1 |
/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <sproto.h> |
26 |
#include <sounds.h> |
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#include <living.h> |
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#include <object.h> |
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#include <spells.h> |
30 |
#include <skills.h> |
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|
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#include <algorithm> |
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#include <functional> |
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|
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playervec players; |
36 |
|
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void |
38 |
display_motd (const object *op) |
39 |
{ |
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char buf[MAX_BUF]; |
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char motd[HUGE_BUF]; |
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FILE *fp; |
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int comp; |
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int size; |
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|
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sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
48 |
return; |
49 |
|
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motd[0] = '\0'; |
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size = 0; |
52 |
|
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while (fgets (buf, MAX_BUF, fp)) |
54 |
{ |
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if (*buf == '#') |
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continue; |
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|
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strncat (motd + size, buf, HUGE_BUF - size); |
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size += strlen (buf); |
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} |
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|
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draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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close_and_delete (fp, comp); |
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} |
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|
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void |
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send_rules (const object *op) |
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{ |
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char buf[MAX_BUF]; |
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char rules[HUGE_BUF]; |
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FILE *fp; |
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int comp; |
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int size; |
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|
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sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
77 |
return; |
78 |
|
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rules[0] = '\0'; |
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size = 0; |
81 |
|
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while (fgets (buf, MAX_BUF, fp)) |
83 |
{ |
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if (*buf == '#') |
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continue; |
86 |
|
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if (size + strlen (buf) >= HUGE_BUF) |
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{ |
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LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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break; |
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} |
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|
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strncat (rules + size, buf, HUGE_BUF - size); |
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size += strlen (buf); |
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} |
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|
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draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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close_and_delete (fp, comp); |
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} |
100 |
|
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void |
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send_news (const object *op) |
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{ |
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char buf[MAX_BUF]; |
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char news[HUGE_BUF]; |
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char subject[MAX_BUF]; |
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FILE *fp; |
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int comp; |
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int size; |
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|
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sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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return; |
114 |
|
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news[0] = '\0'; |
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subject[0] = '\0'; |
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size = 0; |
118 |
|
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while (fgets (buf, MAX_BUF, fp)) |
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{ |
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if (*buf == '#') |
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continue; |
123 |
|
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if (*buf == '%') |
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{ /* send one news */ |
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if (size > 0) |
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draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
128 |
|
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strcpy (subject, buf + 1); |
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strip_endline (subject); |
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size = 0; |
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news[0] = '\0'; |
133 |
} |
134 |
else |
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{ |
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if (size + strlen (buf) >= HUGE_BUF) |
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{ |
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LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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break; |
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} |
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strncat (news + size, buf, HUGE_BUF - size); |
142 |
size += strlen (buf); |
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} |
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} |
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|
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draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
148 |
close_and_delete (fp, comp); |
149 |
} |
150 |
|
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/* This loads the first map an puts the player on it. */ |
152 |
static void |
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set_first_map (object *op) |
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{ |
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op->contr->maplevel = first_map_path; |
156 |
op->x = -1; |
157 |
op->y = -1; |
158 |
} |
159 |
|
160 |
void |
161 |
player::activate () |
162 |
{ |
163 |
if (active) |
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return; |
165 |
|
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players.insert (this); |
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ob->remove (); |
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ob->map = 0; |
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ob->activate_recursive (); |
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CLEAR_FLAG (ob, FLAG_FRIENDLY); |
171 |
add_friendly_object (ob); |
172 |
} |
173 |
|
174 |
void |
175 |
player::deactivate () |
176 |
{ |
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if (!active) |
178 |
return; |
179 |
|
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terminate_all_pets (ob); |
181 |
remove_friendly_object (ob); |
182 |
ob->deactivate_recursive (); |
183 |
|
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if (ob->map) |
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maplevel = ob->map->path; |
186 |
|
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ob->remove (); |
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ob->enemy = 0; // sometimes keeps an extra refcount on itself |
189 |
ob->map = 0; |
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party = 0; |
191 |
|
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combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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|
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players.erase (this); |
195 |
} |
196 |
|
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// connect the player with a specific client |
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// also changes, rationalises, and fixes some incorrect settings |
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void |
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player::connect (client *ns) |
201 |
{ |
202 |
this->ns = ns; |
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ns->pl = this; |
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|
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run_on = 0; |
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fire_on = 0; |
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ob->close_container (); //TODO: client-specific |
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|
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ns->update_look = 0; |
210 |
ns->look_position = 0; |
211 |
|
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clear_los (this); |
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|
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ns->reset_stats (); |
215 |
|
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/* make sure he's a player -- needed because of class change. */ |
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ob->type = PLAYER; // we are paranoid |
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ob->race = ob->arch->race; |
219 |
|
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ob->carrying = sum_weight (ob); |
221 |
link_player_skills (ob); |
222 |
|
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CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
224 |
|
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assign (title, ob->arch->object::name); |
226 |
|
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/* if it's a dragon player, set the correct title here */ |
228 |
if (is_dragon_pl (ob)) |
229 |
{ |
230 |
object *tmp, *abil = 0, *skin = 0; |
231 |
|
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for (tmp = ob->inv; tmp; tmp = tmp->below) |
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if (tmp->type == FORCE) |
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if (tmp->arch->archname == shstr_dragon_ability_force) |
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abil = tmp; |
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else if (tmp->arch->archname == shstr_dragon_skin_force) |
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skin = tmp; |
238 |
|
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set_dragon_name (ob, abil, skin); |
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} |
241 |
|
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new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
243 |
|
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esrv_new_player (this, ob->weight + ob->carrying); |
245 |
|
246 |
ob->update_stats (); |
247 |
|
248 |
ns->floorbox_update (); |
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esrv_send_inventory (ob, ob); |
250 |
esrv_add_spells (this, 0); |
251 |
|
252 |
activate (); |
253 |
|
254 |
send_rules (ob); |
255 |
send_news (ob); |
256 |
display_motd (ob); |
257 |
|
258 |
INVOKE_PLAYER (CONNECT, this); |
259 |
INVOKE_PLAYER (LOGIN, this); |
260 |
} |
261 |
|
262 |
void |
263 |
player::disconnect () |
264 |
{ |
265 |
if (ob) |
266 |
{ |
267 |
ob->close_container (); //TODO: client-specific |
268 |
ob->drop_unpaid_items (); |
269 |
} |
270 |
|
271 |
if (ns) |
272 |
{ |
273 |
if (active) |
274 |
INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
275 |
|
276 |
INVOKE_PLAYER (DISCONNECT, this); |
277 |
|
278 |
ns->reset_stats (); |
279 |
ns->pl = 0; |
280 |
ns = 0; |
281 |
} |
282 |
|
283 |
observe = ob; |
284 |
|
285 |
deactivate (); |
286 |
} |
287 |
|
288 |
// the need for this function can be explained |
289 |
// by load_object not returning the object |
290 |
void |
291 |
player::set_object (object *op) |
292 |
{ |
293 |
ob = observe = op; |
294 |
ob->contr = this; /* this aren't yet in archetype */ |
295 |
|
296 |
ob->speed = 1.0f; |
297 |
ob->speed_left = 0.5f; |
298 |
|
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ob->direction = 5; /* So player faces south */ |
300 |
|
301 |
ob->flag [FLAG_READY_WEAPON] = false; |
302 |
ob->flag [FLAG_READY_SKILL] = false; |
303 |
ob->flag [FLAG_READY_BOW] = false; |
304 |
|
305 |
for (object *op = ob->inv; op; op = op->below) |
306 |
if (op->flag [FLAG_APPLIED]) |
307 |
switch (op->type) |
308 |
{ |
309 |
case SKILL: |
310 |
ob->flag [FLAG_APPLIED] = false; |
311 |
break; |
312 |
|
313 |
case WAND: |
314 |
case ROD: |
315 |
case HORN: |
316 |
case BOW: |
317 |
