1 |
/* |
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* static char *rcsid_player_c = |
3 |
* "$Id: player.c,v 1.194 2006/03/14 17:12:28 ryo_saeba Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The author can be reached via e-mail to crossfire-devel@real-time.com |
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*/ |
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|
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#include <global.h> |
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#ifndef WIN32 /* ---win32 remove headers */ |
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#include <pwd.h> |
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#endif |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <sounds.h> |
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#include <living.h> |
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#include <object.h> |
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#include <spells.h> |
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#include <skills.h> |
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#include <newclient.h> |
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|
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player *find_player(const char *plname) |
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{ |
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player *pl; |
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for(pl=first_player;pl!=NULL;pl=pl->next) |
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{ |
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if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) |
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return pl; |
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}; |
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return NULL; |
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} |
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|
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player* find_player_partial_name( const char* plname ) |
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{ |
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player* pl; |
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player* found = NULL; |
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size_t namelen = strlen( plname ); |
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for ( pl = first_player; pl != NULL; pl = pl->next ) |
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{ |
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if ( strlen( pl->ob->name ) < namelen ) |
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continue; |
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|
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if ( !strcmp( pl->ob->name, plname) ) |
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return pl; |
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|
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if ( !strncasecmp( pl->ob->name, plname, namelen ) ) |
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{ |
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if ( found ) |
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return NULL; |
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|
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found = pl; |
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} |
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} |
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return found; |
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} |
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|
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void display_motd(const object *op) { |
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char buf[MAX_BUF]; |
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char motd[HUGE_BUF]; |
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FILE *fp; |
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int comp; |
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int size; |
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|
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sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
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if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
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return; |
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} |
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motd[0]='\0'; |
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size=0; |
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while (fgets(buf, MAX_BUF, fp) != NULL) { |
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if( *buf == '#') |
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continue; |
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strncat(motd+size,buf,HUGE_BUF-size); |
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size+=strlen(buf); |
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} |
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draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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close_and_delete(fp, comp); |
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} |
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|
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void send_rules(const object *op) { |
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char buf[MAX_BUF]; |
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char rules[HUGE_BUF]; |
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FILE *fp; |
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int comp; |
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int size; |
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|
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sprintf(buf, "%s/%s", settings.confdir, settings.rules); |
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if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
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return; |
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} |
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rules[0]='\0'; |
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size=0; |
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while (fgets(buf, MAX_BUF, fp) != NULL) { |
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if( *buf == '#') |
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continue; |
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if (size + strlen(buf)>=HUGE_BUF) |
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{ |
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LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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break; |
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} |
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strncat(rules+size,buf,HUGE_BUF-size); |
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size+=strlen(buf); |
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} |
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draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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close_and_delete(fp, comp); |
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} |
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|
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void send_news(const object *op) { |
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char buf[MAX_BUF]; |
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char news[HUGE_BUF]; |
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char subject[MAX_BUF]; |
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FILE *fp; |
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int comp; |
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int size; |
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|
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sprintf(buf, "%s/%s", settings.confdir, settings.news); |
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if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) |
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return; |
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news[0]='\0'; |
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subject[0]='\0'; |
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size=0; |
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while (fgets(buf, MAX_BUF, fp) != NULL) { |
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if( *buf == '#') |
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continue; |
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if ( *buf =='%'){ /* send one news */ |
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if (size>0) |
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draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
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MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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"!! informations: %s\n%s", |
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"%s\n%s", |
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subject, news); /*send previously read news*/ |
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strcpy(subject,buf+1); |
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strip_endline(subject); |
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size=0; |
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news[0]='\0'; |
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} |
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else{ |
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if (size + strlen(buf)>=HUGE_BUF) |
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{ |
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LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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break; |
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} |
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strncat(news+size,buf,HUGE_BUF-size); |
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size+=strlen(buf); |
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} |
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} |
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|
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draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
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MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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"!! informations: %s\n%s\n", |
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"%s\n%s", |
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subject, news); |
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close_and_delete(fp, comp); |
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} |
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|
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int playername_ok(const char *cp) { |
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/* Don't allow - or _ as first character in the name */ |
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if (*cp == '-' || *cp == '_') return 0; |
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|
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for(;*cp!='\0';cp++) |
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if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
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return 0; |
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return 1; |
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} |
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|
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/* This no longer sets the player map. Also, it now updates |
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* all the pointers so the caller doesn't need to do that. |
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* Caller is responsible for setting the correct map. |
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*/ |
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|
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/* Redo this to do both get_player_ob and get_player. |
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* Hopefully this will be less bugfree and simpler. |
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* Returns the player structure. If 'p' is null, |
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* we create a new one. Otherwise, we recycle |
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* the one that is passed. |
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*/ |
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static player* get_player(player *p) { |
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object *op=arch_to_object(get_player_archetype(NULL)); |
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int i; |
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|
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if (!p) { |
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player *tmp; |
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|
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p = (player *) malloc(sizeof(player)); |
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if(p==NULL) |
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fatal(OUT_OF_MEMORY); |
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|
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/* This adds the player in the linked list. There is extra |
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* complexity here because we want to add the new player at the |
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* end of the list - there is in fact no compelling reason that |
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* that needs to be done except for things like output of |
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* 'who'. |
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*/ |
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tmp=first_player; |
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while(tmp!=NULL&&tmp->next!=NULL) |
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tmp=tmp->next; |
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if(tmp!=NULL) |
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tmp->next=p; |
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else |
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first_player=p; |
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|
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p->next = NULL; |
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} |
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|
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/* Clears basically the entire player structure except |
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* for next and socket. |
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*/ |
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memset((void*)((char*)p + offsetof(player, maplevel)), 0, |
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sizeof(player) - offsetof(player, maplevel)); |
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|
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/* There are some elements we want initialized to non zero value - |
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* we deal with that below this point. |
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*/ |
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p->party=NULL; |
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p->outputs_sync=16; /* Every 2 seconds */ |
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p->outputs_count=1; /* Keeps present behaviour */ |
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p->unapply = unapply_nochoice; |
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p->Swap_First = -1; |
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|
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#ifdef AUTOSAVE |
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p->last_save_tick = 9999999; |
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#endif |
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|
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strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ |
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|
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op->contr=p; /* this aren't yet in archetype */ |
