 | |
378 | |
357 | return pl; |
379 | return pl; |
358 | } |
380 | } |
359 | |
381 | |
360 | /* |
382 | /* |
… | |
… | |
387 | |
409 | |
388 | object * |
410 | object * |
389 | get_nearest_player (object *mon) |
411 | get_nearest_player (object *mon) |
390 | { |
412 | { |
391 | object *op = NULL; |
413 | object *op = NULL; |
392 | player *pl = NULL; |
|
|
393 | objectlink *ol; |
414 | objectlink *ol; |
394 | unsigned lastdist; |
415 | unsigned lastdist; |
395 | rv_vector rv; |
416 | rv_vector rv; |
396 | |
417 | |
397 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
418 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
398 | { |
419 | { |
399 | /* 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 |
400 | * does periodically happen. Given that, lets deal with it. |
421 | * does periodically happen. Given that, lets deal with it. |
401 | * While unlikely, it is possible the next object on the friendly |
422 | * While unlikely, it is possible the next object on the friendly |
402 | * list is also free, so encapsulate this in a while loop. |
423 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
406 | object *tmp = ol->ob; |
427 | object *tmp = ol->ob; |
407 | |
428 | |
408 | /* 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 |
409 | * itself will have been cleared. |
430 | * itself will have been cleared. |
410 | */ |
431 | */ |
411 | 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", |
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433 | tmp->debug_desc ()); |
412 | ol = ol->next; |
434 | ol = ol->next; |
413 | remove_friendly_object (tmp); |
435 | remove_friendly_object (tmp); |
414 | if (!ol) |
436 | if (!ol) |
415 | return op; |
437 | return op; |
416 | } |
438 | } |
… | |
… | |
429 | { |
451 | { |
430 | op = ol->ob; |
452 | op = ol->ob; |
431 | lastdist = rv.distance; |
453 | lastdist = rv.distance; |
432 | } |
454 | } |
433 | } |
455 | } |
434 | for (pl = first_player; pl != NULL; pl = pl->next) |
456 | |
435 | { |
457 | for_all_players (pl) |
436 | if (can_detect_enemy (mon, pl->ob, &rv)) |
458 | if (can_detect_enemy (mon, pl->ob, &rv)) |
437 | { |
|
|
438 | |
|
|
439 | if (lastdist > rv.distance) |
459 | if (lastdist > rv.distance) |
440 | { |
460 | { |
441 | op = pl->ob; |
461 | op = pl->ob; |
442 | lastdist = rv.distance; |
462 | lastdist = rv.distance; |
443 | } |
463 | } |
444 | } |
464 | |
445 | } |
|
|
446 | #if 0 |
465 | #if 0 |
447 | 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)"); |
448 | #endif |
467 | #endif |
449 | return op; |
468 | return op; |
450 | } |
469 | } |
… | |
… | |
737 | roll_stat (void) |
756 | roll_stat (void) |
738 | { |
757 | { |
739 | int a[4], i, j, k; |
758 | int a[4], i, j, k; |
740 | |
759 | |
741 | for (i = 0; i < 4; i++) |
760 | for (i = 0; i < 4; i++) |
742 | a[i] = (int) RANDOM () % 6 + 1; |
761 | a[i] = (int) rndm (6) + 1; |
743 | |
762 | |
744 | for (i = 0, j = 0, k = 7; i < 4; i++) |
763 | for (i = 0, j = 0, k = 7; i < 4; i++) |
745 | if (a[i] < k) |
764 | if (a[i] < k) |
746 | k = a[i], j = i; |
765 | k = a[i], j = i; |
747 | |
766 | |
… | |
… | |
828 | contr->levsp[1] = 6; |
847 | contr->levsp[1] = 6; |
829 | contr->levgrace[1] = 3; |
848 | contr->levgrace[1] = 3; |
830 | |
849 | |
831 | contr->orig_stats = stats; |
850 | contr->orig_stats = stats; |
832 | } |
851 | } |
|
|
852 | } |
|
|
853 | |
|
|
854 | static void |
|
|
855 | start_info (object *op) |
|
|
856 | { |
|
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857 | char buf[MAX_BUF]; |
|
|
858 | |
|
|
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
833 | } |
863 | } |
834 | |
864 | |
835 | /* This function takes the key that is passed, and does the |
865 | /* This function takes the key that is passed, and does the |
836 | * appropriate action with it (change race, or other things). |
866 | * appropriate action with it (change race, or other things). |
837 | * The function name is for historical reasons - now we have |
867 | * The function name is for historical reasons - now we have |
… | |
… | |
866 | * to save here. |
896 | * to save here. |
867 | */ |
897 | */ |
868 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
898 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
869 | make_path_to_file (buf); |
899 | make_path_to_file (buf); |
870 | |
900 | |
871 | #ifdef AUTOSAVE |
|
|
872 | op->contr->last_save_tick = pticks; |
|
|
873 | #endif |
|
|
874 | start_info (op); |
901 | start_info (op); |
875 | CLEAR_FLAG (op, FLAG_WIZ); |
902 | CLEAR_FLAG (op, FLAG_WIZ); |
876 | give_initial_items (op, op->randomitems); |
903 | give_initial_items (op, op->randomitems); |
877 | link_player_skills (op); |
904 | link_player_skills (op); |
878 | esrv_send_inventory (op, op); |
905 | esrv_send_inventory (op, op); |
… | |
… | |
884 | if (*first_map_ext_path) |
911 | if (*first_map_ext_path) |
885 | { |
912 | { |
886 | object *tmp; |
913 | object *tmp; |
887 | char mapname[MAX_BUF]; |
914 | char mapname[MAX_BUF]; |
888 | |
915 | |
889 | 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); |
890 | tmp = object::create (); |
917 | tmp = object::create (); |
891 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_PATH (tmp) = mapname; |
892 | EXIT_X (tmp) = op->x; |
919 | EXIT_X (tmp) = op->x; |
893 | EXIT_Y (tmp) = op->y; |