ranged_ob = op; |
318 |
break; |
319 |
|
320 |
case WEAPON: |
321 |
combat_ob = op; |
322 |
break; |
323 |
} |
324 |
|
325 |
ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
326 |
} |
327 |
|
328 |
void |
329 |
player::set_observe (object *op) |
330 |
{ |
331 |
observe = op ? op : ob; |
332 |
do_los = 1; |
333 |
} |
334 |
|
335 |
player::player () |
336 |
{ |
337 |
/* There are some elements we want initialised to non zero value - |
338 |
* we deal with that below this point. |
339 |
*/ |
340 |
outputs_sync = 4; |
341 |
outputs_count = 4; |
342 |
unapply = unapply_nochoice; |
343 |
|
344 |
savebed_map = first_map_path; /* Init. respawn position */ |
345 |
|
346 |
gen_sp_armour = 10; |
347 |
bowtype = bow_normal; |
348 |
petmode = pet_normal; |
349 |
listening = 10; |
350 |
usekeys = containers; |
351 |
peaceful = 1; /* default peaceful */ |
352 |
do_los = 1; |
353 |
|
354 |
weapon_sp = 1.0f; |
355 |
weapon_sp_left = 0.5f; |
356 |
} |
357 |
|
358 |
void |
359 |
player::do_destroy () |
360 |
{ |
361 |
disconnect (); |
362 |
|
363 |
attachable::do_destroy (); |
364 |
|
365 |
if (ob) |
366 |
{ |
367 |
ob->destroy_inv (false); |
368 |
ob->destroy (); |
369 |
} |
370 |
|
371 |
ob = observe = 0; |
372 |
} |
373 |
|
374 |
player::~player () |
375 |
{ |
376 |
/* Clear item stack */ |
377 |
free (stack_items); |
378 |
} |
379 |
|
380 |
/* Tries to add player on the connection passed in ns. |
381 |
* All we can really get in this is some settings like host and display |
382 |
* mode. |
383 |
*/ |
384 |
player * |
385 |
player::create () |
386 |
{ |
387 |
player *pl = new player; |
388 |
|
389 |
pl->set_object (arch_to_object (get_player_archetype (0))); |
390 |
|
391 |
pl->ob->roll_stats (); |
392 |
pl->ob->stats.wc = 2; |
393 |
pl->ob->run_away = 25; /* Then we panick... */ |
394 |
|
395 |
set_first_map (pl->ob); |
396 |
|
397 |
return pl; |
398 |
} |
399 |
|
400 |
/* |
401 |
* get_player_archetype() return next player archetype from archetype |
402 |
* list. Not very efficient routine, but used only creating new players. |
403 |
* Note: there MUST be at least one player archetype! |
404 |
*/ |
405 |
archetype * |
406 |
get_player_archetype (archetype *at) |
407 |
{ |
408 |
archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
409 |
|
410 |
for (;;) |
411 |
{ |
412 |
if (++i == archetypes.end ()) |
413 |
i = archetypes.begin (); |
414 |
else if (*i == at) |
415 |
cleanup ("not a single player archetype found"); |
416 |
|
417 |
if ((*i)->type == PLAYER) |
418 |
return *i; |
419 |
} |
420 |
} |
421 |
|
422 |
object * |
423 |
get_nearest_player (object *mon) |
424 |
{ |
425 |
object *op = NULL; |
426 |
objectlink *ol; |
427 |
unsigned lastdist; |
428 |
rv_vector rv; |
429 |
|
430 |
for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
431 |
{ |
432 |
if (!can_detect_enemy (mon, ol->ob, &rv)) |
433 |
continue; |
434 |
|
435 |
if (lastdist > rv.distance) |
436 |
{ |
437 |
op = ol->ob; |
438 |
lastdist = rv.distance; |
439 |
} |
440 |
} |
441 |
|
442 |
for_all_players (pl) |
443 |
if (can_detect_enemy (mon, pl->ob, &rv)) |
444 |
if (lastdist > rv.distance) |
445 |
{ |
446 |
op = pl->ob; |
447 |
lastdist = rv.distance; |
448 |
} |
449 |
|
450 |
#if 0 |
451 |
LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
452 |
#endif |
453 |
return op; |
454 |
} |
455 |
|
456 |
/* I believe this can safely go to 2, 3 is questionable, 4 will likely |
457 |
* result in a monster paths backtracking. It basically determines how large a |
458 |
* detour a monster will take from the direction path when looking |
459 |
* for a path to the player. The values are in the amount of direction |
460 |
* the deviation is |
461 |
*/ |
462 |
#define DETOUR_AMOUNT 2 |
463 |
|
464 |
/* This is used to prevent infinite loops. Consider a case where the |
465 |
* player is in a chamber (with gate closed), and monsters are outside. |
466 |
* with DETOUR_AMOUNT==2, the function will turn each corner, trying to |
467 |
* find a path into the chamber. This is a good thing, but since there |
468 |
* is no real path, it will just keep circling the chamber for |
469 |
* ever (this could be a nice effect for monsters, but not for the function |
470 |
* to get stuck in. I think for the monsters, if max is reached and |
471 |
* we return the first direction the creature could move would result in the |
472 |
* circling behaviour. Unfortunately, this function is also used to determined |
473 |
* if the creature should cast a spell, so returning a direction in that case |
474 |
* is probably not a good thing. |
475 |
*/ |
476 |
#define MAX_SPACES 50 |
477 |
|
478 |
/* |
479 |
* Returns the direction to the player, if valid. Returns 0 otherwise. |
480 |
* modified to verify there is a path to the player. Does this by stepping towards |
481 |
* player and if path is blocked then see if blockage is close enough to player that |
482 |
* direction to player is changed (ie zig or zag). Continue zig zag until either |
483 |
* reach player or path is blocked. Thus, will only return true if there is a free |
484 |
* path to player. Though path may not be a straight line. Note that it will find |
485 |
* player hiding along a corridor at right angles to the corridor with the monster. |
486 |
* |
487 |
* Modified by MSW 2001-08-06 to handle tiled maps. Various notes: |
488 |
* 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding |
489 |
* down corriders. |
490 |
* 2) I think the old code was broken if the first direction the monster |
491 |
* should move was blocked - the code would store the first direction without |
492 |
* verifying that the player can actually move in that direction. The new |
493 |
* code does not store anything in firstdir until we have verified that the |
494 |
* monster can in fact move one space in that direction. |
495 |
* 3) I'm not sure how good this code will be for moving multipart monsters, |
496 |
* since only simple checks to blocked are being called, which could mean the monster |
497 |
* is blocking itself. |
498 |
*/ |
499 |
int |
500 |
path_to_player (object *mon, object *pl, unsigned mindiff) |
501 |
{ |
502 |
rv_vector rv; |
503 |
sint16 x, y; |
504 |
int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
505 |
maptile *m, *lastmap; |
506 |
|
507 |
get_rangevector (mon, pl, &rv, 0); |
508 |
|
509 |
if (rv.distance < mindiff) |
510 |
return 0; |
511 |
|
512 |
x = mon->x; |
513 |
y = mon->y; |
514 |
m = mon->map; |
515 |
dir = rv.direction; |
516 |
lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
517 |
diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
518 |
|
519 |
/* If we can't solve it within the search distance, return now. */ |
520 |
if (diff > max) |
521 |
return 0; |
522 |
|
523 |
while (diff > 1 && max > 0) |
524 |
{ |
525 |
lastx = x; |
526 |
lasty = y; |
527 |
lastmap = m; |
528 |
x = lastx + freearr_x[dir]; |
529 |
y = lasty + freearr_y[dir]; |
530 |
|
531 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
532 |
blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
533 |
|
534 |
/* Space is blocked - try changing direction a little */ |
535 |
if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
536 |
&& (m == mon->map && blocked_link (mon, m, x, y)))) |
537 |
{ |
538 |
/* recalculate direction from last good location. Possible |
539 |
* we were not traversing ideal location before. |
540 |
*/ |
541 |
get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
542 |
if (rv.direction != dir) |
543 |
{ |
544 |
/* OK - says direction should be different - lets reset the |
545 |
* the values so it will try again. |
546 |
*/ |
547 |
x = lastx; |
548 |
y = lasty; |
549 |
m = lastmap; |
550 |
dir = firstdir = rv.direction; |
551 |
} |
552 |
else |
553 |
{ |
554 |
/* direct path is blocked - try taking a side step to |
555 |
* either the left or right. |
556 |
* Note increase the values in the loop below to be |
557 |
* more than -1/1 respectively will mean the monster takes |
558 |
* bigger detour. Have to be careful about these values getting |
559 |
* too big (3 or maybe 4 or higher) as the monster may just try |
560 |
* stepping back and forth |
561 |
*/ |
562 |
for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
563 |
{ |
564 |
if (i == 0) |
565 |
continue; /* already did this, so skip it */ |
566 |
/* Use lastdir here - otherwise, |
567 |
* since the direction that the creature should move in |
568 |
* may change, you could get infinite loops. |
569 |
* ie, player is northwest, but monster can only |
570 |
* move west, so it does that. It goes some distance, |
571 |
* gets blocked, finds that it should move north, |
572 |
* can't do that, but now finds it can move east, and |
573 |
* gets back to its original point. lastdir contains |
574 |
* the last direction the creature has successfully |
575 |
* moved. |
576 |
*/ |
577 |
|
578 |
x = lastx + freearr_x[absdir (lastdir + i)]; |
579 |
y = lasty + freearr_y[absdir (lastdir + i)]; |
580 |
m = lastmap; |
581 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
582 |
if (mflags & P_OUT_OF_MAP) |
583 |
continue; |
584 |
blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
585 |
if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
586 |
continue; |
587 |
if (mflags & P_BLOCKSVIEW) |
588 |
continue; |
589 |
|
590 |
if (m == mon->map && blocked_link (mon, m, x, y)) |
591 |
break; |
592 |
} |
593 |
/* go through entire loop without finding a valid |
594 |
* sidestep to take - thus, no valid path. |
595 |
*/ |
596 |
if (i == (DETOUR_AMOUNT + 1)) |
597 |
return 0; |
598 |
diff--; |
599 |
lastdir = dir; |
600 |
max--; |
601 |
if (!firstdir) |
602 |
firstdir = dir + i; |
603 |
} /* else check alternate directions */ |
604 |
} /* if blocked */ |
605 |
else |
606 |
{ |
607 |
/* we moved towards creature, so diff is less */ |
608 |
diff--; |
609 |
max--; |
610 |
lastdir = dir; |
611 |
if (!firstdir) |
612 |
firstdir = dir; |
613 |
} |
614 |
|
615 |
if (diff <= 1) |
616 |
{ |
617 |
/* Recalculate diff (distance) because we may not have actually |
618 |
* headed toward player for entire distance. |
619 |
*/ |
620 |
get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
621 |
diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
622 |
} |
623 |
|
624 |
if (diff > max) |
625 |
return 0; |
626 |
} |
627 |
|
628 |
/* If we reached the max, didn't find a direction in time */ |
629 |
if (!max) |
630 |
return 0; |
631 |
|
632 |
return firstdir; |
633 |
} |
634 |
|
635 |
void |
636 |
give_initial_items (object *pl, treasurelist * items) |
637 |
{ |
638 |
if (pl->randomitems) |
639 |
create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
640 |
|
641 |
for (object *next, *op = pl->inv; op; op = next) |
642 |
{ |
643 |
next = op->below; |
644 |
|
645 |
/* Forces get applied per default, unless they have the |
646 |
* flag "neutral" set. Sorry but I can't think of a better way |
647 |
*/ |
648 |
if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
649 |
SET_FLAG (op, FLAG_APPLIED); |
650 |
|
651 |
/* we never give weapons/armour if these cannot be used |
652 |
* by this player due to race restrictions |
653 |
*/ |
654 |
if (pl->type == PLAYER) |
655 |
{ |
656 |
if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
657 |
(op->type == ARMOUR || op->type == BOOTS || |
658 |
op->type == CLOAK || op->type == HELMET || |
659 |
op->type == SHIELD || op->type == GLOVES || |
660 |
op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
661 |
{ |
662 |
op->destroy (); |
663 |
continue; |
664 |
} |
665 |
} |
666 |
|
667 |
/* This really needs to be better - we should really give |
668 |
* a substitute spellbook. The problem is that we don't really |
669 |
* have a good idea what to replace it with (need something like |
670 |
* a first level treasurelist for each skill.) |
671 |
* remove duplicate skills also |
672 |
*/ |
673 |
if (op->type == SPELLBOOK || op->type == SKILL) |
674 |
{ |
675 |
object *tmp; |
676 |
|
677 |
for (tmp = op->below; tmp; tmp = tmp->below) |
678 |
if (tmp->type == op->type && tmp->name == op->name) |
679 |
break; |
680 |
|
681 |
if (tmp) |
682 |
{ |
683 |
op->destroy (); |
684 |
LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
685 |
continue; |
686 |
} |
687 |
|
688 |
if (op->nrof > 1) |
689 |
op->nrof = 1; |
690 |
} |
691 |
|
692 |
if (op->type == SPELLBOOK && op->inv) |
693 |
CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
694 |
|
695 |
/* Give starting characters identified, uncursed, and undamned |
696 |
* items. Just don't identify gold or silver, or it won't be |
697 |
* merged properly. |
698 |
*/ |
699 |
if (need_identify (op)) |
700 |
{ |
701 |
SET_FLAG (op, FLAG_IDENTIFIED); |
702 |
CLEAR_FLAG (op, FLAG_CURSED); |
703 |
CLEAR_FLAG (op, FLAG_DAMNED); |
704 |
} |
705 |
if (op->type == SPELL) |
706 |
{ |
707 |
op->destroy (); |
708 |
continue; |
709 |
} |
710 |
else if (op->type == SKILL) |
711 |
{ |
712 |
SET_FLAG (op, FLAG_CAN_USE_SKILL); |
713 |
op->stats.exp = 0; |
714 |
op->level = 1; |
715 |
} |
716 |
/* lock all 'normal items by default */ |
717 |
else |
718 |
SET_FLAG (op, FLAG_INV_LOCKED); |
719 |
} /* for loop of objects in player inv */ |
720 |
|
721 |
/* Need to set up the skill pointers */ |
722 |
link_player_skills (pl); |
723 |
} |
724 |
|
725 |
void |
726 |
get_party_password (object *op, partylist *party) |
727 |
{ |
728 |
if (party == NULL) |
729 |
{ |
730 |
LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
731 |
return; |
732 |
} |
733 |
|
734 |
op->contr->write_buf[0] = '\0'; |
735 |
op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
736 |
op->contr->party_to_join = party; |
737 |
send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
738 |
} |
739 |
|
740 |
/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
741 |
static int |
742 |
roll_stat (void) |
743 |
{ |
744 |
int a[4], i, j, k; |
745 |
|
746 |
for (i = 0; i < 4; i++) |
747 |
a[i] = (int) rndm (6) + 1; |
748 |
|
749 |
for (i = 0, j = 0, k = 7; i < 4; i++) |
750 |
if (a[i] < k) |
751 |
k = a[i], j = i; |
752 |
|
753 |
for (i = 0, k = 0; i < 4; i++) |
754 |
if (i != j) |
755 |
k += a[i]; |
756 |
|
757 |
return k; |
758 |
} |
759 |
|