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p->ob = op; |
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op->speed_left=0.5; |
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op->speed=1.0; |
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op->direction=5; /* So player faces south */ |
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op->stats.wc=2; |
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op->run_away = 25; /* Then we panick... */ |
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p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
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|
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roll_stats(op); |
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p->state=ST_ROLL_STAT; |
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clear_los(op); |
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|
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p->gen_sp_armour=10; |
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p->last_speed= -1; |
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p->shoottype=range_none; |
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p->bowtype=bow_normal; |
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p->petmode=pet_normal; |
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p->listening=9; |
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p->last_weapon_sp= -1; |
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p->peaceful=1; /* default peaceful */ |
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p->do_los=1; |
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p->explore=0; |
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p->no_shout=0; /* default can shout */ |
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|
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strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); |
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p->title[sizeof(p->title)-1] = '\0'; |
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op->race = add_string (op->arch->clone.race); |
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|
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CLEAR_FLAG(op,FLAG_READY_SKILL); |
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|
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/* we need to clear these to -1 and not zero - otherwise, |
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* if a player quits and starts a new character, we wont |
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* send new values to the client, as things like exp start |
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* at zero. |
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*/ |
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for (i=0; i < NUM_SKILLS; i++) { |
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p->last_skill_exp[i] = -1; |
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p->last_skill_ob[i] = NULL; |
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} |
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for (i=0; i < NROFATTACKS; i++) { |
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p->last_resist[i] = -1; |
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} |
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p->last_stats.exp = -1; |
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p->last_weight = (uint32)-1; |
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|
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p->socket.update_look=0; |
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p->socket.look_position=0; |
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return p; |
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} |
297 |
|
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|
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/* This loads the first map an puts the player on it. */ |
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static void set_first_map(object *op) |
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{ |
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strcpy(op->contr->maplevel, first_map_path); |
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op->x = -1; |
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op->y = -1; |
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enter_exit(op, NULL); |
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} |
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|
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/* Tries to add player on the connection passwd in ns. |
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* All we can really get in this is some settings like host and display |
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* mode. |
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*/ |
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|
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int add_player(NewSocket *ns) { |
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player *p; |
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|
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p=get_player(NULL); |
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memcpy(&p->socket, ns, sizeof(NewSocket)); |
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p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
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if(p->socket.faces_sent == NULL) |
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fatal(OUT_OF_MEMORY); |
321 |
memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
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/* Needed because the socket we just copied over needs to be cleared. |
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* Note that this can result in a client reset if there is partial data |
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* on the uncoming socket. |
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*/ |
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p->socket.inbuf.len = 0; |
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set_first_map(p->ob); |
328 |
|
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CLEAR_FLAG(p->ob, FLAG_FRIENDLY); |
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add_friendly_object(p->ob); |
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send_rules(p->ob); |
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send_news(p->ob); |
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display_motd(p->ob); |
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get_name(p->ob); |
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return 0; |
336 |
} |
337 |
|
338 |
/* |
339 |
* get_player_archetype() return next player archetype from archetype |
340 |
* list. Not very efficient routine, but used only creating new players. |
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* Note: there MUST be at least one player archetype! |
342 |
*/ |
343 |
archetype *get_player_archetype(archetype* at) |
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{ |
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archetype *start = at; |
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for (;;) { |
347 |
if (at==NULL || at->next==NULL) |
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at=first_archetype; |
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else |
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at=at->next; |
351 |
if(at->clone.type==PLAYER) |
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return at; |
353 |
if (at == start) { |
354 |
LOG (llevError, "No Player archetypes\n"); |
355 |
exit (-1); |
356 |
} |
357 |
} |
358 |
} |
359 |
|
360 |
|
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object *get_nearest_player(object *mon) { |
362 |
object *op = NULL; |
363 |
player *pl = NULL; |
364 |
objectlink *ol; |
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unsigned lastdist; |
366 |
rv_vector rv; |
367 |
|
368 |
for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
369 |
/* We should not find free objects on this friendly list, but it |
370 |
* does periodically happen. Given that, lets deal with it. |
371 |
* While unlikely, it is possible the next object on the friendly |
372 |
* list is also free, so encapsulate this in a while loop. |
373 |
*/ |
374 |
while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
375 |
object *tmp=ol->ob; |
376 |
|
377 |
/* Can't do much more other than log the fact, because the object |
378 |
* itself will have been cleared. |
379 |
*/ |
380 |
LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
381 |
ol = ol->next; |
382 |
remove_friendly_object(tmp); |
383 |
if (!ol) return op; |
384 |
} |
385 |
|
386 |
/* Remove special check for player from this. First, it looks to cause |
387 |
* some crashes (ol->ob->contr not set properly?), but secondly, a more |
388 |
* complicated method of state checking would be needed in any case - |
389 |
* as it was, a clever player could type quit, and the function would |
390 |
* skip them over while waiting for confirmation. Remove |
391 |
* on_same_map check, as can_detect_enemy also does this |
392 |
*/ |
393 |
if (!can_detect_enemy(mon,ol->ob,&rv)) |
394 |
continue; |
395 |
|
396 |
if(lastdist>rv.distance) { |
397 |
op=ol->ob; |
398 |
lastdist=rv.distance; |
399 |
} |
400 |
} |
401 |
for (pl=first_player; pl != NULL; pl=pl->next) { |
402 |
if (on_same_map(mon, pl->ob)&& can_detect_enemy(mon, pl->ob,&rv)) { |
403 |
|
404 |
if(lastdist>rv.distance) { |
405 |
op=pl->ob; |
406 |
lastdist=rv.distance; |
407 |
} |
408 |
} |
409 |
} |
410 |
#if 0 |
411 |
LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); |
412 |
#endif |
413 |
return op; |
414 |
} |
415 |
|
416 |
/* I believe this can safely go to 2, 3 is questionable, 4 will likely |
417 |
* result in a monster paths backtracking. It basically determines how large a |
418 |
* detour a monster will take from the direction path when looking |
419 |
* for a path to the player. The values are in the amount of direction |
420 |
* the deviation is |
421 |
*/ |
422 |
#define DETOUR_AMOUNT 2 |
423 |
|
424 |
/* This is used to prevent infinite loops. Consider a case where the |
425 |
* player is in a chamber (with gate closed), and monsters are outside. |
426 |
* with DETOUR_AMOUNT==2, the function will turn each corner, trying to |
427 |
* find a path into the chamber. This is a good thing, but since there |
428 |
* is no real path, it will just keep circling the chamber for |
429 |
* ever (this could be a nice effect for monsters, but not for the function |
430 |
* to get stuck in. I think for the monsters, if max is reached and |
431 |
* we return the first direction the creature could move would result in the |
432 |
* circling behaviour. Unfortunately, this function is also used to determined |
433 |
* if the creature should cast a spell, so returning a direction in that case |
434 |
* is probably not a good thing. |
435 |
*/ |
436 |
#define MAX_SPACES 50 |
437 |
|
438 |
|
439 |
/* |
440 |
* Returns the direction to the player, if valid. Returns 0 otherwise. |
441 |
* modified to verify there is a path to the player. Does this by stepping towards |
442 |
* player and if path is blocked then see if blockage is close enough to player that |
443 |
* direction to player is changed (ie zig or zag). Continue zig zag until either |
444 |
* reach player or path is blocked. Thus, will only return true if there is a free |
445 |
* path to player. Though path may not be a straight line. Note that it will find |
446 |
* player hiding along a corridor at right angles to the corridor with the monster. |
447 |
* |
448 |
* Modified by MSW 2001-08-06 to handle tiled maps. Various notes: |
449 |
* 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding |
450 |
* down corriders. |
451 |
* 2) I think the old code was broken if the first direction the monster |
452 |
* should move was blocked - the code would store the first direction without |
453 |
* verifying that the player can actually move in that direction. The new |
454 |
* code does not store anything in firstdir until we have verified that the |
455 |
* monster can in fact move one space in that direction. |
456 |
* 3) I'm not sure how good this code will be for moving multipart monsters, |
457 |
* since only simple checks to blocked are being called, which could mean the monster |
458 |
* is blocking itself. |
459 |
*/ |
460 |
int path_to_player(object *mon, object *pl, unsigned mindiff) { |
461 |
rv_vector rv; |
462 |
sint16 x,y; |
463 |
int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; |
464 |
mapstruct *m ,*lastmap; |
465 |
|
466 |
get_rangevector(mon, pl, &rv, 0); |
467 |
|
468 |
if (rv.distance<mindiff) return 0; |
469 |
|
470 |
x=mon->x; |
471 |
y=mon->y; |
472 |
m=mon->map; |
473 |
dir = rv.direction; |
474 |
lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
475 |
diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
476 |
/* If we can't solve it within the search distance, return now. */ |
477 |
if (diff>max) return 0; |
478 |
while (diff >1 && max>0) { |
479 |
lastx = x; |
480 |
lasty = y; |
481 |
lastmap = m; |
482 |
x = lastx + freearr_x[dir]; |
483 |
y = lasty + freearr_y[dir]; |
484 |
|
485 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
486 |
blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
487 |
|
488 |
/* Space is blocked - try changing direction a little */ |
489 |
if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked)) |
490 |
&& (m == mon->map && blocked_link(mon, m, x, y)))) { |
491 |
/* recalculate direction from last good location. Possible |
492 |
* we were not traversing ideal location before. |
493 |
*/ |
494 |
get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
495 |
if (rv.direction != dir) { |
496 |
/* OK - says direction should be different - lets reset the |
497 |
* the values so it will try again. |
498 |
*/ |
499 |
x = lastx; |
500 |
y = lasty; |
501 |
m = lastmap; |
502 |
dir = firstdir = rv.direction; |
503 |
} else { |
504 |
/* direct path is blocked - try taking a side step to |
505 |
* either the left or right. |
506 |
* Note increase the values in the loop below to be |
507 |
* more than -1/1 respectively will mean the monster takes |
508 |
* bigger detour. Have to be careful about these values getting |
509 |
* too big (3 or maybe 4 or higher) as the monster may just try |
510 |
* stepping back and forth |
511 |
*/ |
512 |
for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
513 |
if (i==0) continue; /* already did this, so skip it */ |
514 |
/* Use lastdir here - otherwise, |
515 |
* since the direction that the creature should move in |
516 |
* may change, you could get infinite loops. |
517 |
* ie, player is northwest, but monster can only |
518 |
* move west, so it does that. It goes some distance, |
519 |
* gets blocked, finds that it should move north, |
520 |
* can't do that, but now finds it can move east, and |
521 |
* gets back to its original point. lastdir contains |
522 |
* the last direction the creature has successfully |
523 |
* moved. |
524 |
*/ |
525 |
|
526 |
x = lastx + freearr_x[absdir(lastdir+i)]; |
527 |
y = lasty + freearr_y[absdir(lastdir+i)]; |
528 |
m = lastmap; |
529 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
530 |
if (mflags & P_OUT_OF_MAP) continue; |
531 |
blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
532 |
if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
533 |
|
534 |
if (m == mon->map && blocked_link(mon, m, x, y)) break; |
535 |
} |
536 |
/* go through entire loop without finding a valid |
537 |
* sidestep to take - thus, no valid path. |
538 |
*/ |
539 |
if (i==(DETOUR_AMOUNT+1)) |
540 |
return 0; |
541 |
diff--; |
542 |
lastdir=dir; |
543 |
max--; |
544 |
if (!firstdir) firstdir = dir+i; |
545 |
} /* else check alternate directions */ |
546 |
} /* if blocked */ |
547 |
else { |
548 |
/* we moved towards creature, so diff is less */ |
549 |
diff--; |
550 |
max--; |
551 |
lastdir=dir; |
552 |
if (!firstdir) firstdir = dir; |
553 |
} |
554 |
if (diff<=1) { |
555 |
/* Recalculate diff (distance) because we may not have actually |
556 |
* headed toward player for entire distance. |
557 |
*/ |
558 |
get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
559 |
diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
560 |
} |
561 |
if (diff>max) return 0; |
562 |
} |
563 |
/* If we reached the max, didn't find a direction in time */ |
564 |
if (!max) return 0; |
565 |
|
566 |
return firstdir; |
567 |
} |
568 |
|
569 |
void give_initial_items(object *pl,treasurelist *items) { |
570 |
object *op,*next=NULL; |
571 |
|
572 |
if(pl->randomitems!=NULL) |
573 |
create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
574 |
|
575 |
for (op=pl->inv; op; op=next) { |
