| 1 |
/* |
| 2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
* |
| 4 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
| 5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
| 6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
| 7 |
* |
| 8 |
* Deliantra is free software: you can redistribute it and/or modify |
| 9 |
* it under the terms of the GNU General Public License as published by |
| 10 |
* the Free Software Foundation, either version 3 of the License, or |
| 11 |
* (at your option) any later version. |
| 12 |
* |
| 13 |
* This program is distributed in the hope that it will be useful, |
| 14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 16 |
* GNU General Public License for more details. |
| 17 |
* |
| 18 |
* You should have received a copy of the GNU General Public License |
| 19 |
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 20 |
* |
| 21 |
* The authors can be reached via e-mail to <support@deliantra.net> |
| 22 |
*/ |
| 23 |
|
| 24 |
#include <global.h> |
| 25 |
#include <sproto.h> |
| 26 |
#include <sounds.h> |
| 27 |
#include <living.h> |
| 28 |
#include <object.h> |
| 29 |
#include <spells.h> |
| 30 |
#include <skills.h> |
| 31 |
|
| 32 |
#include <algorithm> |
| 33 |
#include <functional> |
| 34 |
|
| 35 |
playervec players; |
| 36 |
|
| 37 |
void |
| 38 |
display_motd (const object *op) |
| 39 |
{ |
| 40 |
char buf[MAX_BUF]; |
| 41 |
char motd[HUGE_BUF]; |
| 42 |
FILE *fp; |
| 43 |
int comp; |
| 44 |
int size; |
| 45 |
|
| 46 |
sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
| 47 |
if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
| 48 |
return; |
| 49 |
|
| 50 |
motd[0] = '\0'; |
| 51 |
size = 0; |
| 52 |
|
| 53 |
while (fgets (buf, MAX_BUF, fp)) |
| 54 |
{ |
| 55 |
if (*buf == '#') |
| 56 |
continue; |
| 57 |
|
| 58 |
strncat (motd + size, buf, HUGE_BUF - size); |
| 59 |
size += strlen (buf); |
| 60 |
} |
| 61 |
|
| 62 |
draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
| 63 |
close_and_delete (fp, comp); |
| 64 |
} |
| 65 |
|
| 66 |
void |
| 67 |
send_rules (const object *op) |
| 68 |
{ |
| 69 |
char buf[MAX_BUF]; |
| 70 |
char rules[HUGE_BUF]; |
| 71 |
FILE *fp; |
| 72 |
int comp; |
| 73 |
int size; |
| 74 |
|
| 75 |
sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
| 76 |
if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
| 77 |
return; |
| 78 |
|
| 79 |
rules[0] = '\0'; |
| 80 |
size = 0; |
| 81 |
|
| 82 |
while (fgets (buf, MAX_BUF, fp)) |
| 83 |
{ |
| 84 |
if (*buf == '#') |
| 85 |
continue; |
| 86 |
|
| 87 |
if (size + strlen (buf) >= HUGE_BUF) |
| 88 |
{ |
| 89 |
LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
| 90 |
break; |
| 91 |
} |
| 92 |
|
| 93 |
strncat (rules + size, buf, HUGE_BUF - size); |
| 94 |
size += strlen (buf); |
| 95 |
} |
| 96 |
|
| 97 |
draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
| 98 |
close_and_delete (fp, comp); |
| 99 |
} |
| 100 |
|
| 101 |
void |
| 102 |
send_news (const object *op) |
| 103 |
{ |
| 104 |
char buf[MAX_BUF]; |
| 105 |
char news[HUGE_BUF]; |
| 106 |
char subject[MAX_BUF]; |
| 107 |
FILE *fp; |
| 108 |
int comp; |
| 109 |
int size; |
| 110 |
|
| 111 |
sprintf (buf, "%s/%s", settings.confdir, settings.news); |
| 112 |
if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
| 113 |
return; |
| 114 |
|
| 115 |
news[0] = '\0'; |
| 116 |
subject[0] = '\0'; |
| 117 |
size = 0; |
| 118 |
|
| 119 |
while (fgets (buf, MAX_BUF, fp)) |
| 120 |
{ |
| 121 |
if (*buf == '#') |
| 122 |
continue; |
| 123 |
|
| 124 |
if (*buf == '%') |
| 125 |
{ /* send one news */ |
| 126 |
if (size > 0) |
| 127 |
draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
| 128 |
MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
| 129 |
"INFORMATION: %s\n%s", (char *)"%s\n%s", |
| 130 |
subject, news); /*send previously read news */ |
| 131 |
|
| 132 |
strcpy (subject, buf + 1); |
| 133 |
strip_endline (subject); |
| 134 |
size = 0; |
| 135 |
news[0] = '\0'; |
| 136 |
} |
| 137 |
else |
| 138 |
{ |
| 139 |
if (size + strlen (buf) >= HUGE_BUF) |
| 140 |
{ |
| 141 |
LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
| 142 |
break; |
| 143 |
} |
| 144 |
strncat (news + size, buf, HUGE_BUF - size); |
| 145 |
size += strlen (buf); |
| 146 |
} |
| 147 |
} |
| 148 |
|
| 149 |
draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
| 150 |
MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
| 151 |
close_and_delete (fp, comp); |
| 152 |
} |
| 153 |
|
| 154 |
/* This loads the first map an puts the player on it. */ |
| 155 |
static void |
| 156 |
set_first_map (object *op) |
| 157 |
{ |
| 158 |
op->contr->maplevel = first_map_path; |
| 159 |
op->x = -1; |
| 160 |
op->y = -1; |
| 161 |
} |
| 162 |
|
| 163 |
void |
| 164 |
player::activate () |
| 165 |
{ |
| 166 |
if (active) |
| 167 |
return; |
| 168 |
|
| 169 |
players.insert (this); |
| 170 |
ob->remove (); |
| 171 |
ob->map = 0; |
| 172 |
ob->activate_recursive (); |
| 173 |
CLEAR_FLAG (ob, FLAG_FRIENDLY); |
| 174 |
add_friendly_object (ob); |
| 175 |
} |
| 176 |
|
| 177 |
void |
| 178 |
player::deactivate () |
| 179 |
{ |
| 180 |
if (!active) |
| 181 |
return; |
| 182 |
|
| 183 |
terminate_all_pets (ob); |
| 184 |
remove_friendly_object (ob); |
| 185 |
ob->deactivate_recursive (); |
| 186 |
|
| 187 |
if (ob->map) |
| 188 |
maplevel = ob->map->path; |
| 189 |
|
| 190 |
ob->remove (); |
| 191 |
ob->enemy = 0; // sometimes keeps an extra refcount on itself |
| 192 |
ob->map = 0; |
| 193 |
party = 0; |
| 194 |
|
| 195 |
combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
| 196 |
|
| 197 |
players.erase (this); |
| 198 |
} |
| 199 |
|
| 200 |
// connect the player with a specific client |
| 201 |
// also changes, rationalises, and fixes some incorrect settings |
| 202 |
void |
| 203 |
player::connect (client *ns) |
| 204 |
{ |
| 205 |
this->ns = ns; |
| 206 |
ns->pl = this; |
| 207 |
|
| 208 |
run_on = 0; |
| 209 |
fire_on = 0; |
| 210 |
ob->close_container (); //TODO: client-specific |
| 211 |
|
| 212 |
ns->update_look = 0; |
| 213 |
ns->look_position = 0; |
| 214 |
|
| 215 |
clear_los (); |
| 216 |
|
| 217 |
ns->reset_stats (); |
| 218 |
|
| 219 |
/* make sure he's a player -- needed because of class change. */ |
| 220 |
ob->type = PLAYER; // we are paranoid |
| 221 |
ob->race = ob->arch->race; |
| 222 |
|
| 223 |
ob->update_weight (); |
| 224 |
link_skills (); |
| 225 |
|
| 226 |
CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
| 227 |
|
| 228 |
assign (title, ob->arch->object::name); |
| 229 |
|
| 230 |
/* if it's a dragon player, set the correct title here */ |
| 231 |
if (is_dragon_pl (ob)) |
| 232 |
{ |
| 233 |
object *tmp, *abil = 0, *skin = 0; |
| 234 |
|
| 235 |
for (tmp = ob->inv; tmp; tmp = tmp->below) |
| 236 |
if (tmp->type == FORCE) |
| 237 |
if (tmp->arch->archname == shstr_dragon_ability_force) |
| 238 |
abil = tmp; |
| 239 |
else if (tmp->arch->archname == shstr_dragon_skin_force) |
| 240 |
skin = tmp; |
| 241 |
|
| 242 |
set_dragon_name (ob, abil, skin); |
| 243 |
} |
| 244 |
|
| 245 |
new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
| 246 |
|
| 247 |
esrv_new_player (this); |
| 248 |
|
| 249 |
ob->update_stats (); |
| 250 |
|
| 251 |
ns->floorbox_update (); |
| 252 |
esrv_send_inventory (ob, ob); |
| 253 |
esrv_add_spells (this, 0); |
| 254 |
|
| 255 |
activate (); |
| 256 |
|
| 257 |
send_rules (ob); |
| 258 |
send_news (ob); |
| 259 |
display_motd (ob); |
| 260 |
|
| 261 |
INVOKE_PLAYER (CONNECT, this); |
| 262 |
INVOKE_PLAYER (LOGIN, this); |
| 263 |
} |
| 264 |
|
| 265 |
void |
| 266 |
player::disconnect () |
| 267 |
{ |
| 268 |
if (ob) |
| 269 |
{ |
| 270 |
ob->close_container (); //TODO: client-specific |
| 271 |
ob->drop_unpaid_items (); |
| 272 |
} |
| 273 |
|
| 274 |
if (ns) |
| 275 |
{ |
| 276 |
if (active) |
| 277 |
INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
| 278 |
|
| 279 |
INVOKE_PLAYER (DISCONNECT, this); |
| 280 |
|
| 281 |
ns->reset_stats (); |
| 282 |
ns->pl = 0; |
| 283 |
ns = 0; |
| 284 |
} |
| 285 |
|
| 286 |
observe = ob; |
| 287 |
|
| 288 |
deactivate (); |
| 289 |
} |
| 290 |
|
| 291 |
// the need for this function can be explained |
| 292 |
// by load_object not returning the object |
| 293 |
void |
| 294 |
player::set_object (object *op) |
| 295 |
{ |
| 296 |
ob = observe = op; |
| 297 |
ob->contr = this; /* this aren't yet in archetype */ |
| 298 |
|
| 299 |
ob->speed = 1.0f; |
| 300 |
ob->speed_left = 0.5f; |
| 301 |
|
| 302 |
ob->direction = 5; /* So player faces south */ |
| 303 |
|
| 304 |
ob->flag [FLAG_READY_WEAPON] = false; |
| 305 |
ob->flag [FLAG_READY_SKILL] = false; |
| 306 |
ob->flag [FLAG_READY_BOW] = false; |
| 307 |
|
| 308 |
for (object *op = ob->inv; op; op = op->below) |
| 309 |
if (op->flag [FLAG_APPLIED]) |
| 310 |
switch (op->type) |
| 311 |
{ |
| 312 |
case SKILL: |
| 313 |
ob->flag [FLAG_APPLIED] = false; |
| 314 |
break; |
| 315 |
|
| 316 |
case WAND: |
| 317 |
case ROD: |
| 318 |
case HORN: |
| 319 |
case BOW: |
| 320 |
ranged_ob = op; |
| 321 |
break; |
| 322 |
|
| 323 |
case WEAPON: |
| 324 |
combat_ob = op; |
| 325 |
break; |
| 326 |
} |
| 327 |
|
| 328 |
ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
| 329 |
ob->deactivate (); // change_weapon activates, fix this better |
| 330 |
} |
| 331 |
|
| 332 |
void |
| 333 |
player::set_observe (object *op) |
| 334 |
{ |
| 335 |
observe = op ? op : ob; |
| 336 |
do_los = 1; |
| 337 |
} |
| 338 |
|
| 339 |
player::player () |
| 340 |
{ |
| 341 |
/* There are some elements we want initialised to non zero value - |
| 342 |
* we deal with that below this point. |
| 343 |
*/ |
| 344 |
outputs_sync = 4; |
| 345 |
outputs_count = 4; |
| 346 |
unapply = unapply_nochoice; |
| 347 |
|
| 348 |
savebed_map = first_map_path; /* Init. respawn position */ |
| 349 |
|
| 350 |
gen_sp_armour = 10; |
| 351 |
bowtype = bow_normal; |
| 352 |
petmode = pet_normal; |
| 353 |
usekeys = containers; |
| 354 |
peaceful = 1; /* default peaceful */ |
| 355 |
do_los = 1; |
| 356 |
|
| 357 |
weapon_sp = 1.0f; |
| 358 |
weapon_sp_left = 0.5f; |
| 359 |
} |
| 360 |
|
| 361 |
void |
| 362 |
player::do_destroy () |
| 363 |
{ |
| 364 |
disconnect (); |
| 365 |
|
| 366 |
attachable::do_destroy (); |
| 367 |
|
| 368 |
if (ob) |
| 369 |
{ |
| 370 |
ob->destroy_inv (false); |
| 371 |
ob->destroy (); |
| 372 |
} |
| 373 |
|
| 374 |
ob = observe = 0; |
| 375 |
} |
| 376 |
|
| 377 |
player::~player () |
| 378 |
{ |
| 379 |
/* Clear item stack */ |
| 380 |
free (stack_items); |
| 381 |
} |
| 382 |
|
| 383 |
/* Tries to add player on the connection passed in ns. |
| 384 |
* All we can really get in this is some settings like host and display |
| 385 |
* mode. |
| 386 |
*/ |
| 387 |
player * |
| 388 |
player::create () |
| 389 |
{ |
| 390 |
player *pl = new player; |
| 391 |
|
| 392 |
pl->set_object (arch_to_object (get_player_archetype (0))); |
| 393 |
|
| 394 |
pl->ob->roll_stats (); |
| 395 |
pl->ob->stats.wc = 2; |
| 396 |
pl->ob->run_away = 25; /* Then we panick... */ |
| 397 |
|
| 398 |
set_first_map (pl->ob); |
| 399 |
|
| 400 |
return pl; |
| 401 |
} |
| 402 |
|
| 403 |
/* |
| 404 |
* get_player_archetype() return next player archetype from archetype |
| 405 |
* list. Not very efficient routine, but used only creating new players. |
| 406 |
* Note: there MUST be at least one player archetype! |
| 407 |
*/ |
| 408 |
archetype * |
| 409 |
get_player_archetype (archetype *at) |
| 410 |
{ |
| 411 |
// archetypes could have been reloaded |
| 412 |
archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
| 413 |
|
| 414 |
if (!nat) |
| 415 |
return at; |
| 416 |
|
| 417 |
archvec::iterator i = archetypes.find (nat); |
| 418 |
|
| 419 |
for (;;) |
| 420 |
{ |
| 421 |
if (++i == archetypes.end ()) |
| 422 |
i = archetypes.begin (); |
| 423 |
else if (*i == at) |
| 424 |
cleanup ("not a single player archetype found"); |
| 425 |
|
| 426 |
if ((*i)->type == PLAYER) |
| 427 |
return *i; |
| 428 |
} |
| 429 |
} |
| 430 |
|
| 431 |
object * |
| 432 |
get_nearest_player (object *mon) |
| 433 |
{ |
| 434 |
object *op = NULL; |
| 435 |
objectlink *ol; |
| 436 |
unsigned lastdist; |
| 437 |
rv_vector rv; |
| 438 |
|
| 439 |
for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
| 440 |
{ |
| 441 |
if (!can_detect_enemy (mon, ol->ob, &rv)) |
| 442 |
continue; |
| 443 |
|
| 444 |
if (lastdist > rv.distance) |
| 445 |
{ |
| 446 |
op = ol->ob; |
| 447 |
lastdist = rv.distance; |
| 448 |
} |
| 449 |
} |
| 450 |
|
| 451 |
for_all_players (pl) |
| 452 |
if (can_detect_enemy (mon, pl->ob, &rv)) |
| 453 |
if (lastdist > rv.distance) |
| 454 |
{ |
| 455 |
op = pl->ob; |
| 456 |
lastdist = rv.distance; |
| 457 |
} |
| 458 |
|
| 459 |
#if 0 |
| 460 |
LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
| 461 |
#endif |
| 462 |
return op; |
| 463 |
} |
| 464 |
|
| 465 |
/* I believe this can safely go to 2, 3 is questionable, 4 will likely |
| 466 |
* result in a monster paths backtracking. It basically determines how large a |
| 467 |
* detour a monster will take from the direction path when looking |
| 468 |
* for a path to the player. The values are in the amount of direction |
| 469 |
* the deviation is |
| 470 |
*/ |
| 471 |
#define DETOUR_AMOUNT 2 |
| 472 |
|
| 473 |
/* This is used to prevent infinite loops. Consider a case where the |
| 474 |
* player is in a chamber (with gate closed), and monsters are outside. |
| 475 |
* with DETOUR_AMOUNT==2, the function will turn each corner, trying to |
| 476 |
* find a path into the chamber. This is a good thing, but since there |
| 477 |
* is no real path, it will just keep circling the chamber for |
| 478 |
* ever (this could be a nice effect for monsters, but not for the function |
| 479 |
* to get stuck in. I think for the monsters, if max is reached and |
| 480 |
* we return the first direction the creature could move would result in the |
| 481 |