760 |
void |
761 |
object::roll_stats () |
762 |
{ |
763 |
int statsort [NUM_STATS]; |
764 |
|
765 |
for (;;) |
766 |
{ |
767 |
int sum = 0; |
768 |
for (int i = NUM_STATS; i--; ) |
769 |
sum += statsort [i] = roll_stat (); |
770 |
|
771 |
if (sum >= 82 && sum <= 116) |
772 |
break; |
773 |
} |
774 |
|
775 |
// Sort the stats so that rerolling is easier... |
776 |
std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
777 |
|
778 |
for (int i = 0; i < NUM_STATS; ++i) |
779 |
stats.stat (i) = statsort [i]; |
780 |
|
781 |
stats.exp = 0; |
782 |
stats.ac = 0; |
783 |
|
784 |
stats.hp = stats.maxhp; |
785 |
stats.sp = stats.maxsp; |
786 |
stats.grace = stats.maxgrace; |
787 |
|
788 |
if (contr) |
789 |
{ |
790 |
contr->levhp[1] = 9; |
791 |
contr->levsp[1] = 6; |
792 |
contr->levgrace[1] = 3; |
793 |
|
794 |
contr->orig_stats = stats; |
795 |
} |
796 |
} |
797 |
|
798 |
void |
799 |
object::swap_stats (int a, int b) |
800 |
{ |
801 |
swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
802 |
|
803 |
for (int i = 0; i < NUM_STATS; ++i) |
804 |
stats.stat (i) = contr->orig_stats.stat (i); |
805 |
|
806 |
//TODO: the following code looks so borked and should, at the very least, |
807 |
// be merged with the similar code in roll_stats |
808 |
stats.ac = 0; |
809 |
|
810 |
level = 1; |
811 |
stats.exp = 0; |
812 |
stats.ac = 0; |
813 |
|
814 |
stats.hp = stats.maxhp; |
815 |
stats.sp = stats.maxsp; |
816 |
stats.grace = stats.maxgrace; |
817 |
|
818 |
if (contr) |
819 |
{ |
820 |
contr->levhp[1] = 9; |
821 |
contr->levsp[1] = 6; |
822 |
contr->levgrace[1] = 3; |
823 |
|
824 |
contr->orig_stats = stats; |
825 |
} |
826 |
} |
827 |
|
828 |
static void |
829 |
start_info (object *op) |
830 |
{ |
831 |
char buf[MAX_BUF]; |
832 |
|
833 |
sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
834 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
835 |
//new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
836 |
//new_draw_info (NDI_UNIQUE, 0, op, " "); |
837 |
} |
838 |
|
839 |
/* This function takes the key that is passed, and does the |
840 |
* appropriate action with it (change race, or other things). |
841 |
* The function name is for historical reasons - now we have |
842 |
* separate race and class; this actually changes the RACE, |
843 |
* not the class. |
844 |
*/ |
845 |
void |
846 |
player::chargen_race_done () |
847 |
{ |
848 |
/* this must before then initial items are given */ |
849 |
esrv_new_player (ob->contr, ob->weight + ob->carrying); |
850 |
|
851 |
treasurelist *tl = treasurelist::find ("starting_wealth"); |
852 |
if (tl) |
853 |
create_treasure (tl, ob, 0, 0, 0); |
854 |
|
855 |
INVOKE_PLAYER (BIRTH, ob->contr); |
856 |
INVOKE_PLAYER (LOGIN, ob->contr); |
857 |
|
858 |
ob->contr->ns->state = ST_PLAYING; |
859 |
|
860 |
if (ob->msg) |
861 |
ob->msg = 0; |
862 |
|
863 |
/* We create this now because some of the unique maps will need it |
864 |
* to save here. |
865 |
*/ |
866 |
{ |
867 |
char buf[MAX_BUF]; |
868 |
sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
869 |
make_path_to_file (buf); |
870 |
} |
871 |
|
872 |
start_info (ob); |
873 |
CLEAR_FLAG (ob, FLAG_WIZ); |
874 |
give_initial_items (ob, ob->randomitems); |
875 |
link_player_skills (ob); |
876 |
esrv_send_inventory (ob, ob); |
877 |
ob->update_stats (); |
878 |
|
879 |
/* This moves the player to a different start map, if there |
880 |
* is one for this race |
881 |
*/ |
882 |
if (*first_map_ext_path) |
883 |
{ |
884 |
object *tmp; |
885 |
char mapname[MAX_BUF]; |
886 |
|
887 |
snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
888 |
tmp = object::create (); |
889 |
EXIT_PATH (tmp) = mapname; |
890 |
EXIT_X (tmp) = ob->x; |
891 |
EXIT_Y (tmp) = ob->y; |
892 |
ob->enter_exit (tmp); /* we don't really care if it succeeded; |
893 |
* if the map isn't there, then stay on the |
894 |
* default initial map */ |
895 |
tmp->destroy (); |
896 |
} |
897 |
else |
898 |
LOG (llevDebug, "first_map_ext_path not set\n"); |
899 |
} |
900 |
|
901 |
void |
902 |
player::chargen_race_next () |
903 |
{ |
904 |
/* Following actually changes the race - this is the default command |
905 |
* if we don't match with one of the options above. |
906 |
*/ |
907 |
|
908 |
do |
909 |
{ |
910 |
shstr name = ob->name; |
911 |
int x = ob->x, y = ob->y; |
912 |
|
913 |
ob->remove_statbonus (); |
914 |
ob->remove (); |
915 |
ob->arch = get_player_archetype (ob->arch); |
916 |
ob->arch->copy_to (ob); |
917 |
ob->instantiate (); |
918 |
ob->stats = ob->contr->orig_stats; |
919 |
ob->name = ob->name_pl = name; |
920 |
ob->x = x; |
921 |
ob->y = y; |
922 |
SET_ANIMATION (ob, 2); /* So player faces south */ |
923 |
insert_ob_in_map (ob, ob->map, ob, 0); |
924 |
assign (ob->contr->title, ob->arch->object::name); |
925 |
ob->add_statbonus (); |
926 |
} |
927 |
while (!allowed_class (ob)); |
928 |
|
929 |
update_object (ob, UP_OBJ_FACE); |
930 |
esrv_update_item (UPD_FACE, ob, ob); |
931 |
ob->update_stats (); |
932 |
ob->stats.hp = ob->stats.maxhp; |
933 |
ob->stats.sp = ob->stats.maxsp; |
934 |
ob->stats.grace = 0; |
935 |
} |
936 |
|
937 |
void |
938 |
flee_player (object *op) |
939 |
{ |
940 |
int dir, diff; |
941 |
rv_vector rv; |
942 |
|
943 |
if (op->stats.hp < 0) |
944 |
{ |
945 |
LOG (llevDebug, "Fleeing player is dead.\n"); |
946 |
CLEAR_FLAG (op, FLAG_SCARED); |
947 |
return; |
948 |
} |
949 |
|
950 |
if (op->enemy == NULL) |
951 |
{ |
952 |
LOG (llevDebug, "Fleeing player had no enemy.\n"); |
953 |
CLEAR_FLAG (op, FLAG_SCARED); |
954 |
return; |
955 |
} |
956 |
|
957 |
/* Seen some crashes here. Since we don't store an |
958 |
* op->enemy_count, it is possible that something destroys the |
959 |
* actual enemy, and the object is recycled. |
960 |
*/ |
961 |
if (op->enemy->map == NULL) |
962 |
{ |
963 |
CLEAR_FLAG (op, FLAG_SCARED); |
964 |
op->enemy = NULL; |
965 |
return; |
966 |
} |
967 |
|
968 |
if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
969 |
{ |
970 |
op->enemy = NULL; |
971 |
CLEAR_FLAG (op, FLAG_SCARED); |
972 |
return; |
973 |
} |
974 |
|
975 |
get_rangevector (op, op->enemy, &rv, 0); |
976 |
|
977 |
dir = absdir (4 + rv.direction); |
978 |
for (diff = 0; diff < 3; diff++) |
979 |
{ |
980 |
int m = 1 - (RANDOM () & 2); |
981 |
|
982 |
if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
983 |
return; |
984 |
} |
985 |
|
986 |
/* Cornered, get rid of scared */ |
987 |
CLEAR_FLAG (op, FLAG_SCARED); |
988 |
op->enemy = NULL; |
989 |
} |
990 |
|
991 |
/* check_pick sees if there is stuff to be picked up/picks up stuff. |
992 |
* It returns 1 if the player should keep on moving, 0 if he should |
993 |
* stop. |
994 |
*/ |
995 |
int |
996 |
check_pick (object *op) |
997 |
{ |
998 |
object *tmp, *next; |
999 |
int stop = 0; |
1000 |
int wvratio; |
1001 |
char putstring[128]; |
1002 |
|
1003 |
/* if you're flying, you cna't pick up anything */ |
1004 |
if (op->move_type & MOVE_FLYING) |
1005 |
return 1; |
1006 |
|
1007 |
next = op->below; |
1008 |
|
1009 |
int cnt = MAX_ITEM_PER_DROP; |
1010 |
#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1011 |
|
1012 |
/* loop while there are items on the floor that are not marked as |
1013 |
* destroyed */ |
1014 |
while (next && !next->destroyed ()) |
1015 |
{ |
1016 |
tmp = next; |
1017 |
next = tmp->below; |
1018 |
|
1019 |
if (cnt <= 0) |
1020 |
{ |
1021 |
op->failmsg ("Couldn't pickup all items at once."); |
1022 |
return 0; |
1023 |
} |
1024 |
|
1025 |
if (op->destroyed ()) |
1026 |
return 0; |
1027 |
|
1028 |
if (!can_pick (op, tmp)) |
1029 |
continue; |
1030 |
|
1031 |
if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1032 |
{ |
1033 |
if (item_matched_string (op, tmp, op->contr->search_str)) |
1034 |
CHK_PICK_PICKUP; |
1035 |
continue; |
1036 |
} |
1037 |
|
1038 |
/* high not bit set? We're using the old autopickup model */ |
1039 |
if (!(op->contr->mode & PU_NEWMODE)) |
1040 |
{ |
1041 |
switch (op->contr->mode) |
1042 |
{ |
1043 |
case 0: |
1044 |
return 1; /* don't pick up */ |
1045 |
case 1: |
1046 |
CHK_PICK_PICKUP; |
1047 |
return 1; |
1048 |
case 2: |
1049 |
CHK_PICK_PICKUP; |
1050 |
return 0; |
1051 |
case 3: |
1052 |
return 0; /* stop before pickup */ |
1053 |
case 4: |
1054 |
CHK_PICK_PICKUP; |
1055 |
break; |
1056 |
case 5: |
1057 |
CHK_PICK_PICKUP; |
1058 |
stop = 1; |
1059 |
break; |
1060 |
case 6: |
1061 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1062 |
&& !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1063 |
CHK_PICK_PICKUP; |
1064 |
break; |
1065 |
|
1066 |
case 7: |
1067 |
if (tmp->type == MONEY || tmp->type == GEM) |
1068 |
CHK_PICK_PICKUP; |
1069 |
break; |
1070 |
|
1071 |
default: |
1072 |
/* use value density */ |
1073 |
if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1074 |
&& (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1075 |
CHK_PICK_PICKUP; |
1076 |
} |
1077 |
} |
1078 |
else |
1079 |
{ /* old model */ |
1080 |
/* NEW pickup handling */ |
1081 |
if (op->contr->mode & PU_DEBUG) |
1082 |
{ |
1083 |
/* some debugging code to figure out item information */ |
1084 |
if (tmp->name != NULL) |
1085 |
sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1086 |
&tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1087 |
else |
1088 |
sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1089 |
&tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1090 |
|
1091 |
new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1092 |
} |
1093 |
|
1094 |
/* philosophy: |
1095 |
* It's easy to grab an item type from a pile, as long as it's |
1096 |
* generic. This takes no game-time. For more detailed pickups |
1097 |
* and selections, select-items should be used. This is a |
1098 |
* grab-as-you-run type mode that's really useful for arrows for |
1099 |
* example. |
1100 |
* The drawback: right now it has no frontend, so you need to |
1101 |
* stick the bits you want into a calculator in hex mode and then |
1102 |
* convert to decimal and then 'pickup <#> |
1103 |
*/ |
1104 |
|
1105 |
/* the first two modes are exclusive: if NOTHING we return, if |
1106 |
* STOP then we stop. All the rest are applied sequentially, |
1107 |
* meaning if any test passes, the item gets picked up. */ |
1108 |
|
1109 |
/* if mode is set to pick nothing up, return */ |
1110 |
|
1111 |
if (op->contr->mode & PU_NOTHING) |
1112 |
return 1; |
1113 |
|
1114 |
/* if mode is set to stop when encountering objects, return */ |
1115 |
/* take STOP before INHIBIT since it doesn't actually pick |
1116 |
* anything up */ |
1117 |
|
1118 |
if (op->contr->mode & PU_STOP) |
1119 |
return 0; |
1120 |
|
1121 |
/* useful for going into stores and not losing your settings... */ |
1122 |
/* and for battles wher you don't want to get loaded down while |
1123 |
* fighting */ |
1124 |
if (op->contr->mode & PU_INHIBIT) |
1125 |
return 1; |
1126 |
|
1127 |
/* prevent us from turning into auto-thieves :) */ |
1128 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1129 |
continue; |
1130 |
|
1131 |
/* ignore known cursed objects */ |
1132 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1133 |
continue; |
1134 |
|
1135 |
/* all food and drink if desired */ |
1136 |
/* question: don't pick up known-poisonous stuff? */ |
1137 |
if (op->contr->mode & PU_FOOD) |
1138 |
if (tmp->type == FOOD) |
1139 |
{ |
1140 |
CHK_PICK_PICKUP; |
1141 |
continue; |
1142 |
} |
1143 |
|
1144 |
if (op->contr->mode & PU_DRINK) |
1145 |
if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1146 |
{ |
1147 |
CHK_PICK_PICKUP; |
1148 |
continue; |
1149 |
} |
1150 |
|
1151 |
if (op->contr->mode & PU_POTION) |
1152 |
if (tmp->type == POTION) |
1153 |
{ |
1154 |
CHK_PICK_PICKUP; |
1155 |
continue; |
1156 |
} |
1157 |
|
1158 |
/* spellbooks, skillscrolls and normal books/scrolls */ |
1159 |
if (op->contr->mode & PU_SPELLBOOK) |
1160 |
if (tmp->type == SPELLBOOK) |
1161 |
{ |
1162 |
CHK_PICK_PICKUP; |
1163 |
continue; |
1164 |
} |
1165 |
|
1166 |
if (op->contr->mode & PU_SKILLSCROLL) |
1167 |
if (tmp->type == SKILLSCROLL) |
1168 |
{ |
1169 |
CHK_PICK_PICKUP; |
1170 |
continue; |
1171 |
} |
1172 |
|
1173 |
if (op->contr->mode & PU_READABLES) |
1174 |
if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1175 |
{ |
1176 |
CHK_PICK_PICKUP; |
1177 |
continue; |
1178 |
} |
1179 |
|
1180 |
/* wands/staves/rods/horns */ |
1181 |
if (op->contr->mode & PU_MAGIC_DEVICE) |
1182 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1183 |
{ |
1184 |
CHK_PICK_PICKUP; |
1185 |
continue; |
1186 |
} |
1187 |
|
1188 |
/* pick up all magical items */ |
1189 |
if (op->contr->mode & PU_MAGICAL) |
1190 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1191 |
{ |
1192 |
CHK_PICK_PICKUP; |
1193 |
continue; |
1194 |
} |
1195 |
|
1196 |
if (op->contr->mode & PU_VALUABLES) |
1197 |
{ |
1198 |
if (tmp->type == MONEY || tmp->type == GEM) |
1199 |
{ |
1200 |
CHK_PICK_PICKUP; |
1201 |
continue; |
1202 |
} |
1203 |
} |
1204 |
|
1205 |
/* rings & amulets - talismans seems to be typed AMULET */ |
1206 |
if (op->contr->mode & PU_JEWELS) |
1207 |
if (tmp->type == RING || tmp->type == AMULET) |
1208 |
{ |
1209 |
CHK_PICK_PICKUP; |
1210 |
continue; |
1211 |
} |
1212 |
|
1213 |
/* we don't forget dragon food */ |
1214 |
if (op->contr->mode & PU_FLESH) |
1215 |
if (tmp->type == FLESH) |
1216 |
{ |
1217 |
CHK_PICK_PICKUP; |
1218 |
continue; |
1219 |
} |
1220 |
|
1221 |
/* bows and arrows. Bows are good for selling! */ |
1222 |
if (op->contr->mode & PU_BOW) |
1223 |
if (tmp->type == BOW) |
1224 |
{ |
1225 |
CHK_PICK_PICKUP; |
1226 |
continue; |
1227 |
} |
1228 |
|
1229 |
if (op->contr->mode & PU_ARROW) |
1230 |
if (tmp->type == ARROW) |
1231 |
{ |
1232 |
CHK_PICK_PICKUP; |
1233 |
continue; |
1234 |
} |
1235 |
|
1236 |
/* all kinds of armor etc. */ |
1237 |
if (op->contr->mode & PU_ARMOUR) |
1238 |
if (tmp->type == ARMOUR) |
1239 |
{ |
1240 |
CHK_PICK_PICKUP; |
1241 |
continue; |
1242 |
} |
1243 |
|
1244 |
if (op->contr->mode & PU_HELMET) |
1245 |
if (tmp->type == HELMET) |
1246 |
{ |
1247 |
CHK_PICK_PICKUP; |
1248 |
continue; |
1249 |
} |
1250 |
|
1251 |
if (op->contr->mode & PU_SHIELD) |
1252 |
if (tmp->type == SHIELD) |
1253 |
{ |
1254 |
CHK_PICK_PICKUP; |
