1 | /* |
1 | /* |
2 | * static char *rcsid_player_c = |
2 | * static char *rcsid_player_c = |
3 | * "$Id: player.c,v 1.1 2006/02/03 07:14:35 root Exp $"; |
3 | * "$Id: player.c,v 1.16 2006/05/11 20:31:10 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
38 | #include <object.h> |
38 | #include <object.h> |
39 | #include <spells.h> |
39 | #include <spells.h> |
40 | #include <skills.h> |
40 | #include <skills.h> |
41 | #include <newclient.h> |
41 | #include <newclient.h> |
42 | |
42 | |
|
|
43 | #ifdef COZY_SERVER |
|
|
44 | extern int same_party (partylist *a, partylist *b); |
|
|
45 | #endif |
|
|
46 | |
43 | player *find_player(const char *plname) |
47 | player *find_player(const char *plname) |
44 | { |
48 | { |
45 | player *pl; |
49 | player *pl; |
46 | for(pl=first_player;pl!=NULL;pl=pl->next) |
50 | for(pl=first_player;pl!=NULL;pl=pl->next) |
47 | { |
51 | { |
… | |
… | |
73 | } |
77 | } |
74 | } |
78 | } |
75 | return found; |
79 | return found; |
76 | } |
80 | } |
77 | |
81 | |
78 | void display_motd(object *op) { |
82 | void display_motd(const object *op) { |
79 | char buf[MAX_BUF]; |
83 | char buf[MAX_BUF]; |
80 | char motd[HUGE_BUF]; |
84 | char motd[HUGE_BUF]; |
81 | FILE *fp; |
85 | FILE *fp; |
82 | int comp; |
86 | int comp; |
83 | int size; |
87 | int size; |
… | |
… | |
96 | } |
100 | } |
97 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
98 | close_and_delete(fp, comp); |
102 | close_and_delete(fp, comp); |
99 | } |
103 | } |
100 | |
104 | |
101 | void send_rules(object *op) { |
105 | void send_rules(const object *op) { |
102 | char buf[MAX_BUF]; |
106 | char buf[MAX_BUF]; |
103 | char rules[HUGE_BUF]; |
107 | char rules[HUGE_BUF]; |
104 | FILE *fp; |
108 | FILE *fp; |
105 | int comp; |
109 | int comp; |
106 | int size; |
110 | int size; |
… | |
… | |
124 | } |
128 | } |
125 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
129 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
126 | close_and_delete(fp, comp); |
130 | close_and_delete(fp, comp); |
127 | } |
131 | } |
128 | |
132 | |
129 | void send_news(object *op) { |
133 | void send_news(const object *op) { |
130 | char buf[MAX_BUF]; |
134 | char buf[MAX_BUF]; |
131 | char news[HUGE_BUF]; |
135 | char news[HUGE_BUF]; |
132 | char subject[MAX_BUF]; |
136 | char subject[MAX_BUF]; |
133 | FILE *fp; |
137 | FILE *fp; |
134 | int comp; |
138 | int comp; |
… | |
… | |
145 | continue; |
149 | continue; |
146 | if ( *buf =='%'){ /* send one news */ |
150 | if ( *buf =='%'){ /* send one news */ |
147 | if (size>0) |
151 | if (size>0) |
148 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
152 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
153 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
150 | "!! informations: %s\n%s", |
154 | "INFORMATION: %s\n%s", |
151 | "%s\n%s", |
155 | "%s\n%s", |
152 | subject, news); /*send previously read news*/ |
156 | subject, news); /*send previously read news*/ |
153 | strcpy(subject,buf+1); |
157 | strcpy(subject,buf+1); |
154 | strip_endline(subject); |
158 | strip_endline(subject); |
155 | size=0; |
159 | size=0; |
… | |
… | |
166 | } |
170 | } |
167 | } |
171 | } |
168 | |
172 | |
169 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
173 | draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, |
170 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
174 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
171 | "!! informations: %s\n%s\n", |
175 | "INFORMATION: %s\n%s\n", |
172 | "%s\n%s", |
176 | "%s\n%s", |
173 | subject, news); |
177 | subject, news); |
174 | close_and_delete(fp, comp); |
178 | close_and_delete(fp, comp); |
175 | } |