* circling behaviour. Unfortunately, this function is also used to determined |
| 482 |
* if the creature should cast a spell, so returning a direction in that case |
| 483 |
* is probably not a good thing. |
| 484 |
*/ |
| 485 |
#define MAX_SPACES 50 |
| 486 |
|
| 487 |
/* |
| 488 |
* Returns the direction to the player, if valid. Returns 0 otherwise. |
| 489 |
* modified to verify there is a path to the player. Does this by stepping towards |
| 490 |
* player and if path is blocked then see if blockage is close enough to player that |
| 491 |
* direction to player is changed (ie zig or zag). Continue zig zag until either |
| 492 |
* reach player or path is blocked. Thus, will only return true if there is a free |
| 493 |
* path to player. Though path may not be a straight line. Note that it will find |
| 494 |
* player hiding along a corridor at right angles to the corridor with the monster. |
| 495 |
* |
| 496 |
* Modified by MSW 2001-08-06 to handle tiled maps. Various notes: |
| 497 |
* 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding |
| 498 |
* down corriders. |
| 499 |
* 2) I think the old code was broken if the first direction the monster |
| 500 |
* should move was blocked - the code would store the first direction without |
| 501 |
* verifying that the player can actually move in that direction. The new |
| 502 |
* code does not store anything in firstdir until we have verified that the |
| 503 |
* monster can in fact move one space in that direction. |
| 504 |
* 3) I'm not sure how good this code will be for moving multipart monsters, |
| 505 |
* since only simple checks to blocked are being called, which could mean the monster |
| 506 |
* is blocking itself. |
| 507 |
*/ |
| 508 |
int |
| 509 |
path_to_player (object *mon, object *pl, unsigned mindiff) |
| 510 |
{ |
| 511 |
rv_vector rv; |
| 512 |
sint16 x, y; |
| 513 |
int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
| 514 |
maptile *m, *lastmap; |
| 515 |
|
| 516 |
get_rangevector (mon, pl, &rv, 0); |
| 517 |
|
| 518 |
if (rv.distance < mindiff) |
| 519 |
return 0; |
| 520 |
|
| 521 |
x = mon->x; |
| 522 |
y = mon->y; |
| 523 |
m = mon->map; |
| 524 |
dir = rv.direction; |
| 525 |
lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
| 526 |
diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
| 527 |
|
| 528 |
/* If we can't solve it within the search distance, return now. */ |
| 529 |
if (diff > max) |
| 530 |
return 0; |
| 531 |
|
| 532 |
while (diff > 1 && max > 0) |
| 533 |
{ |
| 534 |
lastx = x; |
| 535 |
lasty = y; |
| 536 |
lastmap = m; |
| 537 |
x = lastx + freearr_x[dir]; |
| 538 |
y = lasty + freearr_y[dir]; |
| 539 |
|
| 540 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 541 |
blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
| 542 |
|
| 543 |
/* Space is blocked - try changing direction a little */ |
| 544 |
if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
| 545 |
&& (m == mon->map && blocked_link (mon, m, x, y)))) |
| 546 |
{ |
| 547 |
/* recalculate direction from last good location. Possible |
| 548 |
* we were not traversing ideal location before. |
| 549 |
*/ |
| 550 |
get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
| 551 |
if (rv.direction != dir) |
| 552 |
{ |
| 553 |
/* OK - says direction should be different - lets reset the |
| 554 |
* the values so it will try again. |
| 555 |
*/ |
| 556 |
x = lastx; |
| 557 |
y = lasty; |
| 558 |
m = lastmap; |
| 559 |
dir = firstdir = rv.direction; |
| 560 |
} |
| 561 |
else |
| 562 |
{ |
| 563 |
/* direct path is blocked - try taking a side step to |
| 564 |
* either the left or right. |
| 565 |
* Note increase the values in the loop below to be |
| 566 |
* more than -1/1 respectively will mean the monster takes |
| 567 |
* bigger detour. Have to be careful about these values getting |
| 568 |
* too big (3 or maybe 4 or higher) as the monster may just try |
| 569 |
* stepping back and forth |
| 570 |
*/ |
| 571 |
for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
| 572 |
{ |
| 573 |
if (i == 0) |
| 574 |
continue; /* already did this, so skip it */ |
| 575 |
/* Use lastdir here - otherwise, |
| 576 |
* since the direction that the creature should move in |
| 577 |
* may change, you could get infinite loops. |
| 578 |
* ie, player is northwest, but monster can only |
| 579 |
* move west, so it does that. It goes some distance, |
| 580 |
* gets blocked, finds that it should move north, |
| 581 |
* can't do that, but now finds it can move east, and |
| 582 |
* gets back to its original point. lastdir contains |
| 583 |
* the last direction the creature has successfully |
| 584 |
* moved. |
| 585 |
*/ |
| 586 |
|
| 587 |
x = lastx + freearr_x[absdir (lastdir + i)]; |
| 588 |
y = lasty + freearr_y[absdir (lastdir + i)]; |
| 589 |
m = lastmap; |
| 590 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 591 |
if (mflags & P_OUT_OF_MAP) |
| 592 |
continue; |
| 593 |
blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
| 594 |
if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
| 595 |
continue; |
| 596 |
if (mflags & P_BLOCKSVIEW) |
| 597 |
continue; |
| 598 |
|
| 599 |
if (m == mon->map && blocked_link (mon, m, x, y)) |
| 600 |
break; |
| 601 |
} |
| 602 |
/* go through entire loop without finding a valid |
| 603 |
* sidestep to take - thus, no valid path. |
| 604 |
*/ |
| 605 |
if (i == (DETOUR_AMOUNT + 1)) |
| 606 |
return 0; |
| 607 |
diff--; |
| 608 |
lastdir = dir; |
| 609 |
max--; |
| 610 |
if (!firstdir) |
| 611 |
firstdir = dir + i; |
| 612 |
} /* else check alternate directions */ |
| 613 |
} /* if blocked */ |
| 614 |
else |
| 615 |
{ |
| 616 |
/* we moved towards creature, so diff is less */ |
| 617 |
diff--; |
| 618 |
max--; |
| 619 |
lastdir = dir; |
| 620 |
if (!firstdir) |
| 621 |
firstdir = dir; |
| 622 |
} |
| 623 |
|
| 624 |
if (diff <= 1) |
| 625 |
{ |
| 626 |
/* Recalculate diff (distance) because we may not have actually |
| 627 |
* headed toward player for entire distance. |
| 628 |
*/ |
| 629 |
get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
| 630 |
diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
| 631 |
} |
| 632 |
|
| 633 |
if (diff > max) |
| 634 |
return 0; |
| 635 |
} |
| 636 |
|
| 637 |
/* If we reached the max, didn't find a direction in time */ |
| 638 |
if (!max) |
| 639 |
return 0; |
| 640 |
|
| 641 |
return firstdir; |
| 642 |
} |
| 643 |
|
| 644 |
void |
| 645 |
give_initial_items (object *pl, treasurelist *items) |
| 646 |
{ |
| 647 |
if (pl->randomitems) |
| 648 |
create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
| 649 |
|
| 650 |
for (object *next, *op = pl->inv; op; op = next) |
| 651 |
{ |
| 652 |
next = op->below; |
| 653 |
|
| 654 |
/* Forces get applied per default, unless they have the |
| 655 |
* flag "neutral" set. Sorry but I can't think of a better way |
| 656 |
*/ |
| 657 |
if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
| 658 |
SET_FLAG (op, FLAG_APPLIED); |
| 659 |
|
| 660 |
/* we never give weapons/armour if these cannot be used |
| 661 |
* by this player due to race restrictions |
| 662 |
*/ |
| 663 |
if (pl->type == PLAYER) |
| 664 |
{ |
| 665 |
if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
| 666 |
&& |
| 667 |
(op->type == ARMOUR || op->type == BOOTS |
| 668 |
|| op->type == CLOAK || op->type == HELMET |
| 669 |
|| op->type == SHIELD || op->type == GLOVES |
| 670 |
|| op->type == BRACERS || op->type == GIRDLE)) |
| 671 |
|| (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
| 672 |
{ |
| 673 |
op->destroy (); |
| 674 |
continue; |
| 675 |
} |
| 676 |
} |
| 677 |
|
| 678 |
/* Here we remove duplicated skills (as duplicated spell objects have |
| 679 |
* _very_ confusing effects for players), which could for instance be |
| 680 |
* generated by bad treasurelists. - elmex |
| 681 |
*/ |
| 682 |
if (op->type == SKILL) |
| 683 |
{ |
| 684 |
for (object *tmp = op->below; tmp; tmp = tmp->below) |
| 685 |
if (tmp->type == op->type && tmp->name == op->name) |
| 686 |
{ |
| 687 |
op->destroy (); |
| 688 |
LOG (llevError, |
| 689 |
"give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
| 690 |
break; |
| 691 |
} |
| 692 |
|
| 693 |
if (op->nrof > 1) |
| 694 |
op->nrof = 1; |
| 695 |
} |
| 696 |
|
| 697 |
if (op->type == SPELLBOOK && op->inv) |
| 698 |
CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
| 699 |
|
| 700 |
/* Give starting characters identified, uncursed, and undamned |
| 701 |
* items. Just don't identify gold or silver, or it won't be |
| 702 |
* merged properly. |
| 703 |
*/ |
| 704 |
if (need_identify (op)) |
| 705 |
{ |
| 706 |
SET_FLAG (op, FLAG_IDENTIFIED); |
| 707 |
CLEAR_FLAG (op, FLAG_CURSED); |
| 708 |
CLEAR_FLAG (op, FLAG_DAMNED); |
| 709 |
} |
| 710 |
|
| 711 |
if (op->type == SPELL) |
| 712 |
{ |
| 713 |
op->destroy (); |
| 714 |
continue; |
| 715 |
} |
| 716 |
else if (op->type == SKILL) |
| 717 |
{ |
| 718 |
SET_FLAG (op, FLAG_CAN_USE_SKILL); |
| 719 |
op->stats.exp = 0; |
| 720 |
op->level = 1; |
| 721 |
} |
| 722 |
else /* lock all 'normal items by default */ |
| 723 |
SET_FLAG (op, FLAG_INV_LOCKED); |
| 724 |
} /* for loop of objects in player inv */ |
| 725 |
|
| 726 |
/* Need to set up the skill pointers */ |
| 727 |
pl->contr->link_skills (); |
| 728 |
} |
| 729 |
|
| 730 |
void |
| 731 |
get_party_password (object *op, partylist *party) |
| 732 |
{ |
| 733 |
if (party == NULL) |
| 734 |
{ |
| 735 |
LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
| 736 |
return; |
| 737 |
} |
| 738 |
|
| 739 |
op->contr->write_buf[0] = '\0'; |
| 740 |
op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
| 741 |
op->contr->party_to_join = party; |
| 742 |
send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
| 743 |
} |
| 744 |
|
| 745 |
/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
| 746 |
static int |
| 747 |
roll_stat (void) |
| 748 |
{ |
| 749 |
int a[4], i, j, k; |
| 750 |
|
| 751 |
for (i = 0; i < 4; i++) |
| 752 |
a[i] = (int) rndm (6) + 1; |
| 753 |
|
| 754 |
for (i = 0, j = 0, k = 7; i < 4; i++) |
| 755 |
if (a[i] < k) |
| 756 |
k = a[i], j = i; |
| 757 |
|
| 758 |
for (i = 0, k = 0; i < 4; i++) |
| 759 |
if (i != j) |
| 760 |
k += a[i]; |
| 761 |
|
| 762 |
return k; |
| 763 |
} |
| 764 |
|
| 765 |
void |
| 766 |
object::roll_stats () |
| 767 |
{ |
| 768 |
int statsort [NUM_STATS]; |
| 769 |
|
| 770 |
for (;;) |
| 771 |
{ |
| 772 |
int sum = 0; |
| 773 |
for (int i = NUM_STATS; i--; ) |
| 774 |
sum += statsort [i] = roll_stat (); |
| 775 |
|
| 776 |
if (sum >= 82 && sum <= 116) |
| 777 |
break; |
| 778 |
} |
| 779 |
|
| 780 |
// Sort the stats so that rerolling is easier... |
| 781 |
std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
| 782 |
|
| 783 |
for (int i = 0; i < NUM_STATS; ++i) |
| 784 |
stats.stat (i) = statsort [i]; |
| 785 |
|
| 786 |
stats.exp = 0; |
| 787 |
stats.ac = 0; |
| 788 |
|
| 789 |
stats.hp = stats.maxhp; |
| 790 |
stats.sp = stats.maxsp; |
| 791 |
stats.grace = stats.maxgrace; |
| 792 |
|
| 793 |
if (contr) |
| 794 |
{ |
| 795 |
contr->levhp[1] = 9; |
| 796 |
contr->levsp[1] = 6; |
| 797 |
contr->levgrace[1] = 3; |
| 798 |
|
| 799 |
contr->orig_stats = stats; |
| 800 |
} |
| 801 |
} |
| 802 |
|
| 803 |
void |
| 804 |
object::swap_stats (int a, int b) |
| 805 |
{ |
| 806 |
swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
| 807 |
|
| 808 |
for (int i = 0; i < NUM_STATS; ++i) |
| 809 |
stats.stat (i) = contr->orig_stats.stat (i); |
| 810 |
|
| 811 |
//TODO: the following code looks so borked and should, at the very least, |
| 812 |
// be merged with the similar code in roll_stats |
| 813 |
stats.ac = 0; |
| 814 |
|
| 815 |
level = 1; |
| 816 |
stats.exp = 0; |
| 817 |
stats.ac = 0; |
| 818 |
|
| 819 |
stats.hp = stats.maxhp; |
| 820 |
stats.sp = stats.maxsp; |
| 821 |
stats.grace = stats.maxgrace; |
| 822 |
|
| 823 |
if (contr) |
| 824 |
{ |
| 825 |
contr->levhp[1] = 9; |
| 826 |
contr->levsp[1] = 6; |
| 827 |
contr->levgrace[1] = 3; |
| 828 |
|
| 829 |
contr->orig_stats = stats; |
| 830 |
} |
| 831 |
} |
| 832 |
|
| 833 |
static void |
| 834 |
start_info (object *op) |
| 835 |
{ |
| 836 |
char buf[MAX_BUF]; |
| 837 |
|
| 838 |
sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
| 839 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
| 840 |
} |
| 841 |
|
| 842 |
/* This function takes the key that is passed, and does the |
| 843 |
* appropriate action with it (change race, or other things). |
| 844 |
* The function name is for historical reasons - now we have |
| 845 |
* separate race and class; this actually changes the RACE, |
| 846 |
* not the class. |
| 847 |
*/ |
| 848 |
void |
| 849 |
player::chargen_race_done () |
| 850 |
{ |
| 851 |
/* this must before then initial items are given */ |
| 852 |
esrv_new_player (ob->contr); |
| 853 |
|
| 854 |
treasurelist *tl = treasurelist::find ("starting_wealth"); |
| 855 |
if (tl) |
| 856 |
create_treasure (tl, ob, 0, 0, 0); |
| 857 |
|
| 858 |
INVOKE_PLAYER (BIRTH, ob->contr); |
| 859 |
INVOKE_PLAYER (LOGIN, ob->contr); |
| 860 |
|
| 861 |
ob->contr->ns->state = ST_PLAYING; |
| 862 |
|
| 863 |
if (ob->msg) |
| 864 |
ob->msg = 0; |
| 865 |
|
| 866 |
start_info (ob); |
| 867 |
CLEAR_FLAG (ob, FLAG_WIZ); |
| 868 |
give_initial_items (ob, ob->randomitems); |
| 869 |
esrv_send_inventory (ob, ob); |
| 870 |
ob->update_stats (); |
| 871 |
|
| 872 |
/* This moves the player to a different start map, if there |
| 873 |
* is one for this race |
| 874 |
*/ |
| 875 |
if (*first_map_ext_path) |
| 876 |
ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
| 877 |
else |
| 878 |
LOG (llevDebug, "first_map_ext_path not set\n"); |
| 879 |
} |
| 880 |
|
| 881 |
void |
| 882 |
player::chargen_race_next () |
| 883 |
{ |
| 884 |
/* Following actually changes the race - this is the default command |
| 885 |
* if we don't match with one of the options above. |
| 886 |
*/ |
| 887 |
|
| 888 |
do |
| 889 |
{ |
| 890 |