1255 |
continue; |
1256 |
} |
1257 |
|
1258 |
if (op->contr->mode & PU_BOOTS) |
1259 |
if (tmp->type == BOOTS) |
1260 |
{ |
1261 |
CHK_PICK_PICKUP; |
1262 |
continue; |
1263 |
} |
1264 |
|
1265 |
if (op->contr->mode & PU_GLOVES) |
1266 |
if (tmp->type == GLOVES) |
1267 |
{ |
1268 |
CHK_PICK_PICKUP; |
1269 |
continue; |
1270 |
} |
1271 |
|
1272 |
if (op->contr->mode & PU_CLOAK) |
1273 |
if (tmp->type == CLOAK) |
1274 |
{ |
1275 |
CHK_PICK_PICKUP; |
1276 |
continue; |
1277 |
} |
1278 |
|
1279 |
/* hoping to catch throwing daggers here */ |
1280 |
if (op->contr->mode & PU_MISSILEWEAPON) |
1281 |
if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1282 |
{ |
1283 |
CHK_PICK_PICKUP; |
1284 |
continue; |
1285 |
} |
1286 |
|
1287 |
/* careful: chairs and tables are weapons! */ |
1288 |
if (op->contr->mode & PU_ALLWEAPON) |
1289 |
{ |
1290 |
if (tmp->type == WEAPON && tmp->name != NULL) |
1291 |
{ |
1292 |
if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1293 |
strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1294 |
{ |
1295 |
CHK_PICK_PICKUP; |
1296 |
continue; |
1297 |
} |
1298 |
} |
1299 |
|
1300 |
if (tmp->type == WEAPON && tmp->name == NULL) |
1301 |
{ |
1302 |
if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1303 |
{ |
1304 |
CHK_PICK_PICKUP; |
1305 |
continue; |
1306 |
} |
1307 |
} |
1308 |
} |
1309 |
|
1310 |
/* misc stuff that's useful */ |
1311 |
if (op->contr->mode & PU_KEY) |
1312 |
if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1313 |
{ |
1314 |
CHK_PICK_PICKUP; |
1315 |
continue; |
1316 |
} |
1317 |
|
1318 |
/* any of the last 4 bits set means we use the ratio for value |
1319 |
* pickups */ |
1320 |
if (op->contr->mode & PU_RATIO) |
1321 |
{ |
1322 |
/* use value density to decide what else to grab */ |
1323 |
/* >=7 was >= op->contr->mode */ |
1324 |
/* >=7 is the old standard setting. Now we take the last 4 bits |
1325 |
* and multiply them by 5, giving 0..15*5== 5..75 */ |
1326 |
wvratio = (op->contr->mode & PU_RATIO) * 5; |
1327 |
if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1328 |
{ |
1329 |
CHK_PICK_PICKUP; |
1330 |
#if 0 |
1331 |
fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1332 |
if (tmp->name != NULL) |
1333 |
{ |
1334 |
fprintf (stderr, "%s", tmp->name); |
1335 |
} |
1336 |
else |
1337 |
fprintf (stderr, "%s", tmp->arch->archname); |
1338 |
fprintf (stderr, ",%d] = ", tmp->type); |
1339 |
fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1340 |
#endif |
1341 |
continue; |
1342 |
} |
1343 |
} |
1344 |
} /* the new pickup model */ |
1345 |
} |
1346 |
|
1347 |
return !stop; |
1348 |
} |
1349 |
|
1350 |
/* |
1351 |
* Find an arrow in the inventory and after that |
1352 |
* in the right type container (quiver). Pointer to the |
1353 |
* found object is returned. |
1354 |
*/ |
1355 |
object * |
1356 |
find_arrow (object *op, const char *type) |
1357 |
{ |
1358 |
object *tmp = 0; |
1359 |
|
1360 |
for (op = op->inv; op; op = op->below) |
1361 |
if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1362 |
tmp = find_arrow (splay (op), type); |
1363 |
else if (op->type == ARROW && op->race == type) |
1364 |
return splay (op); |
1365 |
|
1366 |
return tmp; |
1367 |
} |
1368 |
|
1369 |
/* |
1370 |
* Similar to find_arrow, but looks for (roughly) the best arrow to use |
1371 |
* against the target. A full test is not performed, simply a basic test |
1372 |
* of resistances. The archer is making a quick guess at what he sees down |
1373 |
* the hall. Failing that it does it's best to pick the highest plus arrow. |
1374 |
*/ |
1375 |
object * |
1376 |
find_better_arrow (object *op, object *target, const char *type, int *better) |
1377 |
{ |
1378 |
object *tmp = NULL, *arrow, *ntmp; |
1379 |
int attacknum, attacktype, betterby = 0, i; |
1380 |
|
1381 |
if (!type) |
1382 |
return NULL; |
1383 |
|
1384 |
for (arrow = op->inv; arrow; arrow = arrow->below) |
1385 |
{ |
1386 |
if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1387 |
{ |
1388 |
i = 0; |
1389 |
ntmp = find_better_arrow (arrow, target, type, &i); |
1390 |
if (i > betterby) |
1391 |
{ |
1392 |
tmp = ntmp; |
1393 |
betterby = i; |
1394 |
} |
1395 |
} |
1396 |
else if (arrow->type == ARROW && arrow->race == type) |
1397 |
{ |
1398 |
/* allways prefer assasination/slaying */ |
1399 |
if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1400 |
{ |
1401 |
if (arrow->attacktype & AT_DEATH) |
1402 |
{ |
1403 |
*better = 100; |
1404 |
return arrow; |
1405 |
} |
1406 |
else |
1407 |
{ |
1408 |
tmp = arrow; |
1409 |
betterby = (arrow->magic + arrow->stats.dam) * 2; |
1410 |
} |
1411 |
} |
1412 |
else |
1413 |
{ |
1414 |
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1415 |
{ |
1416 |
attacktype = 1 << attacknum; |
1417 |
if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1418 |
if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1419 |
{ |
1420 |
tmp = arrow; |
1421 |
betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1422 |
} |
1423 |
} |
1424 |
if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1425 |
{ |
1426 |
tmp = arrow; |
1427 |
betterby = 2 + arrow->magic + arrow->stats.dam; |
1428 |
} |
1429 |
if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1430 |
{ |
1431 |
tmp = arrow; |
1432 |
betterby = 1 + arrow->magic + arrow->stats.dam; |
1433 |
} |
1434 |
} |
1435 |
} |
1436 |
} |
1437 |
if (tmp == NULL && arrow == NULL) |
1438 |
return find_arrow (op, type); |
1439 |
|
1440 |
*better = betterby; |
1441 |
return tmp; |
1442 |
} |
1443 |
|
1444 |
/* looks in a given direction, finds the first valid target, and calls |
1445 |
* find_better_arrow to find a decent arrow to use. |
1446 |
* op = the shooter |
1447 |
* type = bow->race |
1448 |
* dir = fire direction |
1449 |
*/ |
1450 |
object * |
1451 |
pick_arrow_target (object *op, const char *type, int dir) |
1452 |
{ |
1453 |
object *tmp = NULL; |
1454 |
maptile *m; |
1455 |
int i, mflags, found, number; |
1456 |
sint16 x, y; |
1457 |
|
1458 |
if (op->map == NULL) |
1459 |
return find_arrow (op, type); |
1460 |
|
1461 |
/* do a dex check */ |
1462 |
number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1463 |
if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1464 |
return find_arrow (op, type); |
1465 |
|
1466 |
m = op->map; |
1467 |
x = op->x; |
1468 |
y = op->y; |
1469 |
|
1470 |
/* find the first target */ |
1471 |
for (i = 0, found = 0; i < 20; i++) |
1472 |
{ |
1473 |
x += freearr_x[dir]; |
1474 |
y += freearr_y[dir]; |
1475 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1476 |
if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1477 |
{ |
1478 |
tmp = NULL; |
1479 |
break; |
1480 |
} |
1481 |
else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1482 |
{ |
1483 |
/* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1484 |
* perhaps a bad assumption. |
1485 |
*/ |
1486 |
tmp = NULL; |
1487 |
break; |
1488 |
} |
1489 |
if (mflags & P_IS_ALIVE) |
1490 |
{ |
1491 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1492 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1493 |
{ |
1494 |
found++; |
1495 |
break; |
1496 |
} |
1497 |
if (found) |
1498 |
break; |
1499 |
} |
1500 |
} |
1501 |
if (tmp == NULL) |
1502 |
return find_arrow (op, type); |
1503 |
|
1504 |
if (tmp->head) |
1505 |
tmp = tmp->head; |
1506 |
|
1507 |
return find_better_arrow (op, tmp, type, &i); |
1508 |
} |
1509 |
|
1510 |
/* |
1511 |
* Creature fires a bow - op can be monster or player. Returns |
1512 |
* 1 if bow was actually fired, 0 otherwise. |
1513 |
* op is the object firing the bow. |
1514 |
* part is for multipart creatures - the part firing the bow. |
1515 |
* dir is the direction of fire. |
1516 |
* wc_mod is any special modifier to give (used in special player fire modes) |
1517 |
* sx, sy are coordinates to fire arrow from - also used in some of the special |
1518 |
* player fire modes. |
1519 |
*/ |
1520 |
int |
1521 |
fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1522 |
{ |
1523 |
object *left, *bow; |
1524 |
int mflags; |
1525 |
maptile *m; |
1526 |
|
1527 |
if (!dir) |
1528 |
{ |
1529 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1530 |
return 0; |
1531 |
} |
1532 |
|
1533 |
if (op->contr) |
1534 |
bow = op->current_weapon; |
1535 |
else |
1536 |
{ |
1537 |
for (bow = op->inv; bow; bow = bow->below) |
1538 |
/* Don't check for applied - monsters don't apply bows - in that way, they |
1539 |
* don't need to switch back and forth between bows and weapons. |
1540 |
*/ |
1541 |
if (bow->type == BOW) |
1542 |
break; |
1543 |
|
1544 |
if (!bow) |
1545 |
{ |
1546 |
LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1547 |
return 0; |
1548 |
} |
1549 |
|
1550 |
// optimisation: move object to top so we will find it quickly again |
1551 |
if (bow->below) |
1552 |
{ |
1553 |
bow->remove (); |
1554 |
op->insert (bow); |
1555 |
} |
1556 |
|
1557 |
} |
1558 |
|
1559 |
if (!bow->race || !bow->skill) |
1560 |
{ |
1561 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1562 |
return 0; |
1563 |
} |
1564 |
|
1565 |
if (arrow == NULL) |
1566 |
{ |
1567 |
if ((arrow = find_arrow (op, bow->race)) == NULL) |
1568 |
{ |
1569 |
if (op->type == PLAYER) |
1570 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1571 |
/* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1572 |
else |
1573 |
CLEAR_FLAG (op, FLAG_READY_BOW); |
1574 |
|
1575 |
return 0; |
1576 |
} |
1577 |
} |
1578 |
|
1579 |
mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1580 |
if (mflags & P_OUT_OF_MAP) |
1581 |
return 0; |
1582 |
|
1583 |
if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1584 |
{ |
1585 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1586 |
return 0; |
1587 |
} |
1588 |
|
1589 |
/* this should not happen, but sometimes does */ |
1590 |
if (arrow->nrof == 0) |
1591 |
{ |
1592 |
arrow->destroy (); |
1593 |
return 0; |
1594 |
} |
1595 |
|
1596 |
left = arrow; /* these are arrows left to the player */ |
1597 |
arrow = get_split_ob (arrow, 1); |
1598 |
if (!arrow) |
1599 |
{ |
1600 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1601 |
return 0; |
1602 |
} |
1603 |
|
1604 |
arrow->set_owner (op); |
1605 |
arrow->skill = bow->skill; |
1606 |
arrow->direction = dir; |
1607 |
|
1608 |
arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1609 |
arrow->stats.hp = arrow->stats.dam; |
1610 |
arrow->stats.grace = arrow->attacktype; |
1611 |
|
1612 |
if (arrow->slaying) |
1613 |
arrow->spellarg = strdup (arrow->slaying); |
1614 |
|
1615 |
#if 0 |
1616 |
if (player *pl = op->contr) |
1617 |
{ |
1618 |
float speed = pl->weapon_sp; |
1619 |
|
1620 |
/* penalize ROF for bestarrow */ |
1621 |
if (pl->bowtype == bow_bestarrow) |
1622 |
speed *= .9f; |
1623 |
else |
1624 |
speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1625 |
|
1626 |
op->speed_left += speed - op->speed; |
1627 |
} |
1628 |
#endif |
1629 |
|
1630 |
SET_ANIMATION (arrow, arrow->direction); |
1631 |
|
1632 |
/* update the speed */ |
1633 |
arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1634 |
+ bow->stats.dam / 7.f; |
1635 |
|
1636 |
arrow->set_speed (max (arrow->speed, 2.f)); |
1637 |
arrow->speed_left = 0; |
1638 |
|
1639 |
int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1640 |
|
1641 |
if (op->type == PLAYER) |
1642 |
{ |
1643 |
arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1644 |
wc -= dex_bonus[op->stats.Dex]; |
1645 |
|
1646 |
if (!arrow->slaying) |
1647 |
arrow->slaying = op->slaying; |
1648 |
|
1649 |
arrow->attacktype |= op->attacktype; |
1650 |
} |
1651 |
else |
1652 |
{ |
1653 |
arrow->level = op->level; |
1654 |
arrow->stats.wc -= bow->magic; |
1655 |
|
1656 |
if (!arrow->slaying) |
1657 |
arrow->slaying = bow->slaying; |
1658 |
|
1659 |
arrow->attacktype |= bow->attacktype; |
1660 |
} |
1661 |
|
1662 |
wc -= arrow->level; |
1663 |
arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1664 |
|
1665 |
arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1666 |
arrow->move_type = MOVE_FLY_LOW; |
1667 |
arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1668 |
|
1669 |
op->play_sound (sound_find ("fire_arrow")); |
1670 |
m->insert (arrow, sx, sy, op); |
1671 |
|
1672 |
if (!arrow->destroyed ()) |
1673 |
move_arrow (arrow); |
1674 |
|
1675 |
if (op->type == PLAYER) |
1676 |
{ |
1677 |
if (left->destroyed ()) |
1678 |
esrv_del_item (op->contr, left->count); |
1679 |
else |
1680 |
esrv_send_item (op, left); |
1681 |
} |
1682 |
|
1683 |
return 1; |
1684 |
} |
1685 |
|
1686 |
/* Special fire code for players - this takes into |
1687 |
* account the special fire modes players can have |
1688 |
* but monsters can't. Putting that code here |
1689 |
* makes the fire_bow code much cleaner. |
1690 |
* this function should only be called if 'op' is a player, |
1691 |
* hence the function name. |
1692 |
*/ |
1693 |
int |
1694 |
player_fire_bow (object *op, int dir) |
1695 |
{ |
1696 |
int ret = 0, wcmod = 0; |
1697 |
|
1698 |
if (op->contr->bowtype == bow_bestarrow) |
1699 |
{ |
1700 |
ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1701 |
} |
1702 |
else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1703 |
{ |
1704 |
if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1705 |
wcmod = -1; |
1706 |
|
1707 |
ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1708 |
} |
1709 |
else if (op->contr->bowtype == bow_threewide) |
1710 |
{ |
1711 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1712 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1713 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1714 |
} |
1715 |
else if (op->contr->bowtype == bow_spreadshot) |
1716 |
{ |
1717 |
ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1718 |
ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1719 |
ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1720 |
} |
1721 |
else |
1722 |
{ |
1723 |
/* Simple case */ |
1724 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1725 |
} |
1726 |
|
1727 |
return ret; |
1728 |
} |
1729 |
|
1730 |
/* Fires a misc (wand/rod/horn) object in 'dir'. |
1731 |
* Broken apart from 'fire' to keep it more readable. |
1732 |
*/ |
1733 |
void |
1734 |
fire_misc_object (object *op, int dir) |