576 |
next = op->below; |
577 |
|
578 |
/* Forces get applied per default, unless they have the |
579 |
* flag "neutral" set. Sorry but I can't think of a better way |
580 |
*/ |
581 |
if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
582 |
SET_FLAG(op,FLAG_APPLIED); |
583 |
|
584 |
/* we never give weapons/armour if these cannot be used |
585 |
* by this player due to race restrictions |
586 |
*/ |
587 |
if (pl->type == PLAYER) { |
588 |
if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
589 |
(op->type == ARMOUR || op->type == BOOTS || |
590 |
op->type == CLOAK || op->type == HELMET || |
591 |
op->type == SHIELD || op->type == GLOVES || |
592 |
op->type == BRACERS || op->type == GIRDLE)) || |
593 |
(!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
594 |
remove_ob (op); |
595 |
free_object (op); |
596 |
continue; |
597 |
} |
598 |
} |
599 |
|
600 |
/* This really needs to be better - we should really give |
601 |
* a substitute spellbook. The problem is that we don't really |
602 |
* have a good idea what to replace it with (need something like |
603 |
* a first level treasurelist for each skill.) |
604 |
* remove duplicate skills also |
605 |
*/ |
606 |
if(op->type==SPELLBOOK || op->type == SKILL) { |
607 |
object *tmp; |
608 |
|
609 |
for (tmp=op->below; tmp; tmp=tmp->below) |
610 |
if (tmp->type == op->type && tmp->name == op->name) break; |
611 |
|
612 |
if (tmp) { |
613 |
remove_ob(op); |
614 |
free_object(op); |
615 |
LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
616 |
tmp->name); |
617 |
continue; |
618 |
} |
619 |
if (op->nrof > 1) op->nrof = 1; |
620 |
} |
621 |
|
622 |
if (op->type == SPELLBOOK && op->inv) { |
623 |
CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
624 |
} |
625 |
|
626 |
/* Give starting characters identified, uncursed, and undamned |
627 |
* items. Just don't identify gold or silver, or it won't be |
628 |
* merged properly. |
629 |
*/ |
630 |
if (need_identify(op)) { |
631 |
SET_FLAG(op, FLAG_IDENTIFIED); |
632 |
CLEAR_FLAG(op, FLAG_CURSED); |
633 |
CLEAR_FLAG(op, FLAG_DAMNED); |
634 |
} |
635 |
if(op->type==SPELL) { |
636 |
remove_ob(op); |
637 |
free_object(op); |
638 |
continue; |
639 |
} |
640 |
else if(op->type==SKILL) { |
641 |
SET_FLAG(op, FLAG_CAN_USE_SKILL); |
642 |
op->stats.exp = 0; |
643 |
op->level = 1; |
644 |
} |
645 |
/* lock all 'normal items by default */ |
646 |
else SET_FLAG(op, FLAG_INV_LOCKED); |
647 |
} /* for loop of objects in player inv */ |
648 |
|
649 |
/* Need to set up the skill pointers */ |
650 |
link_player_skills(pl); |
651 |
} |
652 |
|
653 |
void get_name(object *op) { |
654 |
op->contr->write_buf[0]='\0'; |
655 |
op->contr->state=ST_GET_NAME; |
656 |
send_query(&op->contr->socket,0,"What is your name?\n:"); |
657 |
} |
658 |
|
659 |
void get_password(object *op) { |
660 |
op->contr->write_buf[0]='\0'; |
661 |
op->contr->state=ST_GET_PASSWORD; |
662 |
send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
663 |
} |
664 |
|
665 |
void play_again(object *op) |
666 |
{ |
667 |
op->contr->state=ST_PLAY_AGAIN; |
668 |
op->chosen_skill = NULL; |
669 |
send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
670 |
/* a bit of a hack, but there are various places early in th |
671 |
* player creation process that a user can quit (eg, roll |
672 |
* stats) that isn't removing the player. Taking a quick |
673 |
* look, there are many places that call play_again without |
674 |
* removing the player - it probably makes more sense |
675 |
* to leave it to play_again to remove the object in all |
676 |
* cases. |
677 |
*/ |
678 |
if (!QUERY_FLAG(op, FLAG_REMOVED)) |
679 |
remove_ob(op); |
680 |
/* Need to set this to null - otherwise, it could point to garbage, |
681 |
* and draw() doesn't check to see if the player is removed, only if |
682 |
* the map is null or not swapped out. |
683 |
*/ |
684 |
op->map = NULL; |
685 |
} |
686 |
|
687 |
|
688 |
int receive_play_again(object *op, char key) |
689 |
{ |
690 |
if(key=='q'||key=='Q') { |
691 |
remove_friendly_object(op); |
692 |
leave(op->contr,0); /* ericserver will draw the message */ |
693 |
return 2; |
694 |
} |
695 |
else if(key=='a'||key=='A') { |
696 |
player *pl = op->contr; |
697 |
const char *name = op->name; |
698 |
|
699 |
add_refcount(name); |
700 |
remove_friendly_object(op); |
701 |
free_object(op); |
702 |
pl = get_player(pl); |
703 |
op = pl->ob; |
704 |
add_friendly_object(op); |
705 |
op->contr->password[0]='~'; |
706 |
FREE_AND_CLEAR_STR(op->name); |
707 |
FREE_AND_CLEAR_STR(op->name_pl); |
708 |
|
709 |
/* Lets put a space in here */ |
710 |
new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
711 |
get_name(op); |
712 |
op->name = name; /* Alrady added a refcount above */ |
713 |
op->name_pl = add_string(name); |
714 |
set_first_map(op); |
715 |
} else { |
716 |
/* user pressed something else so just ask again... */ |
717 |
play_again(op); |
718 |
} |
719 |
return 0; |
720 |
} |
721 |
|
722 |
void confirm_password(object *op) { |
723 |
|
724 |
op->contr->write_buf[0]='\0'; |
725 |
op->contr->state=ST_CONFIRM_PASSWORD; |
726 |
send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
727 |
} |
728 |
|
729 |
void get_party_password(object *op, partylist *party) { |
730 |
if (party == NULL) { |
731 |
LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); |
732 |
return; |
733 |
} |
734 |
op->contr->write_buf[0]='\0'; |
735 |
op->contr->state=ST_GET_PARTY_PASSWORD; |
736 |
op->contr->party_to_join = party; |
737 |
send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
738 |
} |
739 |
|
740 |
|
741 |
/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
742 |
int roll_stat(void) { |
743 |
int a[4],i,j,k; |
744 |
|
745 |
for(i=0;i<4;i++) |
746 |
a[i]=(int)RANDOM()%6+1; |
747 |
|
748 |
for(i=0,j=0,k=7;i<4;i++) |
749 |
if(a[i]<k) |
750 |
k=a[i],j=i; |
751 |
|
752 |
for(i=0,k=0;i<4;i++) { |
753 |
if(i!=j) |
754 |
k+=a[i]; |
755 |
} |
756 |
return k; |
757 |
} |
758 |
|
759 |
void roll_stats(object *op) { |
760 |
int sum=0; |
761 |
int i = 0, j = 0; |
762 |
int statsort[7]; |
763 |
|
764 |
do { |
765 |
op->stats.Str=roll_stat(); |
766 |
op->stats.Dex=roll_stat(); |
767 |
op->stats.Int=roll_stat(); |
768 |
op->stats.Con=roll_stat(); |
769 |
op->stats.Wis=roll_stat(); |
770 |
op->stats.Pow=roll_stat(); |
771 |
op->stats.Cha=roll_stat(); |
772 |
sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
773 |
op->stats.Con+op->stats.Wis+op->stats.Pow+ |
774 |
op->stats.Cha; |
775 |
} while(sum<82||sum>116); |
776 |
|
777 |
/* Sort the stats so that rerolling is easier... */ |
778 |
statsort[0] = op->stats.Str; |
779 |
statsort[1] = op->stats.Dex; |
780 |
statsort[2] = op->stats.Int; |
781 |
statsort[3] = op->stats.Con; |
782 |
statsort[4] = op->stats.Wis; |
783 |
statsort[5] = op->stats.Pow; |
784 |
statsort[6] = op->stats.Cha; |
785 |
|
786 |
/* a quick and dirty bubblesort? */ |
787 |
do { |
788 |
if (statsort[i] < statsort[i + 1]) { |
789 |
j = statsort[i]; |
790 |
statsort[i] = statsort[i + 1]; |
791 |
statsort[i + 1] = j; |
792 |
i = 0; |
793 |
} else { |
794 |
i++; |
795 |
} |
796 |
} while (i < 6); |
797 |
|
798 |
op->stats.Str = statsort[0]; |
799 |
op->stats.Dex = statsort[1]; |
800 |
op->stats.Con = statsort[2]; |
801 |
op->stats.Int = statsort[3]; |
802 |
op->stats.Wis = statsort[4]; |
803 |
op->stats.Pow = statsort[5]; |
804 |
op->stats.Cha = statsort[6]; |
805 |
|
806 |
|
807 |
op->contr->orig_stats.Str=op->stats.Str; |
808 |
op->contr->orig_stats.Dex=op->stats.Dex; |
809 |
op->contr->orig_stats.Int=op->stats.Int; |
810 |
op->contr->orig_stats.Con=op->stats.Con; |
811 |
op->contr->orig_stats.Wis=op->stats.Wis; |
812 |
op->contr->orig_stats.Pow=op->stats.Pow; |
813 |
op->contr->orig_stats.Cha=op->stats.Cha; |
814 |
|
815 |
op->level=1; |
816 |
op->stats.exp=0; |
817 |
op->stats.ac=0; |
818 |
|
819 |
op->contr->levhp[1] = 9; |
820 |
op->contr->levsp[1] = 6; |
821 |
op->contr->levgrace[1] = 3; |
822 |
|
823 |
fix_player(op); |
824 |
op->stats.hp = op->stats.maxhp; |
825 |
op->stats.sp = op->stats.maxsp; |
826 |
op->stats.grace = op->stats.maxgrace; |
827 |
op->contr->orig_stats=op->stats; |
828 |
} |
829 |
|
830 |
void Roll_Again(object *op) |
831 |
{ |
832 |
esrv_new_player(op->contr, 0); |
833 |
send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
834 |
} |
835 |
|
836 |
void Swap_Stat(object *op,int Swap_Second) |
837 |
{ |
838 |
signed char tmp; |
839 |
char buf[MAX_BUF]; |
840 |
|
841 |
if ( op->contr->Swap_First == -1 ) { |
842 |
new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
843 |
new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); |
844 |
new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
845 |
return; |
846 |
} |
847 |
|
848 |
tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
849 |
|
850 |
set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
851 |
get_attr_value(&op->contr->orig_stats, Swap_Second)); |
852 |
|
853 |
set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
854 |
|
855 |
sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
856 |
new_draw_info(NDI_UNIQUE, 0,op, buf); |
857 |
op->stats.Str = op->contr->orig_stats.Str; |
858 |
op->stats.Dex = op->contr->orig_stats.Dex; |
859 |
op->stats.Con = op->contr->orig_stats.Con; |
860 |
op->stats.Int = op->contr->orig_stats.Int; |
861 |
op->stats.Wis = op->contr->orig_stats.Wis; |
862 |
op->stats.Pow = op->contr->orig_stats.Pow; |
863 |
op->stats.Cha = op->contr->orig_stats.Cha; |
864 |
op->stats.ac=0; |
865 |
|
866 |
op->level=1; |
867 |
op->stats.exp=0; |
868 |
op->stats.ac=0; |
869 |
|
870 |
op->contr->levhp[1] = 9; |
871 |
op->contr->levsp[1] = 6; |
872 |
op->contr->levgrace[1] = 3; |
873 |
|
874 |
fix_player(op); |
875 |
op->stats.hp = op->stats.maxhp; |
876 |
op->stats.sp = op->stats.maxsp; |
877 |
op->stats.grace = op->stats.maxgrace; |
878 |
op->contr->orig_stats=op->stats; |
879 |
op->contr->Swap_First=-1; |
880 |
} |
881 |
|
882 |
|
883 |
/* This code has been greatly reduced, because with set_attr_value |
884 |
* and get_attr_value, the stats can be accessed just numeric |
885 |
* ids. stat_trans is a table that translate the number entered |
886 |
* into the actual stat. It is needed because the order the stats |
887 |
* are displayed in the stat window is not the same as how |
888 |
* the number's access that stat. The table does that translation. |
889 |
*/ |
890 |
int key_roll_stat(object *op, char key) |
891 |
{ |
892 |
int keynum = key -'0'; |
893 |
char buf[MAX_BUF]; |
894 |
static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
895 |
|
896 |
if (keynum>0 && keynum<=7) { |
897 |
if (op->contr->Swap_First==-1) { |
898 |
op->contr->Swap_First=stat_trans[keynum]; |
899 |
sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
900 |
new_draw_info(NDI_UNIQUE, 0,op,buf); |
901 |
} |
902 |
else |
903 |
Swap_Stat(op,stat_trans[keynum]); |
904 |
|
905 |
send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
906 |
return 1; |
907 |
} |
908 |
switch (key) { |
909 |
case 'n': |
910 |
case 'N': { |
911 |
SET_FLAG(op, FLAG_WIZ); |
912 |
if(op->map==NULL) { |
913 |
LOG(llevError,"Map == NULL in state 2\n"); |
914 |
break; |
915 |
} |
916 |
|
917 |
#if 0 |
918 |
/* So that enter_exit will put us at startx/starty */ |
919 |
op->x= -1; |
920 |
|
921 |
enter_exit(op,NULL); |
922 |
#endif |
923 |
SET_ANIMATION(op, 2); /* So player faces south */ |
924 |
/* Enter exit adds a player otherwise */ |
925 |
add_statbonus(op); |
926 |
send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
927 |
op->contr->state = ST_CHANGE_CLASS; |
928 |
if (op->msg) |
929 |
new_draw_info(NDI_BLUE, 0, op, op->msg); |
930 |
return 0; |
931 |
} |
932 |
case 'y': |
933 |
case 'Y': |
934 |
roll_stats(op); |
935 |
send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
936 |
return 1; |
937 |
|
938 |
case 'q': |
939 |
case 'Q': |
940 |
play_again(op); |
941 |
return 1; |
942 |
|
943 |
default: |
944 |
send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
945 |
return 0; |
946 |
} |
947 |
return 0; |
948 |
} |
949 |
|
950 |
/* This function takes the key that is passed, and does the |
951 |
* appropriate action with it (change class, or other things. |
952 |
*/ |
953 |
|
954 |
int key_change_class(object *op, char key) |
955 |
{ |
956 |
int tmp_loop; |
957 |
|
958 |
if(key=='q'||key=='Q') { |
959 |
remove_ob(op); |
960 |
play_again(op); |
961 |
return 0; |
962 |
} |
963 |
if(key=='d'||key=='D') { |
964 |
char buf[MAX_BUF]; |
965 |
|
966 |
/* this must before then initial items are given */ |
967 |
esrv_new_player(op->contr, op->weight+op->carrying); |
968 |
create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
969 |
|
970 |
/* Lauwenmark : Here we handle the BORN global event */ |
971 |
execute_global_event(EVENT_BORN, op); |
972 |
|
973 |
/* Lauwenmark : We then generate a LOGIN event */ |
974 |
execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); |
975 |
op->contr->state=ST_PLAYING; |
976 |
|
977 |
if (op->msg) { |
978 |
free_string(op->msg); |
979 |
op->msg=NULL; |
980 |
} |
981 |
|
982 |
/* We create this now because some of the unique maps will need it |
983 |
* to save here. |
984 |
*/ |
985 |
sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); |
986 |
make_path_to_file(buf); |
987 |
|
988 |
#ifdef AUTOSAVE |
989 |
op->contr->last_save_tick = pticks; |
990 |
#endif |
991 |
start_info(op); |
992 |
CLEAR_FLAG(op, FLAG_WIZ); |
993 |
give_initial_items(op,op->randomitems); |
994 |
link_player_skills(op); |
995 |
esrv_send_inventory(op, op); |
996 |
fix_player(op); |
997 |
return 0; |
998 |
} |
999 |
|
1000 |
/* Following actually changes the class - this is the default command |
1001 |
* if we don't match with one of the options above. |
1002 |
*/ |
1003 |
|
1004 |
tmp_loop = 0; |
1005 |
while(!tmp_loop) { |
1006 |
const char *name = add_string (op->name); |
1007 |
int x = op->x, y = op->y; |
1008 |
remove_statbonus(op); |
1009 |
remove_ob (op); |
1010 |
op->arch = get_player_archetype(op->arch); |
1011 |
copy_object (&op->arch->clone, op); |
1012 |
op->stats = op->contr->orig_stats; |
1013 |
free_string (op->name); |
1014 |
op->name = name; |
1015 |
free_string(op->name_pl); |
1016 |
op->name_pl = add_string(name); |
1017 |
op->x = x; |
1018 |
op->y = y; |
1019 |
SET_ANIMATION(op, 2); /* So player faces south */ |
1020 |
insert_ob_in_map (op, op->map, op,0); |
1021 |
strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
1022 |
op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
1023 |
add_statbonus(op); |
1024 |
tmp_loop=allowed_class(op); |
1025 |
} |
1026 |
update_object(op,UP_OBJ_FACE); |
1027 |
esrv_update_item(UPD_FACE,op,op); |
1028 |
fix_player(op); |
1029 |
op->stats.hp=op->stats.maxhp; |
1030 |
op->stats.sp=op->stats.maxsp; |
1031 |
op->stats.grace=0; |
1032 |
if (op->msg) |
1033 |
new_draw_info(NDI_BLUE, 0, op, op->msg); |
1034 |
send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); |
1035 |
return 0; |
1036 |
} |
1037 |
|
1038 |
int key_confirm_quit(object *op, char key) |
1039 |
{ |
1040 |
char buf[MAX_BUF]; |
1041 |
|
1042 |
if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
1043 |
op->contr->state=ST_PLAYING; |
1044 |
new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
1045 |
return 1; |
1046 |
} |
1047 |
|
1048 |
/* Lauwenmark : Here we handle the REMOVE global event */ |
1049 |
execute_global_event(EVENT_REMOVE, op); |
1050 |
terminate_all_pets(op); |
1051 |
leave_map(op); |
1052 |
op->direction=0; |
1053 |
new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
1054 |
"%s quits the game.",op->name); |
1055 |
|
1056 |
strcpy(op->contr->killer,"quit"); |
1057 |
check_score(op); |
1058 |
op->contr->party=NULL; |
1059 |
if (settings.set_title == TRUE) |
1060 |
op->contr->own_title[0]='\0'; |
1061 |
|
1062 |
if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1063 |
mapstruct *mp, *next; |
1064 |
|
1065 |
/* We need to hunt for any per player unique maps in memory and |
1066 |
* get rid of them. The trailing slash in the path is intentional, |
1067 |
* so that players named 'Ab' won't match against players 'Abe' pathname |
1068 |
*/ |
1069 |
sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); |
1070 |
for (mp=first_map; mp!=NULL; mp=next) { |
1071 |
next = mp->next; |
1072 |
if (!strncmp(mp->path, buf, strlen(buf))) |
1073 |
delete_map(mp); |
1074 |
} |
1075 |
|
1076 |
delete_character(op->name, 1); |
1077 |
} |
1078 |
play_again(op); |
1079 |
return 1; |
1080 |
} |
1081 |
|
1082 |
void flee_player(object *op) { |
1083 |
int dir,diff; |
1084 |
rv_vector rv; |
1085 |
|
1086 |
if(op->stats.hp < 0) { |
1087 |
LOG(llevDebug, "Fleeing player is dead.\n"); |
1088 |
CLEAR_FLAG(op, FLAG_SCARED); |
1089 |
return; |
1090 |
} |
1091 |
|
1092 |
if(op->enemy==NULL) { |
1093 |
LOG(llevDebug,"Fleeing player had no enemy.\n"); |
1094 |
CLEAR_FLAG(op, FLAG_SCARED); |
1095 |
return; |
1096 |
} |
1097 |
|
1098 |
/* Seen some crashes here. Since we don't store an |
1099 |
* op->enemy_count, it is possible that something destroys the |