179 | } |
176 | |
180 | |
… | |
… | |
224 | } |
228 | } |
225 | |
229 | |
226 | /* Clears basically the entire player structure except |
230 | /* Clears basically the entire player structure except |
227 | * for next and socket. |
231 | * for next and socket. |
228 | */ |
232 | */ |
229 | memset((void*)((char*)p + offsetof(player, maplevel)), 0, |
233 | memset((void*)((char*)p + offsetof(player, ob)), 0, |
230 | sizeof(player) - offsetof(player, maplevel)); |
234 | sizeof(player) - offsetof(player, ob)); |
231 | |
235 | |
232 | /* There are some elements we want initialized to non zero value - |
236 | /* There are some elements we want initialized to non zero value - |
233 | * we deal with that below this point. |
237 | * we deal with that below this point. |
234 | */ |
238 | */ |
235 | p->party=NULL; |
239 | p->party=NULL; |
… | |
… | |
249 | op->speed_left=0.5; |
253 | op->speed_left=0.5; |
250 | op->speed=1.0; |
254 | op->speed=1.0; |
251 | op->direction=5; /* So player faces south */ |
255 | op->direction=5; /* So player faces south */ |
252 | op->stats.wc=2; |
256 | op->stats.wc=2; |
253 | op->run_away = 25; /* Then we panick... */ |
257 | op->run_away = 25; /* Then we panick... */ |
|
|
258 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
254 | |
259 | |
255 | roll_stats(op); |
260 | roll_stats(op); |
256 | p->state=ST_ROLL_STAT; |
261 | p->state=ST_ROLL_STAT; |
257 | clear_los(op); |
262 | clear_los(op); |
258 | |
263 | |
259 | p->gen_sp_armour=10; |
264 | p->gen_sp_armour=10; |
260 | p->last_speed= -1; |
265 | p->last_speed= -1; |
261 | p->shoottype=range_none; |
266 | p->shoottype=range_none; |
262 | p->bowtype=bow_normal; |
267 | p->bowtype=bow_normal; |
263 | p->petmode=pet_normal; |
268 | p->petmode=pet_normal; |
264 | p->listening=9; |
269 | p->listening=10; |
265 | p->last_weapon_sp= -1; |
270 | p->last_weapon_sp= -1; |
266 | p->peaceful=1; /* default peaceful */ |
271 | p->peaceful=1; /* default peaceful */ |
267 | p->do_los=1; |
272 | p->do_los=1; |
268 | p->explore=0; |
273 | p->explore=0; |
269 | p->no_shout=0; /* default can shout */ |
274 | p->no_shout=0; /* default can shout */ |
… | |
… | |
311 | |
316 | |
312 | int add_player(NewSocket *ns) { |
317 | int add_player(NewSocket *ns) { |
313 | player *p; |
318 | player *p; |
314 | |
319 | |
315 | p=get_player(NULL); |
320 | p=get_player(NULL); |
316 | memcpy(&p->socket, ns, sizeof(NewSocket)); |
321 | p->socket = *ns; |
317 | p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
322 | p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
318 | if(p->socket.faces_sent == NULL) |
323 | if(p->socket.faces_sent == NULL) |
319 | fatal(OUT_OF_MEMORY); |
324 | fatal(OUT_OF_MEMORY); |
320 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
325 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
321 | /* Needed because the socket we just copied over needs to be cleared. |
326 | /* Needed because the socket we just copied over needs to be cleared. |
… | |
… | |
396 | op=ol->ob; |
401 | op=ol->ob; |
397 | lastdist=rv.distance; |
402 | lastdist=rv.distance; |
398 | } |
403 | } |
399 | } |
404 | } |
400 | for (pl=first_player; pl != NULL; pl=pl->next) { |
405 | for (pl=first_player; pl != NULL; pl=pl->next) { |
401 | if (on_same_map(mon, pl->ob)&& can_detect_enemy(mon, pl->ob,&rv)) { |
406 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
402 | |
407 | |
403 | if(lastdist>rv.distance) { |
408 | if(lastdist>rv.distance) { |
404 | op=pl->ob; |
409 | op=pl->ob; |
405 | lastdist=rv.distance; |
410 | lastdist=rv.distance; |
406 | } |
411 | } |
… | |
… | |
634 | if(op->type==SPELL) { |
639 | if(op->type==SPELL) { |