1735 |
{ |
1736 |
object *item = op->contr->ranged_ob; |
1737 |
|
1738 |
if (!item) |
1739 |
{ |
1740 |
new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1741 |
return; |
1742 |
} |
1743 |
|
1744 |
if (!item->inv) |
1745 |
{ |
1746 |
LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1747 |
return; |
1748 |
} |
1749 |
|
1750 |
if (!op->change_weapon (item)) |
1751 |
return; |
1752 |
|
1753 |
if (item->type == WAND) |
1754 |
{ |
1755 |
if (item->stats.food <= 0) |
1756 |
{ |
1757 |
op->contr->play_sound (sound_find ("wand_poof")); |
1758 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1759 |
|
1760 |
return; |
1761 |
} |
1762 |
} |
1763 |
else if (item->type == ROD || item->type == HORN) |
1764 |
{ |
1765 |
if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1766 |
{ |
1767 |
op->contr->play_sound (sound_find ("wand_poof")); |
1768 |
|
1769 |
if (item->type == ROD) |
1770 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1771 |
else |
1772 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1773 |
|
1774 |
return; |
1775 |
} |
1776 |
} |
1777 |
|
1778 |
if (cast_spell (op, item, dir, item->inv, NULL)) |
1779 |
{ |
1780 |
SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1781 |
if (item->type == WAND) |
1782 |
{ |
1783 |
if (!(--item->stats.food)) |
1784 |
{ |
1785 |
object *tmp; |
1786 |
|
1787 |
if (item->arch) |
1788 |
{ |
1789 |
CLEAR_FLAG (item, FLAG_ANIMATE); |
1790 |
item->face = item->arch->face; |
1791 |
item->set_speed (0); |
1792 |
} |
1793 |
|
1794 |
if ((tmp = item->in_player ())) |
1795 |
esrv_update_item (UPD_ANIM, tmp, item); |
1796 |
} |
1797 |
} |
1798 |
else if (item->type == ROD || item->type == HORN) |
1799 |
drain_rod_charge (item); |
1800 |
} |
1801 |
} |
1802 |
|
1803 |
/* Received a fire command for the player - go and do it. |
1804 |
*/ |
1805 |
bool |
1806 |
fire (object *op, int dir) |
1807 |
{ |
1808 |
int spellcost = 0; |
1809 |
|
1810 |
/* check for loss of invisiblity/hide */ |
1811 |
if (action_makes_visible (op)) |
1812 |
make_visible (op); |
1813 |
|
1814 |
player *pl = op->contr; |
1815 |
|
1816 |
if (pl->golem) |
1817 |
{ |
1818 |
control_golem (op->contr->golem, dir); |
1819 |
return false; |
1820 |
} |
1821 |
|
1822 |
object *ob = pl->ranged_ob; |
1823 |
|
1824 |
if (!ob) |
1825 |
return false; |
1826 |
|
1827 |
if (!op->change_weapon (ob)) |
1828 |
return false; |
1829 |
|
1830 |
if (op->speed_left > 0.f) |
1831 |
--op->speed_left; |
1832 |
else |
1833 |
return false; |
1834 |
|
1835 |
switch (ob->type) |
1836 |
{ |
1837 |
case BOW: |
1838 |
player_fire_bow (op, dir); |
1839 |
break; |
1840 |
|
1841 |
case SPELL: |
1842 |
spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1843 |
break; |
1844 |
|
1845 |
case BUILDER: |
1846 |
apply_map_builder (op, dir); |
1847 |
break; |
1848 |
|
1849 |
case SKILL: |
1850 |
do_skill (op, op, ob, dir, 0); |
1851 |
break; |
1852 |
|
1853 |
default: |
1854 |
fire_misc_object (op, dir); |
1855 |
break; |
1856 |
} |
1857 |
|
1858 |
return true; |
1859 |
} |
1860 |
|
1861 |
/* find_key |
1862 |
* We try to find a key for the door as passed. If we find a key |
1863 |
* and successfully use it, we return the key, otherwise NULL |
1864 |
* This function merges both normal and locked door, since the logic |
1865 |
* for both is the same - just the specific key is different. |
1866 |
* pl is the player, |
1867 |
* inv is the objects inventory to searched |
1868 |
* door is the door we are trying to match against. |
1869 |
* This function can be called recursively to search containers. |
1870 |
*/ |
1871 |
object * |
1872 |
find_key (object *pl, object *container, object *door) |
1873 |
{ |
1874 |
object *tmp, *key; |
1875 |
|
1876 |
/* Should not happen, but sanity checking is never bad */ |
1877 |
if (!container->inv) |
1878 |
return 0; |
1879 |
|
1880 |
/* First, lets try to find a key in the top level inventory */ |
1881 |
for (tmp = container->inv; tmp; tmp = tmp->below) |
1882 |
{ |
1883 |
if (door->type == DOOR && tmp->type == KEY) |
1884 |
break; |
1885 |
/* For sanity, we should really check door type, but other stuff |
1886 |
* (like containers) can be locked with special keys |
1887 |
*/ |
1888 |
if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1889 |
break; |
1890 |
} |
1891 |
|
1892 |
/* No key found - lets search inventories now */ |
1893 |
/* If we find and use a key in an inventory, return at that time. |
1894 |
* otherwise, if we search all the inventories and still don't find |
1895 |
* a key, return |
1896 |
*/ |
1897 |
if (!tmp) |
1898 |
{ |
1899 |
for (tmp = container->inv; tmp; tmp = tmp->below) |
1900 |
{ |
1901 |
/* No reason to search empty containers */ |
1902 |
if (tmp->type == CONTAINER && tmp->inv) |
1903 |
{ |
1904 |
if ((key = find_key (pl, tmp, door))) |
1905 |
return key; |
1906 |
} |
1907 |
} |
1908 |
|
1909 |
if (!tmp) |
1910 |
return NULL; |
1911 |
} |
1912 |
|
1913 |
/* We get down here if we have found a key. Now if its in a container, |
1914 |
* see if we actually want to use it |
1915 |
*/ |
1916 |
if (pl != container) |
1917 |
{ |
1918 |
/* Only let players use keys in containers */ |
1919 |
if (!pl->contr) |
1920 |
return NULL; |
1921 |
/* cases where this fails: |
1922 |
* If we only search the player inventory, return now since we |
1923 |
* are not in the players inventory. |
1924 |
* If the container is not active, return now since only active |
1925 |
* containers can be used. |
1926 |
* If we only search keyrings and the container does not have |
1927 |
* a race/isn't a keyring. |
1928 |
* No checking for all containers - to fall through past here, |
1929 |
* inv must have been an container and must have been active. |
1930 |
* |
1931 |
* Change the color so that the message doesn't disappear with |
1932 |
* all the others. |
1933 |
*/ |
1934 |
if (pl->contr->usekeys == key_inventory || |
1935 |
!QUERY_FLAG (container, FLAG_APPLIED) || |
1936 |
(pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1937 |
{ |
1938 |
new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1939 |
"The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1940 |
return NULL; |
1941 |
} |
1942 |
} |
1943 |
|
1944 |
return tmp; |
1945 |
} |
1946 |
|
1947 |
/* moved door processing out of move_player_attack. |
1948 |
* returns 1 if player has opened the door with a key |
1949 |
* such that the caller should not do anything more, |
1950 |
* 0 otherwise |
1951 |
*/ |
1952 |
static int |
1953 |
player_attack_door (object *op, object *door) |
1954 |
{ |
1955 |
/* If its a door, try to find a key. If we do destroy the door, |
1956 |
* might as well return immediately as there is nothing more to do - |
1957 |
* otherwise, we fall through to the rest of the code. |
1958 |
*/ |
1959 |
object *key = find_key (op, op, door); |
1960 |
|
1961 |
/* If we found a key, do some extra work */ |
1962 |
if (key) |
1963 |
{ |
1964 |
object *container = key->env; |
1965 |
|
1966 |
if (action_makes_visible (op)) |
1967 |
make_visible (op); |
1968 |
|
1969 |
if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1970 |
spring_trap (door->inv, op); |
1971 |
|
1972 |
if (door->type == DOOR) |
1973 |
hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1974 |
else if (door->type == LOCKED_DOOR) |
1975 |
{ |
1976 |
op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1977 |
remove_door2 (door); /* remove door without violence ;-) */ |
1978 |
} |
1979 |
|
1980 |
/* Do this after we print the message */ |
1981 |
decrease_ob (key); /* Use up one of the keys */ |
1982 |
/* Need to update the weight the container the key was in */ |
1983 |
if (container != op) |
1984 |
esrv_update_item (UPD_WEIGHT, op, container); |
1985 |
|
1986 |
return 1; /* Nothing more to do below */ |
1987 |
} |
1988 |
else if (door->type == LOCKED_DOOR) |
1989 |
{ |
1990 |
/* Might as well return now - no other way to open this */ |
1991 |
op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1992 |
return 1; |
1993 |
} |
1994 |
|
1995 |
return 0; |
1996 |
} |
1997 |
|
1998 |
/* This function is just part of a breakup from move_player. |
1999 |
* It should keep the code cleaner. |
2000 |
* When this is called, the players direction has been updated |
2001 |
* (taking into account confusion.) The player is also actually |
2002 |
* going to try and move (not fire weapons). |
2003 |
*/ |
2004 |
bool |
2005 |
move_player_attack (object *op, int dir) |
2006 |
{ |
2007 |
int on_battleground; |
2008 |
|
2009 |
sint16 nx = freearr_x[dir] + op->x; |
2010 |
sint16 ny = freearr_y[dir] + op->y; |
2011 |
|
2012 |
on_battleground = op_on_battleground (op, 0, 0); |
2013 |
|
2014 |
if (out_of_map (op->map, nx, ny)) |
2015 |
return false; |
2016 |
|
2017 |
if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
2018 |
{ |
2019 |
--op->speed_left; |
2020 |
return true; |
2021 |
} |
2022 |
|
2023 |
/* If braced, or can't move to the square, and it is not out of the |
2024 |
* map, attack it. Note order of if statement is important - don't |
2025 |
* want to be calling move_ob if braced, because move_ob will move the |
2026 |
* player. This is a pretty nasty hack, because if we could |
2027 |
* move to some space, it then means that if we are braced, we should |
2028 |
* do nothing at all. As it is, if we are braced, we go through |
2029 |
* quite a bit of processing. However, it probably is less than what |
2030 |
* move_ob uses. |
2031 |
*/ |
2032 |
maptile *m = op->map->xy_find (nx, ny); |
2033 |
|
2034 |
/* Go through all the objects, and find ones of interest. Only stop if |
2035 |
* we find a monster - that is something we know we want to attack. |
2036 |
* if its a door or barrel (can roll) see if there may be monsters |
2037 |
* on the space |
2038 |
*/ |
2039 |
object *mon; |
2040 |
for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2041 |
{ |
2042 |
if ((mon->flag [FLAG_ALIVE] |
2043 |
|| mon->type == LOCKED_DOOR |
2044 |
|| mon->flag [FLAG_CAN_ROLL]) |
2045 |
&& mon != op) |
2046 |
break; |
2047 |
} |
2048 |
|
2049 |
if (!mon) /* This happens anytime the player tries to move */ |
2050 |
return false; /* into a wall */ |
2051 |
|
2052 |
mon = mon->head_ (); |
2053 |
|
2054 |
if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2055 |
if (op->contr->weapon_sp_left > 0.f) |
2056 |
if (player_attack_door (op, mon)) |
2057 |
{ |
2058 |
--op->contr->weapon_sp_left; |
2059 |
return true; |
2060 |
} |
2061 |
|
2062 |
/* The following deals with possibly attacking peaceful |
2063 |
* or friendly creatures. Basically, all players are considered |
2064 |
* unaggressive. If the moving player has peaceful set, then the |
2065 |
* object should be pushed instead of attacked. It is assumed that |
2066 |
* if you are braced, you will not attack friends accidently, |
2067 |
* and thus will not push them. |
2068 |
*/ |
2069 |
|
2070 |
/* If the creature is a pet, push it even if the player is not |
2071 |
* peaceful. Our assumption is the creature is a pet if the |
2072 |
* player owns it and it is either friendly or unagressive. |
2073 |
*/ |
2074 |
if (op->type == PLAYER |
2075 |
&& ((mon->owner && mon->owner->contr |
2076 |
&& same_party (mon->owner->contr->party, op->contr->party)) |
2077 |
|| mon->owner == op) |
2078 |
&& (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2079 |
{ |
2080 |
/* If we're braced, we don't want to switch places with it */ |
2081 |
if (op->contr->braced) |
2082 |
return false; |
2083 |
|
2084 |
if (op->speed_left > 0.f) |
2085 |
{ |
2086 |
--op->speed_left; |
2087 |
|
2088 |
op->play_sound (sound_find ("push_player")); |
2089 |
push_ob (mon, dir, op); |
2090 |
|
2091 |
if (op->contr->tmp_invis || op->hide) |
2092 |
make_visible (op); |
2093 |
|
2094 |
return true; |
2095 |
} |
2096 |
else |
2097 |
return false; |
2098 |
} |
2099 |
|
2100 |
/* in certain circumstances, you shouldn't attack friendly |
2101 |
* creatures. Note that if you are braced, you can't push |
2102 |
* someone, but put it inside this loop so that you won't |
2103 |
* attack them either. |
2104 |
*/ |
2105 |
if ((mon->type == PLAYER || mon->enemy != op) |
2106 |
&& (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2107 |
&& ((op->contr->peaceful |
2108 |
|| (mon->type == PLAYER && mon->contr->peaceful)) |
2109 |
&& !on_battleground)) |
2110 |
{ |
2111 |
if (op->speed_left > 0.f) |
2112 |
{ |
2113 |
--op->speed_left; |
2114 |
|
2115 |
if (!op->contr->braced) |
2116 |
{ |
2117 |
op->play_sound (sound_find ("push_player")); |
2118 |
push_ob (mon, dir, op); |
2119 |
} |
2120 |
else |
2121 |
op->statusmsg ("You withhold your attack"); |
2122 |
|
2123 |
if (op->contr->tmp_invis || op->hide) |
2124 |
make_visible (op); |
2125 |
|
2126 |
return true; |
2127 |
} |
2128 |
} |
2129 |
/* If the object is a boulder or other rollable object, then |
2130 |
* roll it if not braced. You can't roll it if you are braced. |
2131 |
*/ |
2132 |
else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2133 |
{ |
2134 |
if (op->speed_left > 0.f) |
2135 |
{ |
2136 |
--op->speed_left; |
2137 |
|
2138 |
recursive_roll (mon, dir, op); |
2139 |
if (action_makes_visible (op)) |
2140 |
make_visible (op); |
2141 |
|
2142 |
return true; |
2143 |
} |
2144 |
} |
2145 |
/* Any generic living creature. Including things like doors. |
2146 |
* Way it works is like this: First, it must have some hit points |
2147 |
* and be living. Then, it must be one of the following: |
2148 |
* 1) Not a player, 2) A player, but of a different party. Note |
2149 |
* that party_number -1 is no party, so attacks can still happen. |
2150 |
*/ |
2151 |
else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2152 |
((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2153 |
{ |
2154 |
if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2155 |
{ |
2156 |
--op->contr->weapon_sp_left; |
2157 |
|
2158 |
skill_attack (mon, op, 0, 0, 0); |
2159 |
|
2160 |
if (action_makes_visible (op)) |
2161 |
make_visible (op); |
2162 |
|
2163 |
return true; |
2164 |
} |
2165 |
} |
2166 |
|
2167 |
return false; |
2168 |
} |
2169 |
|
2170 |
bool |
2171 |
move_player (object *op, int dir) |
2172 |
{ |
2173 |
int pick; |
2174 |
|