1100 |
* actual enemy, and the object is recycled. |
1101 |
*/ |
1102 |
if (op->enemy->map == NULL) { |
1103 |
CLEAR_FLAG(op, FLAG_SCARED); |
1104 |
op->enemy=NULL; |
1105 |
return; |
1106 |
} |
1107 |
|
1108 |
if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
1109 |
op->enemy=NULL; |
1110 |
CLEAR_FLAG(op, FLAG_SCARED); |
1111 |
return; |
1112 |
} |
1113 |
get_rangevector(op, op->enemy, &rv, 0); |
1114 |
|
1115 |
dir=absdir(4+rv.direction); |
1116 |
for(diff=0;diff<3;diff++) { |
1117 |
int m=1-(RANDOM()&2); |
1118 |
if(move_ob(op,absdir(dir+diff*m),op)|| |
1119 |
(diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
1120 |
return; |
1121 |
} |
1122 |
} |
1123 |
/* Cornered, get rid of scared */ |
1124 |
CLEAR_FLAG(op, FLAG_SCARED); |
1125 |
op->enemy=NULL; |
1126 |
} |
1127 |
|
1128 |
|
1129 |
/* check_pick sees if there is stuff to be picked up/picks up stuff. |
1130 |
* IT returns 1 if the player should keep on moving, 0 if he should |
1131 |
* stop. |
1132 |
*/ |
1133 |
int check_pick(object *op) { |
1134 |
object *tmp, *next; |
1135 |
tag_t next_tag=0, op_tag; |
1136 |
int stop = 0; |
1137 |
int j, k, wvratio; |
1138 |
char putstring[128], tmpstr[16]; |
1139 |
|
1140 |
|
1141 |
/* if you're flying, you cna't pick up anything */ |
1142 |
if (op->move_type & MOVE_FLYING) |
1143 |
return 1; |
1144 |
|
1145 |
op_tag = op->count; |
1146 |
|
1147 |
next = op->below; |
1148 |
if (next) |
1149 |
next_tag = next->count; |
1150 |
|
1151 |
/* loop while there are items on the floor that are not marked as |
1152 |
* destroyed */ |
1153 |
while (next && ! was_destroyed (next, next_tag)) |
1154 |
{ |
1155 |
tmp = next; |
1156 |
next = tmp->below; |
1157 |
if (next) |
1158 |
next_tag = next->count; |
1159 |
|
1160 |
if (was_destroyed (op, op_tag)) |
1161 |
return 0; |
1162 |
|
1163 |
if ( ! can_pick (op, tmp)) |
1164 |
continue; |
1165 |
|
1166 |
if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) |
1167 |
{ |
1168 |
if (item_matched_string (op, tmp, op->contr->search_str)) |
1169 |
pick_up (op, tmp); |
1170 |
continue; |
1171 |
} |
1172 |
|
1173 |
/* high not bit set? We're using the old autopickup model */ |
1174 |
if(!(op->contr->mode & PU_NEWMODE)) { |
1175 |
switch (op->contr->mode) { |
1176 |
case 0: return 1; /* don't pick up */ |
1177 |
case 1: pick_up (op, tmp); |
1178 |
return 1; |
1179 |
case 2: pick_up (op, tmp); |
1180 |
return 0; |
1181 |
case 3: return 0; /* stop before pickup */ |
1182 |
case 4: pick_up (op, tmp); |
1183 |
break; |
1184 |
case 5: pick_up (op, tmp); |
1185 |
stop = 1; |
1186 |
break; |
1187 |
case 6: |
1188 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
1189 |
! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1190 |
pick_up(op, tmp); |
1191 |
break; |
1192 |
|
1193 |
case 7: |
1194 |
if (tmp->type == MONEY || tmp->type == GEM) |
1195 |
pick_up(op, tmp); |
1196 |
break; |
1197 |
|
1198 |
default: |
1199 |
/* use value density */ |
1200 |
if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
1201 |
&& (query_cost (tmp, op, F_TRUE) * 100 |
1202 |
/ (tmp->weight * MAX (tmp->nrof, 1))) |
1203 |
>= op->contr->mode) |
1204 |
pick_up(op,tmp); |
1205 |
} |
1206 |
} |
1207 |
else { /* old model */ |
1208 |
/* NEW pickup handling */ |
1209 |
if(op->contr->mode & PU_DEBUG) |
1210 |
{ |
1211 |
/* some debugging code to figure out item information */ |
1212 |
if(tmp->name!=NULL) |
1213 |
sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1214 |
tmp->name, tmp->type, |
1215 |
(int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1216 |
else |
1217 |
sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1218 |
tmp->arch->name, tmp->type, |
1219 |
(int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1220 |
new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1221 |
|
1222 |
sprintf(putstring,"...flags: "); |
1223 |
for(k=0;k<4;k++) |
1224 |
{ |
1225 |
for(j=0;j<32;j++) |
1226 |
{ |
1227 |
if((tmp->flags[k]>>j)&0x01) |
1228 |
{ |
1229 |
sprintf(tmpstr,"%d ",k*32+j); |
1230 |
strcat(putstring, tmpstr); |
1231 |
} |
1232 |
} |
1233 |
} |
1234 |
new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1235 |
|
1236 |
#if 0 |
1237 |
/* print the flags too */ |
1238 |
for(k=0;k<4;k++) |
1239 |
{ |
1240 |
fprintf(stderr,"%d [%d] ", k, k*32+31); |
1241 |
for(j=0;j<32;j++) |
1242 |
{ |
1243 |
fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
1244 |
if(!((j+1)%4))fprintf(stderr," "); |
1245 |
} |
1246 |
fprintf(stderr," [%d]\n", k*32); |
1247 |
} |
1248 |
#endif |
1249 |
} |
1250 |
/* philosophy: |
1251 |
* It's easy to grab an item type from a pile, as long as it's |
1252 |
* generic. This takes no game-time. For more detailed pickups |
1253 |
* and selections, select-items shoul dbe used. This is a |
1254 |
* grab-as-you-run type mode that's really useful for arrows for |
1255 |
* example. |
1256 |
* The drawback: right now it has no frontend, so you need to |
1257 |
* stick the bits you want into a calculator in hex mode and then |
1258 |
* convert to decimal and then 'pickup <#> |
1259 |
*/ |
1260 |
|
1261 |
/* the first two modes are exclusive: if NOTHING we return, if |
1262 |
* STOP then we stop. All the rest are applied sequentially, |
1263 |
* meaning if any test passes, the item gets picked up. */ |
1264 |
|
1265 |
/* if mode is set to pick nothing up, return */ |
1266 |
|
1267 |
if(op->contr->mode & PU_NOTHING) return 1; |
1268 |
|
1269 |
/* if mode is set to stop when encountering objects, return */ |
1270 |
/* take STOP before INHIBIT since it doesn't actually pick |
1271 |
* anything up */ |
1272 |
|
1273 |
if(op->contr->mode & PU_STOP) return 0; |
1274 |
|
1275 |
/* useful for going into stores and not losing your settings... */ |
1276 |
/* and for battles wher you don't want to get loaded down while |
1277 |
* fighting */ |
1278 |
if(op->contr->mode & PU_INHIBIT) return 1; |
1279 |
|
1280 |
/* prevent us from turning into auto-thieves :) */ |
1281 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; |
1282 |
|
1283 |
/* ignore known cursed objects */ |
1284 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
1285 |
|
1286 |
/* all food and drink if desired */ |
1287 |
/* question: don't pick up known-poisonous stuff? */ |
1288 |
if(op->contr->mode & PU_FOOD) |
1289 |
if (tmp->type == FOOD) |
1290 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
1291 |
if(op->contr->mode & PU_DRINK) |
1292 |
if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
1293 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
1294 |
|
1295 |
if(op->contr->mode & PU_POTION) |
1296 |
if (tmp->type == POTION) |
1297 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
1298 |
|
1299 |
/* spellbooks, skillscrolls and normal books/scrolls */ |
1300 |
if(op->contr->mode & PU_SPELLBOOK) |
1301 |
if (tmp->type == SPELLBOOK) |
1302 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
1303 |
if(op->contr->mode & PU_SKILLSCROLL) |
1304 |
if (tmp->type == SKILLSCROLL) |
1305 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
1306 |
if(op->contr->mode & PU_READABLES) |
1307 |
if (tmp->type == BOOK || tmp->type == SCROLL) |
1308 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
1309 |
|
1310 |
/* wands/staves/rods/horns */ |
1311 |
if (op->contr->mode & PU_MAGIC_DEVICE) |
1312 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1313 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
1314 |
|
1315 |
/* pick up all magical items */ |
1316 |
if(op->contr->mode & PU_MAGICAL) |
1317 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1318 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
1319 |
|
1320 |
if(op->contr->mode & PU_VALUABLES) |
1321 |
{ |
1322 |
if (tmp->type == MONEY || tmp->type == GEM) |
1323 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
1324 |
} |
1325 |
|
1326 |
/* rings & amulets - talismans seems to be typed AMULET */ |
1327 |
if(op->contr->mode & PU_JEWELS) |
1328 |
if (tmp->type == RING || tmp->type == AMULET) |
1329 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
1330 |
|
1331 |
/* bows and arrows. Bows are good for selling! */ |
1332 |
if(op->contr->mode & PU_BOW) |
1333 |
if (tmp->type == BOW) |
1334 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
1335 |
if(op->contr->mode & PU_ARROW) |
1336 |
if (tmp->type == ARROW) |
1337 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
1338 |
|
1339 |
/* all kinds of armor etc. */ |
1340 |
if(op->contr->mode & PU_ARMOUR) |
1341 |
if (tmp->type == ARMOUR) |
1342 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
1343 |
if(op->contr->mode & PU_HELMET) |
1344 |
if (tmp->type == HELMET) |
1345 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
1346 |
if(op->contr->mode & PU_SHIELD) |
1347 |
if (tmp->type == SHIELD) |
1348 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
1349 |
if(op->contr->mode & PU_BOOTS) |
1350 |
if (tmp->type == BOOTS) |
1351 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
1352 |
if(op->contr->mode & PU_GLOVES) |
1353 |
if (tmp->type == GLOVES) |
1354 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1355 |
if(op->contr->mode & PU_CLOAK) |
1356 |
if (tmp->type == CLOAK) |
1357 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1358 |
|
1359 |
/* hoping to catch throwing daggers here */ |
1360 |
if(op->contr->mode & PU_MISSILEWEAPON) |
1361 |
if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
1362 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
1363 |
|
1364 |
/* careful: chairs and tables are weapons! */ |
1365 |
if(op->contr->mode & PU_ALLWEAPON) |
1366 |
{ |
1367 |
if(tmp->type == WEAPON && tmp->name!=NULL) |
1368 |
{ |
1369 |
if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
1370 |
strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
1371 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1372 |
} |
1373 |
if(tmp->type == WEAPON && tmp->name==NULL) |
1374 |
{ |
1375 |
if(strstr(tmp->arch->name,"table")==NULL && |
1376 |
strstr(tmp->arch->name,"chair")==NULL) |
1377 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1378 |
} |
1379 |
} |
1380 |
|
1381 |
/* misc stuff that's useful */ |
1382 |
if(op->contr->mode & PU_KEY) |
1383 |
if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1384 |
{ pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
1385 |
|
1386 |
/* any of the last 4 bits set means we use the ratio for value |
1387 |
* pickups */ |
1388 |
if(op->contr->mode & PU_RATIO) |
1389 |
{ |
1390 |
/* use value density to decide what else to grab */ |
1391 |
/* >=7 was >= op->contr->mode */ |
1392 |
/* >=7 is the old standard setting. Now we take the last 4 bits |
1393 |
* and multiply them by 5, giving 0..15*5== 5..75 */ |
1394 |
wvratio=(op->contr->mode & PU_RATIO) * 5; |
1395 |
if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
1396 |
{ |
1397 |
pick_up(op, tmp); |
1398 |
#if 0 |
1399 |
fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
1400 |
if(tmp->name!=NULL) { |
1401 |
fprintf(stderr,"%s", tmp->name); |
1402 |
} |
1403 |
else fprintf(stderr,"%s",tmp->arch->name); |
1404 |
fprintf(stderr,",%d] = ", tmp->type); |
1405 |
fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1406 |
#endif |
1407 |
continue; |
1408 |
} |
1409 |
} |
1410 |
} /* the new pickup model */ |
1411 |
} |
1412 |
return ! stop; |
1413 |
} |
1414 |
|
1415 |
/* |
1416 |
* Find an arrow in the inventory and after that |
1417 |
* in the right type container (quiver). Pointer to the |
1418 |
* found object is returned. |
1419 |
*/ |
1420 |
object *find_arrow(object *op, const char *type) |
1421 |
{ |
1422 |
object *tmp = NULL; |
1423 |
|
1424 |
for(op=op->inv; op; op=op->below) |
1425 |
if(!tmp && op->type==CONTAINER && op->race==type && |
1426 |
QUERY_FLAG(op,FLAG_APPLIED)) |
1427 |
tmp = find_arrow (op, type); |
1428 |
else if (op->type==ARROW && op->race==type) |
1429 |
return op; |
1430 |
return tmp; |
1431 |
} |
1432 |
|
1433 |
/* |
1434 |
* Similar to find_arrow, but looks for (roughly) the best arrow to use |
1435 |
* against the target. A full test is not performed, simply a basic test |
1436 |
* of resistances. The archer is making a quick guess at what he sees down |
1437 |
* the hall. Failing that it does it's best to pick the highest plus arrow. |
1438 |
*/ |
1439 |
|
1440 |
object *find_better_arrow(object *op, object *target, const char *type, int *better) |
1441 |
{ |
1442 |
object *tmp = NULL, *arrow, *ntmp; |
1443 |
int attacknum, attacktype, betterby=0, i; |
1444 |
|
1445 |
if (!type) |
1446 |
return NULL; |
1447 |
|
1448 |
for (arrow=op->inv; arrow; arrow=arrow->below) { |
1449 |
if (arrow->type==CONTAINER && arrow->race==type && |
1450 |
QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1451 |
i = 0; |
1452 |
ntmp = find_better_arrow(arrow, target, type, &i); |
1453 |
if (i > betterby) { |
1454 |
tmp = ntmp; |
1455 |
betterby = i; |
1456 |
} |
1457 |
} else if (arrow->type==ARROW && arrow->race==type) { |
1458 |
/* allways prefer assasination/slaying */ |
1459 |
if (target->race != NULL && arrow->slaying != NULL && |
1460 |
strstr(arrow->slaying, target->race)) { |
1461 |
if (arrow->attacktype & AT_DEATH) { |
1462 |
*better = 100; |
1463 |
return arrow; |
1464 |
} else { |
1465 |
tmp = arrow; |
1466 |
betterby = (arrow->magic + arrow->stats.dam) * 2; |
1467 |
} |
1468 |
} else { |
1469 |
for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
1470 |
attacktype = 1<<attacknum; |
1471 |
if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1472 |
if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { |
1473 |
tmp = arrow; |
1474 |
betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
1475 |
} |
1476 |
} |
1477 |
if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
1478 |
tmp = arrow; |
1479 |
betterby = 2 + arrow->magic + arrow->stats.dam; |
1480 |
} |
1481 |
if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
1482 |
tmp = arrow; |
1483 |
betterby = 1 + arrow->magic + arrow->stats.dam; |
1484 |
} |
1485 |
} |
1486 |
} |
1487 |
} |
1488 |
if (tmp == NULL && arrow == NULL) |
1489 |
return find_arrow(op, type); |
1490 |
|
1491 |
*better = betterby; |
1492 |
return tmp; |
1493 |
} |
1494 |
|
1495 |
/* looks in a given direction, finds the first valid target, and calls |
1496 |
* find_better_arrow to find a decent arrow to use. |
1497 |
* op = the shooter |
1498 |
* type = bow->race |
1499 |
* dir = fire direction |
1500 |
*/ |
1501 |
|
1502 |
object *pick_arrow_target(object *op, const char *type, int dir) |
1503 |
{ |
1504 |
object *tmp = NULL; |
1505 |
mapstruct *m; |
1506 |
int i, mflags, found, number; |
1507 |
sint16 x, y; |
1508 |
|
1509 |
if (op->map == NULL) |
1510 |
return find_arrow(op, type); |
1511 |
|
1512 |
/* do a dex check */ |
1513 |
number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1514 |
if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1515 |
return find_arrow(op, type); |
1516 |
|
1517 |
m = op->map; |
1518 |
x = op->x; |
1519 |
y = op->y; |
1520 |
|
1521 |
/* find the first target */ |
1522 |
for (i=0, found=0; i<20; i++) { |
1523 |
x += freearr_x[dir]; |
1524 |
y += freearr_y[dir]; |
1525 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
1526 |
if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1527 |
tmp = NULL; |
1528 |
break; |
1529 |
} else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
1530 |
/* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1531 |
* perhaps a bad assumption. |
1532 |
*/ |
1533 |
tmp = NULL; |
1534 |
break; |
1535 |
} |
1536 |
if (mflags & P_IS_ALIVE) { |
1537 |
for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
1538 |
if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
1539 |
found++; |
1540 |
break; |
1541 |
} |
1542 |
if (found) |
1543 |
break; |
1544 |
} |
1545 |
} |
1546 |
if (tmp == NULL) |
1547 |
return find_arrow(op, type); |
1548 |
|
1549 |
if (tmp->head) |
1550 |
tmp = tmp->head; |
1551 |
|
1552 |
return find_better_arrow(op, tmp, type, &i); |
1553 |
} |
1554 |
|
1555 |
/* |
1556 |
* Creature fires a bow - op can be monster or player. Returns |
1557 |
* 1 if bow was actually fired, 0 otherwise. |
1558 |
* op is the object firing the bow. |
1559 |
* part is for multipart creatures - the part firing the bow. |
1560 |
* dir is the direction of fire. |
1561 |
* wc_mod is any special modifier to give (used in special player fire modes) |
1562 |
* sx, sy are coordinates to fire arrow from - also used in some of the special |
1563 |
* player fire modes. |
1564 |
*/ |
1565 |
int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, |
1566 |
sint16 sx, sint16 sy) |
1567 |
{ |
1568 |
object *left, *bow; |
1569 |
tag_t left_tag, tag; |
1570 |
int bowspeed, mflags; |
1571 |
mapstruct *m; |
1572 |
|
1573 |
if (!dir) { |
1574 |
new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1575 |
return 0; |
1576 |
} |
1577 |
if (op->type == PLAYER) |
1578 |
bow=op->contr->ranges[range_bow]; |
1579 |
else { |
1580 |
for(bow=op->inv; bow; bow=bow->below) |
1581 |