shstr name = ob->name; |
| 891 |
int x = ob->x, y = ob->y; |
| 892 |
|
| 893 |
ob->remove_statbonus (); |
| 894 |
ob->remove (); |
| 895 |
ob->arch = get_player_archetype (ob->arch); |
| 896 |
ob->arch->copy_to (ob); |
| 897 |
ob->instantiate (); |
| 898 |
ob->stats = ob->contr->orig_stats; |
| 899 |
ob->name = ob->name_pl = name; |
| 900 |
ob->x = x; |
| 901 |
ob->y = y; |
| 902 |
SET_ANIMATION (ob, 2); /* So player faces south */ |
| 903 |
insert_ob_in_map (ob, ob->map, ob, 0); |
| 904 |
assign (ob->contr->title, ob->arch->object::name); |
| 905 |
ob->add_statbonus (); |
| 906 |
} |
| 907 |
while (!allowed_class (ob)); |
| 908 |
|
| 909 |
update_object (ob, UP_OBJ_FACE); |
| 910 |
esrv_update_item (UPD_FACE, ob, ob); |
| 911 |
ob->update_stats (); |
| 912 |
ob->stats.hp = ob->stats.maxhp; |
| 913 |
ob->stats.sp = ob->stats.maxsp; |
| 914 |
ob->stats.grace = 0; |
| 915 |
} |
| 916 |
|
| 917 |
void |
| 918 |
flee_player (object *op) |
| 919 |
{ |
| 920 |
int dir, diff; |
| 921 |
rv_vector rv; |
| 922 |
|
| 923 |
if (op->stats.hp < 0) |
| 924 |
{ |
| 925 |
LOG (llevDebug, "Fleeing player is dead.\n"); |
| 926 |
CLEAR_FLAG (op, FLAG_SCARED); |
| 927 |
return; |
| 928 |
} |
| 929 |
|
| 930 |
if (!op->enemy) |
| 931 |
{ |
| 932 |
LOG (llevDebug, "Fleeing player had no enemy.\n"); |
| 933 |
CLEAR_FLAG (op, FLAG_SCARED); |
| 934 |
return; |
| 935 |
} |
| 936 |
|
| 937 |
if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
| 938 |
{ |
| 939 |
op->enemy = NULL; |
| 940 |
CLEAR_FLAG (op, FLAG_SCARED); |
| 941 |
return; |
| 942 |
} |
| 943 |
|
| 944 |
get_rangevector (op, op->enemy, &rv, 0); |
| 945 |
|
| 946 |
dir = absdir (4 + rv.direction); |
| 947 |
for (diff = 0; diff < 3; diff++) |
| 948 |
{ |
| 949 |
int m = 1 - rndm (2) * 2; |
| 950 |
|
| 951 |
if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
| 952 |
return; |
| 953 |
} |
| 954 |
|
| 955 |
/* Cornered, get rid of scared */ |
| 956 |
CLEAR_FLAG (op, FLAG_SCARED); |
| 957 |
op->enemy = NULL; |
| 958 |
} |
| 959 |
|
| 960 |
/* check_pick sees if there is stuff to be picked up/picks up stuff. |
| 961 |
* It returns 1 if the player should keep on moving, 0 if he should |
| 962 |
* stop. |
| 963 |
*/ |
| 964 |
int |
| 965 |
check_pick (object *op) |
| 966 |
{ |
| 967 |
object *tmp, *next; |
| 968 |
int stop = 0; |
| 969 |
int wvratio; |
| 970 |
|
| 971 |
/* if you're flying, you cna't pick up anything */ |
| 972 |
if (op->move_type & MOVE_FLYING) |
| 973 |
return 1; |
| 974 |
|
| 975 |
next = op->below; |
| 976 |
|
| 977 |
int cnt = MAX_ITEM_PER_DROP; |
| 978 |
#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
| 979 |
|
| 980 |
/* loop while there are items on the floor that are not marked as |
| 981 |
* destroyed */ |
| 982 |
while (next && !next->destroyed ()) |
| 983 |
{ |
| 984 |
tmp = next; |
| 985 |
next = tmp->below; |
| 986 |
|
| 987 |
if (cnt <= 0) |
| 988 |
{ |
| 989 |
op->failmsg ("Couldn't pickup all items at once."); |
| 990 |
return 0; |
| 991 |
} |
| 992 |
|
| 993 |
if (op->destroyed ()) |
| 994 |
return 0; |
| 995 |
|
| 996 |
if (!can_pick (op, tmp)) |
| 997 |
continue; |
| 998 |
|
| 999 |
if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
| 1000 |
{ |
| 1001 |
if (item_matched_string (op, tmp, op->contr->search_str)) |
| 1002 |
CHK_PICK_PICKUP; |
| 1003 |
|
| 1004 |
continue; |
| 1005 |
} |
| 1006 |
|
| 1007 |
/* pickup handling */ |
| 1008 |
if (op->contr->mode & PU_DEBUG) |
| 1009 |
{ |
| 1010 |
/* some debugging code to figure out item information */ |
| 1011 |
const char *str = tmp->name |
| 1012 |
? format ("item name: %s item type: %d weight/value: %d", |
| 1013 |
&tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
| 1014 |
: format ("item name: %s item type: %d weight/value: %d", |
| 1015 |
&tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
| 1016 |
|
| 1017 |
new_draw_info (NDI_UNIQUE, 0, op, str); |
| 1018 |
} |
| 1019 |
|
| 1020 |
if (op->contr->mode & PU_INHIBIT) |
| 1021 |
return 1; |
| 1022 |
|
| 1023 |
if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
| 1024 |
return 1; |
| 1025 |
|
| 1026 |
/* philosophy: |
| 1027 |
* It's easy to grab an item type from a pile, as long as it's |
| 1028 |
* generic. This takes no game-time. For more detailed pickups |
| 1029 |
* and selections, select-items should be used. This is a |
| 1030 |
* grab-as-you-run type mode that's really useful for arrows for |
| 1031 |
* example. |
| 1032 |
* The drawback: right now it has no frontend, so you need to |
| 1033 |
* stick the bits you want into a calculator in hex mode and then |
| 1034 |
* convert to decimal and then 'pickup <#> |
| 1035 |
*/ |
| 1036 |
|
| 1037 |
/* the first two modes are exclusive: if NOTHING we return, if |
| 1038 |
* STOP then we stop. All the rest are applied sequentially, |
| 1039 |
* meaning if any test passes, the item gets picked up. */ |
| 1040 |
|
| 1041 |
/* if mode is set to pick nothing up, return */ |
| 1042 |
if (op->contr->mode == PU_NOTHING) |
| 1043 |
return 1; |
| 1044 |
|
| 1045 |
/* if mode is set to stop when encountering objects, return */ |
| 1046 |
/* take STOP before INHIBIT since it doesn't actually pick |
| 1047 |
* anything up */ |
| 1048 |
if (op->contr->mode & PU_STOP) |
| 1049 |
return 0; |
| 1050 |
|
| 1051 |
/* useful for going into stores and not losing your settings... */ |
| 1052 |
/* and for battles wher you don't want to get loaded down while |
| 1053 |
* fighting */ |
| 1054 |
if (op->contr->mode & PU_INHIBIT) |
| 1055 |
return 1; |
| 1056 |
|
| 1057 |
/* prevent us from turning into auto-thieves :) */ |
| 1058 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
| 1059 |
continue; |
| 1060 |
|
| 1061 |
/* ignore known cursed objects */ |
| 1062 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
| 1063 |
continue; |
| 1064 |
|
| 1065 |
/* all food and drink if desired */ |
| 1066 |
/* question: don't pick up known-poisonous stuff? */ |
| 1067 |
if (op->contr->mode & PU_FOOD) |
| 1068 |
if (tmp->type == FOOD) |
| 1069 |
{ |
| 1070 |
CHK_PICK_PICKUP; |
| 1071 |
continue; |
| 1072 |
} |
| 1073 |
|
| 1074 |
if (op->contr->mode & PU_DRINK) |
| 1075 |
if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
| 1076 |
{ |
| 1077 |
CHK_PICK_PICKUP; |
| 1078 |
continue; |
| 1079 |
} |
| 1080 |
|
| 1081 |
if (op->contr->mode & PU_POTION) |
| 1082 |
if (tmp->type == POTION) |
| 1083 |
{ |
| 1084 |
CHK_PICK_PICKUP; |
| 1085 |
continue; |
| 1086 |
} |
| 1087 |
|
| 1088 |
/* spellbooks, skillscrolls and normal books/scrolls */ |
| 1089 |
if (op->contr->mode & PU_SPELLBOOK) |
| 1090 |
if (tmp->type == SPELLBOOK) |
| 1091 |
{ |
| 1092 |
CHK_PICK_PICKUP; |
| 1093 |
continue; |
| 1094 |
} |
| 1095 |
|
| 1096 |
if (op->contr->mode & PU_SKILLSCROLL) |
| 1097 |
if (tmp->type == SKILLSCROLL) |
| 1098 |
{ |
| 1099 |
CHK_PICK_PICKUP; |
| 1100 |
continue; |
| 1101 |
} |
| 1102 |
|
| 1103 |
if (op->contr->mode & PU_READABLES) |
| 1104 |
if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
| 1105 |
{ |
| 1106 |
CHK_PICK_PICKUP; |
| 1107 |
continue; |
| 1108 |
} |
| 1109 |
|
| 1110 |
/* wands/staves/rods/horns */ |
| 1111 |
if (op->contr->mode & PU_MAGIC_DEVICE) |
| 1112 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
| 1113 |
{ |
| 1114 |
CHK_PICK_PICKUP; |
| 1115 |
continue; |
| 1116 |
} |
| 1117 |
|
| 1118 |
/* pick up all magical items */ |
| 1119 |
if (op->contr->mode & PU_MAGICAL) |
| 1120 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
| 1121 |
{ |
| 1122 |
CHK_PICK_PICKUP; |
| 1123 |
continue; |
| 1124 |
} |
| 1125 |
|
| 1126 |
if (op->contr->mode & PU_VALUABLES) |
| 1127 |
{ |
| 1128 |
if (tmp->type == MONEY || tmp->type == GEM) |
| 1129 |
{ |
| 1130 |
CHK_PICK_PICKUP; |
| 1131 |
continue; |
| 1132 |
} |
| 1133 |
} |
| 1134 |
|
| 1135 |
/* rings & amulets - talismans seems to be typed AMULET */ |
| 1136 |
if (op->contr->mode & PU_JEWELS) |
| 1137 |
if (tmp->type == RING || tmp->type == AMULET) |
| 1138 |
{ |
| 1139 |
CHK_PICK_PICKUP; |
| 1140 |
continue; |
| 1141 |
} |
| 1142 |
|
| 1143 |
/* we don't forget dragon food */ |
| 1144 |
if (op->contr->mode & PU_FLESH) |
| 1145 |
if (tmp->type == FLESH) |
| 1146 |
{ |
| 1147 |
CHK_PICK_PICKUP; |
| 1148 |
continue; |
| 1149 |
} |
| 1150 |
|
| 1151 |
/* bows and arrows. Bows are good for selling! */ |
| 1152 |
if (op->contr->mode & PU_BOW) |
| 1153 |
if (tmp->type == BOW) |
| 1154 |
{ |
| 1155 |
CHK_PICK_PICKUP; |
| 1156 |
continue; |
| 1157 |
} |
| 1158 |
|
| 1159 |
if (op->contr->mode & PU_ARROW) |
| 1160 |
if (tmp->type == ARROW) |
| 1161 |
{ |
| 1162 |
CHK_PICK_PICKUP; |
| 1163 |
continue; |
| 1164 |
} |
| 1165 |
|
| 1166 |
/* all kinds of armor etc. */ |
| 1167 |
if (op->contr->mode & PU_ARMOUR) |
| 1168 |
if (tmp->type == ARMOUR) |
| 1169 |
{ |
| 1170 |
CHK_PICK_PICKUP; |
| 1171 |
continue; |
| 1172 |
} |
| 1173 |
|
| 1174 |
if (op->contr->mode & PU_HELMET) |
| 1175 |
if (tmp->type == HELMET) |
| 1176 |
{ |
| 1177 |
CHK_PICK_PICKUP; |
| 1178 |
continue; |
| 1179 |
} |
| 1180 |
|
| 1181 |
if (op->contr->mode & PU_SHIELD) |
| 1182 |
if (tmp->type == SHIELD) |
| 1183 |
{ |
| 1184 |
CHK_PICK_PICKUP; |
| 1185 |
continue; |
| 1186 |
} |
| 1187 |
|
| 1188 |
if (op->contr->mode & PU_BOOTS) |
| 1189 |
if (tmp->type == BOOTS) |
| 1190 |
{ |
| 1191 |
CHK_PICK_PICKUP; |
| 1192 |
continue; |
| 1193 |
} |
| 1194 |
|
| 1195 |
if (op->contr->mode & PU_GLOVES) |
| 1196 |
if (tmp->type == GLOVES) |
| 1197 |
{ |
| 1198 |
CHK_PICK_PICKUP; |
| 1199 |
continue; |
| 1200 |
} |
| 1201 |
|
| 1202 |
if (op->contr->mode & PU_CLOAK) |
| 1203 |
if (tmp->type == CLOAK) |
| 1204 |
{ |
| 1205 |
CHK_PICK_PICKUP; |
| 1206 |
continue; |
| 1207 |
} |
| 1208 |
|
| 1209 |
/* hoping to catch throwing daggers here */ |
| 1210 |
if (op->contr->mode & PU_MISSILEWEAPON) |
| 1211 |
if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
| 1212 |
{ |
| 1213 |
CHK_PICK_PICKUP; |
| 1214 |
continue; |
| 1215 |
} |
| 1216 |
|
| 1217 |
/* careful: chairs and tables are weapons! */ |
| 1218 |
if (op->contr->mode & PU_ALLWEAPON) |
| 1219 |
{ |
| 1220 |
if (tmp->type == WEAPON) |
| 1221 |
if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
| 1222 |
{ |
| 1223 |
CHK_PICK_PICKUP; |
| 1224 |
continue; |
| 1225 |
} |
| 1226 |
} |
| 1227 |
|
| 1228 |
/* misc stuff that's useful */ |
| 1229 |
if (op->contr->mode & PU_KEY) |
| 1230 |
if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
| 1231 |
{ |
| 1232 |
CHK_PICK_PICKUP; |
| 1233 |
continue; |
| 1234 |
} |
| 1235 |
|
| 1236 |
/* any of the last 4 bits set means we use the ratio for value |
| 1237 |
* pickups */ |
| 1238 |
if (op->contr->mode & PU_RATIO) |
| 1239 |
{ |
| 1240 |
/* use value density to decide what else to grab */ |
| 1241 |
/* >=7 was >= op->contr->mode */ |
| 1242 |
/* >=7 is the old standard setting. Now we take the last 4 bits |
| 1243 |
*/ |
| 1244 |
wvratio = op->contr->mode & PU_RATIO; |
| 1245 |
if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
| 1246 |
{ |
| 1247 |
#if 0 |
| 1248 |
fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
| 1249 |
if (tmp->name != NULL) |
| 1250 |
{ |
| 1251 |
fprintf (stderr, "%s", tmp->name); |
| 1252 |
} |
| 1253 |
else |
| 1254 |
fprintf (stderr, "%s", tmp->arch->archname); |
| 1255 |
fprintf (stderr, ",%d] = ", tmp->type); |
| 1256 |
fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
| 1257 |
#endif |
| 1258 |
CHK_PICK_PICKUP; |
| 1259 |
continue; |
| 1260 |
} |
| 1261 |
} /* the new pickup model */ |
| 1262 |
} |
| 1263 |
|
| 1264 |
return !stop; |
| 1265 |
} |
| 1266 |
|
| 1267 |
/* |
| 1268 |
* Find an arrow in the inventory and after that |
| 1269 |
* in the right type container (quiver). Pointer to the |
| 1270 |
* found object is returned. |
| 1271 |
*/ |
| 1272 |
object * |
| 1273 |
find_arrow (object *op, const char *type) |
| 1274 |
{ |
| 1275 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
| 1276 |
if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
| 1277 |
return splay (tmp); |
| 1278 |
|
| 1279 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
| 1280 |
if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
| 1281 |
if (object *arrow = find_arrow (tmp, type)) |
| 1282 |
{ |
| 1283 |
splay (tmp); |
| 1284 |
return arrow; |
| 1285 |
} |
| 1286 |
|
| 1287 |
return 0; |
| 1288 |
} |
| 1289 |
|
| 1290 |
/* |
| 1291 |
* Similar to find_arrow, but looks for (roughly) the best arrow to use |
| 1292 |
* against the target. A full test is not performed, simply a basic test |
| 1293 |
* of resistances. The archer is making a quick guess at what he sees down |
| 1294 |
* the hall. Failing that it does it's best to pick the highest plus arrow. |
| 1295 |
*/ |
| 1296 |
object * |
| 1297 |
find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
| 1298 |
{ |
| 1299 |
object *tmp = NULL, *arrow, *ntmp; |
| 1300 |
int attacknum, attacktype, betterby = 0, i; |
| 1301 |
|
| 1302 |
if (!type) |
| 1303 |
return NULL; |
| 1304 |
|
| 1305 |
for (arrow = op->inv; arrow; arrow = arrow->below) |
| 1306 |
{ |
| 1307 |
if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
| 1308 |
{ |
| 1309 |
i = 0; |
| 1310 |
ntmp = find_better_arrow (arrow, target, type, &i); |
| 1311 |
|
| 1312 |
if (i > betterby) |
| 1313 |
{ |
| 1314 |
tmp = ntmp; |
| 1315 |
betterby = i; |
| 1316 |
} |
| 1317 |
} |
| 1318 |
else if (arrow->type == ARROW && arrow->race == type) |
| 1319 |
{ |
| 1320 |
/* allways prefer assasination/slaying */ |
| 1321 |
if (target->race && arrow->slaying.contains (target->race)) |
| 1322 |
{ |
| 1323 |
if (arrow->attacktype & AT_DEATH) |
| 1324 |
{ |
| 1325 |
*better = 100; |
| 1326 |
return arrow; |
| 1327 |
} |
| 1328 |
else |
| 1329 |
{ |
| 1330 |
tmp = arrow; |
| 1331 |
betterby = (arrow->magic + arrow->stats.dam) * 2; |
| 1332 |
} |
| 1333 |
} |
| 1334 |
else |
| 1335 |
{ |
| 1336 |
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
| 1337 |
{ |
| 1338 |
attacktype = 1 << attacknum; |
| 1339 |
