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); |
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171 | |
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172 | tmp->destroy (); |
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173 | } |
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174 | |
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175 | void |
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176 | player::activate () |
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177 | { |
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178 | if (active) |
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179 | return; |
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180 | |
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181 | players.insert (this); |
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182 | ob->remove (); |
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183 | ob->map = 0; |
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184 | ob->activate_recursive (); |
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185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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186 | add_friendly_object (ob); |
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187 | enter_map (); |
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188 | } |
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189 | |
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190 | void |
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191 | player::deactivate () |
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192 | { |
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193 | if (!active) |
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194 | return; |
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195 | |
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196 | terminate_all_pets (ob); |
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197 | remove_friendly_object (ob); |
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198 | ob->deactivate_recursive (); |
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199 | 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); |
169 | } |
207 | } |
170 | |
208 | |
171 | // connect the player with a specific client |
209 | // connect the player with a specific client |
172 | // also changed, rationalises, and fixes some incorrect settings |
210 | // also changed, rationalises, and fixes some incorrect settings |
173 | void |
211 | void |
174 | player::connect (client *ns) |
212 | player::connect (client *ns) |
175 | { |
213 | { |
176 | this->ns = ns; |
214 | this->ns = ns; |
177 | ns->pl = this; |
215 | ns->pl = this; |
178 | |
216 | |
179 | next = first_player; |
217 | run_on = 0; |
180 | first_player = this; |
218 | fire_on = 0; |
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219 | ob->container = 0; //TODO: client-specific |
181 | |
220 | |
182 | ns->update_look = 0; |
221 | ns->update_look = 0; |
183 | ns->look_position = 0; |
222 | ns->look_position = 0; |
184 | |
223 | |
185 | clear_los (ob); |
224 | clear_los (ob); |
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225 | |
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226 | ns->reset_stats (); |
186 | |
227 | |
187 | /* make sure he's a player -- needed because of class change. */ |
228 | /* make sure he's a player -- needed because of class change. */ |
188 | ob->type = PLAYER; // we are paranoid |
229 | ob->type = PLAYER; // we are paranoid |
189 | ob->race = ob->arch->clone.race; |
230 | ob->race = ob->arch->clone.race; |
190 | |
231 | |
… | |
… | |
193 | |
234 | |
194 | ob->carrying = sum_weight (ob); |
235 | ob->carrying = sum_weight (ob); |
195 | link_player_skills (ob); |
236 | link_player_skills (ob); |
196 | |
237 | |
197 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
198 | ob->update_stats (); |
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199 | update_ob_speed (ob); |
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200 | |
239 | |
201 | assign (title, ob->arch->clone.name); |
240 | assign (title, ob->arch->clone.name); |
202 | |
241 | |
203 | /* 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 |
204 | * 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 |
… | |
… | |
226 | skin = tmp; |
265 | skin = tmp; |
227 | |
266 | |
228 | set_dragon_name (ob, abil, skin); |
267 | set_dragon_name (ob, abil, skin); |
229 | } |
268 | } |
230 | |
269 | |
231 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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232 | add_friendly_object (ob); |
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233 | |
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234 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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235 | |
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236 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
270 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
237 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
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238 | |
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 (); |
239 | ns->floorbox_update (); |
275 | ns->floorbox_update (); |
240 | |
276 | |
241 | esrv_new_player (this, ob->weight + ob->carrying); |
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242 | esrv_send_inventory (ob, ob); |
277 | esrv_send_inventory (ob, ob); |
243 | esrv_add_spells (this, 0); |
278 | esrv_add_spells (this, 0); |
244 | |
279 | |
245 | enter_exit (ob, 0); |
280 | activate (); |
246 | |
281 | |