635 | remove_ob(op); |
640 | remove_ob(op); |
636 | free_object(op); |
641 | free_object(op); |
637 | continue; |
642 | continue; |
638 | } |
643 | } |
639 | if(op->type==SKILL) { |
644 | else if(op->type==SKILL) { |
640 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
645 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
641 | op->stats.exp = 0; |
646 | op->stats.exp = 0; |
642 | op->level = 1; |
647 | op->level = 1; |
643 | } |
648 | } |
|
|
649 | /* lock all 'normal items by default */ |
|
|
650 | else SET_FLAG(op, FLAG_INV_LOCKED); |
644 | } /* for loop of objects in player inv */ |
651 | } /* for loop of objects in player inv */ |
645 | |
652 | |
646 | /* Need to set up the skill pointers */ |
653 | /* Need to set up the skill pointers */ |
647 | link_player_skills(pl); |
654 | link_player_skills(pl); |
648 | } |
655 | } |
… | |
… | |
943 | } |
950 | } |
944 | return 0; |
951 | return 0; |
945 | } |
952 | } |
946 | |
953 | |
947 | /* This function takes the key that is passed, and does the |
954 | /* This function takes the key that is passed, and does the |
948 | * appropriate action with it (change class, or other things. |
955 | * appropriate action with it (change race, or other things). |
|
|
956 | * The function name is for historical reasons - now we have |
|
|
957 | * separate race and class; this actually changes the RACE, |
|
|
958 | * not the class. |
949 | */ |
959 | */ |
950 | |
960 | |
951 | int key_change_class(object *op, char key) |
961 | int key_change_class(object *op, char key) |
952 | { |
962 | { |
953 | int tmp_loop; |
963 | int tmp_loop; |
954 | |
964 | |
955 | if(key=='q'||key=='Q') { |
965 | if(key=='q'||key=='Q') { |
956 | remove_ob(op); |
966 | remove_ob(op); |
957 | play_again(op); |
967 | play_again(op); |
958 | return 0; |
968 | return 0; |
… | |
… | |
989 | CLEAR_FLAG(op, FLAG_WIZ); |
999 | CLEAR_FLAG(op, FLAG_WIZ); |
990 | give_initial_items(op,op->randomitems); |
1000 | give_initial_items(op,op->randomitems); |
991 | link_player_skills(op); |
1001 | link_player_skills(op); |
992 | esrv_send_inventory(op, op); |
1002 | esrv_send_inventory(op, op); |
993 | fix_player(op); |
1003 | fix_player(op); |
|
|
1004 | |
|
|
1005 | /* This moves the player to a different start map, if there |
|
|
1006 | * is one for this race |
|
|
1007 | */ |
|
|
1008 | if(*first_map_ext_path) { |
|
|
1009 | object *tmp; |
|
|
1010 | mapstruct *oldmap = op->map; |
|
|
1011 | char mapname[MAX_BUF]; |
|
|
1012 | snprintf(mapname, MAX_BUF-1, "%s/%s", |
|
|
1013 | first_map_ext_path, op->arch->name); |
|
|
1014 | printf("%s\n", mapname); |
|
|
1015 | tmp=get_object(); |
|
|
1016 | EXIT_PATH(tmp) = add_string(mapname); |
|
|
1017 | EXIT_X(tmp) = op->x; |
|
|
1018 | EXIT_Y(tmp) = op->y; |
|
|
1019 | enter_exit(op,tmp); /* we don't really care if it succeeded; |
|
|
1020 | * if the map isn't there, then stay on the |
|
|
1021 | * default initial map */ |
|
|
1022 | free_object(tmp); |
|
|
1023 | } else { |
|
|
1024 | LOG(llevDebug,"first_map_ext_path not set\n"); |
|
|
1025 | } |
994 | return 0; |
1026 | return 0; |
995 | } |
1027 | } |
996 | |
1028 | |
997 | /* Following actually changes the class - this is the default command |
1029 | /* Following actually changes the race - this is the default command |
998 | * if we don't match with one of the options above. |
1030 | * if we don't match with one of the options above. |
999 | */ |
1031 | */ |
1000 | |
1032 | |
1001 | tmp_loop = 0; |
1033 | tmp_loop = 0; |
1002 | while(!tmp_loop) { |
1034 | while(!tmp_loop) { |
… | |
… | |
1983 | * going to try and move (not fire weapons). |