2175 |
if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2176 |
return 0; |
2177 |
|
2178 |
/* Sanity check: make sure dir is valid */ |
2179 |
if ((dir < 0) || (dir >= 9)) |
2180 |
{ |
2181 |
LOG (llevError, "move_player: invalid direction %d\n", dir); |
2182 |
return 0; |
2183 |
} |
2184 |
|
2185 |
/* peterm: added following line */ |
2186 |
if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2187 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2188 |
|
2189 |
op->facing = dir; |
2190 |
|
2191 |
if (op->hide) |
2192 |
do_hidden_move (op); |
2193 |
|
2194 |
bool retval; |
2195 |
|
2196 |
if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2197 |
retval = RESULT_INT (0); |
2198 |
else if (op->contr->fire_on) |
2199 |
retval = fire (op, dir); |
2200 |
else |
2201 |
{ |
2202 |
retval = move_player_attack (op, dir); |
2203 |
pick = check_pick (op); |
2204 |
} |
2205 |
|
2206 |
/* Add special check for newcs players and fire on - this way, the |
2207 |
* server can handle repeat firing. |
2208 |
*/ |
2209 |
if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2210 |
op->direction = dir; |
2211 |
else |
2212 |
op->direction = 0; |
2213 |
|
2214 |
/* Update how the player looks. Use the facing, so direction may |
2215 |
* get reset to zero. This allows for full animation capabilities |
2216 |
* for players. |
2217 |
*/ |
2218 |
animate_object (op, op->facing); |
2219 |
|
2220 |
return retval; |
2221 |
} |
2222 |
|
2223 |
/* This is similar to handle_player, below, but is only used by the |
2224 |
* new client/server stuff. |
2225 |
* This is sort of special, in that the new client/server actually uses |
2226 |
* the new speed values for commands. |
2227 |
* |
2228 |
* Returns true if there are more actions we can do. Should not do |
2229 |
* many actions in a row, as that would be too unfair to other |
2230 |
* players. |
2231 |
*/ |
2232 |
bool |
2233 |
handle_newcs_player (object *op) |
2234 |
{ |
2235 |
if (QUERY_FLAG (op, FLAG_SCARED)) |
2236 |
{ |
2237 |
if (op->speed_left > 0.f) |
2238 |
{ |
2239 |
--op->speed_left; |
2240 |
flee_player (op); |
2241 |
|
2242 |
return true; |
2243 |
} |
2244 |
else |
2245 |
return false; |
2246 |
} |
2247 |
|
2248 |
/* call this here - we also will call this in do_ericserver, but |
2249 |
* the players time has been increased when doericserver has been |
2250 |
* called, so we recheck it here. |
2251 |
*/ |
2252 |
if (op->contr->ns->handle_command ()) |
2253 |
return true; |
2254 |
|
2255 |
if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2256 |
return move_player (op, op->direction); |
2257 |
|
2258 |
return false; |
2259 |
} |
2260 |
|
2261 |
int |
2262 |
save_life (object *op) |
2263 |
{ |
2264 |
if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2265 |
return 0; |
2266 |
|
2267 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2268 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2269 |
{ |
2270 |
op->play_sound (sound_find ("ob_evaporate")); |
2271 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2272 |
|
2273 |
if (op->contr) |
2274 |
esrv_del_item (op->contr, tmp->count); |
2275 |
|
2276 |
tmp->destroy (); |
2277 |
CLEAR_FLAG (op, FLAG_LIFESAVE); |
2278 |
|
2279 |
if (op->stats.hp < 0) |
2280 |
op->stats.hp = op->stats.maxhp; |
2281 |
|
2282 |
if (op->stats.food < 0) |
2283 |
op->stats.food = 999; |
2284 |
|
2285 |
op->update_stats (); |
2286 |
return 1; |
2287 |
} |
2288 |
|
2289 |
LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2290 |
CLEAR_FLAG (op, FLAG_LIFESAVE); |
2291 |
enter_player_savebed (op); /* bring him home. */ |
2292 |
return 0; |
2293 |
} |
2294 |
|
2295 |
/* This goes throws the inventory and removes unpaid objects, and puts them |
2296 |
* back in the map (location and map determined by values of env). This |
2297 |
* function will descend into containers. op is the object to start the search |
2298 |
* from. |
2299 |
*/ |
2300 |
static void |
2301 |
drop_unpaid_items (object *op, object *env) |
2302 |
{ |
2303 |
while (op) |
2304 |
{ |
2305 |
object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2306 |
|
2307 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
2308 |
{ |
2309 |
if (env->type == PLAYER) |
2310 |
esrv_del_item (env->contr, op->count); |
2311 |
|
2312 |
op->insert_at (env); |
2313 |
} |
2314 |
else if (op->inv) |
2315 |
drop_unpaid_items (op->inv, env); |
2316 |
|
2317 |
op = next; |
2318 |
} |
2319 |
} |
2320 |
|
2321 |
void |
2322 |
object::drop_unpaid_items () |
2323 |
{ |
2324 |
if (!flag [FLAG_REMOVED]) |
2325 |
::drop_unpaid_items (inv, this); |
2326 |
} |
2327 |
|
2328 |
/* |
2329 |
* Returns pointer a static string containing gravestone text |
2330 |
* Moved from apply.c to player.c - player.c is what |
2331 |
* actually uses this function. player.c may not be quite the |
2332 |
* best, a misc file for object actions is probably better, |
2333 |
* but there isn't one in the server directory. |
2334 |
*/ |
2335 |
char * |
2336 |
gravestone_text (object *op) |
2337 |
{ |
2338 |
static char buf2[MAX_BUF]; |
2339 |
char buf[MAX_BUF]; |
2340 |
time_t now = time (NULL); |
2341 |
|
2342 |
strcpy (buf2, " R.I.P.\n\n"); |
2343 |
if (op->type == PLAYER) |
2344 |
sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2345 |
else |
2346 |
sprintf (buf, "%s\n", &op->name); |
2347 |
|
2348 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2349 |
strcat (buf2, buf); |
2350 |
if (op->type == PLAYER) |
2351 |
sprintf (buf, "who was in level %d when killed\n", op->level); |
2352 |
else |
2353 |
sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2354 |
|
2355 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2356 |
strcat (buf2, buf); |
2357 |
if (op->type == PLAYER) |
2358 |
{ |
2359 |
sprintf (buf, "by %s.\n\n", op->contr->killer); |
2360 |
strncat (buf2, " ", 21 - strlen (buf) / 2); |
2361 |
strcat (buf2, buf); |
2362 |
} |
2363 |
|
2364 |
strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2365 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2366 |
strcat (buf2, buf); |
2367 |
|
2368 |
return buf2; |
2369 |
} |
2370 |
|
2371 |
void |
2372 |
do_some_living (object *op) |
2373 |
{ |
2374 |
int last_food = op->stats.food; |
2375 |
int gen_hp, gen_sp, gen_grace; |
2376 |
int over_hp, over_sp, over_grace; |
2377 |
int i; |
2378 |
int rate_hp = 1200; |
2379 |
int rate_sp = 2500; |
2380 |
int rate_grace = 2000; |
2381 |
const int max_hp = 1; |
2382 |
const int max_sp = 1; |
2383 |
const int max_grace = 1; |
2384 |
|
2385 |
if (op->contr->hidden) |
2386 |
{ |
2387 |
op->invisible = 1000; |
2388 |
/* the socket code flashes the player visible/invisible |
2389 |
* depending on the value of invisible, so we need to |
2390 |
* alternate it here for it to work correctly. |
2391 |
*/ |
2392 |
if (pticks & 2) |
2393 |
op->invisible--; |
2394 |
} |
2395 |
else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2396 |
{ |
2397 |
if (!op->invisible--) |
2398 |
{ |
2399 |
make_visible (op); |
2400 |
new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2401 |
} |
2402 |
} |
2403 |
|
2404 |
if (op->contr->ns->state == ST_PLAYING) |
2405 |
{ |
2406 |
/* these next three if clauses make it possible to SLOW DOWN |
2407 |
hp/grace/spellpoint regeneration. */ |
2408 |
if (op->contr->gen_hp >= 0) |
2409 |
gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2410 |
else |
2411 |
{ |
2412 |
gen_hp = op->stats.maxhp; |
2413 |
rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2414 |
} |
2415 |
|
2416 |
if (op->contr->gen_sp >= 0) |
2417 |
gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2418 |
else |
2419 |
{ |
2420 |
gen_sp = op->stats.maxsp; |
2421 |
rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2422 |
} |
2423 |
|
2424 |
if (op->contr->gen_grace >= 0) |
2425 |
gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2426 |
else |
2427 |
{ |
2428 |
gen_grace = op->stats.maxgrace; |
2429 |
rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2430 |
} |
2431 |
|
2432 |
/* Regenerate Grace */ |
2433 |
/* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2434 |
if (--op->last_grace < 0) |
2435 |
{ |
2436 |
if (op->stats.grace < op->stats.maxgrace / 2) |
2437 |
op->stats.grace++; /* no penalty in food for regaining grace */ |
2438 |
|
2439 |
if (max_grace > 1) |
2440 |
{ |
2441 |
over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2442 |
if (over_grace > 0) |
2443 |
{ |
2444 |
op->stats.sp += over_grace |
2445 |
+ (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
2446 |
op->last_grace = 0; |
2447 |
} |
2448 |
else |
2449 |
{ |
2450 |
op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2451 |
} |
2452 |
} |
2453 |
else |
2454 |
{ |
2455 |
op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2456 |
} |
2457 |
/* wearing stuff doesn't detract from grace generation. */ |
2458 |
} |
2459 |
|
2460 |
if (op->stats.food > 0) |
2461 |
{ |
2462 |
/* Regenerate Spell Points */ |
2463 |
if (!op->contr->golem && --op->last_sp < 0) |
2464 |
{ |
2465 |
gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2466 |
|
2467 |
if (op->stats.sp < op->stats.maxsp) |
2468 |
{ |
2469 |
op->stats.sp++; |
2470 |
|
2471 |
/* dms do not consume food */ |
2472 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
2473 |
{ |
2474 |
op->stats.food--; |
2475 |
|
2476 |
if (op->contr->digestion < 0) |
2477 |
op->stats.food += op->contr->digestion; |
2478 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2479 |
op->stats.food = last_food; |
2480 |
} |
2481 |
} |
2482 |
|
2483 |
if (max_sp > 1) |
2484 |
{ |
2485 |
over_sp = (gen_sp + 10) / rate_sp; |
2486 |
if (over_sp > 0) |
2487 |
{ |
2488 |
if (op->stats.sp < op->stats.maxsp) |
2489 |
{ |
2490 |
op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2491 |
|
2492 |
if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2493 |
op->stats.sp--; |
2494 |
|
2495 |
if (op->stats.sp > op->stats.maxsp) |
2496 |
op->stats.sp = op->stats.maxsp; |
2497 |
} |
2498 |
|
2499 |
op->last_sp = 0; |
2500 |
} |
2501 |
else |
2502 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2503 |
} |
2504 |
else |
2505 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2506 |
} |
2507 |
|
2508 |
/* Regenerate Hit Points */ |
2509 |
if (--op->last_heal < 0) |
2510 |
{ |
2511 |
if (op->stats.hp < op->stats.maxhp) |
2512 |
{ |
2513 |
op->stats.hp++; |
2514 |
|
2515 |
/* dms do not consume food */ |
2516 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
2517 |
{ |
2518 |
op->stats.food--; |
2519 |
|
2520 |
if (op->contr->digestion < 0) |
2521 |
op->stats.food += op->contr->digestion; |
2522 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2523 |
op->stats.food = last_food; |
2524 |
} |
2525 |
} |
2526 |
|
2527 |
if (max_hp > 1) |
2528 |
{ |
2529 |
over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2530 |
|
2531 |
if (over_hp > 0) |
2532 |
{ |
2533 |
op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2534 |
op->last_heal = 0; |
2535 |
} |
2536 |
else |
2537 |
op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2538 |
} |
2539 |
else |
2540 |
op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2541 |
} |
2542 |
} |
2543 |
|
2544 |
/* Digestion */ |
2545 |
if (--op->last_eat < 0) |
2546 |
{ |
2547 |
int bonus = max (0, op->contr->digestion), |
2548 |
penalty = max (0, -op->contr->digestion); |
2549 |
|
2550 |
op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2551 |
|
2552 |
/* dms do not consume food */ |
2553 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
2554 |
op->stats.food--; |
2555 |
} |
2556 |
|
2557 |
if (op->stats.food < 0 && op->stats.hp >= 0) |
2558 |
{ |
2559 |
object *tmp, *flesh = 0; |
2560 |
|
2561 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
2562 |
{ |
2563 |
if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2564 |
{ |
2565 |
if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2566 |
{ |
2567 |
new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2568 |
manual_apply (op, tmp, 0); |
2569 |
if (op->stats.food >= 0 || op->stats.hp < 0) |
2570 |
break; |
2571 |
} |
2572 |
else if (tmp->type == FLESH) |
2573 |
flesh = tmp; |
2574 |
} /* End if paid for object */ |
2575 |
} /* end of for loop */ |
2576 |
|
2577 |
/* If player is still starving, it means they don't have any food, so |
2578 |
* eat flesh instead. |
2579 |
*/ |
2580 |
if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2581 |
{ |
2582 |
new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2583 |
manual_apply (op, flesh, 0); |
2584 |
} |
2585 |
} |
2586 |
|
2587 |
if (op->stats.food < 0) |
2588 |
{ |
2589 |
op->stats.hp += op->stats.food; |
2590 |
op->stats.food = 0; |
2591 |
} |
2592 |
|
2593 |
if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2594 |
kill_player (op); |
2595 |
} |
2596 |
} |
2597 |
|
2598 |
/* If the player should die (lack of hp, food, etc), we call this. |
2599 |
* op is the player in jeopardy. If the player can not be saved (not |
2600 |
* permadeath, no lifesave), this will take care of removing the player |
2601 |
* file. |
2602 |
*/ |
2603 |
void |
2604 |
kill_player (object *op) |
2605 |
{ |
2606 |
int x, y; |
2607 |
char buf[MAX_BUF]; |
2608 |
maptile *map; /* this is for resurrection */ |
2609 |
int will_kill_again; |
2610 |
archetype *at; |
2611 |
object *tmp; |
2612 |
|
2613 |
if (save_life (op)) |
2614 |
return; |
2615 |
|
2616 |
/* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2617 |
* in cities ONLY!!! It is very important that this doesn't get abused. |
2618 |
* Look at op_on_battleground() for more info --AndreasV |
2619 |
*/ |
2620 |
if (op_on_battleground (op, &x, &y)) |
2621 |
{ |
2622 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2623 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2624 |
|
2625 |
/* restore player */ |
2626 |
at = archetype::find ("poisoning"); |
2627 |
if (object *tmp = present_arch_in_ob (at, op)) |
2628 |
{ |
2629 |
tmp->destroy (); |
2630 |
new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2631 |
} |
2632 |
|
2633 |
at = archetype::find ("confusion"); |
2634 |
if (object *tmp = present_arch_in_ob (at, op)) |
2635 |
{ |
2636 |
tmp->destroy (); |