247 | // send_rules (ob);//TODO |
282 | send_rules (ob); |
248 | // send_news (ob);//TODO |
283 | send_news (ob); |
249 | // display_motd (ob);//TODO |
284 | display_motd (ob); |
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285 | |
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286 | INVOKE_PLAYER (CONNECT, this); |
250 | 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 (); |
251 | } |
307 | } |
252 | |
308 | |
253 | // the need for this function can be explained |
309 | // the need for this function can be explained |
254 | // by load_object not returning the object |
310 | // by load_object not returning the object |
255 | void |
311 | void |
… | |
… | |
262 | ob->speed = 1.0; |
318 | ob->speed = 1.0; |
263 | ob->direction = 5; /* So player faces south */ |
319 | ob->direction = 5; /* So player faces south */ |
264 | ob->stats.wc = 2; |
320 | ob->stats.wc = 2; |
265 | ob->run_away = 25; /* Then we panick... */ |
321 | ob->run_away = 25; /* Then we panick... */ |
266 | |
322 | |
267 | set_first_map (ob); |
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268 | |
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269 | ob->roll_stats (); |
323 | ob->roll_stats (); |
270 | } |
324 | } |
271 | |
325 | |
272 | player::player () |
326 | player::player () |
273 | { |
327 | { |
274 | /* There are some elements we want initialized to non zero value - |
328 | /* There are some elements we want initialised to non zero value - |
275 | * we deal with that below this point. |
329 | * we deal with that below this point. |
276 | */ |
330 | */ |
277 | outputs_sync = 16; /* Every 2 seconds */ |
331 | outputs_sync = 16; /* Every 2 seconds */ |
278 | outputs_count = 8; /* Keeps present behaviour */ |
332 | outputs_count = 8; /* Keeps present behaviour */ |
279 | unapply = unapply_nochoice; |
333 | unapply = unapply_nochoice; |
280 | |
334 | |
281 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
335 | savebed_map = first_map_path; /* Init. respawn position */ |
282 | |
336 | |
283 | gen_sp_armour = 10; |
337 | gen_sp_armour = 10; |
284 | last_speed = -1; |
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285 | shoottype = range_none; |
338 | shoottype = range_none; |
286 | bowtype = bow_normal; |
339 | bowtype = bow_normal; |
287 | petmode = pet_normal; |
340 | petmode = pet_normal; |
288 | listening = 10; |
341 | listening = 10; |
289 | usekeys = containers; |
342 | usekeys = containers; |
290 | last_weapon_sp = -1; |
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291 | peaceful = 1; /* default peaceful */ |
343 | peaceful = 1; /* default peaceful */ |
292 | do_los = 1; |
344 | do_los = 1; |
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345 | } |
293 | |
346 | |
294 | /* we need to clear these to -1 and not zero - otherwise, |
347 | void |
295 | * if a player quits and starts a new character, we wont |
348 | player::do_destroy () |
296 | * send new values to the client, as things like exp start |
349 | { |
297 | * at zero. |
350 | disconnect (); |
298 | */ |
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299 | for (int i = 0; i < NUM_SKILLS; i++) |
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300 | last_skill_exp[i] = -1; |
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301 | |
351 | |
302 | for (int i = 0; i < NROFATTACKS; i++) |
352 | attachable::do_destroy (); |
303 | last_resist[i] = -1; |
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304 | |
353 | |
305 | last_stats.exp = -1; |
354 | if (ob) |
306 | 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 | } |
307 | } |
359 | } |
308 | |
360 | |
309 | player::~player () |
361 | player::~player () |
310 | { |
362 | { |
311 | terminate_all_pets (ob); |
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312 | |
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313 | if (first_player != this) |
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314 | { |
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315 | player *prev = first_player; |
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316 | |
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317 | while (prev && prev->next && prev->next != this) |
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318 | prev = prev->next; |
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319 | |
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320 | if (prev->next != this) |
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321 | { |
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322 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
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323 | abort (); |
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324 | } |
|
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325 | |
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326 | prev->next = next; |
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327 | } |
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328 | else |
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329 | first_player = next; |
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330 | |
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331 | if (ob) |
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332 | { |
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333 | ob->contr = 0; |
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334 | ob->destroy (1); |
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335 | } |
|
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336 | |
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337 | if (ns) |
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338 | { |