if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
| 1340 |
if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
| 1341 |
{ |
| 1342 |
tmp = arrow; |
| 1343 |
betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
| 1344 |
} |
| 1345 |
} |
| 1346 |
|
| 1347 |
if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
| 1348 |
{ |
| 1349 |
tmp = arrow; |
| 1350 |
betterby = 2 + arrow->magic + arrow->stats.dam; |
| 1351 |
} |
| 1352 |
|
| 1353 |
if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
| 1354 |
{ |
| 1355 |
tmp = arrow; |
| 1356 |
betterby = 1 + arrow->magic + arrow->stats.dam; |
| 1357 |
} |
| 1358 |
} |
| 1359 |
} |
| 1360 |
} |
| 1361 |
|
| 1362 |
if (tmp == NULL && arrow == NULL) |
| 1363 |
return find_arrow (op, type); |
| 1364 |
|
| 1365 |
*better = betterby; |
| 1366 |
return tmp; |
| 1367 |
} |
| 1368 |
|
| 1369 |
/* looks in a given direction, finds the first valid target, and calls |
| 1370 |
* find_better_arrow to find a decent arrow to use. |
| 1371 |
* op = the shooter |
| 1372 |
* type = bow->race |
| 1373 |
* dir = fire direction |
| 1374 |
*/ |
| 1375 |
object * |
| 1376 |
pick_arrow_target (object *op, shstr_cmp type, int dir) |
| 1377 |
{ |
| 1378 |
object *tmp = NULL; |
| 1379 |
maptile *m; |
| 1380 |
int i, mflags, found, number; |
| 1381 |
sint16 x, y; |
| 1382 |
|
| 1383 |
if (op->map == NULL) |
| 1384 |
return find_arrow (op, type); |
| 1385 |
|
| 1386 |
/* do a dex check */ |
| 1387 |
number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
| 1388 |
if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
| 1389 |
return find_arrow (op, type); |
| 1390 |
|
| 1391 |
m = op->map; |
| 1392 |
x = op->x; |
| 1393 |
y = op->y; |
| 1394 |
|
| 1395 |
/* find the first target */ |
| 1396 |
for (i = 0, found = 0; i < 20; i++) |
| 1397 |
{ |
| 1398 |
x += freearr_x[dir]; |
| 1399 |
y += freearr_y[dir]; |
| 1400 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 1401 |
|
| 1402 |
if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
| 1403 |
{ |
| 1404 |
tmp = 0; |
| 1405 |
break; |
| 1406 |
} |
| 1407 |
else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
| 1408 |
{ |
| 1409 |
/* This block presumes arrows and the like are MOVE_FLY_SLOW - |
| 1410 |
* perhaps a bad assumption. |
| 1411 |
*/ |
| 1412 |
tmp = 0; |
| 1413 |
break; |
| 1414 |
} |
| 1415 |
|
| 1416 |
if (mflags & P_IS_ALIVE) |
| 1417 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
| 1418 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
| 1419 |
break; |
| 1420 |
} |
| 1421 |
|
| 1422 |
if (!tmp) |
| 1423 |
return find_arrow (op, type); |
| 1424 |
|
| 1425 |
if (tmp->head) |
| 1426 |
tmp = tmp->head; |
| 1427 |
|
| 1428 |
return find_better_arrow (op, tmp, type, &i); |
| 1429 |
} |
| 1430 |
|
| 1431 |
/* |
| 1432 |
* Creature fires a bow - op can be monster or player. Returns |
| 1433 |
* 1 if bow was actually fired, 0 otherwise. |
| 1434 |
* op is the object firing the bow. |
| 1435 |
* part is for multipart creatures - the part firing the bow. |
| 1436 |
* dir is the direction of fire. |
| 1437 |
* wc_mod is any special modifier to give (used in special player fire modes) |
| 1438 |
* sx, sy are coordinates to fire arrow from - also used in some of the special |
| 1439 |
* player fire modes. |
| 1440 |
*/ |
| 1441 |
int |
| 1442 |
fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
| 1443 |
{ |
| 1444 |
object *left, *bow; |
| 1445 |
int mflags; |
| 1446 |
maptile *m; |
| 1447 |
|
| 1448 |
if (!dir) |
| 1449 |
{ |
| 1450 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
| 1451 |
return 0; |
| 1452 |
} |
| 1453 |
|
| 1454 |
if (op->contr) |
| 1455 |
bow = op->current_weapon; |
| 1456 |
else |
| 1457 |
{ |
| 1458 |
for (bow = op->inv; bow; bow = bow->below) |
| 1459 |
/* Don't check for applied - monsters don't apply bows - in that way, they |
| 1460 |
* don't need to switch back and forth between bows and weapons. |
| 1461 |
*/ |
| 1462 |
if (bow->type == BOW) |
| 1463 |
break; |
| 1464 |
|
| 1465 |
if (!bow) |
| 1466 |
{ |
| 1467 |
LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
| 1468 |
return 0; |
| 1469 |
} |
| 1470 |
|
| 1471 |
// optimisation: move object to top so we will find it quickly again |
| 1472 |
if (bow->below) |
| 1473 |
{ |
| 1474 |
bow->remove (); |
| 1475 |
op->insert (bow); |
| 1476 |
} |
| 1477 |
} |
| 1478 |
|
| 1479 |
if (!bow->race || !bow->skill) |
| 1480 |
{ |
| 1481 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
| 1482 |
return 0; |
| 1483 |
} |
| 1484 |
|
| 1485 |
if (arrow == NULL) |
| 1486 |
{ |
| 1487 |
if ((arrow = find_arrow (op, bow->race)) == NULL) |
| 1488 |
{ |
| 1489 |
if (op->type == PLAYER) |
| 1490 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
| 1491 |
/* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
| 1492 |
else |
| 1493 |
CLEAR_FLAG (op, FLAG_READY_BOW); |
| 1494 |
|
| 1495 |
return 0; |
| 1496 |
} |
| 1497 |
} |
| 1498 |
|
| 1499 |
mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
| 1500 |
if (mflags & P_OUT_OF_MAP) |
| 1501 |
return 0; |
| 1502 |
|
| 1503 |
if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
| 1504 |
{ |
| 1505 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
| 1506 |
return 0; |
| 1507 |
} |
| 1508 |
|
| 1509 |
/* this should not happen, but sometimes does */ |
| 1510 |
if (arrow->nrof == 0) |
| 1511 |
{ |
| 1512 |
LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
| 1513 |
arrow->destroy (); |
| 1514 |
return 0; |
| 1515 |
} |
| 1516 |
|
| 1517 |
left = arrow; /* these are arrows left to the player */ |
| 1518 |
arrow = arrow->split (); |
| 1519 |
if (!arrow) |
| 1520 |
{ |
| 1521 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
| 1522 |
return 0; |
| 1523 |
} |
| 1524 |
|
| 1525 |
arrow->set_owner (op); |
| 1526 |
arrow->skill = bow->skill; |
| 1527 |
arrow->direction = dir; |
| 1528 |
|
| 1529 |
arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
| 1530 |
arrow->stats.hp = arrow->stats.dam; |
| 1531 |
arrow->stats.grace = arrow->attacktype; |
| 1532 |
|
| 1533 |
if (arrow->slaying) |
| 1534 |
arrow->spellarg = strdup (arrow->slaying); |
| 1535 |
|
| 1536 |
#if 0 |
| 1537 |
if (player *pl = op->contr) |
| 1538 |
{ |
| 1539 |
float speed = pl->weapon_sp; |
| 1540 |
|
| 1541 |
/* penalize ROF for bestarrow */ |
| 1542 |
if (pl->bowtype == bow_bestarrow) |
| 1543 |
speed *= .9f; |
| 1544 |
else |
| 1545 |
speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
| 1546 |
|
| 1547 |
op->speed_left += speed - op->speed; |
| 1548 |
} |
| 1549 |
#endif |
| 1550 |
|
| 1551 |
SET_ANIMATION (arrow, arrow->direction); |
| 1552 |
|
| 1553 |
/* update the speed */ |
| 1554 |
arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
| 1555 |
+ bow->stats.dam / 7.f; |
| 1556 |
|
| 1557 |
arrow->set_speed (max (arrow->speed, 2.f)); |
| 1558 |
arrow->speed_left = 0; |
| 1559 |
|
| 1560 |
int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
| 1561 |
|
| 1562 |
if (op->type == PLAYER) |
| 1563 |
{ |
| 1564 |
arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
| 1565 |
wc -= dex_bonus[op->stats.Dex]; |
| 1566 |
|
| 1567 |
if (!arrow->slaying) |
| 1568 |
arrow->slaying = op->slaying; |
| 1569 |
|
| 1570 |
arrow->attacktype |= op->attacktype; |
| 1571 |
} |
| 1572 |
else |
| 1573 |
{ |
| 1574 |
arrow->level = op->level; |
| 1575 |
arrow->stats.wc -= bow->magic; |
| 1576 |
|
| 1577 |
if (!arrow->slaying) |
| 1578 |
arrow->slaying = bow->slaying; |
| 1579 |
|
| 1580 |
arrow->attacktype |= bow->attacktype; |
| 1581 |
} |
| 1582 |
|
| 1583 |
wc -= arrow->level; |
| 1584 |
arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
| 1585 |
|
| 1586 |
arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
| 1587 |
arrow->move_type = MOVE_FLY_LOW; |
| 1588 |
arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
| 1589 |
|
| 1590 |
op->play_sound (sound_find ("fire_arrow")); |
| 1591 |
m->insert (arrow, sx, sy, op); |
| 1592 |
|
| 1593 |
if (!arrow->destroyed ()) |
| 1594 |
move_arrow (arrow); |
| 1595 |
|
| 1596 |
return 1; |
| 1597 |
} |
| 1598 |
|
| 1599 |
/* Special fire code for players - this takes into |
| 1600 |
* account the special fire modes players can have |
| 1601 |
* but monsters can't. Putting that code here |
| 1602 |
* makes the fire_bow code much cleaner. |
| 1603 |
* this function should only be called if 'op' is a player, |
| 1604 |
* hence the function name. |
| 1605 |
*/ |
| 1606 |
int |
| 1607 |
player_fire_bow (object *op, int dir) |
| 1608 |
{ |
| 1609 |
int ret; |
| 1610 |
|
| 1611 |
if (op->contr->bowtype == bow_bestarrow) |
| 1612 |
{ |
| 1613 |
ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
| 1614 |
} |
| 1615 |
else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
| 1616 |
{ |
| 1617 |
int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
| 1618 |
ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
| 1619 |
} |
| 1620 |
else if (op->contr->bowtype == bow_threewide) |
| 1621 |
{ |
| 1622 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
| 1623 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
| 1624 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
| 1625 |
} |
| 1626 |
else if (op->contr->bowtype == bow_spreadshot) |
| 1627 |
{ |
| 1628 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
| 1629 |
ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
| 1630 |
ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
| 1631 |
} |
| 1632 |
else |
| 1633 |
{ |
| 1634 |
/* Simple case */ |
| 1635 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
| 1636 |
} |
| 1637 |
|
| 1638 |
return ret; |
| 1639 |
} |
| 1640 |
|
| 1641 |
/* Fires a misc (wand/rod/horn) object in 'dir'. |
| 1642 |
* Broken apart from 'fire' to keep it more readable. |
| 1643 |
*/ |
| 1644 |
void |
| 1645 |
fire_misc_object (object *op, int dir) |
| 1646 |
{ |
| 1647 |
object *item = op->contr->ranged_ob; |
| 1648 |
|
| 1649 |
if (!item) |
| 1650 |
{ |
| 1651 |
new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
| 1652 |
return; |
| 1653 |
} |
| 1654 |
|
| 1655 |
if (!item->inv) |
| 1656 |
{ |
| 1657 |
LOG (llevError, "Object %s lacks a spell\n", &item->name); |
| 1658 |
return; |
| 1659 |
} |
| 1660 |
|
| 1661 |
if (!op->change_weapon (item)) |
| 1662 |
return; |
| 1663 |
|
| 1664 |
if (item->type == WAND) |
| 1665 |
{ |
| 1666 |
if (item->stats.food <= 0) |
| 1667 |
{ |
| 1668 |
op->contr->play_sound (sound_find ("wand_poof")); |
| 1669 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
| 1670 |
|
| 1671 |
return; |
| 1672 |
} |
| 1673 |
} |
| 1674 |
else if (item->type == ROD || item->type == HORN) |
| 1675 |
{ |
| 1676 |
sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
| 1677 |
|
| 1678 |
// using the maximum of the rods charge allows at least one spell cast |
| 1679 |
// for a rod or horn, this fixes some broken rods. |
| 1680 |
if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
| 1681 |
{ |
| 1682 |
op->contr->play_sound (sound_find ("wand_poof")); |
| 1683 |
|
| 1684 |
if (item->type == ROD) |
| 1685 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
| 1686 |
else |
| 1687 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
| 1688 |
|
| 1689 |
return; |
| 1690 |
} |
| 1691 |
} |
| 1692 |
|
| 1693 |
if (cast_spell (op, item, dir, item->inv, NULL)) |
| 1694 |
{ |
| 1695 |
item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
| 1696 |
|
| 1697 |
if (item->type == WAND) |
| 1698 |
{ |
| 1699 |
if (!(--item->stats.food)) |
| 1700 |
{ |
| 1701 |
object *tmp; |
| 1702 |
|
| 1703 |
if (item->arch) |
| 1704 |
{ |
| 1705 |
CLEAR_FLAG (item, FLAG_ANIMATE); |
| 1706 |
item->face = item->arch->face; |
| 1707 |
item->set_speed (0); |
| 1708 |
} |
| 1709 |
|
| 1710 |
if (object *pl = item->visible_to ()) |
| 1711 |
esrv_update_item (UPD_ANIM, pl, item); |
| 1712 |
} |
| 1713 |
} |
| 1714 |
else if (item->type == ROD || item->type == HORN) |
| 1715 |
drain_rod_charge (item); |
| 1716 |
} |
| 1717 |
} |
| 1718 |
|
| 1719 |
/* Received a fire command for the player - go and do it. |
| 1720 |
*/ |
| 1721 |
bool |
| 1722 |
fire (object *op, int dir) |
| 1723 |
{ |
| 1724 |
int spellcost = 0; |
| 1725 |
|
| 1726 |
player *pl = op->contr; |
| 1727 |
|
| 1728 |
if (pl->golem) |
| 1729 |
{ |
| 1730 |
control_golem (op->contr->golem, dir); |
| 1731 |
return false; |
| 1732 |
} |
| 1733 |
|
| 1734 |
object *ob = pl->ranged_ob; |
| 1735 |
|
| 1736 |
if (!ob) |
| 1737 |
return false; |
| 1738 |
|
| 1739 |
if (op->speed_left > 0.f) |
| 1740 |
--op->speed_left; |
| 1741 |
else |
| 1742 |
return false; |
| 1743 |
|
| 1744 |
if (!op->change_weapon (ob)) |
| 1745 |
return false; |
| 1746 |
|
| 1747 |
/* check for loss of invisiblity/hide */ |
| 1748 |
if (action_makes_visible (op)) |
| 1749 |
make_visible (op); |
| 1750 |
|
| 1751 |
switch (ob->type) |
| 1752 |
{ |
| 1753 |
case BOW: |
| 1754 |
player_fire_bow (op, dir); |
| 1755 |
break; |
| 1756 |
|
| 1757 |
case SPELL: |
| 1758 |
spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
| 1759 |
break; |
| 1760 |
|
| 1761 |
case BUILDER: |
| 1762 |
apply_map_builder (op, dir); |
| 1763 |
break; |
| 1764 |
|
| 1765 |
case SKILL: |
| 1766 |
do_skill (op, op, ob, dir, 0); |
| 1767 |
break; |
| 1768 |
|
| 1769 |
default: |
| 1770 |
fire_misc_object (op, dir); |
| 1771 |
break; |
| 1772 |
} |
| 1773 |
|
| 1774 |
return true; |
| 1775 |
} |
| 1776 |
|
| 1777 |
/* find_key |
| 1778 |
* We try to find a key for the door as passed. If we find a key |
| 1779 |
* and successfully use it, we return the key, otherwise NULL |
| 1780 |
* This function merges both normal and locked door, since the logic |
| 1781 |
* for both is the same - just the specific key is different. |
| 1782 |
* pl is the player, |
| 1783 |
* inv is the objects inventory to searched |
| 1784 |
* door is the door we are trying to match against. |
| 1785 |
* This function can be called recursively to search containers. |
| 1786 |
*/ |
| 1787 |
object * |