2637 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2638 |
} |
2639 |
|
2640 |
cure_disease (op, 0, 0); /* remove any disease */ |
2641 |
op->stats.hp = op->stats.maxhp; |
2642 |
if (op->stats.food <= 0) |
2643 |
op->stats.food = 999; |
2644 |
|
2645 |
/* create a bodypart-trophy to make the winner happy */ |
2646 |
if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2647 |
{ |
2648 |
tmp->name = format ("%s's finger" , &op->name); |
2649 |
tmp->name_pl = format ("%s's fingers", &op->name); |
2650 |
tmp->msg = format ( |
2651 |
"This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2652 |
&op->name, op->contr->title, (int) (op->level), op->contr->killer |
2653 |
); |
2654 |
tmp->value = 0, tmp->type = 0; |
2655 |
tmp->materialname = "organics"; |
2656 |
tmp->insert_at (op, tmp); |
2657 |
} |
2658 |
|
2659 |
/* teleport defeated player to new destination */ |
2660 |
transfer_ob (op, x, y, 0, NULL); |
2661 |
op->contr->braced = 0; |
2662 |
return; |
2663 |
} |
2664 |
|
2665 |
INVOKE_PLAYER (DEATH, op->contr); |
2666 |
|
2667 |
command_kill_pets (op, 0); |
2668 |
|
2669 |
if (op->stats.food < 0) |
2670 |
strcpy (op->contr->killer, "starvation"); |
2671 |
|
2672 |
op->contr->play_sound (sound_find ("player_dies")); |
2673 |
|
2674 |
/* save the map location for corpse, gravestone */ |
2675 |
x = op->x; |
2676 |
y = op->y; |
2677 |
map = op->map; |
2678 |
|
2679 |
/* NOT_PERMADEATH code. This basically brings the character back to |
2680 |
* life if they are dead - it takes some exp and a random stat. |
2681 |
* See the config.h file for a little more in depth detail about this. |
2682 |
*/ |
2683 |
|
2684 |
/* Basically two ways to go - remove a stat permanently, or just |
2685 |
* make it depletion. This bunch of code deals with that aspect |
2686 |
* of death. |
2687 |
*/ |
2688 |
#ifndef COZY_SERVER |
2689 |
if (settings.balanced_stat_loss) |
2690 |
{ |
2691 |
/* If stat loss is permanent, lose one stat only. */ |
2692 |
/* Lower level chars don't lose as many stats because they suffer |
2693 |
more if they do. */ |
2694 |
/* Higher level characters can afford things such as potions of |
2695 |
restoration, or better, stat potions. So we slug them that |
2696 |
little bit harder. */ |
2697 |
/* GD */ |
2698 |
if (settings.stat_loss_on_death) |
2699 |
num_stats_lose = 1; |
2700 |
else |
2701 |
num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2702 |
} |
2703 |
else |
2704 |
num_stats_lose = 1; |
2705 |
|
2706 |
lost_a_stat = 0; |
2707 |
|
2708 |
for (z = 0; z < num_stats_lose; z++) |
2709 |
{ |
2710 |
i = RANDOM () % NUM_STATS; |
2711 |
|
2712 |
if (settings.stat_loss_on_death) |
2713 |
{ |
2714 |
/* Pick a random stat and take a point off it. Tell the player |
2715 |
* what he lost. |
2716 |
*/ |
2717 |
change_attr_value (&(op->stats), i, -1); |
2718 |
check_stat_bounds (&(op->stats)); |
2719 |
change_attr_value (&(op->contr->orig_stats), i, -1); |
2720 |
check_stat_bounds (&(op->contr->orig_stats)); |
2721 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2722 |
lost_a_stat = 1; |
2723 |
} |
2724 |
else |
2725 |
{ |
2726 |
/* deplete a stat */ |
2727 |
archetype *deparch = archetype::find ("depletion"); |
2728 |
object *dep; |
2729 |
|
2730 |
dep = present_arch_in_ob (deparch, op); |
2731 |
if (!dep) |
2732 |
{ |
2733 |
dep = arch_to_object (deparch); |
2734 |
insert_ob_in_ob (dep, op); |
2735 |
} |
2736 |
lose_this_stat = 1; |
2737 |
if (settings.balanced_stat_loss) |
2738 |
{ |
2739 |
/* GD */ |
2740 |
/* Get the stat that we're about to deplete. */ |
2741 |
this_stat = get_attr_value (&(dep->stats), i); |
2742 |
if (this_stat < 0) |
2743 |
{ |
2744 |
int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
2745 |
int keep_chance = this_stat * this_stat; |
2746 |
|
2747 |
/* Yes, I am paranoid. Sue me. */ |
2748 |
if (keep_chance < 1) |
2749 |
keep_chance = 1; |
2750 |
|
2751 |
/* There is a maximum depletion total per level. */ |
2752 |
if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2753 |
{ |
2754 |
lose_this_stat = 0; |
2755 |
/* Take loss chance vs keep chance to see if we |
2756 |
retain the stat. */ |
2757 |
} |
2758 |
else |
2759 |
{ |
2760 |
if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2761 |
lose_this_stat = 0; |
2762 |
/* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
2763 |
this_stat, keep_chance, loss_chance, |
2764 |
lose_this_stat?"LOSE":"KEEP"); */ |
2765 |
} |
2766 |
} |
2767 |
} |
2768 |
|
2769 |
if (lose_this_stat) |
2770 |
{ |
2771 |
this_stat = get_attr_value (&(dep->stats), i); |
2772 |
/* We could try to do something clever like find another |
2773 |
* stat to reduce if this fails. But chances are, if |
2774 |
* stats have been depleted to -50, all are pretty low |
2775 |
* and should be roughly the same, so it shouldn't make a |
2776 |
* difference. |
2777 |
*/ |
2778 |
if (this_stat >= -50) |
2779 |
{ |
2780 |
change_attr_value (&(dep->stats), i, -1); |
2781 |
SET_FLAG (dep, FLAG_APPLIED); |
2782 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2783 |
op->update_stats (); |
2784 |
lost_a_stat = 1; |
2785 |
} |
2786 |
} |
2787 |
} |
2788 |
} |
2789 |
/* If no stat lost, tell the player. */ |
2790 |
if (!lost_a_stat) |
2791 |
{ |
2792 |
/* determine_god() seems to not work sometimes... why is this? |
2793 |
Should I be using something else? GD */ |
2794 |
const char *god = determine_god (op); |
2795 |
|
2796 |
if (god && (strcmp (god, "none"))) |
2797 |
new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2798 |
else |
2799 |
new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2800 |
} |
2801 |
#else |
2802 |
new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2803 |
#endif |
2804 |
|
2805 |
/* Put a gravestone up where the character 'almost' died. List the |
2806 |
* exp loss on the stone. |
2807 |
*/ |
2808 |
tmp = arch_to_object (archetype::find ("gravestone")); |
2809 |
sprintf (buf, "%s's gravestone", &op->name); |
2810 |
tmp->name = buf; |
2811 |
sprintf (buf, "%s's gravestones", &op->name); |
2812 |
tmp->name_pl = buf; |
2813 |
sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
2814 |
tmp->msg = buf; |
2815 |
tmp->x = op->x, tmp->y = op->y; |
2816 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
2817 |
|
2818 |
/**************************************/ |
2819 |
/* */ |
2820 |
/* Subtract the experience points, */ |
2821 |
/* if we died cause of food, give us */ |
2822 |
/* food, and reset HP's... */ |
2823 |
/* */ |
2824 |
/**************************************/ |
2825 |
|
2826 |
/* remove any poisoning and confusion the character may be suffering. */ |
2827 |
/* restore player */ |
2828 |
at = archetype::find ("poisoning"); |
2829 |
tmp = present_arch_in_ob (at, op); |
2830 |
|
2831 |
if (tmp) |
2832 |
{ |
2833 |
tmp->destroy (); |
2834 |
new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2835 |
} |
2836 |
|
2837 |
at = archetype::find ("confusion"); |
2838 |
tmp = present_arch_in_ob (at, op); |
2839 |
if (tmp) |
2840 |
{ |
2841 |
tmp->destroy (); |
2842 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2843 |
} |
2844 |
|
2845 |
cure_disease (op, 0, 0); /* remove any disease */ |
2846 |
|
2847 |
/*add_exp(op, (op->stats.exp * -0.20)); */ |
2848 |
apply_death_exp_penalty (op); |
2849 |
if (op->stats.food < 100) |
2850 |
op->stats.food = 900; |
2851 |
op->stats.hp = op->stats.maxhp; |
2852 |
op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2853 |
op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2854 |
|
2855 |
/* |
2856 |
* Check to see if the player has any unpaid items. If so, remove them |
2857 |
* and put them back in the map. |
2858 |
*/ |
2859 |
op->drop_unpaid_items (); |
2860 |
|
2861 |
/****************************************/ |
2862 |
/* */ |
2863 |
/* Move player to his current respawn- */ |
2864 |
/* position (usually last savebed) */ |
2865 |
/* */ |
2866 |
/****************************************/ |
2867 |
|
2868 |
enter_player_savebed (op); |
2869 |
|
2870 |
op->contr->braced = 0; |
2871 |
|
2872 |
/* it is possible that the player has blown something up |
2873 |
* at his savebed location, and that can have long lasting |
2874 |
* spell effects. So first see if there is a spell effect |
2875 |
* on the space that might harm the player. |
2876 |
*/ |
2877 |
will_kill_again = 0; |
2878 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2879 |
if (tmp->type == SPELL_EFFECT) |
2880 |
will_kill_again |= tmp->attacktype; |
2881 |
|
2882 |
if (will_kill_again) |
2883 |
{ |
2884 |
object *force; |
2885 |
int at; |
2886 |
|
2887 |
force = get_archetype (FORCE_NAME); |
2888 |
/* 50 ticks should be enough time for the spell to abate */ |
2889 |
force->speed = 0.1f; |
2890 |
force->speed_left = -5.f; |
2891 |
SET_FLAG (force, FLAG_APPLIED); |
2892 |
for (at = 0; at < NROFATTACKS; at++) |
2893 |
if (will_kill_again & (1 << at)) |
2894 |
force->resist[at] = 100; |
2895 |
|
2896 |
insert_ob_in_ob (force, op); |
2897 |
op->update_stats (); |
2898 |
|
2899 |
} |
2900 |
|
2901 |
new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2902 |
} |
2903 |
|
2904 |
void |
2905 |
loot_object (object *op) |
2906 |
{ /* Grab and destroy some treasure */ |
2907 |
object *tmp, *tmp2, *next; |
2908 |
|
2909 |
op->close_container (); /* close open sack first */ |
2910 |
|
2911 |
for (tmp = op->inv; tmp; tmp = next) |
2912 |
{ |
2913 |
next = tmp->below; |
2914 |
|
2915 |
if (tmp->invisible) |
2916 |
continue; |
2917 |
|
2918 |
tmp->remove (); |
2919 |
tmp->x = op->x, tmp->y = op->y; |
2920 |
|
2921 |
if (tmp->type == CONTAINER) |
2922 |
loot_object (tmp); /* empty container to ground */ |
2923 |
|
2924 |
if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2925 |
{ |
2926 |
if (tmp->nrof > 1) |
2927 |
{ |
2928 |
tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2929 |
tmp2->destroy (); |
2930 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
2931 |
} |
2932 |
else |
2933 |
tmp->destroy (); |
2934 |
} |
2935 |
else |
2936 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
2937 |
} |
2938 |
} |
2939 |
|
2940 |
/* |
2941 |
* fix_weight(): Check recursively the weight of all players, and fix |
2942 |
* what needs to be fixed. Refresh windows and fix speed if anything |
2943 |
* was changed. |
2944 |
*/ |
2945 |
void |
2946 |
fix_weight (void) |
2947 |
{ |
2948 |
for_all_players (pl) |
2949 |
{ |
2950 |
int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2951 |
|
2952 |
if (old == sum) |
2953 |
continue; |
2954 |
pl->ob->update_stats (); |
2955 |
LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2956 |
} |
2957 |
} |
2958 |
|
2959 |
void |
2960 |
fix_luck (void) |
2961 |
{ |
2962 |
for_all_players (pl) |
2963 |
if (!pl->ob->contr->ns->state) |
2964 |
pl->ob->change_luck (0); |
2965 |
} |
2966 |
|
2967 |
/* cast_dust() - handles op throwing objects of type 'DUST'. |
2968 |
* This is much simpler in the new spell code - we basically |
2969 |
* just treat this as any other spell casting object. |
2970 |
*/ |
2971 |
void |
2972 |
cast_dust (object *op, object *throw_ob, int dir) |
2973 |
{ |
2974 |
object *skop, *spob; |
2975 |
|
2976 |
skop = find_skill_by_name (op, throw_ob->skill); |
2977 |
|
2978 |
/* casting POTION 'dusts' is really a use_magic_item skill */ |
2979 |
if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
2980 |
{ |
2981 |
LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
2982 |
return; |
2983 |
} |
2984 |
|
2985 |
spob = throw_ob->inv; |
2986 |
|
2987 |
// elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
2988 |
// not pass NULL to cast_spell (which did indeed check itself, but |
2989 |
// errors should be reported as early as possible IMHO) |
2990 |
if (!spob) |
2991 |
{ |
2992 |
LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
2993 |
return; |
2994 |
} |
2995 |
|
2996 |
if (op->type == PLAYER) |
2997 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
2998 |
|
2999 |
cast_spell (op, throw_ob, dir, spob, NULL); |
3000 |
|
3001 |
throw_ob->destroy (); |
3002 |
} |
3003 |
|
3004 |
void |
3005 |
make_visible (object *op) |
3006 |
{ |
3007 |
op->hide = 0; |
3008 |
op->invisible = 0; |
3009 |
|
3010 |
if (op->type == PLAYER) |
3011 |
{ |
3012 |
op->contr->tmp_invis = 0; |
3013 |
op->contr->invis_race = 0; |
3014 |
} |
3015 |
|
3016 |
update_object (op, UP_OBJ_CHANGE); |
3017 |
} |
3018 |
|
3019 |
int |
3020 |
is_true_undead (object *op) |
3021 |
{ |
3022 |
if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3023 |
return 1; |
3024 |
|
3025 |
return 0; |
3026 |
} |
3027 |
|
3028 |
/* look at the surrounding terrain to determine |
3029 |
* the hideability of this object. Positive levels |
3030 |
* indicate greater hideability. |
3031 |
*/ |
3032 |
int |
3033 |
hideability (object *ob) |
3034 |
{ |
3035 |
int i, level = 0, mflag; |
3036 |
sint16 x, y; |
3037 |
|
3038 |
if (!ob || !ob->map) |
3039 |
return 0; |
3040 |
|
3041 |
/* so, on normal lighted maps, its hard to hide */ |
3042 |
level = ob->map->darkness - 2; |
3043 |
|
3044 |
/* this also picks up whether the object is glowing. |
3045 |
* If you carry a light on a non-dark map, its not |
3046 |
* as bad as carrying a light on a pitch dark map */ |
3047 |
if (has_carried_lights (ob)) |
3048 |
level = -(10 + (2 * ob->map->darkness)); |
3049 |
|
3050 |
/* scan through all nearby squares for terrain to hide in */ |
3051 |
for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3052 |
{ |
3053 |
mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3054 |
if (mflag & P_OUT_OF_MAP) |
3055 |
{ |
3056 |
continue; |
3057 |
} |
3058 |
if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3059 |
level += 2; |
3060 |
else /* open terrain! */ |
3061 |
level -= 1; |
3062 |
} |
3063 |
|
3064 |
#if 0 |
3065 |
LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
3066 |
#endif |
3067 |
return level; |
3068 |
} |
3069 |
|
3070 |
/* For Hidden creatures - a chance of becoming 'unhidden' |
3071 |
* every time they move - as we subtract off 'invisibility' |
3072 |
* AND, for players, if they move into a ridiculously unhideable |
3073 |
* spot (surrounded by clear terrain in broad daylight). -b.t. |
3074 |
*/ |
3075 |
void |
3076 |
do_hidden_move (object *op) |