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339 | ns->send_packet ("goodbye"); |
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340 | ns->flush (); |
|
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341 | ns->pl = 0; |
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342 | ns->destroy (); |
|
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343 | } |
|
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344 | |
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345 | /* Clear item stack */ |
363 | /* Clear item stack */ |
346 | free (stack_items); |
364 | free (stack_items); |
347 | } |
365 | } |
348 | |
366 | |
349 | /* Tries to add player on the connection passed in ns. |
367 | /* Tries to add player on the connection passed in ns. |
… | |
… | |
354 | player::create () |
372 | player::create () |
355 | { |
373 | { |
356 | player *pl = new player; |
374 | player *pl = new player; |
357 | |
375 | |
358 | 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); |
359 | |
378 | |
360 | return pl; |
379 | return pl; |
361 | } |
380 | } |
362 | |
381 | |
363 | /* |
382 | /* |
… | |
… | |
390 | |
409 | |
391 | object * |
410 | object * |
392 | get_nearest_player (object *mon) |
411 | get_nearest_player (object *mon) |
393 | { |
412 | { |
394 | object *op = NULL; |
413 | object *op = NULL; |
395 | player *pl = NULL; |
|
|
396 | objectlink *ol; |
414 | objectlink *ol; |
397 | unsigned lastdist; |
415 | unsigned lastdist; |
398 | rv_vector rv; |
416 | rv_vector rv; |
399 | |
417 | |
400 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
418 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
401 | { |
419 | { |
402 | /* 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 |
403 | * does periodically happen. Given that, lets deal with it. |
421 | * does periodically happen. Given that, lets deal with it. |
404 | * While unlikely, it is possible the next object on the friendly |
422 | * While unlikely, it is possible the next object on the friendly |
405 | * list is also free, so encapsulate this in a while loop. |
423 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
409 | object *tmp = ol->ob; |
427 | object *tmp = ol->ob; |
410 | |
428 | |
411 | /* 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 |
412 | * itself will have been cleared. |
430 | * itself will have been cleared. |
413 | */ |
431 | */ |
414 | 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 ()); |
415 | ol = ol->next; |
434 | ol = ol->next; |
416 | remove_friendly_object (tmp); |
435 | remove_friendly_object (tmp); |
417 | if (!ol) |
436 | if (!ol) |
418 | return op; |
437 | return op; |
419 | } |
438 | } |
… | |
… | |
432 | { |
451 | { |
433 | op = ol->ob; |
452 | op = ol->ob; |
434 | lastdist = rv.distance; |
453 | lastdist = rv.distance; |
435 | } |
454 | } |
436 | } |
455 | } |
437 | for (pl = first_player; pl != NULL; pl = pl->next) |
456 | |
438 | { |
457 | for_all_players (pl) |
439 | if (can_detect_enemy (mon, pl->ob, &rv)) |
458 | if (can_detect_enemy (mon, pl->ob, &rv)) |
440 | { |
|
|
441 | |
|
|
442 | if (lastdist > rv.distance) |
459 | if (lastdist > rv.distance) |
443 | { |
460 | { |
444 | op = pl->ob; |
461 | op = pl->ob; |
445 | lastdist = rv.distance; |
462 | lastdist = rv.distance; |
446 | } |
463 | } |
447 | } |
464 | |
448 | } |
|
|
449 | #if 0 |
465 | #if 0 |
450 | 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)"); |
451 | #endif |
467 | #endif |
452 | return op; |
468 | return op; |
453 | } |
469 | } |
… | |
… | |
740 | roll_stat (void) |
756 | roll_stat (void) |
741 | { |
757 | { |
742 | int a[4], i, j, k; |
758 | int a[4], i, j, k; |
743 | |
759 | |
744 | for (i = 0; i < 4; i++) |
760 | for (i = 0; i < 4; i++) |
745 | a[i] = (int) RANDOM () % 6 + 1; |
761 | a[i] = (int) rndm (6) + 1; |
746 | |
762 | |
747 | for (i = 0, j = 0, k = 7; i < 4; i++) |
763 | for (i = 0, j = 0, k = 7; i < 4; i++) |
748 | if (a[i] < k) |
764 | if (a[i] < k) |
749 | k = a[i], j = i; |
765 | k = a[i], j = i; |
750 | |
766 | |
… | |
… | |
831 | contr->levsp[1] = 6; |
847 | contr->levsp[1] = 6; |
832 | contr->levgrace[1] = 3; |
848 | contr->levgrace[1] = 3; |
833 | |
849 | |
834 | contr->orig_stats = stats; |
850 | contr->orig_stats = stats; |
835 | } |
851 | } |
|
|
852 | } |
|
|
853 | |
|
|
854 | static void |
|
|
855 | start_info (object *op) |
|
|
856 | { |
|
|
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, " "); |
836 | } |
863 | } |
837 | |
864 | |
838 | /* This function takes the key that is passed, and does the |
865 | /* This function takes the key that is passed, and does the |
839 | * appropriate action with it (change race, or other things). |
866 | * appropriate action with it (change race, or other things). |
840 | * The function name is for historical reasons - now we have |
867 | * The function name is for historical reasons - now we have |
… | |
… | |
869 | * to save here. |
896 | * to save here. |
870 | */ |
897 | */ |
871 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
898 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
872 | make_path_to_file (buf); |
899 | make_path_to_file (buf); |
873 | |
900 | |
874 | #ifdef AUTOSAVE |
|
|
875 | op->contr->last_save_tick = pticks; |
|
|
876 | #endif |
|
|
877 | start_info (op); |
901 | start_info (op); |
878 | CLEAR_FLAG (op, FLAG_WIZ); |
902 | CLEAR_FLAG (op, FLAG_WIZ); |
879 | give_initial_items (op, op->randomitems); |
903 | give_initial_items (op, op->randomitems); |
880 | link_player_skills (op); |
904 | link_player_skills (op); |
881 | esrv_send_inventory (op, op); |
905 | esrv_send_inventory (op, op); |
… | |
… | |
887 | if (*first_map_ext_path) |