/* Don't check for applied - monsters don't apply bows - in that way, they |
1582 |
* don't need to switch back and forth between bows and weapons. |
1583 |
*/ |
1584 |
if(bow->type==BOW) |
1585 |
break; |
1586 |
|
1587 |
if (!bow) { |
1588 |
LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); |
1589 |
return 0; |
1590 |
} |
1591 |
} |
1592 |
if( !bow->race || !bow->skill) { |
1593 |
new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); |
1594 |
return 0; |
1595 |
} |
1596 |
|
1597 |
bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1598 |
|
1599 |
/* penalize ROF for bestarrow */ |
1600 |
if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1601 |
bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1602 |
if (bowspeed < 1) |
1603 |
bowspeed = 1; |
1604 |
|
1605 |
if (arrow == NULL) { |
1606 |
if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1607 |
if (op->type == PLAYER) |
1608 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1609 |
"You have no %s left.", bow->race); |
1610 |
/* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1611 |
else |
1612 |
CLEAR_FLAG(op, FLAG_READY_BOW); |
1613 |
return 0; |
1614 |
} |
1615 |
} |
1616 |
mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1617 |
if (mflags & P_OUT_OF_MAP) { |
1618 |
return 0; |
1619 |
} |
1620 |
if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1621 |
new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1622 |
return 0; |
1623 |
} |
1624 |
|
1625 |
/* this should not happen, but sometimes does */ |
1626 |
if (arrow->nrof==0) { |
1627 |
remove_ob(arrow); |
1628 |
free_object(arrow); |
1629 |
return 0; |
1630 |
} |
1631 |
|
1632 |
left = arrow; /* these are arrows left to the player */ |
1633 |
left_tag = left->count; |
1634 |
arrow = get_split_ob(arrow, 1); |
1635 |
if (arrow == NULL) { |
1636 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", |
1637 |
bow->race); |
1638 |
return 0; |
1639 |
} |
1640 |
set_owner(arrow, op); |
1641 |
if (arrow->skill) free_string(arrow->skill); |
1642 |
arrow->skill = add_refcount(bow->skill); |
1643 |
|
1644 |
arrow->direction=dir; |
1645 |
arrow->x = sx; |
1646 |
arrow->y = sy; |
1647 |
|
1648 |
if (op->type == PLAYER) { |
1649 |
op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
1650 |
fix_player(op); |
1651 |
} |
1652 |
|
1653 |
SET_ANIMATION(arrow, arrow->direction); |
1654 |
arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1655 |
arrow->stats.hp = arrow->stats.dam; |
1656 |
arrow->stats.grace = arrow->attacktype; |
1657 |
if (arrow->slaying != NULL) |
1658 |
arrow->spellarg = strdup_local(arrow->slaying); |
1659 |
|
1660 |
/* Note that this was different for monsters - they got their level |
1661 |
* added to the damage. I think the strength bonus is more proper. |
1662 |
*/ |
1663 |
|
1664 |
arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1665 |
0 : dam_bonus[op->stats.Str]) + |
1666 |
bow->stats.dam + bow->magic + arrow->magic; |
1667 |
|
1668 |
/* update the speed */ |
1669 |
arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1670 |
0 : dam_bonus[op->stats.Str]) + |
1671 |
bow->magic + arrow->magic) / 5.0 + |
1672 |
(float)bow->stats.dam / 7.0; |
1673 |
|
1674 |
if (arrow->speed < 1.0) |
1675 |
arrow->speed = 1.0; |
1676 |
update_ob_speed(arrow); |
1677 |
arrow->speed_left = 0; |
1678 |
|
1679 |
if (op->type == PLAYER) { |
1680 |
arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1681 |
(op->chosen_skill?op->chosen_skill->level:op->level) - |
1682 |
dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
1683 |
arrow->stats.wc - bow->stats.wc + wc_mod; |
1684 |
|
1685 |
arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1686 |
} else { |
1687 |
arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
1688 |
arrow->stats.wc + wc_mod; |
1689 |
|
1690 |
arrow->level = op->level; |
1691 |
} |
1692 |
if (arrow->attacktype == AT_PHYSICAL) |
1693 |
arrow->attacktype |= bow->attacktype; |
1694 |
if (bow->slaying != NULL) |
1695 |
arrow->slaying = add_string(bow->slaying); |
1696 |
|
1697 |
arrow->map = m; |
1698 |
arrow->move_type = MOVE_FLY_LOW; |
1699 |
arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1700 |
|
1701 |
play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1702 |
tag = arrow->count; |
1703 |
insert_ob_in_map(arrow, m, op, 0); |
1704 |
|
1705 |
if (!was_destroyed(arrow, tag)) |
1706 |
move_arrow(arrow); |
1707 |
|
1708 |
if (op->type == PLAYER) { |
1709 |
if (was_destroyed (left, left_tag)) |
1710 |
esrv_del_item(op->contr, left_tag); |
1711 |
else |
1712 |
esrv_send_item(op, left); |
1713 |
} |
1714 |
return 1; |
1715 |
} |
1716 |
|
1717 |
/* Special fire code for players - this takes into |
1718 |
* account the special fire modes players can have |
1719 |
* but monsters can't. Putting that code here |
1720 |
* makes the fire_bow code much cleaner. |
1721 |
* this function should only be called if 'op' is a player, |
1722 |
* hence the function name. |
1723 |
*/ |
1724 |
int player_fire_bow(object *op, int dir) |
1725 |
{ |
1726 |
int ret=0, wcmod=0; |
1727 |
|
1728 |
if (op->contr->bowtype == bow_bestarrow) { |
1729 |
ret = fire_bow(op, op, |
1730 |
pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1731 |
dir, 0, op->x, op->y); |
1732 |
} else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1733 |
if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1734 |
wcmod =-1; |
1735 |
ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1736 |
op->x, op->y); |
1737 |
} else if (op->contr->bowtype == bow_threewide) { |
1738 |
ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1739 |
ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); |
1740 |
ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
1741 |
} else if (op->contr->bowtype == bow_spreadshot) { |
1742 |
ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1743 |
ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); |
1744 |
ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); |
1745 |
|
1746 |
} else { |
1747 |
/* Simple case */ |
1748 |
ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1749 |
} |
1750 |
return ret; |
1751 |
} |
1752 |
|
1753 |
|
1754 |
/* Fires a misc (wand/rod/horn) object in 'dir'. |
1755 |
* Broken apart from 'fire' to keep it more readable. |
1756 |
*/ |
1757 |
void fire_misc_object(object *op, int dir) |
1758 |
{ |
1759 |
object *item; |
1760 |
|
1761 |
if (!op->contr->ranges[range_misc]) { |
1762 |
new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1763 |
return; |
1764 |
} |
1765 |
|
1766 |
item = op->contr->ranges[range_misc]; |
1767 |
if (!item->inv) { |
1768 |
LOG(llevError,"Object %s lacks a spell\n", item->name); |
1769 |
return; |
1770 |
} |
1771 |
if (item->type == WAND) { |
1772 |
if(item->stats.food<=0) { |
1773 |
play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1774 |
new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
1775 |
return; |
1776 |
} |
1777 |
} else if (item->type == ROD || item->type==HORN) { |
1778 |
if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
1779 |
play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1780 |
if (item->type== ROD) |
1781 |
new_draw_info_format(NDI_UNIQUE, 0,op, |
1782 |
"The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1783 |
else |
1784 |
new_draw_info_format(NDI_UNIQUE, 0,op, |
1785 |
"The %s needs more time to charge.", query_base_name(item,0)); |
1786 |
return; |
1787 |
} |
1788 |
} |
1789 |
|
1790 |
if(cast_spell(op,item,dir,item->inv,NULL)) { |
1791 |
SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1792 |
if (item->type == WAND) { |
1793 |
if (!(--item->stats.food)) { |
1794 |
object *tmp; |
1795 |
if (item->arch) { |
1796 |
CLEAR_FLAG(item, FLAG_ANIMATE); |
1797 |
item->face = item->arch->clone.face; |
1798 |
item->speed = 0; |
1799 |
update_ob_speed(item); |
1800 |
} |
1801 |
if ((tmp=is_player_inv(item))) |
1802 |
esrv_update_item(UPD_ANIM, tmp, item); |
1803 |
} |
1804 |
} |
1805 |
else if (item->type == ROD || item->type==HORN) { |
1806 |
drain_rod_charge(item); |
1807 |
} |
1808 |
} |
1809 |
} |
1810 |
|
1811 |
/* Received a fire command for the player - go and do it. |
1812 |
*/ |
1813 |
void fire(object *op,int dir) { |
1814 |
int spellcost=0; |
1815 |
|
1816 |
/* check for loss of invisiblity/hide */ |
1817 |
if (action_makes_visible(op)) make_visible(op); |
1818 |
|
1819 |
switch(op->contr->shoottype) { |
1820 |
case range_none: |
1821 |
return; |
1822 |
|
1823 |
case range_bow: |
1824 |
player_fire_bow(op, dir); |
1825 |
return; |
1826 |
|
1827 |
case range_magic: /* Casting spells */ |
1828 |
spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
1829 |
return; |
1830 |
|
1831 |
case range_misc: |
1832 |
fire_misc_object(op, dir); |
1833 |
return; |
1834 |
|
1835 |
case range_golem: /* Control summoned monsters from scrolls */ |
1836 |
if(op->contr->ranges[range_golem]==NULL || |
1837 |
op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
1838 |
op->contr->ranges[range_golem] = NULL; |
1839 |
op->contr->shoottype=range_none; |
1840 |
op->contr->golem_count = 0; |
1841 |
} |
1842 |
else |
1843 |
control_golem(op->contr->ranges[range_golem], dir); |
1844 |
return; |
1845 |
|
1846 |
case range_skill: |
1847 |
if(!op->chosen_skill) { |
1848 |
if(op->type==PLAYER) |
1849 |
new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
1850 |
return; |
1851 |
} |
1852 |
(void) do_skill(op,op,op->chosen_skill,dir,NULL); |
1853 |
return; |
1854 |
case range_builder: |
1855 |
apply_map_builder( op, dir ); |
1856 |
return; |
1857 |
default: |
1858 |
new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
1859 |
return; |
1860 |
} |
1861 |
} |
1862 |
|
1863 |
|
1864 |
|
1865 |
/* find_key |
1866 |
* We try to find a key for the door as passed. If we find a key |
1867 |
* and successfully use it, we return the key, otherwise NULL |
1868 |
* This function merges both normal and locked door, since the logic |
1869 |
* for both is the same - just the specific key is different. |
1870 |
* pl is the player, |
1871 |
* inv is the objects inventory to searched |
1872 |
* door is the door we are trying to match against. |
1873 |
* This function can be called recursively to search containers. |
1874 |
*/ |
1875 |
|
1876 |
object * find_key(object *pl, object *container, object *door) |
1877 |
{ |
1878 |
object *tmp,*key; |
1879 |
|
1880 |
/* Should not happen, but sanity checking is never bad */ |
1881 |
if (container->inv == NULL) return NULL; |
1882 |
|
1883 |
/* First, lets try to find a key in the top level inventory */ |
1884 |
for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1885 |
if (door->type==DOOR && tmp->type==KEY) break; |
1886 |
/* For sanity, we should really check door type, but other stuff |
1887 |
* (like containers) can be locked with special keys |
1888 |
*/ |
1889 |
if (tmp->slaying && tmp->type==SPECIAL_KEY && |
1890 |
tmp->slaying==door->slaying) break; |
1891 |
} |
1892 |
/* No key found - lets search inventories now */ |
1893 |
/* If we find and use a key in an inventory, return at that time. |
1894 |
* otherwise, if we search all the inventories and still don't find |
1895 |
* a key, return |
1896 |
*/ |
1897 |
if (!tmp) { |
1898 |
for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1899 |
/* No reason to search empty containers */ |
1900 |
if (tmp->type==CONTAINER && tmp->inv) { |
1901 |
if ((key=find_key(pl, tmp, door))!=NULL) return key; |
1902 |
} |
1903 |
} |
1904 |
if (!tmp) return NULL; |
1905 |
} |
1906 |
/* We get down here if we have found a key. Now if its in a container, |
1907 |
* see if we actually want to use it |
1908 |
*/ |
1909 |
if (pl!=container) { |
1910 |
/* Only let players use keys in containers */ |
1911 |
if (!pl->contr) return NULL; |
1912 |
/* cases where this fails: |
1913 |
* If we only search the player inventory, return now since we |
1914 |
* are not in the players inventory. |
1915 |
* If the container is not active, return now since only active |
1916 |
* containers can be used. |
1917 |
* If we only search keyrings and the container does not have |
1918 |
* a race/isn't a keyring. |
1919 |
* No checking for all containers - to fall through past here, |
1920 |
* inv must have been an container and must have been active. |
1921 |
* |
1922 |
* Change the color so that the message doesn't disappear with |
1923 |
* all the others. |
1924 |
*/ |
1925 |
if (pl->contr->usekeys == key_inventory || |
1926 |
!QUERY_FLAG(container, FLAG_APPLIED) || |
1927 |
(pl->contr->usekeys == keyrings && |
1928 |
(!container->race || strcmp(container->race, "keys"))) |
1929 |
) { |
1930 |
new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
1931 |
"The %s in your %s vibrates as you approach the door", |
1932 |
query_name(tmp), query_name(container)); |
1933 |
return NULL; |
1934 |
} |
1935 |
} |
1936 |
return tmp; |
1937 |
} |
1938 |
|
1939 |
/* moved door processing out of move_player_attack. |
1940 |
* returns 1 if player has opened the door with a key |
1941 |
* such that the caller should not do anything more, |
1942 |
* 0 otherwise |
1943 |
*/ |
1944 |
static int player_attack_door(object *op, object *door) |
1945 |
{ |
1946 |
|
1947 |
/* If its a door, try to find a use a key. If we do destroy the door, |
1948 |
* might as well return immediately as there is nothing more to do - |
1949 |
* otherwise, we fall through to the rest of the code. |
1950 |
*/ |
1951 |
object *key=find_key(op, op, door); |
1952 |
|
1953 |
/* IF we found a key, do some extra work */ |
1954 |
if (key) { |
1955 |
object *container=key->env; |
1956 |
|
1957 |
play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1958 |
if(action_makes_visible(op)) make_visible(op); |
1959 |
if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1960 |
if (door->type == DOOR) { |
1961 |
hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
1962 |
} |
1963 |
else if(door->type==LOCKED_DOOR) { |
1964 |
new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1965 |
"You open the door with the %s", query_short_name(key)); |
1966 |
remove_door2(door); /* remove door without violence ;-) */ |
1967 |
} |
1968 |
/* Do this after we print the message */ |
1969 |
decrease_ob(key); /* Use up one of the keys */ |
1970 |
/* Need to update the weight the container the key was in */ |
1971 |
if (container != op) |
1972 |
esrv_update_item(UPD_WEIGHT, op, container); |
1973 |
return 1; /* Nothing more to do below */ |
1974 |
} else if (door->type==LOCKED_DOOR) { |
1975 |
/* Might as well return now - no other way to open this */ |
1976 |
new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1977 |
return 1; |
1978 |
} |
1979 |
return 0; |
1980 |
} |
1981 |
|
1982 |
/* This function is just part of a breakup from move_player. |
1983 |
* It should keep the code cleaner. |
1984 |
* When this is called, the players direction has been updated |
1985 |
* (taking into account confusion.) The player is also actually |
1986 |
* going to try and move (not fire weapons). |
1987 |
*/ |
1988 |
|
1989 |
void move_player_attack(object *op, int dir) |
1990 |
{ |
1991 |
object *tmp, *mon, *tpl; |
1992 |
sint16 nx, ny; |
1993 |
int on_battleground; |
1994 |
mapstruct *m; |
1995 |
|
1996 |
if (op->contr->transport) tpl = op->contr->transport; |
1997 |
else tpl = op; |
1998 |
nx=freearr_x[dir]+tpl->x; |
1999 |
ny=freearr_y[dir]+tpl->y; |
2000 |
|
2001 |
on_battleground = op_on_battleground(tpl, NULL, NULL); |
2002 |
|
2003 |
/* If braced, or can't move to the square, and it is not out of the |
2004 |
* map, attack it. Note order of if statement is important - don't |
2005 |
* want to be calling move_ob if braced, because move_ob will move the |
2006 |
* player. This is a pretty nasty hack, because if we could |
2007 |
* move to some space, it then means that if we are braced, we should |
2008 |
* do nothing at all. As it is, if we are braced, we go through |
2009 |
* quite a bit of processing. However, it probably is less than what |
2010 |
* move_ob uses. |
2011 |
*/ |
2012 |
if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { |
2013 |
if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { |
2014 |
m = get_map_from_coord(tpl->map, &nx, &ny); |
2015 |
if (!m) return; /* Don't think this should happen */ |
2016 |
} |
2017 |
else m =tpl->map; |
2018 |
|
2019 |
if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2020 |
/* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2021 |
return; |
2022 |
} |
2023 |
|
2024 |
mon = NULL; |
2025 |
/* Go through all the objects, and find ones of interest. Only stop if |
2026 |
* we find a monster - that is something we know we want to attack. |
2027 |
* if its a door or barrel (can roll) see if there may be monsters |
2028 |
* on the space |
2029 |
*/ |
2030 |
while (tmp!=NULL) { |
2031 |
if (tmp == op) { |
2032 |
tmp=tmp->above; |
2033 |
continue; |
2034 |
} |
2035 |
if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
2036 |
mon = tmp; |
2037 |
break; |
2038 |
} |
2039 |
if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
2040 |
mon = tmp; |