920 | EXIT_Y (tmp) = op->y; |
894 | 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; |
895 | * if the map isn't there, then stay on the |
922 | * if the map isn't there, then stay on the |
896 | * default initial map */ |
923 | * default initial map */ |
897 | tmp->destroy (); |
924 | tmp->destroy (); |
898 | } |
925 | } |
899 | else |
926 | else |
… | |
… | |
938 | if (op->msg) |
965 | if (op->msg) |
939 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
966 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
940 | |
967 | |
941 | send_query (op->contr->ns, 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"); |
942 | return 0; |
969 | return 0; |
943 | } |
|
|
944 | |
|
|
945 | int |
|
|
946 | key_confirm_quit (object *op, char key) |
|
|
947 | { |
|
|
948 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
949 | { |
|
|
950 | op->contr->ns->state = ST_PLAYING; |
|
|
951 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
952 | return 1; |
|
|
953 | } |
|
|
954 | |
|
|
955 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
956 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
957 | |
|
|
958 | terminate_all_pets (op); |
|
|
959 | leave_map (op); |
|
|
960 | op->direction = 0; |
|
|
961 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
962 | |
|
|
963 | strcpy (op->contr->killer, "quit"); |
|
|
964 | check_score (op); |
|
|
965 | op->contr->party = 0; |
|
|
966 | op->contr->own_title[0] = '\0'; |
|
|
967 | |
|
|
968 | object_ptr ob = op; |
|
|
969 | |
|
|
970 | delete ob->contr; |
|
|
971 | |
|
|
972 | /* We need to hunt for any per player unique maps in memory and |
|
|
973 | * get rid of them. The trailing slash in the path is intentional, |
|
|
974 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
975 | */ |
|
|
976 | char buf[MAX_BUF]; |
|
|
977 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
978 | |
|
|
979 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
980 | { |
|
|
981 | next = mp->next; |
|
|
982 | |
|
|
983 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
984 | delete_map (mp); |
|
|
985 | } |
|
|
986 | |
|
|
987 | delete_character (ob->name, 1); |
|
|
988 | |
|
|
989 | return 1; |
|
|
990 | } |
970 | } |
991 | |
971 | |
992 | void |
972 | void |
993 | flee_player (object *op) |
973 | flee_player (object *op) |
994 | { |
974 | { |
… | |
… | |
1131 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1111 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1132 | &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)))); |
1133 | else |
1113 | else |
1134 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1114 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1135 | &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 | |
1136 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1117 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1137 | |
|
|
1138 | sprintf (putstring, "...flags: "); |
|
|
1139 | for (k = 0; k < 4; k++) |
|
|
1140 | { |
|
|
1141 | for (j = 0; j < 32; j++) |
|
|
1142 | { |
|
|
1143 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1144 | { |
|
|
1145 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1146 | strcat (putstring, tmpstr); |
|
|
1147 | } |
|
|
1148 | } |
|
|
1149 | } |
|
|
1150 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1151 | |
|
|
1152 | #if 0 |
|
|
1153 | /* print the flags too */ |
|
|
1154 | for (k = 0; k < 4; k++) |
|
|
1155 | { |
|
|
1156 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1157 | for (j = 0; j < 32; j++) |
|
|
1158 | { |
|
|
1159 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1160 | if (!((j + 1) % 4)) |
|
|
1161 | fprintf (stderr, " "); |
|
|
1162 | } |
|
|
1163 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1164 | } |
|
|
1165 | #endif |
|
|
1166 | } |
1118 | } |
|
|
1119 | |
1167 | /* philosophy: |
1120 | /* philosophy: |
1168 | * 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 |
1169 | * generic. This takes no game-time. For more detailed pickups |
1122 | * generic. This takes no game-time. For more detailed pickups |
1170 | * and selections, select-items shoul dbe used. This is a |
1123 | * and selections, select-items should be used. This is a |
1171 | * 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 |
1172 | * example. |
1125 | * example. |
1173 | * 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 |
1174 | * 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 |
1175 | * convert to decimal and then 'pickup <#> |
1128 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1675 | return 0; |
1628 | return 0; |
1676 | } |
1629 | } |
1677 | |
1630 | |
1678 | arrow->set_owner (op); |
1631 | arrow->set_owner (op); |
1679 | arrow->skill = bow->skill; |
1632 | arrow->skill = bow->skill; |
1680 | |
|
|
1681 | arrow->direction = dir; |
1633 | arrow->direction = dir; |
1682 | arrow->x = sx; |
|
|
1683 | arrow->y = sy; |
|
|
1684 | |
1634 | |
1685 | if (op->type == PLAYER) |
1635 | if (op->type == PLAYER) |
1686 | { |
1636 | { |
1687 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1637 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1688 | op->update_stats (); |
1638 | op->update_stats (); |
… | |
… | |
1703 | |
1653 | |
1704 | /* update the speed */ |
1654 | /* update the speed */ |