911 | if (*first_map_ext_path) |
888 | { |
912 | { |
889 | object *tmp; |
913 | object *tmp; |
890 | char mapname[MAX_BUF]; |
914 | char mapname[MAX_BUF]; |
891 | |
915 | |
892 | 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); |
893 | tmp = object::create (); |
917 | tmp = object::create (); |
894 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_PATH (tmp) = mapname; |
895 | EXIT_X (tmp) = op->x; |
919 | EXIT_X (tmp) = op->x; |
896 | EXIT_Y (tmp) = op->y; |
920 | EXIT_Y (tmp) = op->y; |
897 | 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; |
898 | * if the map isn't there, then stay on the |
922 | * if the map isn't there, then stay on the |
899 | * default initial map */ |
923 | * default initial map */ |
900 | tmp->destroy (); |
924 | tmp->destroy (); |
901 | } |
925 | } |
902 | else |
926 | else |
… | |
… | |
941 | if (op->msg) |
965 | if (op->msg) |
942 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
966 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
943 | |
967 | |
944 | 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"); |
945 | return 0; |
969 | return 0; |
946 | } |
|
|
947 | |
|
|
948 | int |
|
|
949 | key_confirm_quit (object *op, char key) |
|
|
950 | { |
|
|
951 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
952 | { |
|
|
953 | op->contr->ns->state = ST_PLAYING; |
|
|
954 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
955 | return 1; |
|
|
956 | } |
|
|
957 | |
|
|
958 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
959 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
960 | |
|
|
961 | terminate_all_pets (op); |
|
|
962 | leave_map (op); |
|
|
963 | op->direction = 0; |
|
|
964 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
965 | |
|
|
966 | strcpy (op->contr->killer, "quit"); |
|
|
967 | check_score (op); |
|
|
968 | op->contr->party = 0; |
|
|
969 | op->contr->own_title[0] = '\0'; |
|
|
970 | |
|
|
971 | object_ptr ob = op; |
|
|
972 | |
|
|
973 | delete ob->contr; |
|
|
974 | |
|
|
975 | /* We need to hunt for any per player unique maps in memory and |
|
|
976 | * get rid of them. The trailing slash in the path is intentional, |
|
|
977 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
978 | */ |
|
|
979 | char buf[MAX_BUF]; |
|
|
980 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
981 | |
|
|
982 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
983 | { |
|
|
984 | next = mp->next; |
|
|
985 | |
|
|
986 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
987 | delete_map (mp); |
|
|
988 | } |
|
|
989 | |
|
|
990 | delete_character (ob->name, 1); |
|
|
991 | |
|
|
992 | return 1; |
|
|
993 | } |
970 | } |
994 | |
971 | |
995 | void |
972 | void |
996 | flee_player (object *op) |
973 | flee_player (object *op) |
997 | { |
974 | { |
… | |
… | |
1134 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1111 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1135 | &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)))); |
1136 | else |
1113 | else |
1137 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1114 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1138 | &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 | |
1139 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1117 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1140 | |
|
|
1141 | sprintf (putstring, "...flags: "); |
|
|
1142 | for (k = 0; k < 4; k++) |
|
|
1143 | { |
|
|
1144 | for (j = 0; j < 32; j++) |
|
|
1145 | { |
|
|
1146 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1147 | { |
|
|
1148 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1149 | strcat (putstring, tmpstr); |
|
|
1150 | } |
|
|
1151 | } |
|
|
1152 | } |
|
|
1153 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1154 | |
|
|
1155 | #if 0 |
|
|
1156 | /* print the flags too */ |
|
|
1157 | for (k = 0; k < 4; k++) |
|
|
1158 | { |
|
|
1159 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1160 | for (j = 0; j < 32; j++) |
|
|
1161 | { |
|
|
1162 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1163 | if (!((j + 1) % 4)) |
|
|
1164 | fprintf (stderr, " "); |
|
|
1165 | } |
|
|
1166 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1167 | } |
|
|
1168 | #endif |
|
|
1169 | } |
1118 | } |
|
|
1119 | |
1170 | /* philosophy: |
1120 | /* philosophy: |
1171 | * 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 |
1172 | * generic. This takes no game-time. For more detailed pickups |
1122 | * generic. This takes no game-time. For more detailed pickups |
1173 | * and selections, select-items shoul dbe used. This is a |
1123 | * and selections, select-items should be used. This is a |
1174 | * 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 |
1175 | * example. |
1125 | * example. |
1176 | * 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 |
1177 | * 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 |
1178 | * convert to decimal and then 'pickup <#> |
1128 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1678 | return 0; |
1628 | return 0; |
1679 | } |
1629 | } |
1680 | |
1630 | |
1681 | arrow->set_owner (op); |
1631 | arrow->set_owner (op); |
1682 | arrow->skill = bow->skill; |
1632 | arrow->skill = bow->skill; |
1683 | |
|
|
1684 | arrow->direction = dir; |
1633 | arrow->direction = dir; |
1685 | arrow->x = sx; |
|
|
1686 | arrow->y = sy; |
|
|
1687 | |
1634 | |
1688 | if (op->type == PLAYER) |
1635 | if (op->type == PLAYER) |
1689 | { |
1636 | { |
1690 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1637 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1691 | op->update_stats (); |
1638 | op->update_stats (); |
… | |
… | |
1706 | |
1653 | |
1707 | /* update the speed */ |