2015 | * going to try and move (not fire weapons). |
1984 | */ |
2016 | */ |
1985 | |
2017 | |
1986 | void move_player_attack(object *op, int dir) |
2018 | void move_player_attack(object *op, int dir) |
1987 | { |
2019 | { |
1988 | object *tmp, *mon; |
2020 | object *tmp, *mon, *tpl; |
1989 | sint16 nx=freearr_x[dir]+op->x,ny=freearr_y[dir]+op->y; |
2021 | sint16 nx, ny; |
1990 | int on_battleground; |
2022 | int on_battleground; |
1991 | mapstruct *m; |
2023 | mapstruct *m; |
1992 | |
2024 | |
|
|
2025 | if (op->contr->transport) tpl = op->contr->transport; |
|
|
2026 | else tpl = op; |
|
|
2027 | nx=freearr_x[dir]+tpl->x; |
|
|
2028 | ny=freearr_y[dir]+tpl->y; |
|
|
2029 | |
1993 | on_battleground = op_on_battleground(op, NULL, NULL); |
2030 | on_battleground = op_on_battleground(tpl, NULL, NULL); |
1994 | |
2031 | |
1995 | /* If braced, or can't move to the square, and it is not out of the |
2032 | /* If braced, or can't move to the square, and it is not out of the |
1996 | * map, attack it. Note order of if statement is important - don't |
2033 | * map, attack it. Note order of if statement is important - don't |
1997 | * want to be calling move_ob if braced, because move_ob will move the |
2034 | * want to be calling move_ob if braced, because move_ob will move the |
1998 | * player. This is a pretty nasty hack, because if we could |
2035 | * player. This is a pretty nasty hack, because if we could |
1999 | * move to some space, it then means that if we are braced, we should |
2036 | * move to some space, it then means that if we are braced, we should |
2000 | * do nothing at all. As it is, if we are braced, we go through |
2037 | * do nothing at all. As it is, if we are braced, we go through |
2001 | * quite a bit of processing. However, it probably is less than what |
2038 | * quite a bit of processing. However, it probably is less than what |
2002 | * move_ob uses. |
2039 | * move_ob uses. |
2003 | */ |
2040 | */ |
2004 | if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { |
2041 | if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { |
2005 | if (OUT_OF_REAL_MAP(op->map, nx, ny)) { |
2042 | if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { |
2006 | m = get_map_from_coord(op->map, &nx, &ny); |
2043 | m = get_map_from_coord(tpl->map, &nx, &ny); |
2007 | if (!m) return; /* Don't think this should happen */ |
2044 | if (!m) return; /* Don't think this should happen */ |
2008 | } |
2045 | } |
2009 | else m =op->map; |
2046 | else m =tpl->map; |
2010 | |
2047 | |
2011 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2048 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2012 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2049 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2013 | return; |
2050 | return; |
2014 | } |
2051 | } |
… | |
… | |
2052 | |
2089 | |
2053 | /* If the creature is a pet, push it even if the player is not |
2090 | /* If the creature is a pet, push it even if the player is not |
2054 | * peaceful. Our assumption is the creature is a pet if the |
2091 | * peaceful. Our assumption is the creature is a pet if the |
2055 | * player owns it and it is either friendly or unagressive. |
2092 | * player owns it and it is either friendly or unagressive. |
2056 | */ |
2093 | */ |
2057 | if ((op->type==PLAYER) && get_owner(mon)==op && |
2094 | if ((op->type==PLAYER) |
|
|
2095 | #if COZY_SERVER |
|
|
2096 | && |
|
|
2097 | ( |
|
|
2098 | (get_owner(mon) && get_owner(mon)->contr |
|
|
2099 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
|
|
2100 | || get_owner(mon) == op |
|
|
2101 | ) |
|
|
2102 | #else |
|
|
2103 | && get_owner(mon)==op |
|
|