1705 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1655 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1706 | 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; |
1707 | |
1657 | |
1708 | if (arrow->speed < 1.0) |
1658 | arrow->set_speed (max (arrow->speed, 1.0)); |
1709 | arrow->speed = 1.0; |
|
|
1710 | update_ob_speed (arrow); |
|
|
1711 | arrow->speed_left = 0; |
1659 | arrow->speed_left = 0; |
1712 | |
1660 | |
1713 | if (op->type == PLAYER) |
1661 | if (op->type == PLAYER) |
1714 | { |
1662 | { |
1715 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1663 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1728 | arrow->attacktype |= bow->attacktype; |
1676 | arrow->attacktype |= bow->attacktype; |
1729 | |
1677 | |
1730 | if (bow->slaying) |
1678 | if (bow->slaying) |
1731 | arrow->slaying = bow->slaying; |
1679 | arrow->slaying = bow->slaying; |
1732 | |
1680 | |
1733 | arrow->map = m; |
|
|
1734 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1735 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1736 | |
1683 | |
1737 | 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); |
1738 | insert_ob_in_map (arrow, m, op, 0); |
1685 | m->insert (arrow, sx, sy, op); |
1739 | |
1686 | |
1740 | if (!arrow->destroyed ()) |
1687 | if (!arrow->destroyed ()) |
1741 | move_arrow (arrow); |
1688 | move_arrow (arrow); |
1742 | |
1689 | |
1743 | if (op->type == PLAYER) |
1690 | if (op->type == PLAYER) |
… | |
… | |
1769 | } |
1716 | } |
1770 | 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) |
1771 | { |
1718 | { |
1772 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1773 | wcmod = -1; |
1720 | wcmod = -1; |
|
|
1721 | |
1774 | 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); |
1775 | } |
1723 | } |
1776 | else if (op->contr->bowtype == bow_threewide) |
1724 | else if (op->contr->bowtype == bow_threewide) |
1777 | { |
1725 | { |
1778 | 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); |
… | |
… | |
1848 | |
1796 | |
1849 | if (item->arch) |
1797 | if (item->arch) |
1850 | { |
1798 | { |
1851 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1799 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1852 | item->face = item->arch->clone.face; |
1800 | item->face = item->arch->clone.face; |
1853 | item->speed = 0; |
1801 | item->set_speed (0); |
1854 | update_ob_speed (item); |
|
|
1855 | } |
1802 | } |
|
|
1803 | |
1856 | if ((tmp = item->in_player ())) |
1804 | if ((tmp = item->in_player ())) |
1857 | esrv_update_item (UPD_ANIM, tmp, item); |
1805 | esrv_update_item (UPD_ANIM, tmp, item); |
1858 | } |
1806 | } |
1859 | } |
1807 | } |
1860 | else if (item->type == ROD || item->type == HORN) |
1808 | else if (item->type == ROD || item->type == HORN) |
1861 | { |
|
|
1862 | drain_rod_charge (item); |
1809 | drain_rod_charge (item); |
1863 | } |
|
|
1864 | } |
1810 | } |
1865 | } |
1811 | } |
1866 | |
1812 | |
1867 | /* Received a fire command for the player - go and do it. |
1813 | /* Received a fire command for the player - go and do it. |
1868 | */ |
1814 | */ |
… | |
… | |
1907 | { |
1853 | { |
1908 | if (op->type == PLAYER) |
1854 | if (op->type == PLAYER) |
1909 | 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."); |
1910 | return; |
1856 | return; |
1911 | } |
1857 | } |
|
|
1858 | |
1912 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1859 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1913 | return; |
1860 | return; |
1914 | case range_builder: |
1861 | case range_builder: |
1915 | apply_map_builder (op, dir); |
1862 | apply_map_builder (op, dir); |
1916 | return; |
1863 | return; |
1917 | default: |
1864 | default: |
… | |
… | |
2084 | */ |
2031 | */ |
2085 | 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)) |
2086 | { |
2033 | { |
2087 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2034 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2088 | { |
2035 | { |
2089 | m = get_map_from_coord (op->map, &nx, &ny); |
2036 | m = op->map->xy_find (nx, ny); |
2090 | if (!m) |
2037 | if (!m) |
2091 | return; /* Don't think this should happen */ |
2038 | return; /* Don't think this should happen */ |
2092 | } |
2039 | } |
2093 | else |
2040 | else |
2094 | m = op->map; |
2041 | m = op->map; |
2095 | |
2042 | |
2096 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2043 | if (!(tmp = m->at (nx, ny).bot)) |
2097 | { |
|
|
2098 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2099 | return; |
2044 | return; |
2100 | } |
|
|
2101 | |
2045 | |
2102 | mon = 0; |
2046 | mon = 0; |
2103 | /* 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 |
2104 | * 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. |
2105 | * 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 |
… | |
… | |
2158 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2102 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2159 | { |
2103 | { |
2160 | /* 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 */ |
2161 | if (op->contr->braced) |
2105 | if (op->contr->braced) |
2162 | return; |
2106 | return; |
|
|
2107 | |
2163 | 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); |
2164 | (void) push_ob (mon, dir, op); |
2109 | (void) push_ob (mon, dir, op); |
2165 | if (op->contr->tmp_invis || op->hide) |
2110 | if (op->contr->tmp_invis || op->hide) |
2166 | make_visible (op); |