1654 | /* update the speed */ |
1708 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1655 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1709 | 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; |
1710 | |
1657 | |
1711 | if (arrow->speed < 1.0) |
1658 | arrow->set_speed (max (arrow->speed, 1.0)); |
1712 | arrow->speed = 1.0; |
|
|
1713 | update_ob_speed (arrow); |
|
|
1714 | arrow->speed_left = 0; |
1659 | arrow->speed_left = 0; |
1715 | |
1660 | |
1716 | if (op->type == PLAYER) |
1661 | if (op->type == PLAYER) |
1717 | { |
1662 | { |
1718 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1663 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
… | |
… | |
1731 | arrow->attacktype |= bow->attacktype; |
1676 | arrow->attacktype |= bow->attacktype; |
1732 | |
1677 | |
1733 | if (bow->slaying) |
1678 | if (bow->slaying) |
1734 | arrow->slaying = bow->slaying; |
1679 | arrow->slaying = bow->slaying; |
1735 | |
1680 | |
1736 | arrow->map = m; |
|
|
1737 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1738 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1739 | |
1683 | |
1740 | 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); |
1741 | insert_ob_in_map (arrow, m, op, 0); |
1685 | m->insert (arrow, sx, sy, op); |
1742 | |
1686 | |
1743 | if (!arrow->destroyed ()) |
1687 | if (!arrow->destroyed ()) |
1744 | move_arrow (arrow); |
1688 | move_arrow (arrow); |
1745 | |
1689 | |
1746 | if (op->type == PLAYER) |
1690 | if (op->type == PLAYER) |
… | |
… | |
1772 | } |
1716 | } |
1773 | 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) |
1774 | { |
1718 | { |
1775 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1776 | wcmod = -1; |
1720 | wcmod = -1; |
|
|
1721 | |
1777 | 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); |
1778 | } |
1723 | } |
1779 | else if (op->contr->bowtype == bow_threewide) |
1724 | else if (op->contr->bowtype == bow_threewide) |
1780 | { |
1725 | { |
1781 | 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); |
… | |
… | |
1851 | |
1796 | |
1852 | if (item->arch) |
1797 | if (item->arch) |
1853 | { |
1798 | { |
1854 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1799 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1855 | item->face = item->arch->clone.face; |
1800 | item->face = item->arch->clone.face; |
1856 | item->speed = 0; |
1801 | item->set_speed (0); |
1857 | update_ob_speed (item); |
|
|
1858 | } |
1802 | } |
|
|
1803 | |
1859 | if ((tmp = item->in_player ())) |
1804 | if ((tmp = item->in_player ())) |
1860 | esrv_update_item (UPD_ANIM, tmp, item); |
1805 | esrv_update_item (UPD_ANIM, tmp, item); |
1861 | } |
1806 | } |
1862 | } |
1807 | } |
1863 | else if (item->type == ROD || item->type == HORN) |
1808 | else if (item->type == ROD || item->type == HORN) |
1864 | { |
|
|
1865 | drain_rod_charge (item); |
1809 | drain_rod_charge (item); |
1866 | } |
|
|
1867 | } |
1810 | } |
1868 | } |
1811 | } |
1869 | |
1812 | |
1870 | /* Received a fire command for the player - go and do it. |
1813 | /* Received a fire command for the player - go and do it. |
1871 | */ |
1814 | */ |
… | |
… | |
1910 | { |
1853 | { |
1911 | if (op->type == PLAYER) |
1854 | if (op->type == PLAYER) |
1912 | 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."); |
1913 | return; |
1856 | return; |
1914 | } |
1857 | } |
|
|
1858 | |
1915 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1859 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1916 | return; |
1860 | return; |
1917 | case range_builder: |
1861 | case range_builder: |
1918 | apply_map_builder (op, dir); |
1862 | apply_map_builder (op, dir); |
1919 | return; |
1863 | return; |
1920 | default: |
1864 | default: |
… | |
… | |
2087 | */ |
2031 | */ |
2088 | 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)) |
2089 | { |
2033 | { |
2090 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2034 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2091 | { |
2035 | { |
2092 | m = get_map_from_coord (op->map, &nx, &ny); |
2036 | m = op->map->xy_find (nx, ny); |
2093 | if (!m) |
2037 | if (!m) |
2094 | return; /* Don't think this should happen */ |
2038 | return; /* Don't think this should happen */ |
2095 | } |
2039 | } |
2096 | else |
2040 | else |
2097 | m = op->map; |
2041 | m = op->map; |
2098 | |
2042 | |
2099 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2043 | if (!(tmp = m->at (nx, ny).bot)) |
2100 | { |
|
|
2101 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2102 | return; |
2044 | return; |
2103 | } |
|
|
2104 | |
2045 | |
2105 | mon = 0; |
2046 | mon = 0; |
2106 | /* 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 |
2107 | * 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. |
2108 | * 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 |
… | |
… | |
2161 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2102 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2162 | { |
2103 | { |
2163 | /* 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 */ |
2164 | if (op->contr->braced) |
2105 | if (op->contr->braced) |
2165 | return; |
2106 | return; |
|
|
2107 | |
2166 | 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); |
2167 | (void) push_ob (mon, dir, op); |
2109 | (void) push_ob (mon, dir, op); |
2168 | if (op->contr->tmp_invis || op->hide) |
2110 | if (op->contr->tmp_invis || op->hide) |
2169 | make_visible (op); |
2111 | make_visible (op); |
|
|
2112 | |
2170 | return; |
2113 | return; |
2171 | } |
2114 | } |
2172 | |
2115 | |
2173 | /* in certain circumstances, you shouldn't attack friendly |
2116 | /* in certain circumstances, you shouldn't attack friendly |
2174 | * creatures. Note that if you are braced, you can't push |