2104 | #endif |
2058 | (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2105 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2059 | { |
2106 | { |
2060 | /* If we're braced, we don't want to switch places with it */ |
2107 | /* If we're braced, we don't want to switch places with it */ |
2061 | if (op->contr->braced) return; |
2108 | if (op->contr->braced) return; |
2062 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2109 | play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2063 | (void) push_ob(mon,dir,op); |
2110 | (void) push_ob(mon,dir,op); |
2064 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2111 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2065 | return; |
2112 | return; |
2066 | } |
2113 | } |
2067 | |
2114 | |
… | |
… | |
2070 | * someone, but put it inside this loop so that you won't |
2117 | * someone, but put it inside this loop so that you won't |
2071 | * attack them either. |
2118 | * attack them either. |
2072 | */ |
2119 | */ |
2073 | if ((mon->type==PLAYER || mon->enemy != op) && |
2120 | if ((mon->type==PLAYER || mon->enemy != op) && |
2074 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2121 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2075 | (op->contr->peaceful && !on_battleground)) { |
2122 | ( |
|
|
2123 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2124 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
|
|
2125 | #else |
|
|
2126 | op->contr->peaceful && |
|
|
2127 | #endif |
|
|
2128 | !on_battleground |
|
|
2129 | )) { |
2076 | if (!op->contr->braced) { |
2130 | if (!op->contr->braced) { |
2077 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2131 | play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2078 | (void) push_ob(mon,dir,op); |
2132 | (void) push_ob(mon,dir,op); |
2079 | } else { |
2133 | } else { |
2080 | new_draw_info(0, 0,op,"You withhold your attack"); |
2134 | new_draw_info(0, 0,op,"You withhold your attack"); |
2081 | } |
2135 | } |
2082 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2136 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
… | |
… | |
2131 | } /* if player should attack something */ |
2185 | } /* if player should attack something */ |
2132 | } |
2186 | } |
2133 | |
2187 | |
2134 | int move_player(object *op,int dir) { |
2188 | int move_player(object *op,int dir) { |
2135 | int pick; |
2189 | int pick; |
|
|
2190 | object *transport = op->contr->transport; |
2136 | |
2191 | |
2137 | if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2192 | if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) |
2138 | return 0; |
2193 | return 0; |
2139 | |
2194 | |
2140 | /* Sanity check: make sure dir is valid */ |
2195 | /* Sanity check: make sure dir is valid */ |
2141 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
2196 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
2142 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
2197 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
… | |
… | |
2147 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
2202 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
2148 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
2203 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
2149 | |
2204 | |
2150 | op->facing = dir; |
2205 | op->facing = dir; |
2151 | |
2206 | |
2152 | if(op->hide) do_hidden_move(op); |
2207 | if(!transport && op->hide) do_hidden_move(op); |
|
|
2208 | |
|
|
2209 | if (transport) { |
|
|
2210 | /* transport->contr is set up for the person in charge of the boat. |
|
|
2211 | * if that isn't this person, he can't steer it, etc |
|
|
2212 | */ |
|
|