2041 |
tmp=tmp->above; |
2042 |
} |
2043 |
|
2044 |
if (mon==NULL) /* This happens anytime the player tries to move */ |
2045 |
return; /* into a wall */ |
2046 |
|
2047 |
if(mon->head != NULL) |
2048 |
mon = mon->head; |
2049 |
|
2050 |
if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
2051 |
if (player_attack_door(op, mon)) return; |
2052 |
|
2053 |
/* The following deals with possibly attacking peaceful |
2054 |
* or frienddly creatures. Basically, all players are considered |
2055 |
* unaggressive. If the moving player has peaceful set, then the |
2056 |
* object should be pushed instead of attacked. It is assumed that |
2057 |
* if you are braced, you will not attack friends accidently, |
2058 |
* and thus will not push them. |
2059 |
*/ |
2060 |
|
2061 |
/* If the creature is a pet, push it even if the player is not |
2062 |
* peaceful. Our assumption is the creature is a pet if the |
2063 |
* player owns it and it is either friendly or unagressive. |
2064 |
*/ |
2065 |
if ((op->type==PLAYER) && get_owner(mon)==op && |
2066 |
(QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2067 |
{ |
2068 |
/* If we're braced, we don't want to switch places with it */ |
2069 |
if (op->contr->braced) return; |
2070 |
play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2071 |
(void) push_ob(mon,dir,op); |
2072 |
if(op->contr->tmp_invis||op->hide) make_visible(op); |
2073 |
return; |
2074 |
} |
2075 |
|
2076 |
/* in certain circumstances, you shouldn't attack friendly |
2077 |
* creatures. Note that if you are braced, you can't push |
2078 |
* someone, but put it inside this loop so that you won't |
2079 |
* attack them either. |
2080 |
*/ |
2081 |
if ((mon->type==PLAYER || mon->enemy != op) && |
2082 |
(mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2083 |
(op->contr->peaceful && !on_battleground)) { |
2084 |
if (!op->contr->braced) { |
2085 |
play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2086 |
(void) push_ob(mon,dir,op); |
2087 |
} else { |
2088 |
new_draw_info(0, 0,op,"You withhold your attack"); |
2089 |
} |
2090 |
if(op->contr->tmp_invis||op->hide) make_visible(op); |
2091 |
} |
2092 |
|
2093 |
/* If the object is a boulder or other rollable object, then |
2094 |
* roll it if not braced. You can't roll it if you are braced. |
2095 |
*/ |
2096 |
else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
2097 |
recursive_roll(mon,dir,op); |
2098 |
if(action_makes_visible(op)) make_visible(op); |
2099 |
} |
2100 |
|
2101 |
/* Any generic living creature. Including things like doors. |
2102 |
* Way it works is like this: First, it must have some hit points |
2103 |
* and be living. Then, it must be one of the following: |
2104 |
* 1) Not a player, 2) A player, but of a different party. Note |
2105 |
* that party_number -1 is no party, so attacks can still happen. |
2106 |
*/ |
2107 |
|
2108 |
else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
2109 |
((mon->type!=PLAYER || op->contr->party==NULL || |
2110 |
op->contr->party!=mon->contr->party))) { |
2111 |
|
2112 |
/* If the player hasn't hit something this tick, and does |
2113 |
* so, give them speed boost based on weapon speed. Doing |
2114 |
* it here is better than process_players2, which basically |
2115 |
* incurred a 1 tick offset. |
2116 |
*/ |
2117 |
if (!op->contr->has_hit) { |
2118 |
op->speed_left += op->speed / op->contr->weapon_sp; |
2119 |
|
2120 |
op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2121 |
} |
2122 |
|
2123 |
skill_attack(mon, op, 0, NULL, NULL); |
2124 |
|
2125 |
/* If attacking another player, that player gets automatic |
2126 |
* hitback, and doesn't loose luck either. |
2127 |
* Disable hitback on the battleground or if the target is |
2128 |
* the wiz. |
2129 |
*/ |
2130 |
if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
2131 |
!on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
2132 |
short luck = mon->stats.luck; |
2133 |
mon->contr->has_hit = 1; |
2134 |
skill_attack(op, mon, 0, NULL, NULL); |
2135 |
mon->stats.luck = luck; |
2136 |
} |
2137 |
if(action_makes_visible(op)) make_visible(op); |
2138 |
} |
2139 |
} /* if player should attack something */ |
2140 |
} |
2141 |
|
2142 |
int move_player(object *op,int dir) { |
2143 |
int pick; |
2144 |
object *transport = op->contr->transport; |
2145 |
|
2146 |
if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) |
2147 |
return 0; |
2148 |
|
2149 |
/* Sanity check: make sure dir is valid */ |
2150 |
if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
2151 |
LOG( llevError, "move_player: invalid direction %d\n", dir); |
2152 |
return 0; |
2153 |
} |
2154 |
|
2155 |
/* peterm: added following line */ |
2156 |
if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
2157 |
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
2158 |
|
2159 |
op->facing = dir; |
2160 |
|
2161 |
if(!transport && op->hide) do_hidden_move(op); |
2162 |
|
2163 |
if (transport) { |
2164 |
/* transport->contr is set up for the person in charge of the boat. |
2165 |
* if that isn't this person, he can't steer it, etc |
2166 |
*/ |
2167 |
if (transport->contr != op->contr) return 0; |
2168 |
|
2169 |
/* Transport can't move. But update dir so it at least |
2170 |
* will point in the same direction if player is running. |
2171 |
*/ |
2172 |
if (transport->speed_left < 0.0) { |
2173 |
transport->direction = dir; |
2174 |
op->direction = dir; |
2175 |
return 0; |
2176 |
} |
2177 |
/* Remove transport speed. Give player just a little speed - |
2178 |
* enough so that they will get an action again quickly. |
2179 |
* |
2180 |
*/ |
2181 |
transport->speed_left -= 1.0; |
2182 |
if (op->speed_left < 0.0) op->speed_left = -0.01; |
2183 |
|
2184 |
} |
2185 |
|
2186 |
if(op->contr->fire_on) { |
2187 |
fire(op,dir); |
2188 |
} |
2189 |
else move_player_attack(op,dir); |
2190 |
|
2191 |
pick = check_pick(op); |
2192 |
|
2193 |
|
2194 |
/* Add special check for newcs players and fire on - this way, the |
2195 |
* server can handle repeat firing. |
2196 |
*/ |
2197 |
if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
2198 |
op->direction = dir; |
2199 |
} else { |
2200 |
op->direction=0; |
2201 |
} |
2202 |
/* Update how the player looks. Use the facing, so direction may |
2203 |
* get reset to zero. This allows for full animation capabilities |
2204 |
* for players. |
2205 |
*/ |
2206 |
if (!transport) animate_object(op, op->facing); |
2207 |
return 0; |
2208 |
} |
2209 |
|
2210 |
/* This is similar to handle_player, below, but is only used by the |
2211 |
* new client/server stuff. |
2212 |
* This is sort of special, in that the new client/server actually uses |
2213 |
* the new speed values for commands. |
2214 |
* |
2215 |
* Returns true if there are more actions we can do. |
2216 |
*/ |
2217 |
int handle_newcs_player(object *op) |
2218 |
{ |
2219 |
if (op->contr->hidden) { |
2220 |
op->invisible = 1000; |
2221 |
/* the socket code flasehs the player visible/invisible |
2222 |
* depending on the value if invisible, so we need to |
2223 |
* alternate it here for it to work correctly. |
2224 |
*/ |
2225 |
if (pticks & 2) op->invisible--; |
2226 |
} |
2227 |
else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
2228 |
op->invisible--; |
2229 |
if(!op->invisible) { |
2230 |
make_visible(op); |
2231 |
new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2232 |
} |
2233 |
} |
2234 |
|
2235 |
if (QUERY_FLAG(op, FLAG_SCARED)) { |
2236 |
flee_player(op); |
2237 |
/* If player is still scared, that is his action for this tick */ |
2238 |
if (QUERY_FLAG(op, FLAG_SCARED)) { |
2239 |
op->speed_left--; |
2240 |
return 0; |
2241 |
} |
2242 |
} |
2243 |
|
2244 |
/* I've been seeing crashes where the golem has been destroyed, but |
2245 |
* the player object still points to the defunct golem. The code that |
2246 |
* destroys the golem looks correct, and it doesn't always happen, so |
2247 |
* put this in a a workaround to clean up the golem pointer. |
2248 |
*/ |
2249 |
if (op->contr->ranges[range_golem] && |
2250 |
((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
2251 |
QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
2252 |
op->contr->ranges[range_golem] = NULL; |
2253 |
op->contr->golem_count = 0; |
2254 |
} |
2255 |
|
2256 |
/* call this here - we also will call this in do_ericserver, but |
2257 |
* the players time has been increased when doericserver has been |
2258 |
* called, so we recheck it here. |
2259 |
*/ |
2260 |
HandleClient(&op->contr->socket, op->contr); |
2261 |
if (op->speed_left<0) return 0; |
2262 |
|
2263 |
if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2264 |
/* All move commands take 1 tick, at least for now */ |
2265 |
op->speed_left--; |
2266 |
|
2267 |
/* Instead of all the stuff below, let move_player take care |
2268 |
* of it. Also, some of the skill stuff is only put in |
2269 |
* there, as well as the confusion stuff. |
2270 |
*/ |
2271 |
move_player(op, op->direction); |
2272 |
if (op->speed_left>0) return 1; |
2273 |
else return 0; |
2274 |
} |
2275 |
return 0; |
2276 |
} |
2277 |
|
2278 |
int save_life(object *op) { |
2279 |
object *tmp; |
2280 |
|
2281 |
if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
2282 |
return 0; |
2283 |
|
2284 |
for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2285 |
if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2286 |
play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2287 |
new_draw_info_format(NDI_UNIQUE, 0,op, |
2288 |
"Your %s vibrates violently, then evaporates.", |
2289 |
query_name(tmp)); |
2290 |
if (op->contr) |
2291 |
esrv_del_item(op->contr, tmp->count); |
2292 |
remove_ob(tmp); |
2293 |
free_object(tmp); |
2294 |
CLEAR_FLAG(op, FLAG_LIFESAVE); |
2295 |
if(op->stats.hp<0) |
2296 |
op->stats.hp = op->stats.maxhp; |
2297 |
if(op->stats.food<0) |
2298 |
op->stats.food = 999; |
2299 |
fix_player(op); |
2300 |
return 1; |
2301 |
} |
2302 |
LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2303 |
CLEAR_FLAG(op, FLAG_LIFESAVE); |
2304 |
enter_player_savebed(op); /* bring him home. */ |
2305 |
return 0; |
2306 |
} |
2307 |
|
2308 |
/* This goes throws the inventory and removes unpaid objects, and puts them |
2309 |
* back in the map (location and map determined by values of env). This |
2310 |
* function will descend into containers. op is the object to start the search |
2311 |
* from. |
2312 |
*/ |
2313 |
void remove_unpaid_objects(object *op, object *env) |
2314 |
{ |
2315 |
object *next; |
2316 |
|
2317 |
while (op) { |
2318 |
next=op->below; /* Make sure we have a good value, in case |
2319 |
* we remove object 'op' |
2320 |
*/ |
2321 |
if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2322 |
remove_ob(op); |
2323 |
op->x = env->x; |
2324 |
op->y = env->y; |
2325 |
if (env->type == PLAYER) |
2326 |
esrv_del_item(env->contr, op->count); |
2327 |
insert_ob_in_map(op, env->map, NULL,0); |
2328 |
} |
2329 |
else if (op->inv) remove_unpaid_objects(op->inv, env); |
2330 |
op=next; |
2331 |
} |
2332 |
} |
2333 |
|
2334 |
|
2335 |
/* |
2336 |
* Returns pointer a static string containing gravestone text |
2337 |
* Moved from apply.c to player.c - player.c is what |
2338 |
* actually uses this function. player.c may not be quite the |
2339 |
* best, a misc file for object actions is probably better, |
2340 |
* but there isn't one in the server directory. |
2341 |
*/ |
2342 |
char *gravestone_text (object *op) |
2343 |
{ |
2344 |
static char buf2[MAX_BUF]; |
2345 |
char buf[MAX_BUF]; |
2346 |
time_t now = time (NULL); |
2347 |
|
2348 |
strcpy (buf2, " R.I.P.\n\n"); |
2349 |
if (op->type == PLAYER) |
2350 |
sprintf (buf, "%s the %s\n", op->name, op->contr->title); |
2351 |
else |
2352 |
sprintf (buf, "%s\n", op->name); |
2353 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2354 |
strcat (buf2, buf); |
2355 |
if (op->type == PLAYER) |
2356 |
sprintf (buf, "who was in level %d when killed\n", op->level); |
2357 |
else |
2358 |
sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2359 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2360 |
strcat (buf2, buf); |
2361 |
if (op->type == PLAYER) { |
2362 |
sprintf (buf, "by %s.\n\n", op->contr->killer); |
2363 |
strncat (buf2, " ", 21 - strlen (buf) / 2); |
2364 |
strcat (buf2, buf); |
2365 |
} |
2366 |
strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2367 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2368 |
strcat (buf2, buf); |
2369 |
return buf2; |
2370 |
} |
2371 |
|
2372 |
|
2373 |
|
2374 |
void do_some_living(object *op) { |
2375 |
int last_food=op->stats.food; |
2376 |
int gen_hp, gen_sp, gen_grace; |
2377 |
int over_hp, over_sp, over_grace; |
2378 |
int i; |
2379 |
int rate_hp = 1200; |
2380 |
int rate_sp = 2500; |
2381 |
int rate_grace = 2000; |
2382 |
const int max_hp = 1; |
2383 |
const int max_sp = 1; |
2384 |
const int max_grace = 1; |
2385 |
|
2386 |
if (op->contr->outputs_sync) { |
2387 |
for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2388 |
if (op->contr->outputs[i].buf!=NULL && |
2389 |
(op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2390 |
flush_output_element(op, &op->contr->outputs[i]); |
2391 |
} |
2392 |
|
2393 |
if(op->contr->state==ST_PLAYING) { |
2394 |
|
2395 |
/* these next three if clauses make it possible to SLOW DOWN |
2396 |
hp/grace/spellpoint regeneration. */ |
2397 |
if(op->contr->gen_hp >= 0 ) |
2398 |
gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; |
2399 |
else { |
2400 |
gen_hp = op->stats.maxhp; |
2401 |
rate_hp -= rate_hp/2 * op->contr->gen_hp; |
2402 |
} |
2403 |
if(op->contr->gen_sp >= 0 ) |
2404 |
gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; |
2405 |
else { |
2406 |
gen_sp = op->stats.maxsp; |
2407 |
rate_sp -= rate_sp/2 * op->contr->gen_sp; |
2408 |
} |
2409 |
if(op->contr->gen_grace >= 0) |
2410 |
gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; |
2411 |
else { |
2412 |
gen_grace = op->stats.maxgrace; |
2413 |
rate_grace -= rate_grace/2 * op->contr->gen_grace; |
2414 |
} |
2415 |
|
2416 |
/* Regenerate Spell Points */ |
2417 |
if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
2418 |
gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
2419 |
if(op->stats.sp<op->stats.maxsp) { |
2420 |
op->stats.sp++; |
2421 |
/* dms do not consume food */ |
2422 |
if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2423 |
op->stats.food--; |
2424 |
if(op->contr->digestion<0) |
2425 |
op->stats.food+=op->contr->digestion; |
2426 |
else if(op->contr->digestion>0 && |
2427 |
random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2428 |
op->stats.food=last_food; |
2429 |
} |
2430 |
} |
2431 |
if (max_sp>1) { |
2432 |
over_sp = (gen_sp+10)/rate_sp; |
2433 |
if (over_sp > 0) { |
2434 |
if(op->stats.sp<op->stats.maxsp) { |
2435 |
op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
2436 |
if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
2437 |
op->stats.sp--; |
2438 |
if(op->stats.sp>op->stats.maxsp) |
2439 |
op->stats.sp=op->stats.maxsp; |
2440 |
} |
2441 |
op->last_sp=0; |
2442 |
} else { |
2443 |
op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2444 |
} |
2445 |
} else { |
2446 |
op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2447 |
} |
2448 |
} |
2449 |
|
2450 |
/* Regenerate Grace */ |
2451 |
/* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
2452 |
if(--op->last_grace<0) { |
2453 |
if(op->stats.grace<op->stats.maxgrace/2) |
2454 |
op->stats.grace++; /* no penalty in food for regaining grace */ |
2455 |
if(max_grace>1) { |
2456 |
over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
2457 |
if (over_grace > 0) { |
2458 |
op->stats.sp += over_grace |
2459 |
+ (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; |
2460 |
op->last_grace=0; |
2461 |
} else { |
2462 |
op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2463 |
} |
2464 |
} else { |
2465 |
op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2466 |
} |
2467 |
/* wearing stuff doesn't detract from grace generation. */ |
2468 |
} |
2469 |
|
2470 |
/* Regenerate Hit Points */ |
2471 |
if(--op->last_heal<0) { |
2472 |
if(op->stats.hp<op->stats.maxhp) { |
2473 |
op->stats.hp++; |
2474 |
/* dms do not consume food */ |
2475 |
if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2476 |
op->stats.food--; |
2477 |
if(op->contr->digestion<0) |
2478 |
op->stats.food+=op->contr->digestion; |
2479 |
else if(op->contr->digestion>0 && |
2480 |
random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2481 |
op->stats.food=last_food; |
2482 |
} |
2483 |
} |
2484 |
if(max_hp>1) { |
2485 |
over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
2486 |
if (over_hp > 0) { |
2487 |
op->stats.sp += over_hp |
2488 |
+ (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
2489 |
op->last_heal=0; |
2490 |
} else { |
2491 |
op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2492 |
} |
2493 |
} else { |
2494 |
op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2495 |
} |
2496 |
} |
2497 |
|
2498 |
/* Digestion */ |