2117 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2188 | !on_battleground)) |
2131 | !on_battleground)) |
2189 | { |
2132 | { |
2190 | if (!op->contr->braced) |
2133 | if (!op->contr->braced) |
2191 | { |
2134 | { |
2192 | 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); |
2193 | (void) push_ob (mon, dir, op); |
2136 | push_ob (mon, dir, op); |
2194 | } |
2137 | } |
2195 | else |
2138 | else |
2196 | new_draw_info (0, 0, op, "You withhold your attack"); |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2197 | |
2140 | |
2198 | if (op->contr->tmp_invis || op->hide) |
2141 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2213 | * 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 |
2214 | * and be living. Then, it must be one of the following: |
2157 | * and be living. Then, it must be one of the following: |
2215 | * 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 |
2216 | * 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. |
2217 | */ |
2160 | */ |
2218 | |
|
|
2219 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2161 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2220 | ((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))) |
2221 | { |
2163 | { |
2222 | |
2164 | |
2223 | /* If the player hasn't hit something this tick, and does |
2165 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2257 | int |
2199 | int |
2258 | move_player (object *op, int dir) |
2200 | move_player (object *op, int dir) |
2259 | { |
2201 | { |
2260 | int pick; |
2202 | int pick; |
2261 | |
2203 | |
2262 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2204 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2263 | return 0; |
2205 | return 0; |
2264 | |
2206 | |
2265 | /* Sanity check: make sure dir is valid */ |
2207 | /* Sanity check: make sure dir is valid */ |
2266 | if ((dir < 0) || (dir >= 9)) |
2208 | if ((dir < 0) || (dir >= 9)) |
2267 | { |
2209 | { |
2268 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2210 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2269 | return 0; |
2211 | return 0; |
2270 | } |
2212 | } |
2271 | |
2213 | |
2272 | /* peterm: added following line */ |
2214 | /* peterm: added following line */ |
2273 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2274 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2216 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2275 | |
2217 | |
2276 | op->facing = dir; |
2218 | op->facing = dir; |
2277 | |
2219 | |
2278 | if (op->hide) |
2220 | if (op->hide) |
2279 | do_hidden_move (op); |
2221 | do_hidden_move (op); |
… | |
… | |
2355 | |
2297 | |
2356 | /* 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 |
2357 | * the players time has been increased when doericserver has been |
2299 | * the players time has been increased when doericserver has been |
2358 | * called, so we recheck it here. |
2300 | * called, so we recheck it here. |
2359 | */ |
2301 | */ |
2360 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2302 | if (op->contr->ns->handle_command ()) |
2361 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2303 | return 1; |
2362 | ; |
|
|
2363 | |
2304 | |
2364 | if (op->speed_left < 0) |
2305 | if (op->speed_left > 0) |
2365 | return 0; |
2306 | { |
2366 | |
|
|
2367 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2307 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2368 | { |
2308 | { |
2369 | /* All move commands take 1 tick, at least for now */ |
2309 | /* All move commands take 1 tick, at least for now */ |
2370 | op->speed_left--; |
2310 | op->speed_left--; |
2371 | |
2311 | |
2372 | /* Instead of all the stuff below, let move_player take care |
2312 | /* Instead of all the stuff below, let move_player take care |
2373 | * 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 |
2374 | * there, as well as the confusion stuff. |
2314 | * there, as well as the confusion stuff. |
2375 | */ |
2315 | */ |
2376 | move_player (op, op->direction); |
2316 | move_player (op, op->direction); |
2377 | if (op->speed_left > 0) |
2317 | |
2378 | return 1; |
2318 | return op->speed_left > 0; |
2379 | else |
2319 | } |
2380 | return 0; |
|
|
2381 | } |
2320 | } |
2382 | |
2321 | |
2383 | return 0; |
2322 | return 0; |
2384 | } |
2323 | } |
2385 | |
2324 | |
… | |
… | |
2427 | { |
2366 | { |
2428 | object *next; |
2367 | object *next; |
2429 | |
2368 | |
2430 | while (op) |
2369 | while (op) |
2431 | { |
2370 | { |
2432 | 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' */ |
2433 | * we remove object 'op' |
2372 | |
2434 | */ |
|
|
2435 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2373 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2436 | { |
2374 | { |
2437 | op->remove (); |
|
|
2438 | op->x = env->x; |
|
|
2439 | op->y = env->y; |
|
|
2440 | if (env->type == PLAYER) |
2375 | if (env->type == PLAYER) |
2441 | esrv_del_item (env->contr, op->count); |
2376 | esrv_del_item (env->contr, op->count); |
2442 | insert_ob_in_map (op, env->map, NULL, 0); |
2377 | |
|
|
2378 | op->insert_at (env); |
2443 | } |
2379 | } |
2444 | else if (op->inv) |
2380 | else if (op->inv) |
2445 | remove_unpaid_objects (op->inv, env); |
2381 | remove_unpaid_objects (op->inv, env); |
2446 | |
2382 | |
2447 | op = next; |
2383 | op = next; |
… | |
… | |
2740 | 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!"); |
2741 | 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..."); |
2742 | |
2678 | |
2743 | /* restore player */ |
2679 | /* restore player */ |
2744 | at = archetype::find ("poisoning"); |
2680 | at = archetype::find ("poisoning"); |
2745 | tmp = present_arch_in_ob (at, op); |
2681 | if (object *tmp = present_arch_in_ob (at, op)) |