2213 | if (transport->contr != op->contr) return 0; |
|
|
2214 | |
|
|
2215 | /* Transport can't move. But update dir so it at least |
|
|
2216 | * will point in the same direction if player is running. |
|
|
2217 | */ |
|
|
2218 | if (transport->speed_left < 0.0) { |
|
|
2219 | transport->direction = dir; |
|
|
2220 | op->direction = dir; |
|
|
2221 | return 0; |
|
|
2222 | } |
|
|
2223 | /* Remove transport speed. Give player just a little speed - |
|
|
2224 | * enough so that they will get an action again quickly. |
|
|
2225 | * |
|
|
2226 | */ |
|
|
2227 | transport->speed_left -= 1.0; |
|
|
2228 | if (op->speed_left < 0.0) op->speed_left = -0.01; |
|
|
2229 | |
|
|
2230 | } |
2153 | |
2231 | |
2154 | if(op->contr->fire_on) { |
2232 | if(op->contr->fire_on) { |
2155 | fire(op,dir); |
2233 | fire(op,dir); |
2156 | } |
2234 | } |
2157 | else move_player_attack(op,dir); |
2235 | else move_player_attack(op,dir); |
… | |
… | |
2169 | } |
2247 | } |
2170 | /* Update how the player looks. Use the facing, so direction may |
2248 | /* Update how the player looks. Use the facing, so direction may |
2171 | * get reset to zero. This allows for full animation capabilities |
2249 | * get reset to zero. This allows for full animation capabilities |
2172 | * for players. |
2250 | * for players. |
2173 | */ |
2251 | */ |
2174 | animate_object(op, op->facing); |
2252 | if (!transport) animate_object(op, op->facing); |
2175 | return 0; |
2253 | return 0; |
2176 | } |
2254 | } |
2177 | |
2255 | |
2178 | /* This is similar to handle_player, below, but is only used by the |
2256 | /* This is similar to handle_player, below, but is only used by the |
2179 | * new client/server stuff. |
2257 | * new client/server stuff. |
… | |
… | |
2184 | */ |
2262 | */ |
2185 | int handle_newcs_player(object *op) |
2263 | int handle_newcs_player(object *op) |
2186 | { |
2264 | { |
2187 | if (op->contr->hidden) { |
2265 | if (op->contr->hidden) { |
2188 | op->invisible = 1000; |
2266 | op->invisible = 1000; |
2189 | /* the socket code flasehs the player visible/invisible |
2267 | /* the socket code flashes the player visible/invisible |
2190 | * depending on the value if invisible, so we need to |
2268 | * depending on the value of invisible, so we need to |
2191 | * alternate it here for it to work correctly. |
2269 | * alternate it here for it to work correctly. |
2192 | */ |
2270 | */ |
2193 | if (pticks & 2) op->invisible--; |
2271 | if (pticks & 2) op->invisible--; |
2194 | } |
2272 | } |
2195 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
2273 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
… | |
… | |
2463 | } |
2541 | } |
2464 | } |
2542 | } |
2465 | |
2543 | |
2466 | /* Digestion */ |
2544 | /* Digestion */ |
2467 | if(--op->last_eat<0) { |
2545 | if(--op->last_eat<0) { |
|
|
2546 | #ifdef COZY_SERVER |
|
|
2547 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
|
|
2548 | int bonus=dg>0?dg:0, |
|
|
2549 | penalty=dg<0?-dg:0; |
|
|
2550 | #else |
2468 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2551 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2469 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
2552 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
|
|
2553 | #endif |
|
|
2554 | |
2470 | if(op->contr->gen_hp > 0) |
2555 | if(op->contr->gen_hp > 0) |
2471 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2556 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2472 | else |
2557 | else |
2473 | op->last_eat=25*(1+bonus)/(penalty +1); |
2558 | op->last_eat=25*(1+bonus)/(penalty +1); |
2474 | /* dms do not consume food */ |
2559 | /* dms do not consume food */ |
… | |
… | |