2111 | make_visible (op); |
|
|
2112 | |
2167 | return; |
2113 | return; |
2168 | } |
2114 | } |
2169 | |
2115 | |
2170 | /* in certain circumstances, you shouldn't attack friendly |
2116 | /* in certain circumstances, you shouldn't attack friendly |
2171 | * creatures. Note that if you are braced, you can't push |
2117 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2185 | !on_battleground)) |
2131 | !on_battleground)) |
2186 | { |
2132 | { |
2187 | if (!op->contr->braced) |
2133 | if (!op->contr->braced) |
2188 | { |
2134 | { |
2189 | 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); |
2190 | (void) push_ob (mon, dir, op); |
2136 | push_ob (mon, dir, op); |
2191 | } |
2137 | } |
2192 | else |
2138 | else |
2193 | new_draw_info (0, 0, op, "You withhold your attack"); |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2194 | |
2140 | |
2195 | if (op->contr->tmp_invis || op->hide) |
2141 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2210 | * 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 |
2211 | * and be living. Then, it must be one of the following: |
2157 | * and be living. Then, it must be one of the following: |
2212 | * 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 |
2213 | * 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. |
2214 | */ |
2160 | */ |
2215 | |
|
|
2216 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2161 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2217 | ((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))) |
2218 | { |
2163 | { |
2219 | |
2164 | |
2220 | /* If the player hasn't hit something this tick, and does |
2165 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2254 | int |
2199 | int |
2255 | move_player (object *op, int dir) |
2200 | move_player (object *op, int dir) |
2256 | { |
2201 | { |
2257 | int pick; |
2202 | int pick; |
2258 | |
2203 | |
2259 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2204 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2260 | return 0; |
2205 | return 0; |
2261 | |
2206 | |
2262 | /* Sanity check: make sure dir is valid */ |
2207 | /* Sanity check: make sure dir is valid */ |
2263 | if ((dir < 0) || (dir >= 9)) |
2208 | if ((dir < 0) || (dir >= 9)) |
2264 | { |
2209 | { |
2265 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2210 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2266 | return 0; |
2211 | return 0; |
2267 | } |
2212 | } |
2268 | |
2213 | |
2269 | /* peterm: added following line */ |
2214 | /* peterm: added following line */ |
2270 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2271 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2216 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2272 | |
2217 | |
2273 | op->facing = dir; |
2218 | op->facing = dir; |
2274 | |
2219 | |
2275 | if (op->hide) |
2220 | if (op->hide) |
2276 | do_hidden_move (op); |
2221 | do_hidden_move (op); |
… | |
… | |
2352 | |
2297 | |
2353 | /* 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 |
2354 | * the players time has been increased when doericserver has been |
2299 | * the players time has been increased when doericserver has been |
2355 | * called, so we recheck it here. |
2300 | * called, so we recheck it here. |
2356 | */ |
2301 | */ |
2357 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2302 | if (op->contr->ns->handle_command ()) |
2358 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2303 | return 1; |
2359 | ; |
|
|
2360 | |
2304 | |
2361 | if (op->speed_left < 0) |
2305 | if (op->speed_left > 0) |
2362 | return 0; |
2306 | { |
2363 | |
|
|
2364 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2307 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2365 | { |
2308 | { |
2366 | /* All move commands take 1 tick, at least for now */ |
2309 | /* All move commands take 1 tick, at least for now */ |
2367 | op->speed_left--; |
2310 | op->speed_left--; |
2368 | |
2311 | |
2369 | /* Instead of all the stuff below, let move_player take care |
2312 | /* Instead of all the stuff below, let move_player take care |
2370 | * 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 |
2371 | * there, as well as the confusion stuff. |
2314 | * there, as well as the confusion stuff. |
2372 | */ |
2315 | */ |
2373 | move_player (op, op->direction); |
2316 | move_player (op, op->direction); |
2374 | if (op->speed_left > 0) |
2317 | |
2375 | return 1; |
2318 | return op->speed_left > 0; |
2376 | else |
2319 | } |
2377 | return 0; |
|
|
2378 | } |
2320 | } |
2379 | |
2321 | |
2380 | return 0; |
2322 | return 0; |
2381 | } |
2323 | } |
2382 | |
2324 | |
… | |
… | |
2424 | { |
2366 | { |
2425 | object *next; |
2367 | object *next; |
2426 | |
2368 | |
2427 | while (op) |
2369 | while (op) |
2428 | { |
2370 | { |
2429 | 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' */ |
2430 | * we remove object 'op' |
2372 | |
2431 | */ |
|
|
2432 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2373 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2433 | { |
2374 | { |
2434 | op->remove (); |
|
|
2435 | op->x = env->x; |
|
|
2436 | op->y = env->y; |
|
|
2437 | if (env->type == PLAYER) |
2375 | if (env->type == PLAYER) |
2438 | esrv_del_item (env->contr, op->count); |
2376 | esrv_del_item (env->contr, op->count); |