2746 | if (tmp) |
|
|
2747 | { |
2682 | { |
2748 | tmp->destroy (); |
2683 | tmp->destroy (); |
2749 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2684 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2750 | } |
2685 | } |
2751 | |
2686 | |
2752 | at = archetype::find ("confusion"); |
2687 | at = archetype::find ("confusion"); |
2753 | tmp = present_arch_in_ob (at, op); |
2688 | if (object *tmp = present_arch_in_ob (at, op)) |
2754 | if (tmp) |
|
|
2755 | { |
2689 | { |
2756 | tmp->destroy (); |
2690 | tmp->destroy (); |
2757 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2691 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2758 | } |
2692 | } |
2759 | |
2693 | |
… | |
… | |
2761 | op->stats.hp = op->stats.maxhp; |
2695 | op->stats.hp = op->stats.maxhp; |
2762 | if (op->stats.food <= 0) |
2696 | if (op->stats.food <= 0) |
2763 | op->stats.food = 999; |
2697 | op->stats.food = 999; |
2764 | |
2698 | |
2765 | /* create a bodypart-trophy to make the winner happy */ |
2699 | /* create a bodypart-trophy to make the winner happy */ |
2766 | tmp = arch_to_object (archetype::find ("finger")); |
2700 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2767 | if (tmp != NULL) |
|
|
2768 | { |
2701 | { |
2769 | sprintf (buf, "%s's finger", &op->name); |
2702 | sprintf (buf, "%s's finger", &op->name); |
2770 | tmp->name = buf; |
2703 | tmp->name = buf; |
2771 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2772 | " 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", |
2773 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2774 | tmp->msg = buf; |
2707 | tmp->msg = buf; |
2775 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2708 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2776 | tmp->materialname = NULL; |
2709 | tmp->materialname = NULL; |
2777 | tmp->x = op->x, tmp->y = op->y; |
2710 | tmp->insert_at (op, tmp); |
2778 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2779 | } |
2711 | } |
2780 | |
2712 | |
2781 | /* teleport defeated player to new destination */ |
2713 | /* teleport defeated player to new destination */ |
2782 | transfer_ob (op, x, y, 0, NULL); |
2714 | transfer_ob (op, x, y, 0, NULL); |
2783 | op->contr->braced = 0; |
2715 | op->contr->braced = 0; |
… | |
… | |
2788 | |
2720 | |
2789 | command_kill_pets (op, 0); |
2721 | command_kill_pets (op, 0); |
2790 | |
2722 | |
2791 | if (op->stats.food < 0) |
2723 | if (op->stats.food < 0) |
2792 | { |
2724 | { |
2793 | if (op->contr->explore) |
|
|
2794 | { |
|
|
2795 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2796 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2797 | op->stats.food = 999; |
|
|
2798 | return; |
|
|
2799 | } |
|
|
2800 | sprintf (buf, "%s starved to death.", &op->name); |
2725 | sprintf (buf, "%s starved to death.", &op->name); |
2801 | strcpy (op->contr->killer, "starvation"); |
2726 | strcpy (op->contr->killer, "starvation"); |
2802 | } |
2727 | } |
2803 | else |
2728 | else |
2804 | { |
|
|
2805 | if (op->contr->explore) |
|
|
2806 | { |
|
|
2807 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2808 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2809 | op->stats.hp = op->stats.maxhp; |
|
|
2810 | return; |
|
|
2811 | } |
|
|
2812 | sprintf (buf, "%s died.", &op->name); |
2729 | sprintf (buf, "%s died.", &op->name); |
2813 | } |
2730 | |
2814 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2731 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2815 | |
2732 | |
2816 | /* save the map location for corpse, gravestone */ |
2733 | /* save the map location for corpse, gravestone */ |
2817 | x = op->x; |
2734 | x = op->x; |
2818 | y = op->y; |
2735 | y = op->y; |
2819 | map = op->map; |
2736 | map = op->map; |
2820 | |
|
|
2821 | |
2737 | |
2822 | /* NOT_PERMADEATH code. This basically brings the character back to |
2738 | /* NOT_PERMADEATH code. This basically brings the character back to |
2823 | * 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. |
2824 | * 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. |
2825 | */ |
2741 | */ |
… | |
… | |
2842 | num_stats_lose = 1; |
2758 | num_stats_lose = 1; |
2843 | else |
2759 | else |
2844 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2760 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2845 | } |
2761 | } |
2846 | else |
2762 | else |
2847 | { |
|
|
2848 | num_stats_lose = 1; |
2763 | num_stats_lose = 1; |
2849 | } |
2764 | |
2850 | lost_a_stat = 0; |
2765 | lost_a_stat = 0; |
2851 | |
2766 | |
2852 | for (z = 0; z < num_stats_lose; z++) |
2767 | for (z = 0; z < num_stats_lose; z++) |
2853 | { |
2768 | { |
2854 | i = RANDOM () % NUM_STATS; |
2769 | i = RANDOM () % NUM_STATS; |
… | |
… | |
3012 | /* */ |
2927 | /* */ |
3013 | /****************************************/ |
2928 | /****************************************/ |
3014 | |
2929 | |
3015 | enter_player_savebed (op); |
2930 | enter_player_savebed (op); |
3016 | |
2931 | |
3017 | /* Save the player before inserting the force to reduce |
|
|
3018 | * chance of abuse. |
|
|
3019 | */ |
|
|
3020 | op->contr->braced = 0; |
2932 | op->contr->braced = 0; |
3021 | op->contr->save (); |
|
|
3022 | |
2933 | |
3023 | /* it is possible that the player has blown something up |
2934 | /* it is possible that the player has blown something up |
3024 | * at his savebed location, and that can have long lasting |
2935 | * at his savebed location, and that can have long lasting |
3025 | * spell effects. So first see if there is a spell effect |
2936 | * spell effects. So first see if there is a spell effect |
3026 | * on the space that might harm the player. |
2937 | * on the space that might harm the player. |