| 1788 |
find_key (object *pl, object *container, object *door) |
| 1789 |
{ |
| 1790 |
object *tmp, *key; |
| 1791 |
|
| 1792 |
/* Should not happen, but sanity checking is never bad */ |
| 1793 |
if (!container->inv) |
| 1794 |
return 0; |
| 1795 |
|
| 1796 |
/* First, lets try to find a key in the top level inventory */ |
| 1797 |
for (tmp = container->inv; tmp; tmp = tmp->below) |
| 1798 |
{ |
| 1799 |
if (door->type == DOOR && tmp->type == KEY) |
| 1800 |
break; |
| 1801 |
/* For sanity, we should really check door type, but other stuff |
| 1802 |
* (like containers) can be locked with special keys |
| 1803 |
*/ |
| 1804 |
if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
| 1805 |
break; |
| 1806 |
} |
| 1807 |
|
| 1808 |
/* No key found - lets search inventories now */ |
| 1809 |
/* If we find and use a key in an inventory, return at that time. |
| 1810 |
* otherwise, if we search all the inventories and still don't find |
| 1811 |
* a key, return |
| 1812 |
*/ |
| 1813 |
if (!tmp) |
| 1814 |
{ |
| 1815 |
for (tmp = container->inv; tmp; tmp = tmp->below) |
| 1816 |
{ |
| 1817 |
/* No reason to search empty containers */ |
| 1818 |
if (tmp->type == CONTAINER && tmp->inv) |
| 1819 |
{ |
| 1820 |
if ((key = find_key (pl, tmp, door))) |
| 1821 |
return key; |
| 1822 |
} |
| 1823 |
} |
| 1824 |
|
| 1825 |
if (!tmp) |
| 1826 |
return NULL; |
| 1827 |
} |
| 1828 |
|
| 1829 |
/* We get down here if we have found a key. Now if its in a container, |
| 1830 |
* see if we actually want to use it |
| 1831 |
*/ |
| 1832 |
if (pl != container) |
| 1833 |
{ |
| 1834 |
/* Only let players use keys in containers */ |
| 1835 |
if (!pl->contr) |
| 1836 |
return NULL; |
| 1837 |
/* cases where this fails: |
| 1838 |
* If we only search the player inventory, return now since we |
| 1839 |
* are not in the players inventory. |
| 1840 |
* If the container is not active, return now since only active |
| 1841 |
* containers can be used. |
| 1842 |
* If we only search keyrings and the container does not have |
| 1843 |
* a race/isn't a keyring. |
| 1844 |
* No checking for all containers - to fall through past here, |
| 1845 |
* inv must have been an container and must have been active. |
| 1846 |
* |
| 1847 |
* Change the color so that the message doesn't disappear with |
| 1848 |
* all the others. |
| 1849 |
*/ |
| 1850 |
if (pl->contr->usekeys == key_inventory || |
| 1851 |
!QUERY_FLAG (container, FLAG_APPLIED) || |
| 1852 |
(pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
| 1853 |
{ |
| 1854 |
new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
| 1855 |
"The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
| 1856 |
return NULL; |
| 1857 |
} |
| 1858 |
} |
| 1859 |
|
| 1860 |
return tmp; |
| 1861 |
} |
| 1862 |
|
| 1863 |
/* moved door processing out of move_player_attack. |
| 1864 |
* returns 1 if player has opened the door with a key |
| 1865 |
* such that the caller should not do anything more, |
| 1866 |
* 0 otherwise |
| 1867 |
*/ |
| 1868 |
static int |
| 1869 |
player_attack_door (object *op, object *door) |
| 1870 |
{ |
| 1871 |
/* If its a door, try to find a key. If we do destroy the door, |
| 1872 |
* might as well return immediately as there is nothing more to do - |
| 1873 |
* otherwise, we fall through to the rest of the code. |
| 1874 |
*/ |
| 1875 |
object *key = find_key (op, op, door); |
| 1876 |
|
| 1877 |
/* If we found a key, do some extra work */ |
| 1878 |
if (key) |
| 1879 |
{ |
| 1880 |
object *container = key->env; |
| 1881 |
|
| 1882 |
if (action_makes_visible (op)) |
| 1883 |
make_visible (op); |
| 1884 |
|
| 1885 |
if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
| 1886 |
spring_trap (door->inv, op); |
| 1887 |
|
| 1888 |
if (door->type == DOOR) |
| 1889 |
hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
| 1890 |
else if (door->type == LOCKED_DOOR) |
| 1891 |
{ |
| 1892 |
op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
| 1893 |
remove_door2 (door); /* remove door without violence ;-) */ |
| 1894 |
} |
| 1895 |
|
| 1896 |
/* Do this after we print the message */ |
| 1897 |
key->decrease (); /* Use up one of the keys */ |
| 1898 |
|
| 1899 |
return 1; /* Nothing more to do below */ |
| 1900 |
} |
| 1901 |
else if (door->type == LOCKED_DOOR) |
| 1902 |
{ |
| 1903 |
/* Might as well return now - no other way to open this */ |
| 1904 |
op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
| 1905 |
return 1; |
| 1906 |
} |
| 1907 |
|
| 1908 |
return 0; |
| 1909 |
} |
| 1910 |
|
| 1911 |
/* This function is just part of a breakup from move_player. |
| 1912 |
* It should keep the code cleaner. |
| 1913 |
* When this is called, the players direction has been updated |
| 1914 |
* (taking into account confusion.) The player is also actually |
| 1915 |
* going to try and move (not fire weapons). |
| 1916 |
*/ |
| 1917 |
bool |
| 1918 |
move_player_attack (object *op, int dir) |
| 1919 |
{ |
| 1920 |
int on_battleground; |
| 1921 |
|
| 1922 |
sint16 nx = freearr_x[dir] + op->x; |
| 1923 |
sint16 ny = freearr_y[dir] + op->y; |
| 1924 |
|
| 1925 |
on_battleground = op_on_battleground (op, 0, 0); |
| 1926 |
|
| 1927 |
if (out_of_map (op->map, nx, ny)) |
| 1928 |
return false; |
| 1929 |
|
| 1930 |
if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
| 1931 |
{ |
| 1932 |
--op->speed_left; |
| 1933 |
return true; |
| 1934 |
} |
| 1935 |
|
| 1936 |
/* If braced, or can't move to the square, and it is not out of the |
| 1937 |
* map, attack it. Note order of if statement is important - don't |
| 1938 |
* want to be calling move_ob if braced, because move_ob will move the |
| 1939 |
* player. This is a pretty nasty hack, because if we could |
| 1940 |
* move to some space, it then means that if we are braced, we should |
| 1941 |
* do nothing at all. As it is, if we are braced, we go through |
| 1942 |
* quite a bit of processing. However, it probably is less than what |
| 1943 |
* move_ob uses. |
| 1944 |
*/ |
| 1945 |
maptile *m = op->map->xy_find (nx, ny); |
| 1946 |
|
| 1947 |
/* Go through all the objects, and find ones of interest. Only stop if |
| 1948 |
* we find a monster - that is something we know we want to attack. |
| 1949 |
* if its a door or barrel (can roll) see if there may be monsters |
| 1950 |
* on the space |
| 1951 |
*/ |
| 1952 |
object *mon; |
| 1953 |
for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
| 1954 |
{ |
| 1955 |
if ((mon->flag [FLAG_ALIVE] |
| 1956 |
|| mon->type == LOCKED_DOOR |
| 1957 |
|| mon->flag [FLAG_CAN_ROLL]) |
| 1958 |
&& mon != op) |
| 1959 |
break; |
| 1960 |
} |
| 1961 |
|
| 1962 |
if (!mon) /* This happens anytime the player tries to move */ |
| 1963 |
return false; /* into a wall */ |
| 1964 |
|
| 1965 |
mon = mon->head_ (); |
| 1966 |
|
| 1967 |
if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
| 1968 |
if (op->contr->weapon_sp_left > 0.f) |
| 1969 |
if (player_attack_door (op, mon)) |
| 1970 |
{ |
| 1971 |
--op->contr->weapon_sp_left; |
| 1972 |
return true; |
| 1973 |
} |
| 1974 |
|
| 1975 |
/* The following deals with possibly attacking peaceful |
| 1976 |
* or friendly creatures. Basically, all players are considered |
| 1977 |
* unaggressive. If the moving player has peaceful set, then the |
| 1978 |
* object should be pushed instead of attacked. It is assumed that |
| 1979 |
* if you are braced, you will not attack friends accidently, |
| 1980 |
* and thus will not push them. |
| 1981 |
*/ |
| 1982 |
|
| 1983 |
/* If the creature is a pet, push it even if the player is not |
| 1984 |
* peaceful. Our assumption is the creature is a pet if the |
| 1985 |
* player owns it and it is either friendly or unagressive. |
| 1986 |
*/ |
| 1987 |
if (op->type == PLAYER |
| 1988 |
&& ((mon->owner && mon->owner->contr |
| 1989 |
&& same_party (mon->owner->contr->party, op->contr->party)) |
| 1990 |
|| mon->owner == op) |
| 1991 |
&& (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
| 1992 |
{ |
| 1993 |
/* If we're braced, we don't want to switch places with it */ |
| 1994 |
if (op->contr->braced) |
| 1995 |
return false; |
| 1996 |
|
| 1997 |
if (op->speed_left > 0.f) |
| 1998 |
{ |
| 1999 |
--op->speed_left; |
| 2000 |
|
| 2001 |
op->play_sound (sound_find ("push_player")); |
| 2002 |
push_ob (mon, dir, op); |
| 2003 |
|
| 2004 |
if (action_makes_visible (op)) |
| 2005 |
make_visible (op); |
| 2006 |
|
| 2007 |
return true; |
| 2008 |
} |
| 2009 |
else |
| 2010 |
return false; |
| 2011 |
} |
| 2012 |
|
| 2013 |
/* in certain circumstances, you shouldn't attack friendly |
| 2014 |
* creatures. Note that if you are braced, you can't push |
| 2015 |
* someone, but put it inside this loop so that you won't |
| 2016 |
* attack them either. |
| 2017 |
*/ |
| 2018 |
if ((mon->type == PLAYER || mon->enemy != op) |
| 2019 |
&& (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
| 2020 |
&& ((op->contr->peaceful |
| 2021 |
|| (mon->type == PLAYER && mon->contr->peaceful)) |
| 2022 |
&& !on_battleground)) |
| 2023 |
{ |
| 2024 |
if (op->speed_left > 0.f) |
| 2025 |
{ |
| 2026 |
--op->speed_left; |
| 2027 |
|
| 2028 |
if (!op->contr->braced) |
| 2029 |
{ |
| 2030 |
op->play_sound (sound_find ("push_player")); |
| 2031 |
push_ob (mon, dir, op); |
| 2032 |
} |
| 2033 |
else |
| 2034 |
op->statusmsg ("You withhold your attack"); |
| 2035 |
|
| 2036 |
if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
| 2037 |
make_visible (op); |
| 2038 |
|
| 2039 |
return true; |
| 2040 |
} |
| 2041 |
} |
| 2042 |
/* If the object is a boulder or other rollable object, then |
| 2043 |
* roll it if not braced. You can't roll it if you are braced. |
| 2044 |
*/ |
| 2045 |
else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
| 2046 |
{ |
| 2047 |
if (op->speed_left > 0.f) |
| 2048 |
{ |
| 2049 |
--op->speed_left; |
| 2050 |
|
| 2051 |
recursive_roll (mon, dir, op); |
| 2052 |
if (action_makes_visible (op)) |
| 2053 |
make_visible (op); |
| 2054 |
|
| 2055 |
return true; |
| 2056 |
} |
| 2057 |
} |
| 2058 |
/* Any generic living creature. Including things like doors. |
| 2059 |
* Way it works is like this: First, it must have some hit points |
| 2060 |
* and be living. Then, it must be one of the following: |
| 2061 |
* 1) Not a player, 2) A player, but of a different party. Note |
| 2062 |
* that party_number -1 is no party, so attacks can still happen. |
| 2063 |
*/ |
| 2064 |
else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
| 2065 |
((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
| 2066 |
{ |
| 2067 |
if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
| 2068 |
{ |
| 2069 |
--op->contr->weapon_sp_left; |
| 2070 |
|
| 2071 |
skill_attack (mon, op, 0, 0, 0); |
| 2072 |
|
| 2073 |
if (action_makes_visible (op)) |
| 2074 |
make_visible (op); |
| 2075 |
|
| 2076 |
return true; |
| 2077 |
} |
| 2078 |
} |
| 2079 |
|
| 2080 |
return false; |
| 2081 |
} |
| 2082 |
|
| 2083 |
bool |
| 2084 |
move_player (object *op, int dir) |
| 2085 |
{ |
| 2086 |
int pick; |
| 2087 |
|
| 2088 |
if (!op->map || op->map->in_memory != MAP_ACTIVE) |
| 2089 |
return 0; |
| 2090 |
|
| 2091 |
/* Sanity check: make sure dir is valid */ |
| 2092 |
if ((dir < 0) || (dir >= 9)) |
| 2093 |
{ |
| 2094 |
LOG (llevError, "move_player: invalid direction %d\n", dir); |
| 2095 |
return 0; |
| 2096 |
} |
| 2097 |
|
| 2098 |
/* peterm: added following line */ |
| 2099 |
if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
| 2100 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
| 2101 |
|
| 2102 |
op->facing = dir; |
| 2103 |
|
| 2104 |
if (op->flag [FLAG_HIDDEN]) |
| 2105 |
do_hidden_move (op); |
| 2106 |
|
| 2107 |
bool retval; |
| 2108 |
|
| 2109 |
if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
| 2110 |
retval = RESULT_INT (0); |
| 2111 |
else if (op->contr->fire_on) |
| 2112 |
retval = fire (op, dir); |
| 2113 |
else |
| 2114 |
{ |
| 2115 |
retval = move_player_attack (op, dir); |
| 2116 |
pick = check_pick (op); |
| 2117 |
} |
| 2118 |
|
| 2119 |
/* Add special check for newcs players and fire on - this way, the |
| 2120 |
* server can handle repeat firing. |
| 2121 |
*/ |
| 2122 |
if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
| 2123 |
op->direction = dir; |
| 2124 |
else |
| 2125 |
op->direction = 0; |
| 2126 |
|
| 2127 |
/* Update how the player looks. Use the facing, so direction may |
| 2128 |
* get reset to zero. This allows for full animation capabilities |
| 2129 |
* for players. |
| 2130 |
*/ |
| 2131 |
animate_object (op, op->facing); |
| 2132 |
|
| 2133 |
return retval; |
| 2134 |
} |
| 2135 |
|
| 2136 |
/* This is similar to handle_player, below, but is only used by the |
| 2137 |
* new client/server stuff. |
| 2138 |
* This is sort of special, in that the new client/server actually uses |
| 2139 |
* the new speed values for commands. |
| 2140 |
* |
| 2141 |
* Returns true if there are more actions we can do. Should not do |
| 2142 |
* many actions in a row, as that would be too unfair to other |
| 2143 |
* players. |
| 2144 |
*/ |
| 2145 |
bool |
| 2146 |
handle_newcs_player (object *op) |
| 2147 |
{ |
| 2148 |
if (QUERY_FLAG (op, FLAG_SCARED)) |
| 2149 |
{ |
| 2150 |
if (op->speed_left > 0.f) |
| 2151 |
{ |
| 2152 |
--op->speed_left; |
| 2153 |
flee_player (op); |
| 2154 |
|
| 2155 |
return true; |
| 2156 |
} |
| 2157 |
else |
| 2158 |
return false; |
| 2159 |
} |
| 2160 |
|
| 2161 |
/* call this here - we also will call this in do_ericserver, but |
| 2162 |
* the players time has been increased when doericserver has been |
| 2163 |
* called, so we recheck it here. |
| 2164 |
*/ |
| 2165 |
if (op->contr->ns->handle_command ()) |
| 2166 |
return true; |
| 2167 |
|
| 2168 |
if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
| 2169 |
return move_player (op, op->direction); |
| 2170 |
|
| 2171 |
return false; |
| 2172 |
} |
| 2173 |
|
| 2174 |
int |
| 2175 |
save_life (object *op) |