2624 | |
2709 | |
2625 | /* Basically two ways to go - remove a stat permanently, or just |
2710 | /* Basically two ways to go - remove a stat permanently, or just |
2626 | * make it depletion. This bunch of code deals with that aspect |
2711 | * make it depletion. This bunch of code deals with that aspect |
2627 | * of death. |
2712 | * of death. |
2628 | */ |
2713 | */ |
2629 | |
2714 | #ifndef COZY_SERVER |
2630 | if (settings.balanced_stat_loss) { |
2715 | if (settings.balanced_stat_loss) { |
2631 | /* If stat loss is permanent, lose one stat only. */ |
2716 | /* If stat loss is permanent, lose one stat only. */ |
2632 | /* Lower level chars don't lose as many stats because they suffer |
2717 | /* Lower level chars don't lose as many stats because they suffer |
2633 | more if they do. */ |
2718 | more if they do. */ |
2634 | /* Higher level characters can afford things such as potions of |
2719 | /* Higher level characters can afford things such as potions of |
… | |
… | |
2643 | num_stats_lose = 1; |
2728 | num_stats_lose = 1; |
2644 | } |
2729 | } |
2645 | lost_a_stat = 0; |
2730 | lost_a_stat = 0; |
2646 | |
2731 | |
2647 | for (z=0; z<num_stats_lose; z++) { |
2732 | for (z=0; z<num_stats_lose; z++) { |
|
|
2733 | i = RANDOM() % NUM_STATS; |
|
|
2734 | |
2648 | if (settings.stat_loss_on_death) { |
2735 | if (settings.stat_loss_on_death) { |
2649 | /* Pick a random stat and take a point off it. Tell the player |
2736 | /* Pick a random stat and take a point off it. Tell the player |
2650 | * what he lost. |
2737 | * what he lost. |
2651 | */ |
2738 | */ |
2652 | i = RANDOM() % 7; |
|
|
2653 | change_attr_value(&(op->stats), i,-1); |
2739 | change_attr_value(&(op->stats), i,-1); |
2654 | check_stat_bounds(&(op->stats)); |
2740 | check_stat_bounds(&(op->stats)); |
2655 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2741 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2656 | check_stat_bounds(&(op->contr->orig_stats)); |
2742 | check_stat_bounds(&(op->contr->orig_stats)); |
2657 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2743 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
… | |
… | |
2659 | } else { |
2745 | } else { |
2660 | /* deplete a stat */ |
2746 | /* deplete a stat */ |
2661 | archetype *deparch=find_archetype("depletion"); |
2747 | archetype *deparch=find_archetype("depletion"); |
2662 | object *dep; |
2748 | object *dep; |
2663 | |
2749 | |
2664 | i = RANDOM() % 7; |
|
|
2665 | dep = present_arch_in_ob(deparch,op); |
2750 | dep = present_arch_in_ob(deparch,op); |
2666 | if(!dep) { |
2751 | if(!dep) { |
2667 | dep = arch_to_object(deparch); |
2752 | dep = arch_to_object(deparch); |
2668 | insert_ob_in_ob(dep, op); |
2753 | insert_ob_in_ob(dep, op); |
2669 | } |
2754 | } |
… | |
… | |
2725 | " you.", god); |
2810 | " you.", god); |
2726 | else |
2811 | else |
2727 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2812 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2728 | " feel a holy presence protecting you."); |
2813 | " feel a holy presence protecting you."); |
2729 | } |
2814 | } |
|
|
2815 | #endif |
|
|
2816 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
|
|
2817 | " feel a holy presence protecting you from losing yourself completely."); |
2730 | |
2818 | |
2731 | /* Put a gravestone up where the character 'almost' died. List the |
2819 | /* Put a gravestone up where the character 'almost' died. List the |
2732 | * exp loss on the stone. |
2820 | * exp loss on the stone. |
2733 | */ |
2821 | */ |
2734 | tmp=arch_to_object(find_archetype("gravestone")); |
2822 | tmp=arch_to_object(find_archetype("gravestone")); |