2499 |
if(--op->last_eat<0) { |
2500 |
int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2501 |
penalty=op->contr->digestion<0?-op->contr->digestion:0; |
2502 |
if(op->contr->gen_hp > 0) |
2503 |
op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2504 |
else |
2505 |
op->last_eat=25*(1+bonus)/(penalty +1); |
2506 |
/* dms do not consume food */ |
2507 |
if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2508 |
} |
2509 |
} |
2510 |
|
2511 |
if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2512 |
object *tmp, *flesh=NULL; |
2513 |
|
2514 |
for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2515 |
if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2516 |
if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2517 |
new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2518 |
manual_apply(op,tmp,0); |
2519 |
if(op->stats.food>=0||op->stats.hp<0) |
2520 |
break; |
2521 |
} |
2522 |
else if (tmp->type==FLESH) flesh=tmp; |
2523 |
} /* End if paid for object */ |
2524 |
} /* end of for loop */ |
2525 |
/* If player is still starving, it means they don't have any food, so |
2526 |
* eat flesh instead. |
2527 |
*/ |
2528 |
if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2529 |
new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2530 |
manual_apply(op,flesh,0); |
2531 |
} |
2532 |
} /* end if player is starving */ |
2533 |
|
2534 |
while(op->stats.food<0&&op->stats.hp>0) |
2535 |
op->stats.food++,op->stats.hp--; |
2536 |
|
2537 |
if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2538 |
kill_player(op); |
2539 |
} |
2540 |
|
2541 |
|
2542 |
|
2543 |
/* If the player should die (lack of hp, food, etc), we call this. |
2544 |
* op is the player in jeopardy. If the player can not be saved (not |
2545 |
* permadeath, no lifesave), this will take care of removing the player |
2546 |
* file. |
2547 |
*/ |
2548 |
void kill_player(object *op) |
2549 |
{ |
2550 |
char buf[MAX_BUF]; |
2551 |
int x,y,i; |
2552 |
mapstruct *map; /* this is for resurrection */ |
2553 |
int z; |
2554 |
int num_stats_lose; |
2555 |
int lost_a_stat; |
2556 |
int lose_this_stat; |
2557 |
int this_stat; |
2558 |
int will_kill_again; |
2559 |
archetype *at; |
2560 |
object *tmp; |
2561 |
|
2562 |
if(save_life(op)) |
2563 |
return; |
2564 |
|
2565 |
|
2566 |
/* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2567 |
* in cities ONLY!!! It is very important that this doesn't get abused. |
2568 |
* Look at op_on_battleground() for more info --AndreasV |
2569 |
*/ |
2570 |
if (op_on_battleground(op, &x, &y)) { |
2571 |
new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2572 |
"You have been defeated in combat!"); |
2573 |
new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2574 |
"Local medics have saved your life..."); |
2575 |
|
2576 |
/* restore player */ |
2577 |
at = find_archetype("poisoning"); |
2578 |
tmp=present_arch_in_ob(at,op); |
2579 |
if (tmp) { |
2580 |
remove_ob(tmp); |
2581 |
free_object(tmp); |
2582 |
new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2583 |
} |
2584 |
|
2585 |
at = find_archetype("confusion"); |
2586 |
tmp=present_arch_in_ob(at,op); |
2587 |
if (tmp) { |
2588 |
remove_ob(tmp); |
2589 |
free_object(tmp); |
2590 |
new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2591 |
} |
2592 |
|
2593 |
cure_disease(op,0); /* remove any disease */ |
2594 |
op->stats.hp=op->stats.maxhp; |
2595 |
if (op->stats.food<=0) op->stats.food=999; |
2596 |
|
2597 |
/* create a bodypart-trophy to make the winner happy */ |
2598 |
tmp=arch_to_object(find_archetype("finger")); |
2599 |
if (tmp != NULL) |
2600 |
{ |
2601 |
sprintf(buf,"%s's finger",op->name); |
2602 |
tmp->name = add_string(buf); |
2603 |
sprintf(buf," This finger has been cut off %s\n" |
2604 |
" the %s, when he was defeated at\n level %d by %s.\n", |
2605 |
op->name, op->contr->title, (int)(op->level), |
2606 |
op->contr->killer); |
2607 |
tmp->msg=add_string(buf); |
2608 |
tmp->value=0, tmp->material=0, tmp->type=0; |
2609 |
tmp->materialname = NULL; |
2610 |
tmp->x = op->x, tmp->y = op->y; |
2611 |
insert_ob_in_map(tmp,op->map,op,0); |
2612 |
} |
2613 |
|
2614 |
/* teleport defeated player to new destination*/ |
2615 |
transfer_ob(op, x, y, 0, NULL); |
2616 |
op->contr->braced=0; |
2617 |
return; |
2618 |
} |
2619 |
|
2620 |
/* Lauwenmark: Handle for plugin death event */ |
2621 |
if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0) |
2622 |
return; |
2623 |
|
2624 |
/* Lauwenmark: Handle for the global death event */ |
2625 |
execute_global_event(EVENT_PLAYER_DEATH, op); |
2626 |
if(op->stats.food<0) { |
2627 |
if (op->contr->explore) { |
2628 |
new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
2629 |
new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2630 |
op->stats.food=999; |
2631 |
return; |
2632 |
} |
2633 |
sprintf(buf,"%s starved to death.",op->name); |
2634 |
strcpy(op->contr->killer,"starvation"); |
2635 |
} |
2636 |
else { |
2637 |
if (op->contr->explore) { |
2638 |
new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
2639 |
new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2640 |
op->stats.hp=op->stats.maxhp; |
2641 |
return; |
2642 |
} |
2643 |
sprintf(buf,"%s died.",op->name); |
2644 |
} |
2645 |
play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
2646 |
|
2647 |
/* save the map location for corpse, gravestone*/ |
2648 |
x=op->x;y=op->y;map=op->map; |
2649 |
|
2650 |
|
2651 |
if (settings.not_permadeth == TRUE) { |
2652 |
/* NOT_PERMADEATH code. This basically brings the character back to |
2653 |
* life if they are dead - it takes some exp and a random stat. |
2654 |
* See the config.h file for a little more in depth detail about this. |
2655 |
*/ |
2656 |
|
2657 |
/* Basically two ways to go - remove a stat permanently, or just |
2658 |
* make it depletion. This bunch of code deals with that aspect |
2659 |
* of death. |
2660 |
*/ |
2661 |
|
2662 |
if (settings.balanced_stat_loss) { |
2663 |
/* If stat loss is permanent, lose one stat only. */ |
2664 |
/* Lower level chars don't lose as many stats because they suffer |
2665 |
more if they do. */ |
2666 |
/* Higher level characters can afford things such as potions of |
2667 |
restoration, or better, stat potions. So we slug them that |
2668 |
little bit harder. */ |
2669 |
/* GD */ |
2670 |
if (settings.stat_loss_on_death) |
2671 |
num_stats_lose = 1; |
2672 |
else |
2673 |
num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
2674 |
} else { |
2675 |
num_stats_lose = 1; |
2676 |
} |
2677 |
lost_a_stat = 0; |
2678 |
|
2679 |
for (z=0; z<num_stats_lose; z++) { |
2680 |
if (settings.stat_loss_on_death) { |
2681 |
/* Pick a random stat and take a point off it. Tell the player |
2682 |
* what he lost. |
2683 |
*/ |
2684 |
i = RANDOM() % 7; |
2685 |
change_attr_value(&(op->stats), i,-1); |
2686 |
check_stat_bounds(&(op->stats)); |
2687 |
change_attr_value(&(op->contr->orig_stats), i,-1); |
2688 |
check_stat_bounds(&(op->contr->orig_stats)); |
2689 |
new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2690 |
lost_a_stat = 1; |
2691 |
} else { |
2692 |
/* deplete a stat */ |
2693 |
archetype *deparch=find_archetype("depletion"); |
2694 |
object *dep; |
2695 |
|
2696 |
i = RANDOM() % 7; |
2697 |
dep = present_arch_in_ob(deparch,op); |
2698 |
if(!dep) { |
2699 |
dep = arch_to_object(deparch); |
2700 |
insert_ob_in_ob(dep, op); |
2701 |
} |
2702 |
lose_this_stat = 1; |
2703 |
if (settings.balanced_stat_loss) { |
2704 |
/* GD */ |
2705 |
/* Get the stat that we're about to deplete. */ |
2706 |
this_stat = get_attr_value(&(dep->stats), i); |
2707 |
if (this_stat < 0) { |
2708 |
int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
2709 |
int keep_chance = this_stat * this_stat; |
2710 |
/* Yes, I am paranoid. Sue me. */ |
2711 |
if (keep_chance < 1) |
2712 |
keep_chance = 1; |
2713 |
|
2714 |
/* There is a maximum depletion total per level. */ |
2715 |
if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
2716 |
lose_this_stat = 0; |
2717 |
/* Take loss chance vs keep chance to see if we |
2718 |
retain the stat. */ |
2719 |
} else { |
2720 |
if (random_roll(0, loss_chance + keep_chance-1, |
2721 |
op, PREFER_LOW) < keep_chance) |
2722 |
lose_this_stat = 0; |
2723 |
/* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
2724 |
this_stat, keep_chance, loss_chance, |
2725 |
lose_this_stat?"LOSE":"KEEP"); */ |
2726 |
} |
2727 |
} |
2728 |
} |
2729 |
|
2730 |
if (lose_this_stat) { |
2731 |
this_stat = get_attr_value(&(dep->stats), i); |
2732 |
/* We could try to do something clever like find another |
2733 |
* stat to reduce if this fails. But chances are, if |
2734 |
* stats have been depleted to -50, all are pretty low |
2735 |
* and should be roughly the same, so it shouldn't make a |
2736 |
* difference. |
2737 |
*/ |
2738 |
if (this_stat>=-50) { |
2739 |
change_attr_value(&(dep->stats), i, -1); |
2740 |
SET_FLAG(dep, FLAG_APPLIED); |
2741 |
new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2742 |
fix_player(op); |
2743 |
lost_a_stat = 1; |
2744 |
} |
2745 |
} |
2746 |
} |
2747 |
} |
2748 |
/* If no stat lost, tell the player. */ |
2749 |
if (!lost_a_stat) |
2750 |
{ |
2751 |
/* determine_god() seems to not work sometimes... why is this? |
2752 |
Should I be using something else? GD */ |
2753 |
const char *god = determine_god(op); |
2754 |
if (god && (strcmp(god, "none"))) |
2755 |
new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2756 |
"moment you feel the holy presence of %s protecting" |
2757 |
" you.", god); |
2758 |
else |
2759 |
new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2760 |
" feel a holy presence protecting you."); |
2761 |
} |
2762 |
|
2763 |
/* Put a gravestone up where the character 'almost' died. List the |
2764 |
* exp loss on the stone. |
2765 |
*/ |
2766 |
tmp=arch_to_object(find_archetype("gravestone")); |
2767 |
sprintf(buf,"%s's gravestone",op->name); |
2768 |
FREE_AND_COPY(tmp->name, buf); |
2769 |
sprintf(buf,"%s's gravestones",op->name); |
2770 |
FREE_AND_COPY(tmp->name_pl, buf); |
2771 |
sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
2772 |
"who was killed\n" |
2773 |
"by %s.\n", |
2774 |
op->name, op->contr->title, |
2775 |
op->contr->killer); |
2776 |
tmp->msg = add_string(buf); |
2777 |
tmp->x=op->x,tmp->y=op->y; |
2778 |
insert_ob_in_map (tmp, op->map, NULL,0); |
2779 |
|
2780 |
/**************************************/ |
2781 |
/* */ |
2782 |
/* Subtract the experience points, */ |
2783 |
/* if we died cause of food, give us */ |
2784 |
/* food, and reset HP's... */ |
2785 |
/* */ |
2786 |
/**************************************/ |
2787 |
|
2788 |
/* remove any poisoning and confusion the character may be suffering.*/ |
2789 |
/* restore player */ |
2790 |
at = find_archetype("poisoning"); |
2791 |
tmp=present_arch_in_ob(at,op); |
2792 |
if (tmp) { |
2793 |
remove_ob(tmp); |
2794 |
free_object(tmp); |
2795 |
new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2796 |
} |
2797 |
|
2798 |
at = find_archetype("confusion"); |
2799 |
tmp=present_arch_in_ob(at,op); |
2800 |
if (tmp) { |
2801 |
remove_ob(tmp); |
2802 |
free_object(tmp); |
2803 |
new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2804 |
} |
2805 |
cure_disease(op,0); /* remove any disease */ |
2806 |
|
2807 |
/*add_exp(op, (op->stats.exp * -0.20)); */ |
2808 |
apply_death_exp_penalty(op); |
2809 |
if(op->stats.food < 100) op->stats.food = 900; |
2810 |
op->stats.hp = op->stats.maxhp; |
2811 |
op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
2812 |
op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
2813 |
|
2814 |
/* |
2815 |
* Check to see if the player is in a shop. IF so, then check to see if |
2816 |
* the player has any unpaid items. If so, remove them and put them back |
2817 |
* in the map. |
2818 |
*/ |
2819 |
|
2820 |
for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2821 |
if (tmp->type == SHOP_FLOOR) { |
2822 |
remove_unpaid_objects(op->inv, op); |
2823 |
break; |
2824 |
} |
2825 |
} |
2826 |
|
2827 |
|
2828 |
/****************************************/ |
2829 |
/* */ |
2830 |
/* Move player to his current respawn- */ |
2831 |
/* position (usually last savebed) */ |
2832 |
/* */ |
2833 |
/****************************************/ |
2834 |
|
2835 |
enter_player_savebed(op); |
2836 |
|
2837 |
/* Save the player before inserting the force to reduce |
2838 |
* chance of abuse. |
2839 |
*/ |
2840 |
op->contr->braced=0; |
2841 |
save_player(op,1); |
2842 |
|
2843 |
/* it is possible that the player has blown something up |
2844 |
* at his savebed location, and that can have long lasting |
2845 |
* spell effects. So first see if there is a spell effect |
2846 |
* on the space that might harm the player. |
2847 |
*/ |
2848 |
will_kill_again=0; |
2849 |
for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2850 |
if (tmp->type ==SPELL_EFFECT) |
2851 |
will_kill_again|=tmp->attacktype; |
2852 |
} |
2853 |
if (will_kill_again) { |
2854 |
object *force; |
2855 |
int at; |
2856 |
|
2857 |
force=get_archetype(FORCE_NAME); |
2858 |
/* 50 ticks should be enough time for the spell to abate */ |
2859 |
force->speed=0.1; |
2860 |
force->speed_left=-5.0; |
2861 |
SET_FLAG(force, FLAG_APPLIED); |
2862 |
for (at=0; at<NROFATTACKS; at++) { |
2863 |
if (will_kill_again & (1 << at)) |
2864 |
force->resist[at] = 100; |
2865 |
} |
2866 |
insert_ob_in_ob(force, op); |
2867 |
fix_player(op); |
2868 |
|
2869 |
} |
2870 |
/**************************************/ |
2871 |
/* */ |
2872 |
/* Repaint the characters inv, and */ |
2873 |
/* stats, and show a nasty message ;) */ |
2874 |
/* */ |
2875 |
/**************************************/ |
2876 |
|
2877 |
new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
2878 |
return; |
2879 |
} /* NOT_PERMADETH */ |
2880 |
else { |
2881 |
/* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
2882 |
* should probably be embedded in an else statement. |
2883 |
*/ |
2884 |
|
2885 |
op->contr->party=NULL; |
2886 |
if (settings.set_title == TRUE) |
2887 |
op->contr->own_title[0]='\0'; |
2888 |
new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
2889 |
check_score(op); |
2890 |
if(op->contr->ranges[range_golem]!=NULL) { |
2891 |
remove_friendly_object(op->contr->ranges[range_golem]); |
2892 |
remove_ob(op->contr->ranges[range_golem]); |
2893 |
free_object(op->contr->ranges[range_golem]); |
2894 |
op->contr->ranges[range_golem]=NULL; |
2895 |
op->contr->golem_count=0; |
2896 |
} |
2897 |
loot_object(op); /* Remove some of the items for good */ |
2898 |
remove_ob(op); |
2899 |
op->direction=0; |
2900 |
|
2901 |
if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
2902 |
delete_character(op->name,0); |
2903 |
if (settings.resurrection == TRUE) { |
2904 |
/* save playerfile sans equipment when player dies |
2905 |
** then save it as player.pl.dead so that future resurrection |
2906 |
** type spells will work on them nicely |
2907 |
*/ |
2908 |
delete_character(op->name,0); |
2909 |
op->stats.hp = op->stats.maxhp; |
2910 |
op->stats.food = 999; |
2911 |
|
2912 |
/* set the location of where the person will reappear when */ |
2913 |
/* maybe resurrection code should fix map also */ |
2914 |
strcpy(op->contr->maplevel, settings.emergency_mapname); |
2915 |
if(op->map!=NULL) |
2916 |
op->map = NULL; |
2917 |
op->x = settings.emergency_x; |
2918 |
op->y = settings.emergency_y; |
2919 |
save_player(op,0); |
2920 |
op->map = map; |
2921 |
/* please see resurrection.c: peterm */ |
2922 |
dead_player(op); |
2923 |
} else { |
2924 |
delete_character(op->name,1); |
2925 |
} |
2926 |
} |
2927 |
play_again(op); |
2928 |
|
2929 |
/* peterm: added to create a corpse at deathsite. */ |
2930 |
tmp=arch_to_object(find_archetype("corpse_pl")); |
2931 |
sprintf(buf,"%s", op->name); |
2932 |
FREE_AND_COPY(tmp->name, buf); |
2933 |
FREE_AND_COPY(tmp->name_pl, buf); |
2934 |
tmp->level=op->level; |
2935 |
tmp->x=x;tmp->y=y; |
2936 |
if (tmp->msg) |
2937 |
free_string(tmp->msg); |
2938 |
tmp->msg = add_string (gravestone_text(op)); |
2939 |
SET_FLAG (tmp, FLAG_UNIQUE); |
2940 |
insert_ob_in_map (tmp, map, NULL,0); |
2941 |
} |
2942 |
} |
2943 |
|
2944 |
|
2945 |
void loot_object(object *op) { /* Grab and destroy some treasure */ |
2946 |
object *tmp,*tmp2,*next; |
2947 |
|
2948 |
if (op->container) { /* close open sack first */ |
2949 |
esrv_apply_container (op, op->container); |
2950 |
} |
2951 |
|
2952 |
for(tmp=op->inv;tmp!=NULL;tmp=next) { |
2953 |
next=tmp->below; |
2954 |
if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
2955 |
remove_ob(tmp); |
2956 |
tmp->x=op->x,tmp->y=op->y; |
2957 |
if (tmp->type == CONTAINER) { /* empty container to ground */ |
2958 |
loot_object(tmp); |
2959 |
} |
2960 |
if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
2961 |
|| QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
2962 |
if(tmp->nrof>1) { |
2963 |
tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
2964 |
free_object(tmp2); |
2965 |