| 2176 |
{ |
| 2177 |
if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
| 2178 |
return 0; |
| 2179 |
|
| 2180 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
| 2181 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
| 2182 |
{ |
| 2183 |
op->play_sound (sound_find ("ob_evaporate")); |
| 2184 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
| 2185 |
|
| 2186 |
tmp->destroy (); |
| 2187 |
CLEAR_FLAG (op, FLAG_LIFESAVE); |
| 2188 |
|
| 2189 |
if (op->stats.hp < 0) |
| 2190 |
op->stats.hp = op->stats.maxhp; |
| 2191 |
|
| 2192 |
if (op->stats.food < 0) |
| 2193 |
op->stats.food = 999; |
| 2194 |
|
| 2195 |
op->update_stats (); |
| 2196 |
return 1; |
| 2197 |
} |
| 2198 |
|
| 2199 |
LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
| 2200 |
CLEAR_FLAG (op, FLAG_LIFESAVE); |
| 2201 |
enter_player_savebed (op); /* bring him home. */ |
| 2202 |
return 0; |
| 2203 |
} |
| 2204 |
|
| 2205 |
/* This goes throws the inventory and removes unpaid objects, and puts them |
| 2206 |
* back in the map (location and map determined by values of env). This |
| 2207 |
* function will descend into containers. op is the object to start the search |
| 2208 |
* from. |
| 2209 |
*/ |
| 2210 |
static void |
| 2211 |
drop_unpaid_items (object *op, object *env) |
| 2212 |
{ |
| 2213 |
while (op) |
| 2214 |
{ |
| 2215 |
object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
| 2216 |
|
| 2217 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
| 2218 |
op->insert_at (env); |
| 2219 |
else if (op->inv) |
| 2220 |
drop_unpaid_items (op->inv, env); |
| 2221 |
|
| 2222 |
op = next; |
| 2223 |
} |
| 2224 |
} |
| 2225 |
|
| 2226 |
void |
| 2227 |
object::drop_unpaid_items () |
| 2228 |
{ |
| 2229 |
if (!flag [FLAG_REMOVED]) |
| 2230 |
::drop_unpaid_items (inv, this); |
| 2231 |
} |
| 2232 |
|
| 2233 |
/* |
| 2234 |
* Returns pointer a static string containing gravestone text |
| 2235 |
* Moved from apply.c to player.c - player.c is what |
| 2236 |
* actually uses this function. player.c may not be quite the |
| 2237 |
* best, a misc file for object actions is probably better, |
| 2238 |
* but there isn't one in the server directory. |
| 2239 |
*/ |
| 2240 |
const char * |
| 2241 |
gravestone_text (object *op) |
| 2242 |
{ |
| 2243 |
static dynbuf_text buf; |
| 2244 |
|
| 2245 |
buf << "---- R.I.P. ----\n\n" |
| 2246 |
<< op->name; |
| 2247 |
|
| 2248 |
if (op->type == PLAYER) |
| 2249 |
buf << " the " << op->contr->title; |
| 2250 |
|
| 2251 |
buf << "\n\n"; |
| 2252 |
|
| 2253 |
buf << "who was level "; |
| 2254 |
buf << (sint32)op->level << "\n\n" // OO breakdown |
| 2255 |
<< " when " << (op->contr ? "killed" : "died") << "\n\n"; |
| 2256 |
|
| 2257 |
if (op->type == PLAYER) |
| 2258 |
buf << "by " << op->contr->killer_name () << ".\n\n"; |
| 2259 |
|
| 2260 |
{ |
| 2261 |
static char buf2[128]; |
| 2262 |
time_t now = time (NULL); |
| 2263 |
strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
| 2264 |
buf << buf2; |
| 2265 |
} |
| 2266 |
|
| 2267 |
return buf; |
| 2268 |
} |
| 2269 |
|
| 2270 |
void |
| 2271 |
do_some_living (object *op) |
| 2272 |
{ |
| 2273 |
int last_food = op->stats.food; |
| 2274 |
int gen_hp, gen_sp, gen_grace; |
| 2275 |
int over_hp, over_sp, over_grace; |
| 2276 |
int i; |
| 2277 |
int rate_hp = 1200; |
| 2278 |
int rate_sp = 2500; |
| 2279 |
int rate_grace = 2000; |
| 2280 |
const int max_hp = 1; |
| 2281 |
const int max_sp = 1; |
| 2282 |
const int max_grace = 1; |
| 2283 |
|
| 2284 |
if (op->contr->hidden) |
| 2285 |
{ |
| 2286 |
op->invisible = 1000; |
| 2287 |
/* the socket code flashes the player visible/invisible |
| 2288 |
* depending on the value of invisible, so we need to |
| 2289 |
* alternate it here for it to work correctly. |
| 2290 |
*/ |
| 2291 |
if (pticks & 2) |
| 2292 |
op->invisible--; |
| 2293 |
} |
| 2294 |
else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
| 2295 |
{ |
| 2296 |
if (!op->invisible--) |
| 2297 |
{ |
| 2298 |
make_visible (op); |
| 2299 |
new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
| 2300 |
} |
| 2301 |
} |
| 2302 |
|
| 2303 |
if (op->contr->ns->state == ST_PLAYING) |
| 2304 |
{ |
| 2305 |
/* these next three if clauses make it possible to SLOW DOWN |
| 2306 |
hp/grace/spellpoint regeneration. */ |
| 2307 |
if (op->contr->gen_hp >= 0) |
| 2308 |
gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
| 2309 |
else |
| 2310 |
{ |
| 2311 |
gen_hp = op->stats.maxhp; |
| 2312 |
rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
| 2313 |
} |
| 2314 |
|
| 2315 |
if (op->contr->gen_sp >= 0) |
| 2316 |
gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
| 2317 |
else |
| 2318 |
{ |
| 2319 |
gen_sp = op->stats.maxsp; |
| 2320 |
rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
| 2321 |
} |
| 2322 |
|
| 2323 |
if (op->contr->gen_grace >= 0) |
| 2324 |
gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
| 2325 |
else |
| 2326 |
{ |
| 2327 |
gen_grace = op->stats.maxgrace; |
| 2328 |
rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
| 2329 |
} |
| 2330 |
|
| 2331 |
/* Regenerate Grace */ |
| 2332 |
/* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
| 2333 |
if (--op->last_grace < 0) |
| 2334 |
{ |
| 2335 |
if (op->stats.grace < op->stats.maxgrace / 2) |
| 2336 |
op->stats.grace++; /* no penalty in food for regaining grace */ |
| 2337 |
|
| 2338 |
if (max_grace > 1) |
| 2339 |
{ |
| 2340 |
over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
| 2341 |
if (over_grace > 0) |
| 2342 |
{ |
| 2343 |
op->stats.sp += over_grace |
| 2344 |
+ (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
| 2345 |
op->last_grace = 0; |
| 2346 |
} |
| 2347 |
else |
| 2348 |
{ |
| 2349 |
op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
| 2350 |
} |
| 2351 |
} |
| 2352 |
else |
| 2353 |
{ |
| 2354 |
op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
| 2355 |
} |
| 2356 |
/* wearing stuff doesn't detract from grace generation. */ |
| 2357 |
} |
| 2358 |
|
| 2359 |
if (op->stats.food > 0) |
| 2360 |
{ |
| 2361 |
/* Regenerate Spell Points */ |
| 2362 |
if (!op->contr->golem && --op->last_sp < 0) |
| 2363 |
{ |
| 2364 |
gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
| 2365 |
|
| 2366 |
if (op->stats.sp < op->stats.maxsp) |
| 2367 |
{ |
| 2368 |
op->stats.sp++; |
| 2369 |
|
| 2370 |
/* dms do not consume food */ |
| 2371 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
| 2372 |
{ |
| 2373 |
op->stats.food--; |
| 2374 |
|
| 2375 |
if (op->contr->digestion < 0) |
| 2376 |
op->stats.food += op->contr->digestion; |
| 2377 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
| 2378 |
op->stats.food = last_food; |
| 2379 |
} |
| 2380 |
} |
| 2381 |
|
| 2382 |
if (max_sp > 1) |
| 2383 |
{ |
| 2384 |
over_sp = (gen_sp + 10) / rate_sp; |
| 2385 |
if (over_sp > 0) |
| 2386 |
{ |
| 2387 |
if (op->stats.sp < op->stats.maxsp) |
| 2388 |
{ |
| 2389 |
op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
| 2390 |
|
| 2391 |
if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
| 2392 |
op->stats.sp--; |
| 2393 |
|
| 2394 |
if (op->stats.sp > op->stats.maxsp) |
| 2395 |
op->stats.sp = op->stats.maxsp; |
| 2396 |
} |
| 2397 |
|
| 2398 |
op->last_sp = 0; |
| 2399 |
} |
| 2400 |
else |
| 2401 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
| 2402 |
} |
| 2403 |
else |
| 2404 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
| 2405 |
} |
| 2406 |
|
| 2407 |
/* Regenerate Hit Points */ |
| 2408 |
if (--op->last_heal < 0) |
| 2409 |
{ |
| 2410 |
if (op->stats.hp < op->stats.maxhp) |
| 2411 |
{ |
| 2412 |
op->stats.hp++; |
| 2413 |
|
| 2414 |
/* dms do not consume food */ |
| 2415 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
| 2416 |
{ |
| 2417 |
op->stats.food--; |
| 2418 |
|
| 2419 |
if (op->contr->digestion < 0) |
| 2420 |
op->stats.food += op->contr->digestion; |
| 2421 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
| 2422 |
op->stats.food = last_food; |
| 2423 |
} |
| 2424 |
} |
| 2425 |
|
| 2426 |
if (max_hp > 1) |
| 2427 |
{ |
| 2428 |
over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
| 2429 |
|
| 2430 |
if (over_hp > 0) |
| 2431 |
{ |
| 2432 |
op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
| 2433 |
op->last_heal = 0; |
| 2434 |
} |
| 2435 |
else |
| 2436 |
op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
| 2437 |
} |
| 2438 |
else |
| 2439 |
op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
| 2440 |
} |
| 2441 |
} |
| 2442 |
|
| 2443 |
/* Digestion */ |
| 2444 |
if (--op->last_eat < 0) |
| 2445 |
{ |
| 2446 |
int bonus = max (0, op->contr->digestion), |
| 2447 |
penalty = max (0, -op->contr->digestion); |
| 2448 |
|
| 2449 |
op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
| 2450 |
|
| 2451 |
/* dms do not consume food */ |
| 2452 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
| 2453 |
op->stats.food--; |
| 2454 |
} |
| 2455 |
|
| 2456 |
if (op->stats.food < 0 && op->stats.hp >= 0) |
| 2457 |
{ |
| 2458 |
object *flesh = 0; |
| 2459 |
|
| 2460 |
for_inv_removable (op, tmp) |
| 2461 |
{ |
| 2462 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
| 2463 |
continue; |
| 2464 |
|
| 2465 |
if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
| 2466 |
{ |
| 2467 |
op->statusmsg ("You blindly grab for a bite of food. " |
| 2468 |
"H<To prevent you from starving, you ate some random item from your backpack.>"); |
| 2469 |
manual_apply (op, tmp, 0); |
| 2470 |
|
| 2471 |
if (op->stats.food >= 0 || op->stats.hp < 0) |
| 2472 |
break; |
| 2473 |
} |
| 2474 |
else if (tmp->type == FLESH) |
| 2475 |
flesh = tmp; |
| 2476 |
} |
| 2477 |
|
| 2478 |
/* If player is still starving, it means they don't have any food, so |
| 2479 |
* eat flesh instead. |
| 2480 |
*/ |
| 2481 |
if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
| 2482 |
{ |
| 2483 |
op->statusmsg ("You blindly grab for a bite of food. " |
| 2484 |
"H<To prevent you from starving, you ate some random item from your backpack.>"); |
| 2485 |
manual_apply (op, flesh, 0); |
| 2486 |
} |
| 2487 |
|
| 2488 |
// If player is still starving, alert him! |
| 2489 |
if (op->stats.food < 0) |
| 2490 |
op->failmsg ("You are starving! " |
| 2491 |
"H<Eat some food to increase your food and prevent you from an untimely death.>"); |
| 2492 |
} |
| 2493 |
|
| 2494 |
if (op->stats.food < 0) |
| 2495 |
{ |
| 2496 |
op->stats.hp += op->stats.food; |
| 2497 |
op->stats.food = 0; |
| 2498 |
|
| 2499 |
if (op->stats.hp < 0) |
| 2500 |
{ |
| 2501 |
op->contr->killer = archetype::get ("killer_starvation"); |
| 2502 |
op->contr->killer->destroy (); |
| 2503 |
} |
| 2504 |
} |
| 2505 |
|
| 2506 |
/* killer should be set here already */ |
| 2507 |
if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
| 2508 |
kill_player (op); |
| 2509 |
} |
| 2510 |
} |
| 2511 |
|
| 2512 |
/* If the player should die (lack of hp, food, etc), we call this. |
| 2513 |
* op is the player in jeopardy. If the player can not be saved (not |
| 2514 |
* permadeath, no lifesave), this will take care of removing the player |
| 2515 |
* file. |
| 2516 |
*/ |
| 2517 |
void |
| 2518 |
kill_player (object *op) |
| 2519 |
{ |
| 2520 |
int x, y; |
| 2521 |
maptile *map; /* this is for resurrection */ |
| 2522 |
int will_kill_again; |
| 2523 |
archetype *at; |
| 2524 |
object *tmp; |
| 2525 |
|
| 2526 |
if (save_life (op)) |
| 2527 |
return; |
| 2528 |
|
| 2529 |
dynbuf_text deathtab; |
| 2530 |
|
| 2531 |
/* restore player */ |
| 2532 |
at = archetype::find ("poisoning"); |
| 2533 |
if (object *tmp = present_arch_in_ob (at, op)) |
| 2534 |
{ |
| 2535 |
tmp->destroy (); |
| 2536 |
deathtab << "Your body feels cleansed...\r"; |
| 2537 |
} |
| 2538 |
|
| 2539 |
at = archetype::find ("confusion"); |
| 2540 |
if (object *tmp = present_arch_in_ob (at, op)) |
| 2541 |
{ |
| 2542 |
tmp->destroy (); |
| 2543 |
deathtab << "Your mind feels clearer...\r"; |
| 2544 |
} |
| 2545 |
|
| 2546 |
cure_disease (op, 0, 0); /* remove any disease */ |
| 2547 |
|
| 2548 |
max_it (op->stats.hp , op->stats.maxhp); |
| 2549 |
max_it (op->stats.sp , op->stats.maxsp); |
| 2550 |
max_it (op->stats.grace, op->stats.maxgrace); |
| 2551 |
|
| 2552 |
if (op->stats.food <= 0) |
| 2553 |
op->stats.food = 999; |
| 2554 |
|
| 2555 |
// remove all spell effects that are active |
| 2556 |
// to avoid long-term effects such as word-of-recall |
| 2557 |
for (object *item = op->inv; item; ) |
| 2558 |
{ |
| 2559 |
object *next = item->below; |
| 2560 |
|
| 2561 |
if (item->type == SPELL_EFFECT && item->active) |
| 2562 |
item->destroy (); |
| 2563 |
|
| 2564 |
item = next; |
| 2565 |
} |
| 2566 |
|
| 2567 |
/* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
| 2568 |
* in cities ONLY!!! It is very important that this doesn't get abused. |
| 2569 |
* Look at op_on_battleground() for more info --AndreasV |
| 2570 |
*/ |
| 2571 |
if (op_on_battleground (op, &x, &y)) |
| 2572 |
{ |
| 2573 |
deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
| 2574 |
|
| 2575 |
/* create a bodypart-trophy to make the winner happy */ |
| 2576 |
if (object *tmp = arch_to_object (archetype::find ("finger"))) |
| 2577 |
{ |
| 2578 |
tmp->name = format ("%s's finger" , &op->name); |
| 2579 |
tmp->name_pl = format ("%s's fingers", &op->name); |
| 2580 |
tmp->msg = format ( |
| 2581 |
"This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
| 2582 |
&op->name, op->contr->title, |
| 2583 |
(int)op->level, |
| 2584 |
op->contr->killer_name () |
| 2585 |
); |
| 2586 |
tmp->value = 0, tmp->type = 0; |
| 2587 |
tmp->materialname = "organics"; |
| 2588 |
tmp->insert_at (op, tmp); |
| 2589 |
} |
| 2590 |
|
| 2591 |
/* teleport defeated player to new destination */ |
| 2592 |
transfer_ob (op, x, y, 0, NULL); |
| 2593 |
op->contr->braced = 0; |
| 2594 |
|
| 2595 |
op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
| 2596 |
return; |
| 2597 |
} |
| 2598 |
|
| 2599 |
deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
| 2600 |
deathtab << "T<YOU HAVE DIED>\n\n"; |
| 2601 |
|
| 2602 |
INVOKE_PLAYER (DEATH, op->contr); |
| 2603 |
|
| 2604 |
command_kill_pets (op, 0); |
| 2605 |
|
| 2606 |
op->contr->play_sound (sound_find ("player_dies")); |
| 2607 |
|
| 2608 |
/* save the map location for corpse, gravestone */ |
| 2609 |
x = op->x; |
| 2610 |
y = op->y; |
| 2611 |
map = op->map; |
| 2612 |
|
| 2613 |
/* NOT_PERMADEATH code. This basically brings the character back to |
| 2614 |
* life if they are dead - it takes some exp and a random stat. |
| 2615 |
* See the config.h file for a little more in depth detail about this. |
| 2616 |
*/ |
| 2617 |
|
| 2618 |
/* Basically two ways to go - remove a stat permanently, or just |
| 2619 |
* make it depletion. This bunch of code deals with that aspect |
| 2620 |
* of death. |
| 2621 |
*/ |
| 2622 |
#ifndef COZY_SERVER |
| 2623 |
if (settings.balanced_stat_loss) |
| 2624 |
{ |
| 2625 |
/* If stat loss is permanent, lose one stat only. */ |
| 2626 |
/* Lower level chars don't lose as many stats because they suffer |
| 2627 |
more if they do. */ |
| 2628 |
/* Higher level characters can afford things such as potions of |
| 2629 |
restoration, or better, stat potions. So we slug them that |
| 2630 |
little bit harder. */ |
| 2631 |
/* GD */ |
| 2632 |
if (settings.stat_loss_on_death) |
| 2633 |
num_stats_lose = 1; |
| 2634 |
else |
| 2635 |
num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
| 2636 |
} |
| 2637 |
else |
| 2638 |
num_stats_lose = 1; |
| 2639 |
|
| 2640 |
lost_a_stat = 0; |
| 2641 |
|
| 2642 |
for (z = 0; z < num_stats_lose; z++) |
| 2643 |
{ |
| 2644 |
i = rndm (NUM_STATS); |
| 2645 |
|
| 2646 |
if (settings.stat_loss_on_death) |
| 2647 |
{ |
| 2648 |
/* Pick a random stat and take a point off it. Tell the player |
| 2649 |
* what he lost. |
| 2650 |
*/ |
| 2651 |
change_attr_value (&(op->stats), i, -1); |
| 2652 |
check_stat_bounds (&(op->stats)); |
| 2653 |
change_attr_value (&(op->contr->orig_stats), i, -1); |
| 2654 |
check_stat_bounds (&(op->contr->orig_stats)); |
| 2655 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
| 2656 |
lost_a_stat = 1; |
| 2657 |
} |
| 2658 |
else |
| 2659 |
{ |
| 2660 |
/* deplete a stat */ |
| 2661 |
archetype *deparch = archetype::find ("depletion"); |
| 2662 |
object *dep; |
| 2663 |
|
| 2664 |
dep = present_arch_in_ob (deparch, op); |
| 2665 |
if (!dep) |
| 2666 |
{ |
| 2667 |
dep = arch_to_object (deparch); |
| 2668 |
insert_ob_in_ob (dep, op); |
| 2669 |
} |
| 2670 |
lose_this_stat = 1; |
| 2671 |
if (settings.balanced_stat_loss) |
| 2672 |
{ |
| 2673 |
/* GD */ |
| 2674 |
/* Get the stat that we're about to deplete. */ |
| 2675 |
this_stat = get_attr_value (&(dep->stats), i); |
| 2676 |
if (this_stat < 0) |
| 2677 |
{ |
| 2678 |
int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
| 2679 |
int keep_chance = this_stat * this_stat; |
| 2680 |
|
| 2681 |
/* Yes, I am paranoid. Sue me. */ |
| 2682 |
if (keep_chance < 1) |
| 2683 |
keep_chance = 1; |
| 2684 |
|
| 2685 |
/* There is a maximum depletion total per level. */ |
| 2686 |
if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
| 2687 |
{ |
| 2688 |
lose_this_stat = 0; |
| 2689 |
/* Take loss chance vs keep chance to see if we |
| 2690 |
retain the stat. */ |
| 2691 |
} |
| 2692 |
else |
| 2693 |
{ |
| 2694 |
if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
| 2695 |
lose_this_stat = 0; |
| 2696 |
/* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
| 2697 |
this_stat, keep_chance, loss_chance, |
| 2698 |
lose_this_stat?"LOSE":"KEEP"); */ |
| 2699 |
} |
| 2700 |
} |
| 2701 |
} |
| 2702 |
|
| 2703 |
if (lose_this_stat) |
| 2704 |
{ |
| 2705 |
this_stat = get_attr_value (&dep->stats, i); |
| 2706 |
/* We could try to do something clever like find another |
| 2707 |
* stat to reduce if this fails. But chances are, if |
| 2708 |
* stats have been depleted to -50, all are pretty low |
| 2709 |
* and should be roughly the same, so it shouldn't make a |
| 2710 |
* difference. |
| 2711 |
*/ |
| 2712 |
if (this_stat >= -50) |
| 2713 |
{ |
| 2714 |
change_attr_value (&(dep->stats), i, -1); |
| 2715 |
SET_FLAG (dep, FLAG_APPLIED); |
| 2716 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
| 2717 |
op->update_stats (); |
| 2718 |
lost_a_stat = 1; |
| 2719 |
} |
| 2720 |
} |
| 2721 |
} |
| 2722 |
} |
| 2723 |
|
| 2724 |
/* If no stat lost, tell the player. */ |
| 2725 |
if (!lost_a_stat) |
| 2726 |
{ |
| 2727 |
/* determine_god() seems to not work sometimes... why is this? |
| 2728 |
Should I be using something else? GD */ |
| 2729 |
shstr_tmp god = determine_god (op); |
| 2730 |
|
| 2731 |
if (god != shstr_none) |
| 2732 |
deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
| 2733 |
else |
| 2734 |
deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
| 2735 |
} |
| 2736 |
#else |
| 2737 |
deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
| 2738 |
#endif |
| 2739 |
|
| 2740 |
/* Put a gravestone up where the character 'almost' died. List the |
| 2741 |
* exp loss on the stone. |
| 2742 |
*/ |
| 2743 |
tmp = arch_to_object (archetype::find ("gravestone")); |
| 2744 |
tmp->name = format ("%s's gravestone", &op->name); |
| 2745 |
tmp->name_pl = format ("%s's gravestones", &op->name); |
| 2746 |
tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
| 2747 |
&op->name, op->contr->title, op->contr->killer_name ()); |
| 2748 |
tmp->x = op->x, tmp->y = op->y; |
| 2749 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
| 2750 |
|
| 2751 |
/**************************************/ |
| 2752 |
/* */ |
| 2753 |
/* Subtract the experience points, */ |
| 2754 |
/* */ |
| 2755 |
/**************************************/ |
| 2756 |
|
| 2757 |
/*add_exp(op, (op->stats.exp * -0.20)); */ |
| 2758 |
apply_death_exp_penalty (op); |
| 2759 |
|
| 2760 |
/* |
| 2761 |
* Check to see if the player has any unpaid items. If so, remove them |
| 2762 |
* and put them back in the map. |
| 2763 |
*/ |
| 2764 |
op->drop_unpaid_items (); |
| 2765 |
|
| 2766 |
/****************************************/ |
| 2767 |
/* */ |
| 2768 |
/* Move player to his current respawn- */ |
| 2769 |
/* position (usually last savebed) */ |
| 2770 |
/* */ |
| 2771 |
/****************************************/ |
| 2772 |
|
| 2773 |
enter_player_savebed (op); |
| 2774 |
|
| 2775 |
op->contr->braced = 0; |
| 2776 |
|
| 2777 |
/* it is possible that the player has blown something up |
| 2778 |
* at his savebed location, and that can have long lasting |
| 2779 |
* spell effects. So first see if there is a spell effect |
| 2780 |
* on the space that might harm the player. |
| 2781 |
*/ |
| 2782 |
will_kill_again = 0; |
| 2783 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
| 2784 |
if (tmp->type == SPELL_EFFECT) |
| 2785 |
will_kill_again |= tmp->attacktype; |
| 2786 |
|
| 2787 |
if (will_kill_again) |
| 2788 |
{ |
| 2789 |
object *force; |
| 2790 |
int at; |
| 2791 |
|
| 2792 |
force = get_archetype (FORCE_NAME); |
| 2793 |
/* 50 ticks should be enough time for the spell to abate */ |
| 2794 |
force->speed = 0.1f; |
| 2795 |
force->speed_left = -5.f; |
| 2796 |
SET_FLAG (force, FLAG_APPLIED); |
| 2797 |
for (at = 0; at < NROFATTACKS; at++) |
| 2798 |
if (will_kill_again & (1 << at)) |
| 2799 |
force->resist[at] = 100; |
| 2800 |
|
| 2801 |
insert_ob_in_ob (force, op); |
| 2802 |
op->update_stats (); |
| 2803 |
} |
| 2804 |
|
| 2805 |
op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
| 2806 |
} |
| 2807 |
|
| 2808 |
void |
| 2809 |
loot_object (object *op) |
| 2810 |
{ /* Grab and destroy some treasure */ |
| 2811 |
object *tmp, *tmp2, *next; |
| 2812 |
|
| 2813 |
op->close_container (); /* close open sack first */ |
| 2814 |
|
| 2815 |
for (tmp = op->inv; tmp; tmp = next) |
| 2816 |
{ |
| 2817 |
next = tmp->below; |
| 2818 |
|
| 2819 |
if (tmp->invisible) |
| 2820 |
continue; |
| 2821 |
|
| 2822 |
tmp->remove (); |
| 2823 |
tmp->x = op->x, tmp->y = op->y; |
| 2824 |
|
| 2825 |
if (tmp->type == CONTAINER) |
| 2826 |
loot_object (tmp); /* empty container to ground */ |
| 2827 |
|
| 2828 |
if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
| 2829 |
{ |
| 2830 |
if (tmp->nrof > 1) |
| 2831 |
{ |
| 2832 |
tmp->decrease (rndm (1, tmp->nrof - 1)); |
| 2833 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
| 2834 |
} |
| 2835 |
else |
| 2836 |
tmp->destroy (); |
| 2837 |
} |
| 2838 |
else |
| 2839 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
| 2840 |
} |
| 2841 |
} |
| 2842 |
|
| 2843 |
/* |
| 2844 |
* fix_weight(): Check recursively the weight of all players, and fix |
| 2845 |
* what needs to be fixed. Refresh windows and fix speed if anything |
| 2846 |
* was changed. |
| 2847 |
*/ |
| 2848 |
void |
| 2849 |
fix_weight (void) |
| 2850 |
{ |
| 2851 |
for_all_players (pl) |
| 2852 |
{ |
| 2853 |
sint32 old = pl->ob->carrying; |
| 2854 |
|
| 2855 |
pl->ob->update_weight (); |
| 2856 |
|
| 2857 |
if (old != pl->ob->carrying) |
| 2858 |
{ |
| 2859 |
pl->ob->update_stats (); |
| 2860 |
LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
| 2861 |
} |
| 2862 |
} |
| 2863 |
} |
| 2864 |
|
| 2865 |
void |
| 2866 |
fix_luck (void) |
| 2867 |
{ |
| 2868 |
for_all_players (pl) |
| 2869 |
if (!pl->ob->contr->ns->state) |
| 2870 |
pl->ob->change_luck (0); |
| 2871 |
} |
| 2872 |
|
| 2873 |
/* cast_dust() - handles op throwing objects of type 'DUST'. |
| 2874 |
* This is much simpler in the new spell code - we basically |
| 2875 |
* just treat this as any other spell casting object. |
| 2876 |
*/ |
| 2877 |
void |
| 2878 |
cast_dust (object *op, object *throw_ob, int dir) |
| 2879 |
{ |
| 2880 |
object *skop, *spob; |
| 2881 |
|
| 2882 |
skop = find_skill_by_name (op, throw_ob->skill); |
| 2883 |
|
| 2884 |
/* casting POTION 'dusts' is really a use_magic_item skill */ |
| 2885 |
if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
| 2886 |
{ |
| 2887 |
LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
| 2888 |
return; |
| 2889 |
} |
| 2890 |
|
| 2891 |
spob = throw_ob->inv; |
| 2892 |
|
| 2893 |
// elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
| 2894 |
// not pass NULL to cast_spell (which did indeed check itself, but |
| 2895 |
// errors should be reported as early as possible IMHO) |
| 2896 |
if (!spob) |
| 2897 |
{ |
| 2898 |
LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
| 2899 |
return; |
| 2900 |
} |
| 2901 |
|
| 2902 |
if (op->type == PLAYER) |
| 2903 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
| 2904 |
|
| 2905 |
cast_spell (op, throw_ob, dir, spob, NULL); |
| 2906 |
|
| 2907 |
throw_ob->destroy (); |
| 2908 |
} |
| 2909 |
|
| 2910 |
void |
| 2911 |
make_visible (object *op) |
| 2912 |
{ |
| 2913 |
op->flag [FLAG_HIDDEN] = 0; |
| 2914 |
op->invisible = 0; |
| 2915 |
|
| 2916 |
if (op->type == PLAYER) |
| 2917 |
{ |
| 2918 |
op->contr->tmp_invis = 0; |
| 2919 |
op->contr->invis_race = 0; |
| 2920 |
} |
| 2921 |
|
| 2922 |
update_object (op, UP_OBJ_CHANGE); |
| 2923 |
} |
| 2924 |
|
| 2925 |
int |
| 2926 |
is_true_undead (object *op) |
| 2927 |
{ |
| 2928 |
if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
| 2929 |
return 1; |
| 2930 |
|
| 2931 |
return 0; |
| 2932 |
} |
| 2933 |
|
| 2934 |
/* look at the surrounding terrain to determine |
| 2935 |
* the hideability of this object. Positive levels |
| 2936 |
* indicate greater hideability. |
| 2937 |
*/ |
| 2938 |
int |
| 2939 |
hideability (object *ob) |
| 2940 |
{ |
| 2941 |
int i, level = 0, mflag; |
| 2942 |
sint16 x, y; |
| 2943 |
|
| 2944 |
if (!ob || !ob->map) |
| 2945 |
return 0; |
| 2946 |
|
| 2947 |
/* so, on normal lighted maps, its hard to hide */ |
| 2948 |
level = ob->map->darklevel () - 2; |
| 2949 |
|
| 2950 |
/* this also picks up whether the object is glowing. |
| 2951 |
* If you carry a light on a non-dark map, its not |
| 2952 |
* as bad as carrying a light on a pitch dark map */ |
| 2953 |
if (ob->has_carried_lights ()) |
| 2954 |
level = -(10 + (2 * ob->map->darklevel ())); |
| 2955 |
|
| 2956 |
/* scan through all nearby squares for terrain to hide in */ |
| 2957 |
for (i = 0, x = ob->x, y = ob->y; |
| 2958 |
i <= SIZEOFFREE1; |
| 2959 |
i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
| 2960 |
{ |
| 2961 |
mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
| 2962 |
if (mflag & P_OUT_OF_MAP) |
| 2963 |
continue; |
| 2964 |
|
| 2965 |
if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
| 2966 |
level += 2; |
| 2967 |
else /* open terrain! */ |
| 2968 |
level -= 1; |
| 2969 |
} |
| 2970 |
|
| 2971 |
#if 0 |
| 2972 |
LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
| 2973 |
#endif |
| 2974 |
return level; |
| 2975 |
} |
| 2976 |
|
| 2977 |
/* For Hidden creatures - a chance of becoming 'unhidden' |
| 2978 |
* every time they move - as we subtract off 'invisibility' |
| 2979 |
* AND, for players, if they move into a ridiculously unhideable |
| 2980 |
* spot (surrounded by clear terrain in broad daylight). -b.t. |
| 2981 |
*/ |
| 2982 |
void |
| 2983 |
do_hidden_move (object *op) |
| 2984 |
{ |
| 2985 |
int hide = 0; |
| 2986 |
|
| 2987 |
if (!op || !op->map) |
| 2988 |
return; |
| 2989 |
|
| 2990 |
object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
| 2991 |
int num = random_roll (0, 19, op, PREFER_LOW); |
| 2992 |
|
| 2993 |
/* its *extremely* hard to run and sneak/hide at the same time! */ |
| 2994 |
if (op->type == PLAYER && op->contr->run_on) |
| 2995 |
if (!skop || num >= skop->level) |
| 2996 |
{ |
| 2997 |
new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
| 2998 |
make_visible (op); |
| 2999 |
return; |
| 3000 |
} |
| 3001 |
else |
| 3002 |
num += 20; |
| 3003 |
|
| 3004 |
num += op->map->difficulty; |
| 3005 |
hide = hideability (op); /* modify by terrain hidden level */ |
| 3006 |
num -= hide; |
| 3007 |
|
| 3008 |
if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
| 3009 |
{ |