… | |
… | |
3071 | tmp->x = op->x, tmp->y = op->y; |
2982 | tmp->x = op->x, tmp->y = op->y; |
3072 | if (tmp->type == CONTAINER) |
2983 | if (tmp->type == CONTAINER) |
3073 | { /* empty container to ground */ |
2984 | { /* empty container to ground */ |
3074 | loot_object (tmp); |
2985 | loot_object (tmp); |
3075 | } |
2986 | } |
3076 | 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)))) |
3077 | { |
2988 | { |
3078 | if (tmp->nrof > 1) |
2989 | if (tmp->nrof > 1) |
3079 | { |
2990 | { |
3080 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2991 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3081 | tmp2->destroy (); |
2992 | tmp2->destroy (); |
… | |
… | |
3096 | */ |
3007 | */ |
3097 | |
3008 | |
3098 | void |
3009 | void |
3099 | fix_weight (void) |
3010 | fix_weight (void) |
3100 | { |
3011 | { |
3101 | for (player *pl = first_player; pl; pl = pl->next) |
3012 | for_all_players (pl) |
3102 | { |
3013 | { |
3103 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3014 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3104 | |
3015 | |
3105 | if (old == sum) |
3016 | if (old == sum) |
3106 | continue; |
3017 | continue; |
… | |
… | |
3110 | } |
3021 | } |
3111 | |
3022 | |
3112 | void |
3023 | void |
3113 | fix_luck (void) |
3024 | fix_luck (void) |
3114 | { |
3025 | { |
3115 | for (player *pl = first_player; pl; pl = pl->next) |
3026 | for_all_players (pl) |
3116 | if (!pl->ob->contr->ns->state) |
3027 | if (!pl->ob->contr->ns->state) |
3117 | pl->ob->change_luck (0); |
3028 | pl->ob->change_luck (0); |
3118 | } |
3029 | } |
3119 | |
3030 | |
3120 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3031 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
… | |
… | |
3238 | |
3149 | |
3239 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3150 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3240 | |
3151 | |
3241 | /* 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! */ |
3242 | if (op->type == PLAYER && op->contr->run_on) |
3153 | if (op->type == PLAYER && op->contr->run_on) |
3243 | { |
|
|
3244 | if (!skop || num >= skop->level) |
3154 | if (!skop || num >= skop->level) |
3245 | { |
3155 | { |
3246 | 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!"); |
3247 | make_visible (op); |
3157 | make_visible (op); |
3248 | return; |
3158 | return; |
3249 | } |
3159 | } |
3250 | else |
3160 | else |
3251 | num += 20; |
3161 | num += 20; |
3252 | } |
3162 | |
3253 | num += op->map->difficulty; |
3163 | num += op->map->difficulty; |
3254 | hide = hideability (op); /* modify by terrain hidden level */ |
3164 | hide = hideability (op); /* modify by terrain hidden level */ |
3255 | num -= hide; |
3165 | num -= hide; |
|
|
3166 | |
3256 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3167 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3257 | { |
3168 | { |
3258 | make_visible (op); |
3169 | make_visible (op); |
3259 | if (op->type == PLAYER) |
3170 | if (op->type == PLAYER) |
3260 | 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!"); |
3261 | } |
3172 | } |
3262 | else if (op->type == PLAYER && skop) |
3173 | else if (op->type == PLAYER && skop) |
3263 | { |
|
|
3264 | 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); |
3265 | } |
|
|
3266 | } |
3175 | } |
3267 | |
3176 | |
3268 | /* determine if who is standing near a hostile creature. */ |
3177 | /* determine if who is standing near a hostile creature. */ |
3269 | |
3178 | |
3270 | int |
3179 | int |
… | |
… | |
3337 | if (pl->type != PLAYER) |
3246 | if (pl->type != PLAYER) |
3338 | { |
3247 | { |
3339 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3248 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3340 | return -1; |
3249 | return -1; |
3341 | } |
3250 | } |
|
|
3251 | |
3342 | if (!pl || !op) |
3252 | if (!pl || !op) |
3343 | return 0; |
3253 | return 0; |
3344 | |
3254 | |
3345 | if (op->head) |
|
|
3346 | { |
|
|
3347 | op = op->head; |
3255 | op = op->head_ (); |
3348 | } |
3256 | |
3349 | get_rangevector (pl, op, &rv, 0x1); |
3257 | get_rangevector (pl, op, &rv, 0x1); |
3350 | |
3258 | |
3351 | /* starting with the 'head' part, lets loop |
3259 | /* starting with the 'head' part, lets loop |
3352 | * through the object and find if it has any |
3260 | * through the object and find if it has any |
3353 | * part that is in the los array but isnt on |
3261 | * part that is in the los array but isnt on |
… | |
… | |
3483 | if (trlist == NULL || who->type != PLAYER) |
3391 | if (trlist == NULL || who->type != PLAYER) |
3484 | return; |
3392 | return; |
3485 | |
3393 | |
3486 | 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++); |
3487 | |
3395 | |
3488 | if (tr == NULL || tr->item == NULL) |
3396 | if (!tr || !tr->item) |
3489 | { |
3397 | { |
3490 | /* 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]); */ |
3491 | return; |
3399 | return; |
3492 | } |
3400 | } |
3493 | |
3401 | |
… | |
… | |
3618 | * not readied. |
3526 | * not readied. |
3619 | */ |
3527 | */ |
3620 | void |
3528 | void |
3621 | player_unready_range_ob (player *pl, object *ob) |
3529 | player_unready_range_ob (player *pl, object *ob) |
3622 | { |
3530 | { |
3623 | rangetype i; |
|
|
3624 | |
|
|
3625 | 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)) |
3626 | { |
|
|
3627 | if (pl->ranges[i] == ob) |
3532 | if (pl->ranges[i] == ob) |
3628 | { |
3533 | { |
3629 | pl->ranges[i] = NULL; |
3534 | pl->ranges[i] = 0; |
3630 | if (pl->shoottype == i) |
3535 | if (pl->shoottype == i) |
3631 | { |
|
|
3632 | pl->shoottype = range_none; |
3536 | pl->shoottype = range_none; |
3633 | } |
|
|
3634 | } |
3537 | } |
3635 | } |
|
|
3636 | } |
3538 | } |