2439 | insert_ob_in_map (op, env->map, NULL, 0); |
2377 | |
|
|
2378 | op->insert_at (env); |
2440 | } |
2379 | } |
2441 | else if (op->inv) |
2380 | else if (op->inv) |
2442 | remove_unpaid_objects (op->inv, env); |
2381 | remove_unpaid_objects (op->inv, env); |
2443 | |
2382 | |
2444 | op = next; |
2383 | op = next; |
2445 | } |
2384 | } |
2446 | } |
2385 | } |
2447 | |
|
|
2448 | |
2386 | |
2449 | /* |
2387 | /* |
2450 | * Returns pointer a static string containing gravestone text |
2388 | * Returns pointer a static string containing gravestone text |
2451 | * Moved from apply.c to player.c - player.c is what |
2389 | * Moved from apply.c to player.c - player.c is what |
2452 | * actually uses this function. player.c may not be quite the |
2390 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2486 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2424 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2487 | strcat (buf2, buf); |
2425 | strcat (buf2, buf); |
2488 | |
2426 | |
2489 | return buf2; |
2427 | return buf2; |
2490 | } |
2428 | } |
2491 | |
|
|
2492 | |
|
|
2493 | |
2429 | |
2494 | void |
2430 | void |
2495 | do_some_living (object *op) |
2431 | do_some_living (object *op) |
2496 | { |
2432 | { |
2497 | int last_food = op->stats.food; |
2433 | int last_food = op->stats.food; |
… | |
… | |
2506 | const int max_grace = 1; |
2442 | const int max_grace = 1; |
2507 | |
2443 | |
2508 | if (op->contr->outputs_sync) |
2444 | if (op->contr->outputs_sync) |
2509 | { |
2445 | { |
2510 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2446 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2511 | 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) |
2512 | flush_output_element (op, &op->contr->outputs[i]); |
2448 | flush_output_element (op, &op->contr->outputs[i]); |
2513 | } |
2449 | } |
2514 | |
2450 | |
2515 | if (op->contr->ns->state == ST_PLAYING) |
2451 | if (op->contr->ns->state == ST_PLAYING) |
2516 | { |
2452 | { |
2517 | |
|
|
2518 | /* these next three if clauses make it possible to SLOW DOWN |
2453 | /* these next three if clauses make it possible to SLOW DOWN |
2519 | hp/grace/spellpoint regeneration. */ |
2454 | hp/grace/spellpoint regeneration. */ |
2520 | if (op->contr->gen_hp >= 0) |
2455 | if (op->contr->gen_hp >= 0) |
2521 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2456 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2522 | else |
2457 | else |
2523 | { |
2458 | { |
2524 | gen_hp = op->stats.maxhp; |
2459 | gen_hp = op->stats.maxhp; |
2525 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2460 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2526 | } |
2461 | } |
|
|
2462 | |
2527 | if (op->contr->gen_sp >= 0) |
2463 | if (op->contr->gen_sp >= 0) |
2528 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2464 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2529 | else |
2465 | else |
2530 | { |
2466 | { |
2531 | gen_sp = op->stats.maxsp; |
2467 | gen_sp = op->stats.maxsp; |
2532 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2468 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2533 | } |
2469 | } |
|
|
2470 | |
2534 | if (op->contr->gen_grace >= 0) |
2471 | if (op->contr->gen_grace >= 0) |
2535 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2472 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2536 | else |
2473 | else |
2537 | { |
2474 | { |
2538 | gen_grace = op->stats.maxgrace; |
2475 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2554 | op->stats.food += op->contr->digestion; |
2491 | op->stats.food += op->contr->digestion; |
2555 | 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)) |
2556 | op->stats.food = last_food; |
2493 | op->stats.food = last_food; |
2557 | } |
2494 | } |
2558 | } |
2495 | } |
|
|
2496 | |
2559 | if (max_sp > 1) |
2497 | if (max_sp > 1) |
2560 | { |
2498 | { |
2561 | over_sp = (gen_sp + 10) / rate_sp; |
2499 | over_sp = (gen_sp + 10) / rate_sp; |
2562 | if (over_sp > 0) |
2500 | if (over_sp > 0) |
2563 | { |
2501 | { |
2564 | if (op->stats.sp < op->stats.maxsp) |
2502 | if (op->stats.sp < op->stats.maxsp) |
2565 | { |
2503 | { |
2566 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2504 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2505 | |
2567 | 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)) |
2568 | op->stats.sp--; |
2507 | op->stats.sp--; |
|
|
2508 | |
2569 | if (op->stats.sp > op->stats.maxsp) |
2509 | if (op->stats.sp > op->stats.maxsp) |
2570 | op->stats.sp = op->stats.maxsp; |
2510 | op->stats.sp = op->stats.maxsp; |
2571 | } |
2511 | } |
2572 | op->last_sp = 0; |
2512 | op->last_sp = 0; |
2573 | } |
2513 | } |
2574 | else |
2514 | else |
2575 | { |
|
|
2576 | 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); |
2577 | } |
|
|
2578 | } |
2516 | } |
2579 | else |
2517 | else |
2580 | { |
|
|
2581 | 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); |
2582 | } |
|
|
2583 | } |
2519 | } |
2584 | |
2520 | |
2585 | /* Regenerate Grace */ |
2521 | /* Regenerate Grace */ |
2586 | /* 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. */ |
2587 | if (--op->last_grace < 0) |
2523 | if (--op->last_grace < 0) |
2588 | { |
2524 | { |
2589 | if (op->stats.grace < op->stats.maxgrace / 2) |
2525 | if (op->stats.grace < op->stats.maxgrace / 2) |