| 3010 |
make_visible (op); |
| 3011 |
|
| 3012 |
if (op->type == PLAYER) |
| 3013 |
new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
| 3014 |
} |
| 3015 |
else if (op->type == PLAYER && skop) |
| 3016 |
change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
| 3017 |
} |
| 3018 |
|
| 3019 |
/* determine if who is standing near a hostile creature. */ |
| 3020 |
|
| 3021 |
int |
| 3022 |
stand_near_hostile (object *who) |
| 3023 |
{ |
| 3024 |
object *tmp = NULL; |
| 3025 |
int i, friendly = 0, player = 0, mflags; |
| 3026 |
maptile *m; |
| 3027 |
sint16 x, y; |
| 3028 |
|
| 3029 |
if (!who) |
| 3030 |
return 0; |
| 3031 |
|
| 3032 |
if (who->type == PLAYER) |
| 3033 |
player = 1; |
| 3034 |
|
| 3035 |
else |
| 3036 |
friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
| 3037 |
|
| 3038 |
/* search adjacent squares */ |
| 3039 |
for (i = 1; i < 9; i++) |
| 3040 |
{ |
| 3041 |
x = who->x + freearr_x[i]; |
| 3042 |
y = who->y + freearr_y[i]; |
| 3043 |
m = who->map; |
| 3044 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 3045 |
/* space must be blocked if there is a monster. If not |
| 3046 |
* blocked, don't need to check this space. |
| 3047 |
*/ |
| 3048 |
if (mflags & P_OUT_OF_MAP) |
| 3049 |
continue; |
| 3050 |
if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
| 3051 |
continue; |
| 3052 |
|
| 3053 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
| 3054 |
{ |
| 3055 |
if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
| 3056 |
return 1; |
| 3057 |
else if (tmp->type == PLAYER) |
| 3058 |
{ |
| 3059 |
/*don't let a hidden DM prevent you from hiding */ |
| 3060 |
if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
| 3061 |
return 1; |
| 3062 |
} |
| 3063 |
} |
| 3064 |
} |
| 3065 |
return 0; |
| 3066 |
} |
| 3067 |
|
| 3068 |
/* check the player los field for viewability of the |
| 3069 |
* object op. This function works fine for monsters, |
| 3070 |
* but we dont worry if the object isnt the top one in |
| 3071 |
* a pile (say a coin under a table would return "viewable" |
| 3072 |
* by this routine). Another question, should we be |
| 3073 |
* concerned with the direction the player is looking |
| 3074 |
* in? Realistically, most of us can't see stuff behind |
| 3075 |
* our backs...on the other hand, does the "facing" direction |
| 3076 |
* imply the way your head, or body is facing? It's possible |
| 3077 |
* for them to differ. Sigh, this fctn could get a bit more complex. |
| 3078 |
* -b.t. |
| 3079 |
* This function is now map tiling safe. |
| 3080 |
*/ |
| 3081 |
int |
| 3082 |
player_can_view (object *pl, object *op) |
| 3083 |
{ |
| 3084 |
rv_vector rv; |
| 3085 |
int dx, dy; |
| 3086 |
|
| 3087 |
if (pl->type != PLAYER) |
| 3088 |
{ |
| 3089 |
LOG (llevError, "player_can_view() called for non-player object\n"); |
| 3090 |
return -1; |
| 3091 |
} |
| 3092 |
|
| 3093 |
if (!pl || !op) |
| 3094 |
return 0; |
| 3095 |
|
| 3096 |
op = op->head_ (); |
| 3097 |
|
| 3098 |
get_rangevector (pl, op, &rv, 0x1); |
| 3099 |
|
| 3100 |
/* starting with the 'head' part, lets loop |
| 3101 |
* through the object and find if it has any |
| 3102 |
* part that is in the los array but isn't on |
| 3103 |
* a blocked los square. |
| 3104 |
* we use the archetype to figure out offsets. |
| 3105 |
*/ |
| 3106 |
while (op) |
| 3107 |
{ |
| 3108 |
dx = rv.distance_x + op->arch->x; |
| 3109 |
dy = rv.distance_y + op->arch->y; |
| 3110 |
|
| 3111 |
if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
| 3112 |
return 1; |
| 3113 |
|
| 3114 |
op = op->more; |
| 3115 |
} |
| 3116 |
|
| 3117 |
return 0; |
| 3118 |
} |
| 3119 |
|
| 3120 |
/* routine for both players and monsters. We call this when |
| 3121 |
* there is a possibility for our action distrubing our hiding |
| 3122 |
* place or invisiblity spell. Artefact invisiblity causes |
| 3123 |
* "noise" instead. If we arent invisible to begin with, we |
| 3124 |
* return 0. |
| 3125 |
*/ |
| 3126 |
int |
| 3127 |
action_makes_visible (object *op) |
| 3128 |
{ |
| 3129 |
if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
| 3130 |
{ |
| 3131 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
| 3132 |
{ |
| 3133 |
// artefact invisibility is permanent, but we still make noise |
| 3134 |
// this is important for game-balance. |
| 3135 |
if (op->contr) |
| 3136 |
op->make_noise (); |
| 3137 |
|
| 3138 |
return 0; |
| 3139 |
} |
| 3140 |
|
| 3141 |
if (op->contr && op->contr->tmp_invis == 0) |
| 3142 |
return 0; |
| 3143 |
|
| 3144 |
/* If monsters, they should become visible */ |
| 3145 |
if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
| 3146 |
{ |
| 3147 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
| 3148 |
return 1; |
| 3149 |
} |
| 3150 |
} |
| 3151 |
|
| 3152 |
return 0; |
| 3153 |
} |
| 3154 |
|
| 3155 |
/* op_on_battleground - checks if the given object op (usually |
| 3156 |
* a player) is standing on a valid battleground-tile, |
| 3157 |
* function returns TRUE/FALSE. If true x, y returns the battleground |
| 3158 |
* -exit-coord. (and if x, y not NULL) |
| 3159 |
* 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
| 3160 |
* and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
| 3161 |
* Default is to do the same as before, so only people wanting to have different points need worry about this |
| 3162 |
*/ |
| 3163 |
int |
| 3164 |
op_on_battleground (object *op, int *x, int *y) |
| 3165 |
{ |
| 3166 |
/* A battleground-tile needs the following attributes to be valid: |
| 3167 |
* is_floor 1 (has to be the FIRST floor beneath the player's feet), |
| 3168 |
* name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
| 3169 |
* and the exit-coordinates sp/hp must both be > 0. |
| 3170 |
* => The intention here is to prevent abuse of the battleground- |
| 3171 |
* feature (like pickable or hidden battleground tiles). */ |
| 3172 |
for (object *tmp = op->below; tmp; tmp = tmp->below) |
| 3173 |
{ |
| 3174 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
| 3175 |
{ |
| 3176 |
if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
| 3177 |
&& tmp->type == BATTLEGROUND |
| 3178 |
&& tmp->name == shstr_battleground |
| 3179 |
&& EXIT_X (tmp) && EXIT_Y (tmp)) |
| 3180 |
{ |
| 3181 |
/* before we assign the exit, check if this is a teambattle */ |
| 3182 |
if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
| 3183 |
{ |
| 3184 |
for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
| 3185 |
{ |
| 3186 |
if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
| 3187 |
{ |
| 3188 |
if (x && y) |
| 3189 |
*x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
| 3190 |
|
| 3191 |
return 1; |
| 3192 |
} |
| 3193 |
} |
| 3194 |
} |
| 3195 |
|
| 3196 |
if (x && y) |
| 3197 |
*x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
| 3198 |
|
| 3199 |
return 1; |
| 3200 |
} |
| 3201 |
} |
| 3202 |
} |
| 3203 |
|
| 3204 |
/* If we got here, did not find a battleground */ |
| 3205 |
return 0; |
| 3206 |
} |
| 3207 |
|
| 3208 |
/* |
| 3209 |
* When a dragon-player gains a new stage of evolution, |
| 3210 |
* he gets some treasure |
| 3211 |
* |
| 3212 |
* attributes: |
| 3213 |
* object *who the dragon player |
| 3214 |
* int atnr the attack-number of the ability focus |
| 3215 |
* int level ability level |
| 3216 |
*/ |
| 3217 |
void |
| 3218 |
dragon_ability_gain (object *who, int atnr, int level) |
| 3219 |
{ |
| 3220 |
treasurelist *trlist = NULL; /* treasurelist */ |
| 3221 |
treasure *tr; /* treasure */ |
| 3222 |
object *tmp, *skop; /* tmp. object */ |
| 3223 |
object *item; /* treasure object */ |
| 3224 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
| 3225 |
int i = 0, j = 0; |
| 3226 |
|
| 3227 |
/* get the appropriate treasurelist */ |
| 3228 |
if (atnr == ATNR_FIRE) |
| 3229 |
trlist = treasurelist::find (shstr_dragon_ability_fire); |
| 3230 |
else if (atnr == ATNR_COLD) |
| 3231 |
trlist = treasurelist::find (shstr_dragon_ability_cold); |
| 3232 |
else if (atnr == ATNR_ELECTRICITY) |
| 3233 |
trlist = treasurelist::find (shstr_dragon_ability_elec); |
| 3234 |
else if (atnr == ATNR_POISON) |
| 3235 |
trlist = treasurelist::find (shstr_dragon_ability_poison); |
| 3236 |
|
| 3237 |
if (trlist == NULL || who->type != PLAYER) |
| 3238 |
return; |
| 3239 |
|
| 3240 |
for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
| 3241 |
|
| 3242 |
if (!tr || !tr->item) |
| 3243 |
{ |
| 3244 |
/* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
| 3245 |
return; |
| 3246 |
} |
| 3247 |
|
| 3248 |
/* everything seems okay - now bring on the gift: */ |
| 3249 |
item = tr->item; |
| 3250 |
|
| 3251 |
if (item->type == SPELL) |
| 3252 |
{ |
| 3253 |
if (check_spell_known (who, item->name)) |
| 3254 |
return; |
| 3255 |
|
| 3256 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
| 3257 |
do_learn_spell (who, item, 0); |
| 3258 |
return; |
| 3259 |
} |
| 3260 |
|
| 3261 |
/* grant direct spell */ |
| 3262 |
if (item->type == SPELLBOOK) |
| 3263 |
{ |
| 3264 |
if (!item->inv) |
| 3265 |
{ |
| 3266 |
LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
| 3267 |
return; |
| 3268 |
} |
| 3269 |
if (check_spell_known (who, item->inv->name)) |
| 3270 |
return; |
| 3271 |
if (item->invisible) |
| 3272 |
{ |
| 3273 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
| 3274 |
do_learn_spell (who, item->inv, 0); |
| 3275 |
return; |
| 3276 |
} |
| 3277 |
} |
| 3278 |
else if (item->type == SKILL_TOOL && item->invisible) |
| 3279 |
{ |
| 3280 |
if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
| 3281 |
{ |
| 3282 |
|
| 3283 |
/* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
| 3284 |
* in this way, if the player is missing any of the attacktypes, he gets |
| 3285 |
* them. As it is now, if the player has any that match the granted skill, |
| 3286 |
* but not all of them, he gets nothing. |
| 3287 |
*/ |
| 3288 |
if (!(skop->attacktype & item->attacktype)) |
| 3289 |
{ |
| 3290 |
/* Give new attacktype */ |
| 3291 |
skop->attacktype |= item->attacktype; |
| 3292 |
|
| 3293 |
/* always add physical if there's none */ |
| 3294 |
skop->attacktype |= AT_PHYSICAL; |
| 3295 |
|
| 3296 |
if (item->msg != NULL) |
| 3297 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
| 3298 |
|
| 3299 |
/* Give player new face */ |
| 3300 |
if (item->animation_id) |
| 3301 |
{ |
| 3302 |
who->face = skop->face; |
| 3303 |
who->animation_id = item->animation_id; |
| 3304 |
who->anim_speed = item->anim_speed; |
| 3305 |
who->last_anim = 0; |
| 3306 |
who->state = 0; |
| 3307 |
animate_object (who, who->direction); |
| 3308 |
} |
| 3309 |
} |
| 3310 |
} |
| 3311 |
} |
| 3312 |
else if (item->type == FORCE) |
| 3313 |
{ |
| 3314 |
/* forces in the treasurelist can alter the player's stats */ |
| 3315 |
object *skin; |
| 3316 |
|
| 3317 |
/* first get the dragon skin force */ |
| 3318 |
for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
| 3319 |
; |
| 3320 |
|
| 3321 |
if (!skin) |
| 3322 |
return; |
| 3323 |
|
| 3324 |
/* adding new spellpath attunements */ |
| 3325 |
if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
| 3326 |
{ |
| 3327 |
skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
| 3328 |
|
| 3329 |
/* print message */ |
| 3330 |
sprintf (buf, "You feel attuned to "); |
| 3331 |
for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
| 3332 |
{ |
| 3333 |
if (item->path_attuned & (1 << i)) |
| 3334 |
{ |
| 3335 |
if (j) |
| 3336 |
strcat (buf, " and "); |
| 3337 |
else |
| 3338 |
j = 1; |
| 3339 |
strcat (buf, spellpathnames[i]); |
| 3340 |
} |
| 3341 |
} |
| 3342 |
strcat (buf, "."); |
| 3343 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
| 3344 |
} |
| 3345 |
|
| 3346 |
/* evtl. adding flags: */ |
| 3347 |
if (QUERY_FLAG (item, FLAG_XRAYS)) |
| 3348 |
SET_FLAG (skin, FLAG_XRAYS); |
| 3349 |
if (QUERY_FLAG (item, FLAG_STEALTH)) |
| 3350 |
SET_FLAG (skin, FLAG_STEALTH); |
| 3351 |
if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
| 3352 |
SET_FLAG (skin, FLAG_SEE_IN_DARK); |
| 3353 |
|
| 3354 |
/* print message if there is one */ |
| 3355 |
if (item->msg != NULL) |
| 3356 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
| 3357 |
} |
| 3358 |
else |
| 3359 |
{ |
| 3360 |
/* generate misc. treasure */ |
| 3361 |
tmp = arch_to_object (tr->item); |
| 3362 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
| 3363 |
who->insert (tmp); |
| 3364 |
} |
| 3365 |
} |
| 3366 |
|
| 3367 |
/** |
| 3368 |
* Unready an object for a player. This function does nothing if the object was |
| 3369 |
* not readied. |
| 3370 |
*/ |
| 3371 |
void |
| 3372 |
player_unready_range_ob (player *pl, object *ob) |
| 3373 |
{ |
| 3374 |
if (pl->ob->current_weapon == ob) |
| 3375 |
pl->ob->current_weapon = 0; |
| 3376 |
|
| 3377 |
if (pl->combat_ob == ob) |
| 3378 |
pl->combat_ob = 0; |
| 3379 |
|
| 3380 |
if (pl->ranged_ob == ob) |
| 3381 |
pl->ranged_ob = 0; |
| 3382 |
} |
| 3383 |
|
| 3384 |
sint8 |
| 3385 |
player::darkness_at (maptile *map, int x, int y) const |
| 3386 |
{ |
| 3387 |
if (!ns) |
| 3388 |
return LOS_BLOCKED; |
| 3389 |
|
| 3390 |
int dx, dy; |
| 3391 |
if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
| 3392 |
return LOS_BLOCKED; |
| 3393 |
|
| 3394 |
x += dx - ns->current_x; |
| 3395 |
y += dy - ns->current_y; |
| 3396 |
|
| 3397 |
return blocked_los (x, y); |
| 3398 |
} |
| 3399 |
|
| 3400 |
void |
| 3401 |
player::infobox (const char *title, const char *msg, int color) |
| 3402 |
{ |
| 3403 |
send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
| 3404 |
} |
| 3405 |
|
| 3406 |
void |
| 3407 |
player::statusmsg (const char *msg, int color) |
| 3408 |
{ |
| 3409 |
send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
| 3410 |
} |
| 3411 |
|
| 3412 |
void |
| 3413 |
player::failmsg (const char *msg, int color) |
| 3414 |
{ |
| 3415 |
play_sound (sound_find ("generic_failure")); |
| 3416 |
statusmsg (msg, color); |
| 3417 |
} |
| 3418 |
|