3077 |
{ |
3078 |
int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3079 |
object *skop; |
3080 |
|
3081 |
if (!op || !op->map) |
3082 |
return; |
3083 |
|
3084 |
skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3085 |
|
3086 |
/* its *extremely* hard to run and sneak/hide at the same time! */ |
3087 |
if (op->type == PLAYER && op->contr->run_on) |
3088 |
if (!skop || num >= skop->level) |
3089 |
{ |
3090 |
new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3091 |
make_visible (op); |
3092 |
return; |
3093 |
} |
3094 |
else |
3095 |
num += 20; |
3096 |
|
3097 |
num += op->map->difficulty; |
3098 |
hide = hideability (op); /* modify by terrain hidden level */ |
3099 |
num -= hide; |
3100 |
|
3101 |
if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3102 |
{ |
3103 |
make_visible (op); |
3104 |
if (op->type == PLAYER) |
3105 |
new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3106 |
} |
3107 |
else if (op->type == PLAYER && skop) |
3108 |
change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3109 |
} |
3110 |
|
3111 |
/* determine if who is standing near a hostile creature. */ |
3112 |
|
3113 |
int |
3114 |
stand_near_hostile (object *who) |
3115 |
{ |
3116 |
object *tmp = NULL; |
3117 |
int i, friendly = 0, player = 0, mflags; |
3118 |
maptile *m; |
3119 |
sint16 x, y; |
3120 |
|
3121 |
if (!who) |
3122 |
return 0; |
3123 |
|
3124 |
if (who->type == PLAYER) |
3125 |
player = 1; |
3126 |
|
3127 |
else |
3128 |
friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
3129 |
|
3130 |
/* search adjacent squares */ |
3131 |
for (i = 1; i < 9; i++) |
3132 |
{ |
3133 |
x = who->x + freearr_x[i]; |
3134 |
y = who->y + freearr_y[i]; |
3135 |
m = who->map; |
3136 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
3137 |
/* space must be blocked if there is a monster. If not |
3138 |
* blocked, don't need to check this space. |
3139 |
*/ |
3140 |
if (mflags & P_OUT_OF_MAP) |
3141 |
continue; |
3142 |
if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3143 |
continue; |
3144 |
|
3145 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3146 |
{ |
3147 |
if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3148 |
return 1; |
3149 |
else if (tmp->type == PLAYER) |
3150 |
{ |
3151 |
/*don't let a hidden DM prevent you from hiding */ |
3152 |
if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3153 |
return 1; |
3154 |
} |
3155 |
} |
3156 |
} |
3157 |
return 0; |
3158 |
} |
3159 |
|
3160 |
/* check the player los field for viewability of the |
3161 |
* object op. This function works fine for monsters, |
3162 |
* but we dont worry if the object isnt the top one in |
3163 |
* a pile (say a coin under a table would return "viewable" |
3164 |
* by this routine). Another question, should we be |
3165 |
* concerned with the direction the player is looking |
3166 |
* in? Realistically, most of us can't see stuff behind |
3167 |
* our backs...on the other hand, does the "facing" direction |
3168 |
* imply the way your head, or body is facing? It's possible |
3169 |
* for them to differ. Sigh, this fctn could get a bit more complex. |
3170 |
* -b.t. |
3171 |
* This function is now map tiling safe. |
3172 |
*/ |
3173 |
int |
3174 |
player_can_view (object *pl, object *op) |
3175 |
{ |
3176 |
rv_vector rv; |
3177 |
int dx, dy; |
3178 |
|
3179 |
if (pl->type != PLAYER) |
3180 |
{ |
3181 |
LOG (llevError, "player_can_view() called for non-player object\n"); |
3182 |
return -1; |
3183 |
} |
3184 |
|
3185 |
if (!pl || !op) |
3186 |
return 0; |
3187 |
|
3188 |
op = op->head_ (); |
3189 |
|
3190 |
get_rangevector (pl, op, &rv, 0x1); |
3191 |
|
3192 |
/* starting with the 'head' part, lets loop |
3193 |
* through the object and find if it has any |
3194 |
* part that is in the los array but isn't on |
3195 |
* a blocked los square. |
3196 |
* we use the archetype to figure out offsets. |
3197 |
*/ |
3198 |
while (op) |
3199 |
{ |
3200 |
dx = rv.distance_x + op->arch->x; |
3201 |
dy = rv.distance_y + op->arch->y; |
3202 |
|
3203 |
/* only the viewable area the player sees is updated by LOS |
3204 |
* code, so we need to restrict ourselves to that range of values |
3205 |
* for any meaningful values. |
3206 |
*/ |
3207 |
if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3208 |
abs (dy) <= (pl->contr->ns->mapy / 2) && |
3209 |
!pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3210 |
return 1; |
3211 |
|
3212 |
op = op->more; |
3213 |
} |
3214 |
|
3215 |
return 0; |
3216 |
} |
3217 |
|
3218 |
/* routine for both players and monsters. We call this when |
3219 |
* there is a possibility for our action distrubing our hiding |
3220 |
* place or invisiblity spell. Artefact invisiblity is not |
3221 |
* effected by this. If we arent invisible to begin with, we |
3222 |
* return 0. |
3223 |
*/ |
3224 |
int |
3225 |
action_makes_visible (object *op) |
3226 |
{ |
3227 |
if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3228 |
{ |
3229 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3230 |
return 0; |
3231 |
|
3232 |
if (op->contr && op->contr->tmp_invis == 0) |
3233 |
return 0; |
3234 |
|
3235 |
/* If monsters, they should become visible */ |
3236 |
if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3237 |
{ |
3238 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3239 |
return 1; |
3240 |
} |
3241 |
} |
3242 |
|
3243 |
return 0; |
3244 |
} |
3245 |
|
3246 |
/* op_on_battleground - checks if the given object op (usually |
3247 |
* a player) is standing on a valid battleground-tile, |
3248 |
* function returns TRUE/FALSE. If true x, y returns the battleground |
3249 |
* -exit-coord. (and if x, y not NULL) |
3250 |
* 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3251 |
* and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3252 |
* Default is to do the same as before, so only people wanting to have different points need worry about this |
3253 |
*/ |
3254 |
int |
3255 |
op_on_battleground (object *op, int *x, int *y) |
3256 |
{ |
3257 |
/* A battleground-tile needs the following attributes to be valid: |
3258 |
* is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3259 |
* name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3260 |
* and the exit-coordinates sp/hp must both be > 0. |
3261 |
* => The intention here is to prevent abuse of the battleground- |
3262 |
* feature (like pickable or hidden battleground tiles). */ |
3263 |
for (object *tmp = op->below; tmp; tmp = tmp->below) |
3264 |
{ |
3265 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3266 |
{ |
3267 |
if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3268 |
&& tmp->type == BATTLEGROUND |
3269 |
&& tmp->name == shstr_battleground |
3270 |
&& EXIT_X (tmp) && EXIT_Y (tmp)) |
3271 |
{ |
3272 |
/* before we assign the exit, check if this is a teambattle */ |
3273 |
if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3274 |
{ |
3275 |
for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3276 |
{ |
3277 |
if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3278 |
{ |
3279 |
if (x && y) |
3280 |
*x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3281 |
|
3282 |
return 1; |
3283 |
} |
3284 |
} |
3285 |
} |
3286 |
|
3287 |
if (x && y) |
3288 |
*x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3289 |
|
3290 |
return 1; |
3291 |
} |
3292 |
} |
3293 |
} |
3294 |
|
3295 |
/* If we got here, did not find a battleground */ |
3296 |
return 0; |
3297 |
} |
3298 |
|
3299 |
/* |
3300 |
* When a dragon-player gains a new stage of evolution, |
3301 |
* he gets some treasure |
3302 |
* |
3303 |
* attributes: |
3304 |
* object *who the dragon player |
3305 |
* int atnr the attack-number of the ability focus |
3306 |
* int level ability level |
3307 |
*/ |
3308 |
void |
3309 |
dragon_ability_gain (object *who, int atnr, int level) |
3310 |
{ |
3311 |
treasurelist *trlist = NULL; /* treasurelist */ |
3312 |
treasure *tr; /* treasure */ |
3313 |
object *tmp, *skop; /* tmp. object */ |
3314 |
object *item; /* treasure object */ |
3315 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
3316 |
int i = 0, j = 0; |
3317 |
|
3318 |
/* get the appropriate treasurelist */ |
3319 |
if (atnr == ATNR_FIRE) |
3320 |
trlist = treasurelist::find (shstr_dragon_ability_fire); |
3321 |
else if (atnr == ATNR_COLD) |
3322 |
trlist = treasurelist::find (shstr_dragon_ability_cold); |
3323 |
else if (atnr == ATNR_ELECTRICITY) |
3324 |
trlist = treasurelist::find (shstr_dragon_ability_elec); |
3325 |
else if (atnr == ATNR_POISON) |
3326 |
trlist = treasurelist::find (shstr_dragon_ability_poison); |
3327 |
|
3328 |
if (trlist == NULL || who->type != PLAYER) |
3329 |
return; |
3330 |
|
3331 |
for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3332 |
|
3333 |
if (!tr || !tr->item) |
3334 |
{ |
3335 |
/* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3336 |
return; |
3337 |
} |
3338 |
|
3339 |
/* everything seems okay - now bring on the gift: */ |
3340 |
item = tr->item; |
3341 |
|
3342 |
if (item->type == SPELL) |
3343 |
{ |
3344 |
if (check_spell_known (who, item->name)) |
3345 |
return; |
3346 |
|
3347 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3348 |
do_learn_spell (who, item, 0); |
3349 |
return; |
3350 |
} |
3351 |
|
3352 |
/* grant direct spell */ |
3353 |
if (item->type == SPELLBOOK) |
3354 |
{ |
3355 |
if (!item->inv) |
3356 |
{ |
3357 |
LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
3358 |
return; |
3359 |
} |
3360 |
if (check_spell_known (who, item->inv->name)) |
3361 |
return; |
3362 |
if (item->invisible) |
3363 |
{ |
3364 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3365 |
do_learn_spell (who, item->inv, 0); |
3366 |
return; |
3367 |
} |
3368 |
} |
3369 |
else if (item->type == SKILL_TOOL && item->invisible) |
3370 |
{ |
3371 |
if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
3372 |
{ |
3373 |
|
3374 |
/* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3375 |
* in this way, if the player is missing any of the attacktypes, he gets |
3376 |
* them. As it is now, if the player has any that match the granted skill, |
3377 |
* but not all of them, he gets nothing. |
3378 |
*/ |
3379 |
if (!(skop->attacktype & item->attacktype)) |
3380 |
{ |
3381 |
/* Give new attacktype */ |
3382 |
skop->attacktype |= item->attacktype; |
3383 |
|
3384 |
/* always add physical if there's none */ |
3385 |
skop->attacktype |= AT_PHYSICAL; |
3386 |
|
3387 |
if (item->msg != NULL) |
3388 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3389 |
|
3390 |
/* Give player new face */ |
3391 |
if (item->animation_id) |
3392 |
{ |
3393 |
who->face = skop->face; |
3394 |
who->animation_id = item->animation_id; |
3395 |
who->anim_speed = item->anim_speed; |
3396 |
who->last_anim = 0; |
3397 |
who->state = 0; |
3398 |
animate_object (who, who->direction); |
3399 |
} |
3400 |
} |
3401 |
} |
3402 |
} |
3403 |
else if (item->type == FORCE) |
3404 |
{ |
3405 |
/* forces in the treasurelist can alter the player's stats */ |
3406 |
object *skin; |
3407 |
|
3408 |
/* first get the dragon skin force */ |
3409 |
for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3410 |
; |
3411 |
|
3412 |
if (!skin) |
3413 |
return; |
3414 |
|
3415 |
/* adding new spellpath attunements */ |
3416 |
if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3417 |
{ |
3418 |
skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3419 |
|
3420 |
/* print message */ |
3421 |
sprintf (buf, "You feel attuned to "); |
3422 |
for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
3423 |
{ |
3424 |
if (item->path_attuned & (1 << i)) |
3425 |
{ |
3426 |
if (j) |
3427 |
strcat (buf, " and "); |
3428 |
else |
3429 |
j = 1; |
3430 |
strcat (buf, spellpathnames[i]); |
3431 |
} |
3432 |
} |
3433 |
strcat (buf, "."); |
3434 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3435 |
} |
3436 |
|
3437 |
/* evtl. adding flags: */ |
3438 |
if (QUERY_FLAG (item, FLAG_XRAYS)) |
3439 |
SET_FLAG (skin, FLAG_XRAYS); |
3440 |
if (QUERY_FLAG (item, FLAG_STEALTH)) |
3441 |
SET_FLAG (skin, FLAG_STEALTH); |
3442 |
if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3443 |
SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3444 |
|
3445 |
/* print message if there is one */ |
3446 |
if (item->msg != NULL) |
3447 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3448 |
} |
3449 |
else |
3450 |
{ |
3451 |
/* generate misc. treasure */ |
3452 |
tmp = arch_to_object (tr->item); |
3453 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3454 |
tmp = insert_ob_in_ob (tmp, who); |
3455 |
if (who->type == PLAYER) |
3456 |
esrv_send_item (who, tmp); |
3457 |
} |
3458 |
} |
3459 |
|
3460 |
/** |
3461 |
* Unready an object for a player. This function does nothing if the object was |
3462 |
* not readied. |
3463 |
*/ |
3464 |
void |
3465 |
player_unready_range_ob (player *pl, object *ob) |
3466 |
{ |
3467 |
if (pl->ob->current_weapon == ob) |
3468 |
pl->ob->current_weapon = 0; |
3469 |
|
3470 |
if (pl->combat_ob == ob) |
3471 |
pl->combat_ob = 0; |
3472 |
|
3473 |
if (pl->ranged_ob == ob) |
3474 |
pl->ranged_ob = 0; |
3475 |
} |
3476 |
|
3477 |
sint8 |
3478 |
player::visibility_at (maptile *map, int x, int y) const |
3479 |
{ |
3480 |
if (!ns) |
3481 |
return 0; |
3482 |
|
3483 |
int dx, dy; |
3484 |
if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3485 |
return 0; |
3486 |
|
3487 |
x += dx - ns->current_x + ns->mapx / 2; |
3488 |
y += dy - ns->current_y + ns->mapy / 2; |
3489 |
|
3490 |
if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3491 |
return 0; |
3492 |
|
3493 |
return 100 - blocked_los [x][y]; |
3494 |
} |
3495 |
|
3496 |
void |
3497 |
player::infobox (const char *title, const char *msg, int color) |
3498 |
{ |
3499 |
send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
3500 |
} |
3501 |
|
3502 |
void |
3503 |
player::statusmsg (const char *msg, int color) |
3504 |
{ |
3505 |
send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
3506 |
} |
3507 |
|
3508 |
void |
3509 |
player::failmsg (const char *msg, int color) |
3510 |
{ |
3511 |
play_sound (sound_find ("generic_failure")); |
3512 |
statusmsg (msg, color); |
3513 |
} |
3514 |
|