insert_ob_in_map(tmp,op->map,NULL,0); |
2966 |
} else |
2967 |
free_object(tmp); |
2968 |
} else |
2969 |
insert_ob_in_map(tmp,op->map,NULL,0); |
2970 |
} |
2971 |
} |
2972 |
|
2973 |
/* |
2974 |
* fix_weight(): Check recursively the weight of all players, and fix |
2975 |
* what needs to be fixed. Refresh windows and fix speed if anything |
2976 |
* was changed. |
2977 |
*/ |
2978 |
|
2979 |
void fix_weight(void) { |
2980 |
player *pl; |
2981 |
for (pl = first_player; pl != NULL; pl = pl->next) { |
2982 |
int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
2983 |
if(old == sum) |
2984 |
continue; |
2985 |
fix_player(pl->ob); |
2986 |
LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
2987 |
pl->ob->name, old, sum); |
2988 |
} |
2989 |
} |
2990 |
|
2991 |
void fix_luck(void) { |
2992 |
player *pl; |
2993 |
for (pl = first_player; pl != NULL; pl = pl->next) |
2994 |
if (!pl->ob->contr->state) |
2995 |
change_luck(pl->ob, 0); |
2996 |
} |
2997 |
|
2998 |
|
2999 |
/* cast_dust() - handles op throwing objects of type 'DUST'. |
3000 |
* This is much simpler in the new spell code - we basically |
3001 |
* just treat this as any other spell casting object. |
3002 |
*/ |
3003 |
|
3004 |
void cast_dust (object *op, object *throw_ob, int dir) { |
3005 |
object *skop, *spob; |
3006 |
|
3007 |
skop = find_skill_by_name(op, throw_ob->skill); |
3008 |
|
3009 |
/* casting POTION 'dusts' is really a use_magic_item skill */ |
3010 |
if(op->type==PLAYER && throw_ob->type==POTION && !skop) { |
3011 |
LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", |
3012 |
op->name); |
3013 |
return; |
3014 |
} |
3015 |
spob = throw_ob->inv; |
3016 |
if (op->type==PLAYER && spob) |
3017 |
new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); |
3018 |
|
3019 |
cast_spell(op, throw_ob, dir, spob, NULL); |
3020 |
|
3021 |
if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob); |
3022 |
free_object(throw_ob); |
3023 |
} |
3024 |
|
3025 |
void make_visible (object *op) { |
3026 |
op->hide = 0; |
3027 |
op->invisible = 0; |
3028 |
if(op->type==PLAYER) { |
3029 |
op->contr->tmp_invis = 0; |
3030 |
if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
3031 |
} |
3032 |
update_object(op,UP_OBJ_FACE); |
3033 |
} |
3034 |
|
3035 |
int is_true_undead(object *op) { |
3036 |
object *tmp=NULL; |
3037 |
|
3038 |
if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
3039 |
|
3040 |
if(op->type==PLAYER) |
3041 |
for(tmp=op->inv;tmp;tmp=tmp->below) |
3042 |
if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
3043 |
if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
3044 |
return 0; |
3045 |
} |
3046 |
|
3047 |
/* look at the surrounding terrain to determine |
3048 |
* the hideability of this object. Positive levels |
3049 |
* indicate greater hideability. |
3050 |
*/ |
3051 |
|
3052 |
int hideability(object *ob) { |
3053 |
int i,level=0, mflag; |
3054 |
sint16 x,y; |
3055 |
|
3056 |
if(!ob||!ob->map) return 0; |
3057 |
|
3058 |
/* so, on normal lighted maps, its hard to hide */ |
3059 |
level=ob->map->darkness - 2; |
3060 |
|
3061 |
/* this also picks up whether the object is glowing. |
3062 |
* If you carry a light on a non-dark map, its not |
3063 |
* as bad as carrying a light on a pitch dark map */ |
3064 |
if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
3065 |
|
3066 |
/* scan through all nearby squares for terrain to hide in */ |
3067 |
for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
3068 |
mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
3069 |
if (mflag & P_OUT_OF_MAP) { continue; } |
3070 |
if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3071 |
level += 2; |
3072 |
else /* open terrain! */ |
3073 |
level -= 1; |
3074 |
} |
3075 |
|
3076 |
#if 0 |
3077 |
LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
3078 |
#endif |
3079 |
return level; |
3080 |
} |
3081 |
|
3082 |
/* For Hidden creatures - a chance of becoming 'unhidden' |
3083 |
* every time they move - as we subtract off 'invisibility' |
3084 |
* AND, for players, if they move into a ridiculously unhideable |
3085 |
* spot (surrounded by clear terrain in broad daylight). -b.t. |
3086 |
*/ |
3087 |
|
3088 |
void do_hidden_move (object *op) { |
3089 |
int hide=0, num=random_roll(0, 19, op, PREFER_LOW); |
3090 |
object *skop; |
3091 |
|
3092 |
if(!op || !op->map) return; |
3093 |
|
3094 |
skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
3095 |
|
3096 |
/* its *extremely* hard to run and sneak/hide at the same time! */ |
3097 |
if(op->type==PLAYER && op->contr->run_on) { |
3098 |
if(!skop || num >= skop->level) { |
3099 |
new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
3100 |
make_visible(op); |
3101 |
return; |
3102 |
} else num += 20; |
3103 |
} |
3104 |
num += op->map->difficulty; |
3105 |
hide = hideability(op); /* modify by terrain hidden level */ |
3106 |
num -= hide; |
3107 |
if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
3108 |
make_visible(op); |
3109 |
if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
3110 |
"You moved out of hiding! You are visible!"); |
3111 |
} |
3112 |
else if (op->type == PLAYER && skop) { |
3113 |
change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
3114 |
} |
3115 |
} |
3116 |
|
3117 |
/* determine if who is standing near a hostile creature. */ |
3118 |
|
3119 |
int stand_near_hostile( object *who ) { |
3120 |
object *tmp=NULL; |
3121 |
int i,friendly=0,player=0, mflags; |
3122 |
mapstruct *m; |
3123 |
sint16 x,y; |
3124 |
|
3125 |
if(!who) return 0; |
3126 |
|
3127 |
if(who->type==PLAYER) player=1; |
3128 |
else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
3129 |
|
3130 |
/* search adjacent squares */ |
3131 |
for(i=1;i<9;i++) { |
3132 |
x = who->x+freearr_x[i]; |
3133 |
y = who->y+freearr_y[i]; |
3134 |
m = who->map; |
3135 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
3136 |
/* space must be blocked if there is a monster. If not |
3137 |
* blocked, don't need to check this space. |
3138 |
*/ |
3139 |
if (mflags & P_OUT_OF_MAP) continue; |
3140 |
if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
3141 |
|
3142 |
for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
3143 |
if((player||friendly) |
3144 |
&&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
3145 |
return 1; |
3146 |
else if(tmp->type==PLAYER) |
3147 |
{ |
3148 |
/*don't let a hidden DM prevent you from hiding*/ |
3149 |
if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3150 |
return 1; |
3151 |
} |
3152 |
} |
3153 |
} |
3154 |
return 0; |
3155 |
} |
3156 |
|
3157 |
/* check the player los field for viewability of the |
3158 |
* object op. This function works fine for monsters, |
3159 |
* but we dont worry if the object isnt the top one in |
3160 |
* a pile (say a coin under a table would return "viewable" |
3161 |
* by this routine). Another question, should we be |
3162 |
* concerned with the direction the player is looking |
3163 |
* in? Realistically, most of use cant see stuff behind |
3164 |
* our backs...on the other hand, does the "facing" direction |
3165 |
* imply the way your head, or body is facing? Its possible |
3166 |
* for them to differ. Sigh, this fctn could get a bit more complex. |
3167 |
* -b.t. |
3168 |
* This function is now map tiling safe. |
3169 |
*/ |
3170 |
|
3171 |
int player_can_view (object *pl,object *op) { |
3172 |
rv_vector rv; |
3173 |
int dx,dy; |
3174 |
|
3175 |
if(pl->type!=PLAYER) { |
3176 |
LOG(llevError,"player_can_view() called for non-player object\n"); |
3177 |
return -1; |
3178 |
} |
3179 |
if (!pl || !op) return 0; |
3180 |
|
3181 |
if(op->head) { op = op->head; } |
3182 |
get_rangevector(pl, op, &rv, 0x1); |
3183 |
|
3184 |
/* starting with the 'head' part, lets loop |
3185 |
* through the object and find if it has any |
3186 |
* part that is in the los array but isnt on |
3187 |
* a blocked los square. |
3188 |
* we use the archetype to figure out offsets. |
3189 |
*/ |
3190 |
while(op) { |
3191 |
dx = rv.distance_x + op->arch->clone.x; |
3192 |
dy = rv.distance_y + op->arch->clone.y; |
3193 |
|
3194 |
/* only the viewable area the player sees is updated by LOS |
3195 |
* code, so we need to restrict ourselves to that range of values |
3196 |
* for any meaningful values. |
3197 |
*/ |
3198 |
if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
3199 |
FABS(dy) <= (pl->contr->socket.mapy/2) && |
3200 |
!pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
3201 |
return 1; |
3202 |
op = op->more; |
3203 |
} |
3204 |
return 0; |
3205 |
} |
3206 |
|
3207 |
/* routine for both players and monsters. We call this when |
3208 |
* there is a possibility for our action distrubing our hiding |
3209 |
* place or invisiblity spell. Artefact invisiblity is not |
3210 |
* effected by this. If we arent invisible to begin with, we |
3211 |
* return 0. |
3212 |
*/ |
3213 |
int action_makes_visible (object *op) { |
3214 |
|
3215 |
if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3216 |
if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
3217 |
return 0; |
3218 |
|
3219 |
if (op->contr && op->contr->tmp_invis == 0) return 0; |
3220 |
|
3221 |
/* If monsters, they should become visible */ |
3222 |
if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
3223 |
new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
3224 |
return 1; |
3225 |
} |
3226 |
} |
3227 |
return 0; |
3228 |
} |
3229 |
|
3230 |
/* op_on_battleground - checks if the given object op (usually |
3231 |
* a player) is standing on a valid battleground-tile, |
3232 |
* function returns TRUE/FALSE. If true x, y returns the battleground |
3233 |
* -exit-coord. (and if x, y not NULL) |
3234 |
* 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3235 |
* and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3236 |
* Default is to do the same as before, so only people wanting to have different points need worry about this |
3237 |
*/ |
3238 |
int op_on_battleground (object *op, int *x, int *y) { |
3239 |
object *tmp; |
3240 |
|
3241 |
/* A battleground-tile needs the following attributes to be valid: |
3242 |
* is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3243 |
* name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3244 |
* and the exit-coordinates sp/hp must both be > 0. |
3245 |
* => The intention here is to prevent abuse of the battleground- |
3246 |
* feature (like pickable or hidden battleground tiles). */ |
3247 |
for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3248 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3249 |
if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3250 |
strcmp(tmp->name, "battleground")==0 && |
3251 |
tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3252 |
/*before we assign the exit, check if this is a teambattle*/ |
3253 |
if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3254 |
object *invtmp; |
3255 |
for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3256 |
if(invtmp->type==FORCE && invtmp->slaying && |
3257 |
!strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
3258 |
if (x != NULL && y != NULL) |
3259 |
*x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
3260 |
return 1; |
3261 |
} |
3262 |
} |
3263 |
} |
3264 |
if (x != NULL && y != NULL) |
3265 |
*x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
3266 |
return 1; |
3267 |
} |
3268 |
} |
3269 |
} |
3270 |
/* If we got here, did not find a battleground */ |
3271 |
return 0; |
3272 |
} |
3273 |
|
3274 |
/* |
3275 |
* When a dragon-player gains a new stage of evolution, |
3276 |
* he gets some treasure |
3277 |
* |
3278 |
* attributes: |
3279 |
* object *who the dragon player |
3280 |
* int atnr the attack-number of the ability focus |
3281 |
* int level ability level |
3282 |
*/ |
3283 |
void dragon_ability_gain(object *who, int atnr, int level) { |
3284 |
treasurelist *trlist = NULL; /* treasurelist */ |
3285 |
treasure *tr; /* treasure */ |
3286 |
object *tmp,*skop; /* tmp. object */ |
3287 |
object *item; /* treasure object */ |
3288 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
3289 |
int i=0, j=0; |
3290 |
|
3291 |
/* get the appropriate treasurelist */ |
3292 |
if (atnr == ATNR_FIRE) |
3293 |
trlist = find_treasurelist("dragon_ability_fire"); |
3294 |
else if (atnr == ATNR_COLD) |
3295 |
trlist = find_treasurelist("dragon_ability_cold"); |
3296 |
else if (atnr == ATNR_ELECTRICITY) |
3297 |
trlist = find_treasurelist("dragon_ability_elec"); |
3298 |
else if (atnr == ATNR_POISON) |
3299 |
trlist = find_treasurelist("dragon_ability_poison"); |
3300 |
|
3301 |
if (trlist == NULL || who->type != PLAYER) |
3302 |
return; |
3303 |
|
3304 |
for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3305 |
tr = tr->next, i++); |
3306 |
|
3307 |
if (tr == NULL || tr->item == NULL) { |
3308 |
/* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3309 |
return; |
3310 |
} |
3311 |
|
3312 |
/* everything seems okay - now bring on the gift: */ |
3313 |
item = &(tr->item->clone); |
3314 |
|
3315 |
if (item->type == SPELL) { |
3316 |
if (check_spell_known (who, item->name)) |
3317 |
return; |
3318 |
|
3319 |
new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); |
3320 |
do_learn_spell (who, item, 0); |
3321 |
return; |
3322 |
} |
3323 |
|
3324 |
/* grant direct spell */ |
3325 |
if (item->type == SPELLBOOK) { |
3326 |
if (!item->inv) { |
3327 |
LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", |
3328 |
item->name); |
3329 |
return; |
3330 |
} |
3331 |
if (check_spell_known (who, item->inv->name)) |
3332 |
return; |
3333 |
if (item->invisible) { |
3334 |
new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); |
3335 |
do_learn_spell (who, item->inv, 0); |
3336 |
return; |
3337 |
} |
3338 |
} |
3339 |
else if (item->type == SKILL_TOOL && item->invisible) { |
3340 |
if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3341 |
|
3342 |
/* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3343 |
* in this way, if the player is missing any of the attacktypes, he gets |
3344 |
* them. As it is now, if the player has any that match the granted skill, |
3345 |
* but not all of them, he gets nothing. |
3346 |
*/ |
3347 |
if (!(skop->attacktype & item->attacktype)) { |
3348 |
/* Give new attacktype */ |
3349 |
skop->attacktype |= item->attacktype; |
3350 |
|
3351 |
/* always add physical if there's none */ |
3352 |
skop->attacktype |= AT_PHYSICAL; |
3353 |
|
3354 |
if (item->msg != NULL) |
3355 |
new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3356 |
|
3357 |
/* Give player new face */ |
3358 |
if (item->animation_id) { |
3359 |
who->face = skop->face; |
3360 |
who->animation_id = item->animation_id; |
3361 |
who->anim_speed = item->anim_speed; |
3362 |
who->last_anim = 0; |
3363 |
who->state = 0; |
3364 |
animate_object(who, who->direction); |
3365 |
} |
3366 |
} |
3367 |
} |
3368 |
} |
3369 |
else if (item->type == FORCE) { |
3370 |
/* forces in the treasurelist can alter the player's stats */ |
3371 |
object *skin; |
3372 |
/* first get the dragon skin force */ |
3373 |
for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3374 |
skin=skin->below); |
3375 |
if (skin == NULL) return; |
3376 |
|
3377 |
/* adding new spellpath attunements */ |
3378 |
if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3379 |
skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3380 |
|
3381 |
/* print message */ |
3382 |
sprintf(buf, "You feel attuned to "); |
3383 |
for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3384 |
if(item->path_attuned & (1<<i)) { |
3385 |
if (j) |
3386 |
strcat(buf," and "); |
3387 |
else |
3388 |
j = 1; |
3389 |
strcat(buf, spellpathnames[i]); |
3390 |
} |
3391 |
} |
3392 |
strcat(buf,"."); |
3393 |
new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3394 |
} |
3395 |
|
3396 |
/* evtl. adding flags: */ |
3397 |
if(QUERY_FLAG(item, FLAG_XRAYS)) |
3398 |
SET_FLAG(skin, FLAG_XRAYS); |
3399 |
if(QUERY_FLAG(item, FLAG_STEALTH)) |
3400 |
SET_FLAG(skin, FLAG_STEALTH); |
3401 |
if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3402 |
SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3403 |
|
3404 |
/* print message if there is one */ |
3405 |
if (item->msg != NULL) |
3406 |
new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3407 |
} |
3408 |
else { |
3409 |
/* generate misc. treasure */ |
3410 |
tmp = arch_to_object (tr->item); |
3411 |
new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3412 |
tmp = insert_ob_in_ob (tmp, who); |
3413 |
if (who->type == PLAYER) |
3414 |
esrv_send_item(who, tmp); |
3415 |
} |
3416 |
} |
3417 |
|
3418 |
/** |
3419 |
* Unready an object for a player. This function does nothing if the object was |
3420 |
* not readied. |
3421 |
*/ |
3422 |
void player_unready_range_ob(player *pl, object *ob) { |
3423 |
rangetype i; |
3424 |
|
3425 |
for (i = 0; i < range_size; i++) { |
3426 |
if (pl->ranges[i] == ob) { |
3427 |
pl->ranges[i] = NULL; |
3428 |
if (pl->shoottype == i) { |
3429 |
pl->shoottype = range_none; |
3430 |
} |
3431 |
} |
3432 |
} |
3433 |
} |