2590 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2526 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2527 | |
2591 | if (max_grace > 1) |
2528 | if (max_grace > 1) |
2592 | { |
2529 | { |
2593 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2530 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2594 | if (over_grace > 0) |
2531 | if (over_grace > 0) |
2595 | { |
2532 | { |
… | |
… | |
2623 | op->stats.food += op->contr->digestion; |
2560 | op->stats.food += op->contr->digestion; |
2624 | 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)) |
2625 | op->stats.food = last_food; |
2562 | op->stats.food = last_food; |
2626 | } |
2563 | } |
2627 | } |
2564 | } |
|
|
2565 | |
2628 | if (max_hp > 1) |
2566 | if (max_hp > 1) |
2629 | { |
2567 | { |
2630 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2568 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2631 | if (over_hp > 0) |
2569 | if (over_hp > 0) |
2632 | { |
2570 | { |
… | |
… | |
2656 | |
2594 | |
2657 | if (op->contr->gen_hp > 0) |
2595 | if (op->contr->gen_hp > 0) |
2658 | 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); |
2659 | else |
2597 | else |
2660 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2598 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2599 | |
2661 | /* dms do not consume food */ |
2600 | /* dms do not consume food */ |
2662 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2601 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2663 | op->stats.food--; |
2602 | op->stats.food--; |
2664 | } |
2603 | } |
2665 | } |
|
|
2666 | |
2604 | |
2667 | if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2605 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2668 | { |
2606 | { |
2669 | object *tmp, *flesh = NULL; |
2607 | object *tmp, *flesh = 0; |
2670 | |
2608 | |
2671 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2609 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2672 | { |
2610 | { |
2673 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2611 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2674 | { |
|
|
2675 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2676 | { |
2612 | { |
|
|
2613 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2614 | { |
2677 | 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."); |
2678 | manual_apply (op, tmp, 0); |
2616 | manual_apply (op, tmp, 0); |
2679 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2617 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2680 | break; |
2618 | break; |
2681 | } |
2619 | } |
2682 | else if (tmp->type == FLESH) |
2620 | else if (tmp->type == FLESH) |
2683 | flesh = tmp; |
2621 | flesh = tmp; |
2684 | } /* End if paid for object */ |
2622 | } /* End if paid for object */ |
2685 | } /* end of for loop */ |
2623 | } /* end of for loop */ |
|
|
2624 | |
2686 | /* 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 |
2687 | * eat flesh instead. |
2626 | * eat flesh instead. |
2688 | */ |
2627 | */ |
2689 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2628 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2690 | { |
2629 | { |
2691 | 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."); |
2692 | manual_apply (op, flesh, 0); |
2631 | manual_apply (op, flesh, 0); |
2693 | } |
2632 | } |
2694 | } /* end if player is starving */ |
2633 | } |
2695 | |
2634 | |
2696 | while (op->stats.food < 0 && op->stats.hp > 0) |
2635 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2697 | op->stats.food++, op->stats.hp--; |
2636 | op->stats.food++, op->stats.hp--; |
2698 | |
2637 | |
2699 | if (!op->contr->ns->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)) |
2700 | kill_player (op); |
2639 | kill_player (op); |
|
|
2640 | } |
2701 | } |
2641 | } |
2702 | |
|
|
2703 | |
|
|
2704 | |
2642 | |
2705 | /* 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. |
2706 | * 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 |
2707 | * permadeath, no lifesave), this will take care of removing the player |
2645 | * permadeath, no lifesave), this will take care of removing the player |
2708 | * file. |
2646 | * file. |
… | |
… | |
2738 | 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!"); |
2739 | 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..."); |
2740 | |
2678 | |
2741 | /* restore player */ |
2679 | /* restore player */ |
2742 | at = archetype::find ("poisoning"); |
2680 | at = archetype::find ("poisoning"); |
2743 | tmp = present_arch_in_ob (at, op); |
2681 | if (object *tmp = present_arch_in_ob (at, op)) |
2744 | if (tmp) |
|
|
2745 | { |
2682 | { |
2746 | tmp->destroy (); |
2683 | tmp->destroy (); |
2747 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2684 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2748 | } |
2685 | } |
2749 | |
2686 | |
2750 | at = archetype::find ("confusion"); |
2687 | at = archetype::find ("confusion"); |
2751 | tmp = present_arch_in_ob (at, op); |
2688 | if (object *tmp = present_arch_in_ob (at, op)) |
2752 | if (tmp) |
|
|
2753 | { |
2689 | { |
2754 | tmp->destroy (); |
2690 | tmp->destroy (); |
2755 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2691 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2756 | } |
2692 | } |
2757 | |
2693 | |
… | |
… | |
2759 | op->stats.hp = op->stats.maxhp; |
2695 | op->stats.hp = op->stats.maxhp; |
2760 | if (op->stats.food <= 0) |
2696 | if (op->stats.food <= 0) |
2761 | op->stats.food = 999; |
2697 | op->stats.food = 999; |
2762 | |
2698 | |
2763 | /* create a bodypart-trophy to make the winner happy */ |
2699 | /* create a bodypart-trophy to make the winner happy */ |
2764 | tmp = arch_to_object (archetype::find ("finger")); |
2700 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2765 | if (tmp != NULL) |
|
|
2766 | { |
2701 | { |
2767 | sprintf (buf, "%s's finger", &op->name); |
2702 | sprintf (buf, "%s's finger", &op->name); |
2768 | tmp->name = buf; |
2703 | tmp->name = buf; |
2769 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2770 | " 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", |
2771 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2772 | tmp->msg = buf; |
2707 | tmp->msg = buf; |
2773 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2708 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2774 | tmp->materialname = NULL; |
2709 | tmp->materialname = NULL; |
2775 | tmp->x = op->x, tmp->y = op->y; |
2710 | tmp->insert_at (op, tmp); |
2776 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2777 | } |
2711 | } |
2778 | |
2712 | |
2779 | /* teleport defeated player to new destination */ |
2713 | /* teleport defeated player to new destination */ |
2780 | transfer_ob (op, x, y, 0, NULL); |
2714 | transfer_ob (op, x, y, 0, NULL); |
2781 | op->contr->braced = 0; |
2715 | op->contr->braced = 0; |
… | |
… | |
2786 | |
2720 | |
2787 | command_kill_pets (op, 0); |
2721 | command_kill_pets (op, 0); |
2788 | |
2722 | |
2789 | if (op->stats.food < 0) |
2723 | if (op->stats.food < 0) |
2790 | { |
2724 | { |
2791 | if (op->contr->explore) |
|
|
2792 | { |
|
|
2793 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2794 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2795 | op->stats.food = 999; |
|
|
2796 | return; |
|
|
2797 | } |
|
|
2798 | sprintf (buf, "%s starved to death.", &op->name); |
2725 | sprintf (buf, "%s starved to death.", &op->name); |
2799 | strcpy (op->contr->killer, "starvation"); |
2726 | strcpy (op->contr->killer, "starvation"); |
2800 | } |
2727 | } |
2801 | else |
2728 | else |
2802 | { |
|
|
2803 | if (op->contr->explore) |
|
|
2804 | { |
|
|
2805 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2806 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2807 | op->stats.hp = op->stats.maxhp; |
|
|
2808 | return; |
|
|
2809 | } |
|
|
2810 | sprintf (buf, "%s died.", &op->name); |
2729 | sprintf (buf, "%s died.", &op->name); |
2811 | } |
2730 | |
2812 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2731 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2813 | |
2732 | |
2814 | /* save the map location for corpse, gravestone */ |
2733 | /* save the map location for corpse, gravestone */ |
2815 | x = op->x; |
2734 | x = op->x; |
2816 | y = op->y; |
2735 | y = op->y; |
2817 | map = op->map; |
2736 | map = op->map; |
2818 | |
|
|
2819 | |
2737 | |
2820 | /* NOT_PERMADEATH code. This basically brings the character back to |
2738 | /* NOT_PERMADEATH code. This basically brings the character back to |
2821 | * 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. |
2822 | * 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. |
2823 | */ |
2741 | */ |
… | |
… | |
2840 | num_stats_lose = 1; |
2758 | num_stats_lose = 1; |
2841 | else |
2759 | else |
2842 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2760 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2843 | } |
2761 | } |
2844 | else |
2762 | else |
2845 | { |
|
|
2846 | num_stats_lose = 1; |
2763 | num_stats_lose = 1; |
2847 | } |
2764 | |
2848 | lost_a_stat = 0; |
2765 | lost_a_stat = 0; |
2849 | |
2766 | |
2850 | for (z = 0; z < num_stats_lose; z++) |
2767 | for (z = 0; z < num_stats_lose; z++) |
2851 | { |
2768 | { |
2852 | i = RANDOM () % NUM_STATS; |
2769 | i = RANDOM () % NUM_STATS; |
… | |
… | |
3010 | /* */ |
2927 | /* */ |
3011 | /****************************************/ |
2928 | /****************************************/ |
3012 | |
2929 | |
3013 | enter_player_savebed (op); |
2930 | enter_player_savebed (op); |
3014 | |
2931 | |
3015 | /* Save the player before inserting the force to reduce |
|
|
3016 | * chance of abuse. |
|
|
3017 | */ |
|
|
3018 | op->contr->braced = 0; |
2932 | op->contr->braced = 0; |
3019 | op->contr->save (); |
|
|
3020 | |
2933 | |
3021 | /* it is possible that the player has blown something up |
2934 | /* it is possible that the player has blown something up |
3022 | * at his savebed location, and that can have long lasting |
2935 | * at his savebed location, and that can have long lasting |
3023 | * spell effects. So first see if there is a spell effect |
2936 | * spell effects. So first see if there is a spell effect |
3024 | * on the space that might harm the player. |
2937 | * on the space that might harm the player. |
… | |
… | |
3069 | tmp->x = op->x, tmp->y = op->y; |
2982 | tmp->x = op->x, tmp->y = op->y; |
3070 | if (tmp->type == CONTAINER) |
2983 | if (tmp->type == CONTAINER) |
3071 | { /* empty container to ground */ |
2984 | { /* empty container to ground */ |
3072 | loot_object (tmp); |
2985 | loot_object (tmp); |
3073 | } |
2986 | } |
3074 | 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)))) |
3075 | { |
2988 | { |
3076 | if (tmp->nrof > 1) |
2989 | if (tmp->nrof > 1) |
3077 | { |
2990 | { |
3078 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2991 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3079 | tmp2->destroy (); |
2992 | tmp2->destroy (); |
… | |
… | |
3094 | */ |
3007 | */ |
3095 | |
3008 | |
3096 | void |
3009 | void |
3097 | fix_weight (void) |
3010 | fix_weight (void) |
3098 | { |
3011 | { |
3099 | for (player *pl = first_player; pl; pl = pl->next) |
3012 | for_all_players (pl) |
3100 | { |
3013 | { |
3101 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3014 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3102 | |
3015 | |
3103 | if (old == sum) |
3016 | if (old == sum) |
3104 | continue; |
3017 | continue; |
… | |
… | |
3108 | } |
3021 | } |
3109 | |
3022 | |
3110 | void |
3023 | void |
3111 | fix_luck (void) |
3024 | fix_luck (void) |
3112 | { |
3025 | { |
3113 | for (player *pl = first_player; pl; pl = pl->next) |
3026 | for_all_players (pl) |
3114 | if (!pl->ob->contr->ns->state) |
3027 | if (!pl->ob->contr->ns->state) |
3115 | pl->ob->change_luck (0); |
3028 | pl->ob->change_luck (0); |
3116 | } |
3029 | } |
3117 | |
3030 | |
3118 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3031 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
… | |
… | |
3236 | |
3149 | |
3237 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3150 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3238 | |
3151 | |
3239 | /* 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! */ |
3240 | if (op->type == PLAYER && op->contr->run_on) |
3153 | if (op->type == PLAYER && op->contr->run_on) |
3241 | { |
|
|
3242 | if (!skop || num >= skop->level) |
3154 | if (!skop || num >= skop->level) |
3243 | { |
3155 | { |
3244 | 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!"); |
3245 | make_visible (op); |
3157 | make_visible (op); |
3246 | return; |
3158 | return; |
3247 | } |
3159 | } |
3248 | else |
3160 | else |
3249 | num += 20; |
3161 | num += 20; |
3250 | } |
3162 | |
3251 | num += op->map->difficulty; |
3163 | num += op->map->difficulty; |
3252 | hide = hideability (op); /* modify by terrain hidden level */ |
3164 | hide = hideability (op); /* modify by terrain hidden level */ |
3253 | num -= hide; |
3165 | num -= hide; |
|
|
3166 | |
3254 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3167 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3255 | { |
3168 | { |
3256 | make_visible (op); |
3169 | make_visible (op); |
3257 | if (op->type == PLAYER) |
3170 | if (op->type == PLAYER) |
3258 | 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!"); |
3259 | } |
3172 | } |
3260 | else if (op->type == PLAYER && skop) |
3173 | else if (op->type == PLAYER && skop) |
3261 | { |
|
|
3262 | 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); |
3263 | } |
|
|
3264 | } |
3175 | } |
3265 | |
3176 | |
3266 | /* determine if who is standing near a hostile creature. */ |
3177 | /* determine if who is standing near a hostile creature. */ |
3267 | |
3178 | |
3268 | int |
3179 | int |
… | |
… | |
3335 | if (pl->type != PLAYER) |
3246 | if (pl->type != PLAYER) |
3336 | { |
3247 | { |
3337 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3248 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3338 | return -1; |
3249 | return -1; |
3339 | } |
3250 | } |
|
|
3251 | |
3340 | if (!pl || !op) |
3252 | if (!pl || !op) |
3341 | return 0; |
3253 | return 0; |
3342 | |
3254 | |
3343 | if (op->head) |
|
|
3344 | { |
|
|
3345 | op = op->head; |
3255 | op = op->head_ (); |
3346 | } |
3256 | |
3347 | get_rangevector (pl, op, &rv, 0x1); |
3257 | get_rangevector (pl, op, &rv, 0x1); |
3348 | |
3258 | |
3349 | /* starting with the 'head' part, lets loop |
3259 | /* starting with the 'head' part, lets loop |
3350 | * through the object and find if it has any |
3260 | * through the object and find if it has any |
3351 | * part that is in the los array but isnt on |
3261 | * part that is in the los array but isnt on |
… | |
… | |
3481 | if (trlist == NULL || who->type != PLAYER) |
3391 | if (trlist == NULL || who->type != PLAYER) |
3482 | return; |
3392 | return; |
3483 | |
3393 | |
3484 | 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++); |
3485 | |
3395 | |
3486 | if (tr == NULL || tr->item == NULL) |
3396 | if (!tr || !tr->item) |
3487 | { |
3397 | { |
3488 | /* 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]); */ |
3489 | return; |
3399 | return; |
3490 | } |
3400 | } |
3491 | |
3401 | |
… | |
… | |
3616 | * not readied. |
3526 | * not readied. |
3617 | */ |
3527 | */ |
3618 | void |
3528 | void |
3619 | player_unready_range_ob (player *pl, object *ob) |
3529 | player_unready_range_ob (player *pl, object *ob) |
3620 | { |
3530 | { |
3621 | rangetype i; |
|
|
3622 | |
|
|
3623 | 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)) |
3624 | { |
|
|
3625 | if (pl->ranges[i] == ob) |
3532 | if (pl->ranges[i] == ob) |
3626 | { |
3533 | { |
3627 | pl->ranges[i] = NULL; |
3534 | pl->ranges[i] = 0; |
3628 | if (pl->shoottype == i) |
3535 | if (pl->shoottype == i) |
3629 | { |
|
|
3630 | pl->shoottype = range_none; |
3536 | pl->shoottype = range_none; |
3631 | } |
|
|
3632 | } |
3537 | } |
3633 | } |
|
|
3634 | } |
3538 | } |